for some time I could not get it to run on 64 bit machines - but now I have it running on both vista and Windows 7
I like the bigger map - I argued by telephone with David for this for WITP but he said it was utterly impossible back then due to system limits - no doubt correctly. I like the better attention to detail in the OBs. I am frustrated by a lack of attention to detail in the map. There is a mysterious road in Alaska which still does not exist. The critical value of Baguio City is not coded, so why Yamashita was right to defend that malaria free resource rich area (and Mac was wrong not to) isn't part of the game - making the campaigns for Luzon impossible to do intelligently. Quibbles like that. But I like the map edge movement track concept - as you might expect having pioneered it (with Cobra) for RHS Level 6 - and they could do some things we could not (going outside the map as it were). I also liked the chrome of midgets and blimps (etc) - both of which I also pioneered - but neither of which could be properly done (as they are in AE) without coding changes. Better to have stuff done right than approximated with workarounds. My biggest problem is the decision not to address AI issues - and that means the AI cannot handle the Allies at all - nor any game after August 1944 - when Japan is forced to collapse in a grossly ahistorical way. But there was a limit to what could be attempted, and the project was meant to generate revenue and continue interest in WITP games - and I think it was successful. Several people have asked for a RHS variant - but work on a real world China game (invasion of Taiwan) means I can't do that - or it will be a minimalist effort.
ORIGINAL: JeffK
Gday Sid,ORIGINAL: el cid again
RHS - and mods based on it like Empires Ablaze - have rockets that work. This is pretty easy to do with confidence if you simply use gun devices renamed as rockets. The trick is to figure out how to do the data? The big theoretical issue which caused lots of discussion for years on WITP was the matter of "reloading in the air." The solution was to limit the rate of fire of the gun devices - we tried a value of 1 and it worked remarkably well. One can also combine the rockets into pairs (for large ones) or banks (for small ones). Both theory and testing can be used to determine effect and accuracy values - but if reasonable ones are chosen - rockets turn out to work remarkably close to IRL. That is, they are more effective vs targets which are large and not very maneuverable - something of a surprise. Anyway - that solution could be adopted by anyone who wants to workaround the matter that the rocket devices per se may not work. Note that this form of pseudo rocket not only occasionally works vs aircraft, it works vs small surface targets very well (and isn't worth much vs large armored ships either) - just as it should be.
Have you given this monster a try yet??




