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RE: Experimental map data file with stacking limits
Posted: Mon Oct 24, 2011 3:51 pm
by JWE
ORIGINAL: Andrew Brown
Hi Blackhorse,
There have been a number of such concerns raised. My view is that "the proof of the pudding is in the eating". Unfortunately, I am in the same boat as you - not enough free time to do any testing of my own.
Andrew
Well then, let's put the pudding on the table. Would have liked to have done a flan, but it's gonna have to have to be a spotted dick.
Ok, used the calculation algorithm for everything except Island Sizes. Those were witchy because there is a default SL value for them in code. But Michael set the default checks and calculations in stone, so here we go.
The biggie, for SLs is the Pac Island stuff. Mainland things are working out pretty good and test out right nice. Island stuff is much more grainy. Very Small Islands (size-1) are at the default value of 6k, for the most part, but there are a few places where SL=10k.
Isl Siz=2 has an arbitrary algorithm, but a determinable one. It returns values from 10k to 30k, depending, with the majority in the 20-25k range. Much more grainy than the standard 30k default.
Isl Siz=3 is set to have terrain driven SLs. Reason for that is once a land area gets over a certain size, the terrain should control.
That's about it. A pwhexe based on this algorithm will be posted on the Babes site. Righteous comments are welcome.
RE: Experimental map data file with stacking limits
Posted: Sun Oct 30, 2011 12:42 pm
by JWE
Map data with stacking limits are up on their own page on the Babes site.
Two versions; one for use with the Extended map, one for use with the Stock Map.
BabesLite and BigBabes 'A' scenarios use the set for the Stock Map.
BabesLite and BigBabes 'B' and 'C' scenarios use the set for the Extended Map.
These have been sent to Andrew Brown, along with the descriptions and modified calculations. As always, using these is a matter of choice. One may, or may not, choose to use them, but if one side uses them, the other needs to use them as well.
RE: Experimental map data file with stacking limits
Posted: Sun Oct 30, 2011 1:08 pm
by witpqs
Very cool. Thanks! [8D]
When you say 'sent to Andrew', are you implying that there is something he must do to before they are ready to rock, or are they ready to go with those scenario #'s?
RE: Experimental map data file with stacking limits
Posted: Sun Oct 30, 2011 2:06 pm
by JWE
Ready to rock n roll.
Sent to Andrew 'cause we want to keep our stuff as similar as possible. Our version has almost every Small Island separately calculated. Wanted AB to see the rationales and the 'how we did it'.
RE: Experimental map data file with stacking limits
Posted: Sun Oct 30, 2011 2:12 pm
by witpqs
Thanks. Already got the download. I'll get up to speed and get ready for a PBM if I can tempt somebody.
RE: Experimental map data file with stacking limits
Posted: Sun Oct 30, 2011 6:25 pm
by Buck Beach
A couple of quick questions. If they don't belong here please direct me to the correct location.
I am making the changes in accordance with "List of differences between scenarios 028 and 048. New unit 6406 "Masirah RN Det" refers to suffix change to 100, is this a new suffix? Withdrawal type is 2, I can't find where to make this change.
Unit 6407 "4th NW Frontier Base Force", shows an attribute change to 1, where do I find this to make the change.
Air Group 3251 "No.244 Sqn RAF", where do I change the subNum (can't find it to change)
Buck
RE: Experimental map data file with stacking limits
Posted: Mon Oct 31, 2011 11:39 am
by witpqs
John,
Are Masirah and Dante the only bases added with the new extended map? I'm going to plug them into that Google Earth list and I just don't want to miss any.
RE: Experimental map data file with stacking limits
Posted: Mon Oct 31, 2011 12:55 pm
by JWE
@ Buck,
Those LCUs are Andrew Brown's. Babes doesn't use them (yet?) so can't say exactly. Think suffix 100 is just another code for 'none' or 'invalid type'. Withdrawal 2 is the little round check boxes next to the Withdrawal radio button. Attribute 1 is the Static Attached setting. subNum is the Max Splits setting.
@ witpqs,
There's 13 total from Andrew Brown. Grab any of the new Babes B scens and look with the editor at Locations 1600 - 1612. They're all there. [;)]
Bellingham; Truscott; Ballarat; Quetta; Jacobabad; Fort Sandeman; Kohat; Peshawar; Gilgit; Rajshashi; Masirah; Abd al Kuri; Dante.
RE: Experimental map data file with stacking limits
Posted: Mon Oct 31, 2011 2:45 pm
by witpqs
Wow - Andrew's been even busier than I thought.
RE: Experimental map data file with stacking limits
Posted: Mon Oct 31, 2011 3:02 pm
by Buck Beach
Thank you,
Buck
RE: Experimental map data file with stacking limits
Posted: Wed Nov 02, 2011 5:23 pm
by drw61
Just wondering if anyone else is having this issue.
I'm using the extended map pwhexe.dat dated 9/25/11 and a modified version of DaBigBabes-B, Ext Map, Dec.7 Start (so its probably a problem of my own making).
Ships at Abadan (1411) are being moved to Aden (815) due to invalid hex location.
Thanks, Daryl

RE: Experimental map data file with stacking limits
Posted: Thu Nov 03, 2011 1:31 pm
by JWE
ORIGINAL: drw61
Ships at Abadan (1411) are being moved to Aden (815) due to invalid hex location.
Hello Daryl,
Can't be certain, but it might be that you used an earlier BigBabes-B scenario file as basis for your mod. Certain tweaks had to be done to make the files fully compatible with Andrew's thingys in the upper left corner of the Ext Map. It's only the version-09 files (Sept. 18, 2011) and beyond, that are fully compatible with the Ext Map.
If this is so, the fixes to the earlier files are relatively simple, using witploadAE. They are very easy to do, but a couple of them are a skoosh counter-intuitive. Send me your scenario files (not a savegame) and I'll see what's up, fix them if it's what I think it is, and give you a full changelog. If it ain't what I think it is, I'll figure it out and fix it anyway. Sending you a pm with my email address, please send the files (zipped, please) there.
Current v09 files don't have the problem you are reporting. Just downloaded 28-B, fired it up, and reinforcement entry locations work just ducky.
Ciao. John
RE: Experimental map data file with stacking limits
Posted: Fri Nov 04, 2011 11:44 pm
by drw61
Thanks for the response John I'll take a look at the version I'm using
Daryl
ORIGINAL: JWE
ORIGINAL: drw61
Ships at Abadan (1411) are being moved to Aden (815) due to invalid hex location.
Hello Daryl,
Can't be certain, but it might be that you used an earlier BigBabes-B scenario file as basis for your mod. Certain tweaks had to be done to make the files fully compatible with Andrew's thingys in the upper left corner of the Ext Map. It's only the version-09 files (Sept. 18, 2011) and beyond, that are fully compatible with the Ext Map.
If this is so, the fixes to the earlier files are relatively simple, using witploadAE. They are very easy to do, but a couple of them are a skoosh counter-intuitive. Send me your scenario files (not a savegame) and I'll see what's up, fix them if it's what I think it is, and give you a full changelog. If it ain't what I think it is, I'll figure it out and fix it anyway. Sending you a pm with my email address, please send the files (zipped, please) there.
Current v09 files don't have the problem you are reporting. Just downloaded 28-B, fired it up, and reinforcement entry locations work just ducky.
Ciao. John
RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 12:34 am
by ny59giants
Any update of getting the display of actual stacking limits for non-base hexes. Here is what it looks like just outside of Hong Kong at start. It states a stacking limit of 135,000. But I would need to pull out my calculator to tally them all up.
I've just downloaded and installed Babes-B as I want to use it for a mod I'll be trying to come up with Damian.

RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 1:26 am
by witpqs
Michael has that bug and is working on it.
RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 12:33 pm
by Halsey
Andrew...
Is 60000 stacking limits for atolls correct?
That's what's appearing in my game.
RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 12:51 pm
by JWE
Very Small Islands (atoll terrain or otherwise) are supposed to default to the regular 6,000. Have no idea why it would say 60,000. Maybe a display glitch? If it says 60,000 that would be a good thing to send to Michael.
RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 12:58 pm
by witpqs
ORIGINAL: Halsey
Andrew...
Is 60000 stacking limits for atolls correct?
That's what's appearing in my game.
Atolls can be any size just like islands. 'Atoll' refers to the terrain rather than the size. Talking about the old limits, IIRC they were 6k, 30k, 60k, and unlimited. Christmas Island (Line Islands) was unlimited, for example. Truk was 60k. Obviously many atolls were 6k.
I haven't looked at them all by any means, but I've noted that Christmas Island is no longer unlimited, and a couple of (non-atoll) islands I looked at that are 60k in stock are now 35k.
So I guess the question is, which atoll have you looked at that says 60k?
RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 1:58 pm
by JWE
Yep, what witpqs says.
Except, there's some differences between what AB has for SLs in his data and what Babes has. Babes has seriously messed with every Island in the Pacific on an individual basis, and has given the results and the algorithm to AB for him to use. Perhaps he will, at some point, but it's important to realize that AB's data and Babes data are a skoosh different. Here is what the Babes data files should do.
To amplify a bit: Islands come in three colors and many different flavors. There's three "Sizes" that show up in the pwhexe editor.
Island Size = 1; Very Small Island; All of these used to default to SL of 6,000. "Most" still do, but there's a few that get up to 10,000. We wanted to keep the default, so Michael set up the code to give a hex its listed SL, but DEFAULT if the SL value was '0'. So it's a no-brainer to make a Very Small Island have a SL of either 6,000 or (by sticking a value in the SL field) 5,000, or 10,000. But, most are still the good old default of 6,000.
Island Size = 2; Small Island; All of these used to default to SL of 30,000. "Most" now do NOT. If the SL field was set to '0' it would, once again, DEFAULT, but every size=2 island, in the game, has been vetted and individually assigned a SL. These range from 10,000 to 25,000 (with the majority at 20,000).
Island Size = 3; Medium Island; All of these used to default to SL of 60,000. "None" of them do so now. If the SL field was set to '0' it would, once again, DEFAULT, but every size=3 island, in the game, has been vetted and individually assigned a SL. For Size=3 islands, we have decided (and AB agrees) that they are large enough for the "terrain" to be the controling factor, rather than the size. Size=3 islands now range between 20,000 and 40,000.
Atoll is a terrain type, not a size. Any island, of any size, can have atoll terrain, jungle terrain, jungle-rough terrain, wooded, wooded-rough, or simply rough terrain.
Hope this helps.
RE: Experimental map data file with stacking limits
Posted: Sun Dec 04, 2011 4:18 pm
by Halsey
The entire Hawaiian chain of islands show 60000.[:D]
Baker, Canton, Palmyra, Johnston and more.
BTW...
I posted it here because it appeared after putting the stacking limit pwhex file in place.[;)]