Page 27 of 47

RE: RHS Microupdate 3.20 and news

Posted: Thu May 24, 2018 5:21 am
by el cid again
Tillius: Welcome aboard! You will find MANY unique features to China in RHS/AE Level II. This is a test -
I wish you to use all of these capabilities.

River craft often can change functions - sometimes in a single day - sometimes longer. This way you
can make transports, landing vessels, minesweepers, minelayers, gunboats (etc) as you need them. Rivers
are very developed - but the game starts in the "dry season" - be sure to exploit their longer navigable
length in wetter times of year. An art clue is that generally a river shown in wide art is navigable in
wet seasons, while a river shown in narrow art is not. Notes written on the map art tend to explain which
rivers are seasonal. This is general, not only in China.

There are a couple of regiments of actual ROC Marines.

There are many kinds of aircraft, and there are aircraft factories for China in India, at Lao Wing, at Chunking
and at Kunming. I turned off those not yet in production. They should be turned on when the first day of the first
month of production is reached. Each aircraft type not in production in 1941 has (month/year) following its name
so you know when it starts production. Some of these are just because they were used operationally. Others are
very nice to have. Even trainers - if used as bombers or recon planes operationally - are included. China has
a small but real air force, and if hoarded for use on special occasions, usually can surprise some poor Japanese
unit or location badly. If left too close to the enemy at known bases, they might be exterminated!

Don't forget the controversial guerilla units. These work superbly. They "live off the land" - and come in two
flavors. NRA (ROC is officially the National Resistance Army) ones get just enough supplies to support the full
strength "regiment" (battalion). RED (communist ones) get slightly more supplies - so they can slowly build up
enough to support an attack even if TOTALLY isolated from locations with friendly supplies. These units can
wander cross country almost without regard for supply sources. They are not very useful as such, but great ways
to harass lines of supply, and capture undefended locations.

We added the important "heavy guns" or "medium artillery" - regiments of 105 and 150 mm guns (often German). These
were rarely committed, but when they did, won battles. See the First and Second Battles of Changsha.

RHS China has vast numbers of replacements provided - sometimes 600 squads a month of a single type - and this for
large numbers of squad types. This is because combat units in AE for China usually reappear after 30 days - but at
1/3 strength. Otherwise, many units in China are not at full strength at start or when they appear as brand new
units. You need huge numbers of replacements to be able to have some units fit to fight.

China also has two regiments of proper engineers - not pioneers. At the start you can't see them because they
are road building in Tibet. In this scenario, the historical plan to build up the Tea & Horse Caravan Road to a
primary road is implemented. [To do it in a timely way, engineers were sent to both ends of the road. Tibet -
a quasi independent place - refused to let them enter the country. But in fact it was weak - and in this scenario -
the British - who supplied what weapons they had - put pressure on them to let the ROC engineers work. Fairly early
in the game these regiments will appear and the road will be a highway from India to, basically, Kunming. Some
Allied units can use it for strategic movement after that.] Note Tibet has three static defense "regiments" -
very weak units whose "heavy weapons" are two Vickers machine guns. These defend the two capitals and the one
part of Tibet which was just "conquered" in a minor war you never heard of with ROC China! Tibet has no airfields
and it is hard to build them there - due to extreme altitude - and in game terms - because it is hard to get supplies
to build anything over the long roads and trails. Tibet trails often are closed in Winter. Tibet is treated
as British Commonwealth in RHS.

Note that Sinkiang (and a sliver of adjoining territory) is treated as Soviet. There are even NKVD regiments in it.
But there is also a civilian ROC base force (to support a weird airline operating Junkers trimotors - that airline
being taken over by the ROC government).

Note the ROC airliners (also taken over by the government) and other planes at Hong Kong are NOT required to sit
and be wiped out by the Japanese. You MAY move some or all of them if you wish. There are no house rules against
flying Allied planes to China - although in fact even ROC paid for fighters were forced to leave China. But in this
scenario, the Allies have great flexibility because of Japans aggressive pre war build up. The real problem is
not needing allied planes in some other area - they ARE allowed to operate in China (just as, by 1944, the Allies
actually were doing in force).

ORIGINAL: TulliusDetritus
ORIGINAL: m10bob
has already proven to be a crippling bout with cancer.
I survived, but am now forced to certain limitations.
Energy and ambulation have been effected the most.

Real life is infinitely more important than any game, so take care and never forget the golden rule: carpe diem.

Sid, I'm the appointed Clown-in-Chief in the Chinese theatre, so watch your back! It was a lot fun stopping and harassing the mighty Wehrmacht [PBEM, no AI] circa Barbarossa '41 in WitE with my 1-1 ants.

Let's see what can the light Japanese army do...

RE: RHS Microupdate 3.20 and news

Posted: Thu May 24, 2018 8:06 am
by el cid again
I failed to add to notice the 200th Motorized Division. An elite unit that won several
important battles against odds, it is the former NRA 200th Tank Division. When its T-26
inventory got down to 13, they were stripped from the division:

3 (a platoon) went to NRA HQ in Chunking
and
10 (a company) became the Recon Company of the 5th Army Group - the HQ of the 200th.
This HQ and the 200th Motorized are at Tsuyung, Western China, where they won important
battles against Japanese invading from Burma.

This division is the only start of game Chinese unit able to move at armor speed.

It is entirely motorized infantry except for a full regiment of BA-7 armored cars - which
more or less serve as its "tank regiment" tactically.

Late in the war all the tanks above are replaced by Shermans. Other units form up to
U.S. Standards in India, but until then, these are the only important AFV units in China.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Fri May 25, 2018 10:16 am
by sanderz
ORIGINAL: el cid again

RHS Update 3.21

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

any chance you can just post links to the updated files? or at least list the "folder/filename" changes so that we don't have to download all 2.5 gig every time you do a micro update

thanks

RE: RHS Comprehensive Update 4.00

Posted: Sun May 27, 2018 5:56 am
by el cid again
RHS Update 4.00

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update has a major change in the number series because it is
associated with a newer version of WITP/AE.

There are some changes to aircraft data because of eratta detected.

There are some changes to the names of location because about 13
contained commas which prevented Tracker from working. Two other
locations generated errors. Those records were recreated from stock
and are not reported to cause errors any more. A few other eratta
were fixed related to land units: A Japanese division had one sub
unit assigned to the wrong command, so it could not combine, for example.

Mifune decided to work on Ki-97 art. I pointed out that the charcoal
drawing we have by a Japanese engineer could be colorized because it is
a fine bit of art - there is even a shadow on the runway - and markings
on the runway. If we turn black to green, and color the sun insignia,
it will look like game art. The top and alpha were successfully made
from the Ki-67 - only the side needs re-colorizing.

Two Spring 1945 pwhexe.dat files were added - for historical and for
Japan Enhanced Scenarios - bringing their straits into sync with earlier
files. Only 45 Monsoon, 45 Fall, 45 Winter, 46 Spring and 46 Monsoon
pwhexe files remain to be similarly updated.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun May 27, 2018 5:59 am
by el cid again

I do not think I understand your proposal. It is also safer to update the entire
set in case someone has not got all the previous updates.

As far as I know, there is only one way to create a link to the installer. Are
you saying I can open it in the cloud and create links to subordinate parts of it?
I did not see that in the instructions.

ORIGINAL: sanderz

ORIGINAL: el cid again

RHS Update 3.21

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

any chance you can just post links to the updated files? or at least list the "folder/filename" changes so that we don't have to download all 2.5 gig every time you do a micro update

thanks

RE: RHS Comprehensive Update 4.00

Posted: Sun May 27, 2018 7:37 am
by adarbrauner
ORIGINAL: el cid again

RHS Update 4.00

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update has a major change in the number series because it is
associated with a newer version of WITP/AE.

There are some changes to aircraft data because of eratta detected.

There are some changes to the names of location because about 13
contained commas which prevented Tracker from working. Two other
locations generated errors. Those records were recreated from stock
and are not reported to cause errors any more. A few other eratta
were fixed related to land units: A Japanese division had one sub
unit assigned to the wrong command, so it could not combine, for example.

Mifune decided to work on Ki-97 art. I pointed out that the charcoal
drawing we have by a Japanese engineer could be colorized because it is
a fine bit of art - there is even a shadow on the runway - and markings
on the runway. If we turn black to green, and color the sun insignia,
it will look like game art. The top and alpha were successfully made
from the Ki-67 - only the side needs re-colorizing.

Two Spring 1945 pwhexe.dat files were added - for historical and for
Japan Enhanced Scenarios - bringing their straits into sync with earlier
files. Only 45 Monsoon, 45 Fall, 45 Winter, 46 Spring and 46 Monsoon
pwhexe files remain to be similarly updated.


Ok, so how do we update our RHS installation with this new one - without creating mess with the "regular" AE installation?

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun May 27, 2018 10:08 am
by sanderz
ORIGINAL: el cid again


I do not think I understand your proposal. It is also safer to update the entire
set in case someone has not got all the previous updates.

As far as I know, there is only one way to create a link to the installer. Are
you saying I can open it in the cloud and create links to subordinate parts of it?
I did not see that in the instructions.

ORIGINAL: sanderz

ORIGINAL: el cid again

RHS Update 3.21

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

any chance you can just post links to the updated files? or at least list the "folder/filename" changes so that we don't have to download all 2.5 gig every time you do a micro update

thanks
I have no idea how the installer process works[#] but at the moment "you" can update one file for say only 1mb but unless we know what file(s) it is we have to download all 2.5GB all over again.

[#] i assume its just copies files/folders into the witpae directory

So, for small changes,if you can list the file names of the files that have changed we can just download those specific files and paste them into our RHS install.

As a separate question does your link include any old/ obsolete files i.e. can you remove some old stuff to reduce the download size?

RE: RHS Microupdate 3.21 and Tracker News

Posted: Fri Jun 01, 2018 7:31 am
by Dili
el cid how do you handled the chinese rivers for riverine ship to land combat? did you made them small straits hexsides to be possible land weapons fire at river ships and boats?

RE: RHS Microupdate 3.21 and Tracker News

Posted: Fri Jun 01, 2018 10:24 am
by m10bob
Sid...For some time you devoted a lot of time to the concept of "seasons" and I know for a fact you also used the time to show the addition of new roads as historic time passed.
I'm sure a lot of us anticipated this new "invention/chrome addition to the mod, but I for one do not know how to make the seasonal changes over time.
Do the seasons change themselves with a time trigger, or do we change them manually, and if so, how?

Thank you, as ever.

RE: RHS Comprehensive Update 4.01

Posted: Sun Jun 03, 2018 6:10 am
by el cid again
RHS Update 4.01

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This minor update follows detail examination of the files.
Mainly scenario files (air group, location, leader, ship) have
changed to correct eratta. Some of these changes will correct
issues in ongoing games, others will correct only new games.

NOT addressed is the last reported eratta: some minor vessels
in China, and one in the USSR, are either in the wrong hex, or
the hex is not coded properly in pwhexe.dat. Since ships are
hard to find, it will require some time to find them all.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 6:15 am
by el cid again

Until someone writes a switcher - as we had back in pre AE days for WITP - this is done manually
On the first day of each season, go to the RHS PWHEXE folder and copy the season into a working
folder. The second one for a historical game is II42SPRINGpwhexe.dat. Rename it pwhexe.dat. Copy that
to the top level AE folder.

The seasons are

Spring March & April

Monsoon May through August

Fall September & October

Winter November through February

The FOLDER RHS PWHEXE & PWZLINK has a legacy name. We once had to change the pwzlink file every year.
I think I found a way not to do that - using Ice to prevent illegal movement. So we no longer change
the links. This is currently being verified by testing.
ORIGINAL: m10bob

Sid...For some time you devoted a lot of time to the concept of "seasons" and I know for a fact you also used the time to show the addition of new roads as historic time passed.
I'm sure a lot of us anticipated this new "invention/chrome addition to the mod, but I for one do not know how to make the seasonal changes over time.
Do the seasons change themselves with a time trigger, or do we change them manually, and if so, how?

Thank you, as ever.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 6:19 am
by el cid again
Rivers do not work properly in code. I have done numbers of things in data in numbers of units to make
forts more likely to engage. Adding detection devices helps. River combat is also sometimes not as
deadly as it should be in my view. I had a very hard time making "river booms" for China work.

We follow stock - there are two kinds of rivers. Those with river hex-sides (most) and those with "both hex-sides"
for deep draft vessels. I also have rivers with shoals on the approaches - see Talapo Mission for example. You must
enter by ONE channel in spite of there being three hex-sides. And you must be shallow draft to pass. ON top of that,
I put a 300 ton restriction in house rules (1500 tons for barge groups - 5 x 300 ton barges and a tug).

ORIGINAL: Dili

el cid how do you handled the chinese rivers for riverine ship to land combat? did you made them small straits hexsides to be possible land weapons fire at river ships and boats?

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 6:21 am
by el cid again
Land weapons do work. Indeed, land weapons arm ships! In stock and in history. They work as well as they usually
do - which is not quite perfect but generally rather well. RHS gunboats and converted junks etc have numbers of
land weapons - machine guns in particular - 50 mm Krupp howitzers - name it.

ORIGINAL: Dili

el cid how do you handled the chinese rivers for riverine ship to land combat? did you made them small straits hexsides to be possible land weapons fire at river ships and boats?

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 6:25 am
by el cid again
The installer does not "know" your computer's install. It assumes a default install, but it might be
wrong. In any case, it will create RHS folders of its own because there are folders not used by the
stock game. RHS Documentation for example. And a PWHEXE & PWZLINK folder which is a library.

You must copy from the installer SCEN folder EVERYTHING to the AE SCEN folder NOTHING is overwritten -
so other scenarios will remain if you do not use the 121 to 129 number range.

You must copy from the installer ART folder EVERYTHING to the AE ART folder. SOME WILL be overwritten.
Unless you never play non-RHS, use a separate install to run it.

You must copy three files to the top level AE folder:

pwhexe.dat
pwzlink.dat
pwzone.dat

All are in the PWHEXE & PWZLINK folder library.

ORIGINAL: sanderz

ORIGINAL: el cid again


I do not think I understand your proposal. It is also safer to update the entire
set in case someone has not got all the previous updates.

As far as I know, there is only one way to create a link to the installer. Are
you saying I can open it in the cloud and create links to subordinate parts of it?
I did not see that in the instructions.

ORIGINAL: sanderz




any chance you can just post links to the updated files? or at least list the "folder/filename" changes so that we don't have to download all 2.5 gig every time you do a micro update

thanks
I have no idea how the installer process works[#] but at the moment "you" can update one file for say only 1mb but unless we know what file(s) it is we have to download all 2.5GB all over again.

[#] i assume its just copies files/folders into the witpae directory

So, for small changes,if you can list the file names of the files that have changed we can just download those specific files and paste them into our RHS install.

As a separate question does your link include any old/ obsolete files i.e. can you remove some old stuff to reduce the download size?

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 11:01 am
by sanderz
ORIGINAL: el cid again

The installer does not "know" your computer's install. It assumes a default install, but it might be
wrong. In any case, it will create RHS folders of its own because there are folders not used by the
stock game. RHS Documentation for example. And a PWHEXE & PWZLINK folder which is a library.

You must copy from the installer SCEN folder EVERYTHING to the AE SCEN folder NOTHING is overwritten -
so other scenarios will remain if you do not use the 121 to 129 number range.

You must copy from the installer ART folder EVERYTHING to the AE ART folder. SOME WILL be overwritten.
Unless you never play non-RHS, use a separate install to run it.

You must copy three files to the top level AE folder:

pwhexe.dat
pwzlink.dat
pwzone.dat

All are in the PWHEXE & PWZLINK folder library.

ORIGINAL: sanderz

ORIGINAL: el cid again


I do not think I understand your proposal. It is also safer to update the entire
set in case someone has not got all the previous updates.

As far as I know, there is only one way to create a link to the installer. Are
you saying I can open it in the cloud and create links to subordinate parts of it?
I did not see that in the instructions.



I have no idea how the installer process works[#] but at the moment "you" can update one file for say only 1mb but unless we know what file(s) it is we have to download all 2.5GB all over again.

[#] i assume its just copies files/folders into the witpae directory

So, for small changes,if you can list the file names of the files that have changed we can just download those specific files and paste them into our RHS install.

As a separate question does your link include any old/ obsolete files i.e. can you remove some old stuff to reduce the download size?

thanks for the reply and some useful info, however none of this was what i was asking about

i.e. is there anything you can do so that we don't have to download all 2.5gb of data just for small updates - even just listing what files have changed since the previous version would help

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 11:10 am
by Dili
Thanks el cid, will have to try your idea of land weapons in river monitors. I guess shallow draft only applies to barge, PT's, MGB's but i think i have not any rivers with that limitation.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 1:20 pm
by m10bob
It is historically accurate for boats to use "land" weapons...P.T. 109 had an army 37mm AT gun mounted on it's foredeck which had been swiped from the army in a trade, (of sorts).

RE: RHS Microupdate 3.21 and Tracker News

Posted: Sun Jun 03, 2018 2:21 pm
by Dili
m10bob, this is a game question Army Weapon vs Naval Gun not an historical accurate question. It seems from el cid experience that LCU's tend to ignore riverine boats and this might make more odds that it occurs with same artillery type in both sides.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Thu Jun 07, 2018 3:00 am
by el cid again
Shallow draft applies to all naval units. It is not really restrictive enough in my view.
But it keeps out really large vessels.

River hex-sides are inherently also shallow draft hex-sides. So a battleship can never cross one.
But consider the Yangtze - it is not coded with river hex-sides. Rather with both hexsides. So deep
draft ships can use it. This is true: ocean ships of deep draft have been built at Wuhan since the
19th century!

ORIGINAL: Dili

Thanks el cid, will have to try your idea of land weapons in river monitors. I guess shallow draft only applies to barge, PT's, MGB's but i think i have not any rivers with that limitation.

RE: RHS Microupdate 3.21 and Tracker News

Posted: Thu Jun 07, 2018 3:06 am
by el cid again
I do not think being an "army weapon" matters at all. That is, any gun on a naval vessel has the
same chance of engaging if the target is on the correct "bearing" (within the front, side, or rear
arc - all of course means 360 degrees - and probably should never be used with a gun). It would
require rather sophisticated code to "care" if the weapon was an army weapon. Gary seems to prefer
clever but very simple algorithms. I am shocked how well they work given how simple they seem to be.

There are real problems at night - which I guess is somewhat as it should be. There is no chance a
weapon will fire unless the target is seen. So I created "spotters" ( a form of surface radar with
a 10% chance of detection ) and issue one per battery in a unit. A battery being 2 to 6 guns, depending
on the organization. CD units often have 3-6 batteries = 30-60% chance of detection at night. It helped,
but not very much. On a river, at night, you always have a chance of getting through.

ORIGINAL: Dili

m10bob, this is a game question Army Weapon vs Naval Gun not an historical accurate question. It seems from el cid experience that LCU's tend to ignore riverine boats and this might make more odds that it occurs with same artillery type in both sides.