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RE: Map Mod Information
Posted: Tue Dec 07, 2004 10:00 pm
by Andrew Brown
ORIGINAL: Captain Cruft
ORIGINAL: Andrew Brown
My two mods are actually completely separate. They are:
1) A map mod: a new set of maps for the game. This is the big mod that is still not complete.
Surely this must by definition also include a revised map data file (pwhex.dat)? That's my real question.
Yes you are correct. The new (big) map mod will come with its own map data file.
Andrew
RE: Map Mod Information
Posted: Wed Dec 08, 2004 12:55 am
by Bulldog61
What US cities are you planning to add to the map? It appears Boise(McGowan Field) and Salt Lake City at a minimum. Would Tuscon(Davis Montham) fit?
RE: Map Mod Information
Posted: Mon Dec 13, 2004 1:46 pm
by Bulldog61
Any new screenshots????????
RE: Map Mod Information
Posted: Mon Dec 13, 2004 2:00 pm
by Andrew Brown
ORIGINAL: MikeKraemer
Any new screenshots????????
If you are interested I can post another screenshot. What part of the map are you interested in?
The only additional US city on the map is Spokane, and that is only for looks, really. The 'United States' base is moved to the position of Salt Lake City, again for looks.
I am still testing the map AI vs AI. I had to fiddle with the Soviet border because of the way Soviet activation works. The documentation is now done, I only need to finish an installer and it will be ready.
Andrew
RE: Map Mod Information
Posted: Mon Dec 13, 2004 3:20 pm
by Smiffus64
Any chance of having the resource/oil numbers depicted on the map?
RE: Map Mod Information
Posted: Mon Dec 13, 2004 5:25 pm
by captskillet
Andrew, I may have run into a problem with your pwhex.dat mod (map data file) and I am not sure if it is the same file you will use with your map mod. I am currently playing ver 1.3 as Allies vs. Jap AI and the game interface wont give me the option to load either the 25th or 27th Div on a Trasnsport TF at Pearl Harbor, if change back to the old pwhex file no problemo. Tell me where to send a save to so you can have a look see!
RE: Map Mod Information
Posted: Mon Dec 13, 2004 7:16 pm
by Bulldog61
ORIGINAL: Andrew Brown
ORIGINAL: MikeKraemer
Any new screenshots????????
If you are interested I can post another screenshot. What part of the map are you interested in?
The only additional US city on the map is Spokane, and that is only for looks, really. The 'United States' base is moved to the position of Salt Lake City, again for looks.
I am still testing the map AI vs AI. I had to fiddle with the Soviet border because of the way Soviet activation works. The documentation is now done, I only need to finish an installer and it will be ready.
Andrew
East Coast of Australia, Port Moresby area???
You mentioned the installer, obviously you would need both the map and the PWHex file. But did you create a function that would go to each scenario file and change the X,Y coordinates of bases, units and TF's?
RE: Map Mod Information
Posted: Tue Dec 14, 2004 1:45 am
by Andrew Brown
ORIGINAL: captskillet
Andrew, I may have run into a problem with your pwhex.dat mod (map data file) and I am not sure if it is the same file you will use with your map mod. I am currently playing ver 1.3 as Allies vs. Jap AI and the game interface wont give me the option to load either the 25th or 27th Div on a Trasnsport TF at Pearl Harbor, if change back to the old pwhex file no problemo. Tell me where to send a save to so you can have a look see!
That does not sound good. I would definitely like to see the save. I will PM you with my email address.
Andrew
RE: Map Mod Information
Posted: Tue Dec 14, 2004 2:12 am
by bradfordkay
I just noticed that your map does not improve the Cairn's to Port Moresby problem. What about Cooktown and Townsville? If they are the same distance as the original map, then I fear that your mod has failed my hopes.
RE: Map Mod Information
Posted: Tue Dec 14, 2004 1:22 pm
by captskillet
Andrew I'll shoot you that save file this AM sometime!!!
RE: Map Mod Information
Posted: Tue Dec 14, 2004 1:32 pm
by Halsey
I have also seen this with transport TF's at PH. No load/unload button on the TF. After watching the TF for a couple of turns the supplies do unload. There will probably be a problem loading a TF. So far I haven't noticed this at any other base but PH.
Two land movement mods needed one for the original map, and one for your new one.
RE: Map Mod Information
Posted: Tue Dec 14, 2004 2:18 pm
by Andrew Brown
ORIGINAL: Halsey
I have also seen this with transport TF's at PH. No load/unload button on the TF. After watching the TF for a couple of turns the supplies do unload. There will probably be a problem loading a TF. So far I haven't noticed this at any other base but PH.
Two land movement mods needed one for the original map, and one for your new one.
I found the problem. It is a very stupid mistake I made [:@]
I must have forgotten to fix up the Pearl Harbor hex after some testing. It was left as an Ocean hex. When I change it to a Coastal hex, then it worked OK again. I have uploaded a new version of my LCU movement mod files to my website, and I will make a new thread explaining the stuff up and the fix.
Thankyou so much for pointing this out!
RE: Map Mod Information
Posted: Tue Dec 14, 2004 5:56 pm
by Halsey
You ARE the man![:D]
Going to download now![;)]
RE: Map Mod Information
Posted: Tue Dec 14, 2004 9:59 pm
by Andrew Brown
ORIGINAL: Halsey
Going to download now![;)]
Please let me know if it works OK. I will do some more testing when I can.
RE: Map Mod Information
Posted: Tue Dec 14, 2004 10:01 pm
by captskillet
Andrew so far its working fine as I can now load troops at Pearl.....tks again!!!
RE: Map Mod Information
Posted: Wed Dec 15, 2004 1:08 pm
by Andrew Brown
ORIGINAL: MikeKraemer
East Coast of Australia, Port Moresby area???
You mentioned the installer, obviously you would need both the map and the PWHex file. But did you create a function that would go to each scenario file and change the X,Y coordinates of bases, units and TF's?
Sorry for the delay in replying. Have been a bit busy lately.
I do have a script that converts scenarios, but I have only used it on scenario 15 so far. That will be the first scenario available. In time I should be able to make other scenarios available as well.
You asked for a screenshot of the Aust/PM area. Here is a screenshot I just took while starting a test of the the converted 1.4 scen 15, showing Cairns/PM area:

RE: Map Mod Information
Posted: Wed Dec 15, 2004 4:53 pm
by Captain Cruft
This is awesome, I can't wait.
Did you edit the bitmap manually or use some code to auto-generate? If the former it must have taken absolutely ages ...
RE: Map Mod Information
Posted: Fri Dec 17, 2004 2:41 am
by Bulldog61
This is awesome, can't wait to give it a try! So Mods will need to be manually adapted?
RE: Map Mod Information
Posted: Mon Dec 20, 2004 7:10 pm
by mogami
Hi, Andy He has the same problem Matrix had. He did an excellent job fixing some things but distance wise he had to choose to make some distances shorter and as a result other distance are made longer.
Too really be accurate we need a set of ranges for aircraft and ship movement modified by map location. (Smaller hexes towards the equater equal larger movement range while larger hexes toward the poles reduce the movement range number (not the actual range)
RE: Map Mod Information
Posted: Mon Dec 20, 2004 7:37 pm
by Cap Mandrake
ORIGINAL: Mogami
Hi, Andy He has the same problem Matrix had. He did an excellent job fixing some things but distance wise he had to choose to make some distances shorter and as a result other distance are made longer.
Too really be accurate we need a set of ranges for aircraft and ship movement modified by map location. (Smaller hexes towards the equater equal larger movement range while larger hexes toward the poles reduce the movement range number (not the actual range)
There is the true 3D option (ignoring the minor annoying detail that the Earth is really a spheroid and not a true sphere). Of course, it is not possible to map hexagonal grid onto a non-planar surface. [;)]
PS...the Coral Sea area is beautiful