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RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 6:27 am
by Andrew Brown
ORIGINAL: Mike Solli
Is oil still necessary for heavy industry?
No.
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 10:46 am
by el cid again
ORIGINAL: Andrew Brown
ORIGINAL: pad152
Ships production and respawn
Japan should always been able to build (MTB's (motor Torpedo boats/ PT boats) Midget Subs, MSWs, barges) if they still have production, these are the ship types that should respawn (60-80 MTB's, 60+ Midgets sub, 20-30 MSWs, 60-100 barges). Japan having only 4 or 5 MTB's is a joke!
Maybe MTBs/PT/s should be handled like Midgets!
Maybe a flag in the editor to tell which ship types should re-spawn.
Sorry. You will have to ask the Navy team about these things.
Andrew
I think the Matrix concept that MTBs and MSW cannot be built in great numbers is dead on correct. Japan had terrible problems with engine production. See Takishi Hara's Japanese Destroyer Captain: he was put in charge of the MBT school near the end of the war - just before taking CL Yahagi on her run with IJN Yamato. He goes on at some length about the inability to get engines - and the horrible performance the engines available gave. The MSW needed engines which also were used by sub chasers, by merchant ships and by submarines - and potentially also by factories or railroad rolling stock. Committing more of these to MSW would mean a direct and corresponding decrease in some other kind of vessel. I did find in some scenarios it is possible to rationalize completing more of these vessels - and so they show up (and it is up to players to suspend their building - since leaving everything building will mean many ships won't complete on time in most games - probably related to HI availability). But in strictly historical scenarios, the number should be fixed based on historical choices. These vessels for Japan were similar in function to those for the US, but they were nothing like as expendable or replaceable. In order to justify even a small increase, a modder should consider what else is NOT built in consequence.
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 10:51 am
by el cid again
ORIGINAL: jwilkerson
ORIGINAL: el cid again
I'm not aware of any existing pwhex editors but they will not work for AE without modification.
There are two I know of: WITPExcel and Editor X. Both have advantages over the other - depending on what you are doing. Both are based on MS Excel - and that implies these things are fairly easy to do that way. Cobra said his son - an Excel programmer - made a custom editor for him as well. And Andrew once wrote he wrote his own editor - but for various reasons he did not want to share it with anyone. So such editors exist. I believe there are likely to be such things for the new system. But how is the pwhex file being done? Without an editor? If there is one - it would save time to let modders use it. Or even to sell it to them.
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 12:31 pm
by hueglin
ORIGINAL: el cid again
ORIGINAL: jwilkerson
ORIGINAL: el cid again
I'm not aware of any existing pwhex editors but they will not work for AE without modification.
There are two I know of: WITPExcel and Editor X. Both have advantages over the other - depending on what you are doing. Both are based on MS Excel - and that implies these things are fairly easy to do that way. Cobra said his son - an Excel programmer - made a custom editor for him as well. And Andrew once wrote he wrote his own editor - but for various reasons he did not want to share it with anyone. So such editors exist. I believe there are likely to be such things for the new system. But how is the pwhex file being done? Without an editor? If there is one - it would save time to let modders use it. Or even to sell it to them.
I would really like to see the editor include an ability to modify the pwhex file as can be done with WITP EditorX. As mentioned above, the program must exist for the new pwhex/map to be made - why not include it?
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 12:46 pm
by Andrew Brown
ORIGINAL: hueglin
I would really like to see the editor include an ability to modify the pwhex file as can be done with WITP EditorX. As mentioned above, the program must exist for the new pwhex/map to be made - why not include it?
This has been discussed, but there hasn't been a decision yet.
Andrew
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 1:44 pm
by kaplumber
Andrew,
Thanks for all your work. It is already a very enjoyable game for me and I am looking forward to AE. I know it would not be possible without everyone involved investing alot of man hours. My hat is off to you guys.
Ken
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 2:43 pm
by jwilkerson
ORIGINAL: el cid again
ORIGINAL: Andrew Brown
ORIGINAL: pad152
Ships production and respawn
Japan should always been able to build (MTB's (motor Torpedo boats/ PT boats) Midget Subs, MSWs, barges) if they still have production, these are the ship types that should respawn (60-80 MTB's, 60+ Midgets sub, 20-30 MSWs, 60-100 barges). Japan having only 4 or 5 MTB's is a joke!
Maybe MTBs/PT/s should be handled like Midgets!
Maybe a flag in the editor to tell which ship types should re-spawn.
Sorry. You will have to ask the Navy team about these things.
Andrew
I think the Matrix concept that
MTBs and MSW cannot be built in great numbers is dead on correct. Japan had terrible problems with engine production. See Takishi Hara's Japanese Destroyer Captain: he was put in charge of the MBT school near the end of the war - just before taking CL Yahagi on her run with IJN Yamato. He goes on at some length about the inability to get engines - and the horrible performance the engines available gave. The MSW needed engines which also were used by sub chasers, by merchant ships and by submarines - and potentially also by factories or railroad rolling stock. Committing more of these to MSW would mean a direct and corresponding decrease in some other kind of vessel. I did find in some scenarios it is possible to rationalize completing more of these vessels - and so they show up (and it is up to players to suspend their building - since leaving everything building will mean many ships won't complete on time in most games - probably related to HI availability). But in strictly historical scenarios, the number should be fixed based on historical choices. These vessels for Japan were similar in function to those for the US, but they were nothing like as expendable or replaceable. In order to justify even a small increase, a modder should consider what else is NOT built in consequence.
Belongs in the naval thread but short answer here. In AE the MTB and MTG will be accomanied by two sister classes the torpedo launch and the gun launch. The "Boats" will be those will the good engines .. the "launches" will be those with the poor engines. So we've got this covered!
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 4:38 pm
by VSWG
Would it be possible to re-upload the screenshots without jpeg-compression losses, and not resized? I don't think the current screenshots do the map justice. Can we have a look at the Philippines, and Java / DEI?
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 5:03 pm
by jwilkerson
ORIGINAL: VSWG
Would it be possible to re-upload the screenshots without jpeg-compression losses, and not resized? I don't think the current screenshots do the map justice. Can we have a look at the Philippines, and Java / DEI?
Release of screen shots is currently under Matrix direct control - I think we turned in .tif files for the announcement. I believe eventually, we will be able to post public AAR for AE with screen shots but approval for that will be in the future. And you're right, the map does look much better on my 1920x1200 wide screen!
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 5:42 pm
by Mike Solli
ORIGINAL: Andrew Brown
ORIGINAL: Mike Solli
Is oil still necessary for heavy industry?
No.
[X(] Wow. Can you list what is needed for HI, LI, refinery, etc....
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 6:37 pm
by Brady
Map Question:
From an old query of mine has this been corected?:
The Alcan Highway seams to run to Jeauno Alaska, and No road ever ran nor does run to Jeano Alaska, In Fact the Alcan Highway does not anywhear near the coat it ran from Montania through Canada up the East side of BC to the SE corner of the Youkon Teritiry then over to Alaska, at no time was near the Coast. Also it apears that Prince Rupert is not on the road, or perhaps I just misread it on the map, Prince Rupert was conected to the rest of Canada by Road and Rail links.
I asume the Alcan is not realy usable until it's Historical compleation date corect?
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 8:07 pm
by bradfordkay
Brady, when you consider that Andrew's mapmod repaired the ALCAN highway mistakes of the original map, I think we can reasonably exptect that it was taken care of in the AE as well.
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 8:19 pm
by Splinterhead
ORIGINAL: bradfordkay
Brady, when you consider that Andrew's mapmod repaired the ALCAN highway mistakes of the original map, I think we can reasonably exptect that it was taken care of in the AE as well.
The layout of the highway has been corrected but, if I'm not mistaken, they can't build roads so players will have to use house rules to not use ALCAN until it's operational date.
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 8:43 pm
by Andrew Brown
ORIGINAL: Mike Solli
ORIGINAL: Andrew Brown
ORIGINAL: Mike Solli
Is oil still necessary for heavy industry?
No.
[X(] Wow. Can you list what is needed for HI, LI, refinery, etc....
I listed it earlier in this thread, at least in brief. I will provide a better formatted list when I have time to do so (which is not now).
Andrew
RE: Admiral's Edition Map Thread
Posted: Sun Dec 09, 2007 8:47 pm
by Andrew Brown
ORIGINAL: Splinterhead
ORIGINAL: bradfordkay
Brady, when you consider that Andrew's mapmod repaired the ALCAN highway mistakes of the original map, I think we can reasonably exptect that it was taken care of in the AE as well.
The layout of the highway has been corrected but, if I'm not mistaken, they can't build roads so players will have to use house rules to not use ALCAN until it's operational date.
Unfortunately, building of infrastructure did not get implemented. It was discussed, and might be able to be added at some point. But it is not currently included. For this reason I decide not to add the Alcan highway at all.
Andrew
RE: Admiral's Edition Map Thread
Posted: Mon Dec 10, 2007 1:15 am
by Sonny II
ORIGINAL: Andrew Brown
........................
Unfortunately, building of infrastructure did not get implemented. It was discussed, and might be able to be added at some point. But it is not currently included. For this reason I decide not to add the Alcan highway at all.
Andrew
So you're saying it doesn't go near the coast at AT ALL?
[:D]
RE: Admiral's Edition Map Thread
Posted: Mon Dec 10, 2007 1:28 pm
by Knavey
Placekeeper!
RE: Admiral's Edition Map Thread
Posted: Mon Dec 10, 2007 1:46 pm
by duckenf
On the map, could you verify that it expands to include Aden? And it look slike Panama/Panama Canal are *not* in it. Bummer on that as I liked that touch.
Second, since you've shrunk the hex-size to 40m hex from 60m-hex, does this mean that the geographic area covered on-screen at any one time has now shrunk from about 1,440,000 sq miles [1500 miles E-W and 960 miles N-S] to 640,000 sq miles [1000 miles E-W and 640 miles N-S]. Is that right?
RE: Admiral's Edition Map Thread
Posted: Mon Dec 10, 2007 3:49 pm
by Grotius
I thought Panama was on the new map. In fact, I thought I read that two bases are modeled there now. Maybe I read wrong?
RE: Admiral's Edition Map Thread
Posted: Mon Dec 10, 2007 4:05 pm
by duckenf
ORIGINAL: Grotius
I thought Panama was on the new map. In fact, I thought I read that two bases are modeled there now. Maybe I read wrong?
It's hard to tell -- but in the screenshots the strategic map look slike it has some small land-mass on the far west -- near where Aden is on the CHS map but nothing in the far east to correspond to where Panama was. There is mention of "off-map hexes" to model off-map movement, so there might be a Panama Canal hex of that variety.