AE Map, Base, Economic Issues [OUTDATED]

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Dereck
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RE: AE Map, Base, Economic Issues

Post by Dereck »

ORIGINAL: bradfordkay

I don't know if this has ben mentioned yet, but shouldn't Howland Island have a level one airstrip? There was the airstrip that Amelia Earhart planned to use, was it so overgrown already by war start as to be a level zero? 


From "World War II Pacific Island Guide: A Geo-Military Study" by Gordon L. Rottman, page 332:
In 1937, a 2,400 foot airstrip was constructed on Howland to provide Amelia Earhart and Frederick Noonan a refueling stop between New Guinea and Hawaii for their round-the-world flight attempt. On 2 July, enroute to Howland, they disappeared and were never seen again. The search, conducted by substantial U.S. Navy forces, was halted on 18 July. The Japanese thought there was an operational airfield on the island and planned to strike it during the Pearl Harbor attack. It was later bombed by the United States to prevent its possible use by the Japanese and later the Japanese did the same to deny it to the United States. It was repaired by U.S. forces in late 1943 for use as an emergency landing strip.
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tigercub
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RE: AE Map, Base, Economic Issues

Post by tigercub »

charters towers is 135kms by road from Townsville closer to 2 hexes than one.(but whos counting)

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erstad
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RE: AE Map, Base, Economic Issues

Post by erstad »

Just to check - is it correct that there is no railroad in 82,51? The rail in 83,51 runs to the left of the hex and just ends... And there's another rail that it could pick up on the other side.

I have no knowledge of whether there should be a rail or not, it just looks weird. Plus there's no actual game use for a rail that goes to a hexside and stops, unless someone wanted a rail trail there for some reason.
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Andrew Brown
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RE: AE Map, Base, Economic Issues

Post by Andrew Brown »


My understanding is that port and airfield construction rates are unchanged from old WitP. Fort construction has been made harder, though. I will try to check whether this is actually the case or not.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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Andrew Brown
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RE: AE Map, Base, Economic Issues

Post by Andrew Brown »

ORIGINAL: erstad

Just to check - is it correct that there is no railroad in 82,51? The rail in 83,51 runs to the left of the hex and just ends... And there's another rail that it could pick up on the other side.

I have no knowledge of whether there should be a rail or not, it just looks weird. Plus there's no actual game use for a rail that goes to a hexside and stops, unless someone wanted a rail trail there for some reason.

That is not a map error. On my source maps there is a break in the rail line in that location. I assume that it was torn up at some point during the ongoing Sino-Japanese war, but I do not know for sure. However I have matched the gap on the AE map.

Andrew
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Andrew Brown
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RE: AE Map, Base, Economic Issues

Post by Andrew Brown »

ORIGINAL: tigercub

charters towers is 135kms by road from Townsville closer to 2 hexes than one.(but whos counting)

Tiger!

That may be true, but base location is derived from where the real life base ends up when a hex overlay is added to an actual map. So since the hex scale is 40 NM per hex, the highest possible real life distance between two bases occupying adjacent hexes is about 80 NM, or 148 km. Without going back to my original map work, I am guessing that this is one of those cases.

Andrew
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witpqs
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RE: AE Map, Base, Economic Issues

Post by witpqs »

ORIGINAL: Andrew Brown


My understanding is that port and airfield construction rates are unchanged from old WitP. Fort construction has been made harder, though. I will try to check whether this is actually the case or not.

Andrew

It's actually a Port that I'm trying to build (not fort). Thanks for checking. If you like I can send you a save - 5 USN SeaBees present and it will not budge past 4% at 0 port size. I'm thinking:

- Not all 0(0) ports are equal (different internally).
- There's some data problem (pwhex.dat type).
- There's a bug.

The thing is this - There are several 0(0) ports around. Put some engineers in and they build very slowly, but they do build. Fanning Island just won't move. Other posters mentioned some other places too (Norfolk Island maybe?). So that made me wonder if there was some additional data that is hidden from player view that says how difficult it is to build up a particular place (and some places are coded as "impossible").
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RE: AE Map, Base, Economic Issues

Post by Andrew Brown »

ORIGINAL: witpqs
It's actually a Port that I'm trying to build (not fort). Thanks for checking. If you like I can send you a save - 5 USN SeaBees present and it will not budge past 4% at 0 port size. I'm thinking:

- Not all 0(0) ports are equal (different internally).
- There's some data problem (pwhex.dat type).
- There's a bug.

Sure. They can be posted in the support forum.
The thing is this - There are several 0(0) ports around. Put some engineers in and they build very slowly, but they do build. Fanning Island just won't move. Other posters mentioned some other places too (Norfolk Island maybe?). So that made me wonder if there was some additional data that is hidden from player view that says how difficult it is to build up a particular place (and some places are coded as "impossible").

There is no such hidden data that I am aware of.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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wdolson
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RE: AE Map, Base, Economic Issues

Post by wdolson »

There is no code.  Building 0,0 bases to level 1 is supposed to be tough, but there may be something going on that is making it tougher for some reason.

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witpqs
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RE: AE Map, Base, Economic Issues

Post by witpqs »

ORIGINAL: wdolson

There is no code.  Building 0,0 bases to level 1 is supposed to be tough, but there may be something going on that is making it tougher for some reason.

Bill

I agree it's supposed to be tough, but other similar bases do build and that one doesn't. It starts with a 0(3) airfield, which built to 3 normally.
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Herrbear
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RE: AE Map, Base, Economic Issues

Post by Herrbear »

Question on Singapore and the port starting at 50% damage. Is that supposed to be correct or an error?
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CEDeaton
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RE: Admiral's Edition Map Thread

Post by CEDeaton »

ORIGINAL: jwilkerson

ORIGINAL: Flying Tiger
[blockquote]quote:

ORIGINAL: Alexander Seil


[blockquote]quote:

ORIGINAL: JeffK

Supresses thoughts about how the japanese used and abused their POW's[:@]

[/blockquote]

I assume you already suppressed any thought about the Allied treatment of Japanese POWs? There's hardly much evidence for the Allies having a high moral horse to sit on, in the Pacific at least [8|]

Although, it's rather unfortunate that many operational wargames ignore this issue. Certainly, shepherding, organizing, directing POW's to the camps and guarding them took up a lot of time and effort, although more so in Europe than in the Far East.

[/blockquote]


Please explain more, apart from the disinclination to take japanese prisoners, who were disinclined to allow themselves to be captured, I find very little organised and officially sanctioned maltreatment, starvation & outright murder of japanese POW.

Always willing to learn a bit more. 


I'm with Jeff on this one - what do you (Alexander) know about Allied mistreatment of Jap POWs?? I know of some very 'nice' (relatively speaking) prison camps for Jap POWs around rural Aus. And  i know that generally the Japanes soldiers chose not to surrender, but have not heard much (any??) about Jap POWs being mistreated. Please enlighten us!

I'm not with any of you on this topic. Crosses the line into politics. Take it elsewhere please. [:-]


Then why not delete the post? Shouldn't be able to throw vague accusations like that out there and then leave them unanswered.
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tbridges
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Allied Shipyards

Post by tbridges »

What's the best way to increase the size of an Allied shipyard? I would like to increase the size of the shipyard at PH. If I turn off repair for all the other resources and just leave repair "On" for the shipyard, will this focus resources on the shipyard so it will build up faster?
Tom


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Pascal_slith
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RE: AE Map, Base, Economic Issues

Post by Pascal_slith »

Following the logic of port size and easy cargo handling capacity, there are many bases in the South Pacific that, on Dec. 7, 1941, should be simple beach hexes.

Luganville, for example, had no facilities for cargo handling. Again the two best sources are the US Navy's "Building the Navy's Bases" volumes (2) and Gordon Rottman's "WWII Pacific Island Guide".

Given this, what was the game logic of having so many Port Level 1 islands in the South Pacific?

I have compiled a list of bases that should be beach hexes on Dec. 7, 1941, if you wish me to post it.
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wdolson
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RE: Allied Shipyards

Post by wdolson »

ORIGINAL: tbridges

What's the best way to increase the size of an Allied shipyard? I would like to increase the size of the shipyard at PH. If I turn off repair for all the other resources and just leave repair "On" for the shipyard, will this focus resources on the shipyard so it will build up faster?

Allied shipyards and factories can't be increased. If damaged, they can be repaired. This is the same as it was in WitP.

Bill
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tbridges
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RE: Allied Shipyards

Post by tbridges »

Ok, thanks.
Tom


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elpaco
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Repair Shipyards

Post by elpaco »

Hi,

Please have a look at the picture below.
Is this designed as intended?

low priority : 964 days
high priority : 980 days

I know the difference is not huge but shouldn't it be the other way ?



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JamesM
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RE: Repair Shipyards

Post by JamesM »

ORIGINAL: elpaco

Hi,

Please have a look at the picture below.
Is this designed as intended?

low priority : 964 days
high priority : 980 days

I know the difference is not huge but shouldn't it be the other way ?



Image

I am finding that this is a common issue, when putting ships into shipyards low, normal. high and critical does not seem to make a difference in the majority of cases.
TIMJOT
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RE: Repair Shipyards

Post by TIMJOT »

Hello Andrew

Far be it for me to critique your wonderful map, but I cant help but wonder if it wouldnt have been better for game purposes that Clark Field be located in the Cabatuan hex (80/76) . I know scale wise it technically wouldnt be correct by a few miles, but it doesnt feel right that Clark is subject to direct sea assault and that the Fort Wint CD and Olangpao port is located in the Clark field hex. IMHO I feel that Subic bay and Olangpao are important enough to have their own hex. Regardless Kudos for your overall fantastic map.
erstad
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RE: Repair Shipyards

Post by erstad »

ORIGINAL: TIMJOT

Hello Andrew

Far be it for me to critique your wonderful map, but I cant help but wonder if it wouldnt have been better for game purposes that Clark Field be located in the Cabatuan hex (80/76) . I know scale wise it technically wouldnt be correct by a few miles, but it doesnt feel right that Clark is subject to direct sea assault and that the Fort Wint CD and Olangpao port is located in the Clark field hex. IMHO I feel that Subic bay and Olangpao are important enough to have their own hex. Regardless Kudos for your overall fantastic map.

Practically speaking, Clark is not subject to direct sea assault as you have to pass through the Bataan hex with its minefields and CD guns to get there. Trust me, I learned the hard way when I tried to bombard Clark [:@]
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