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RE: RHS 5 & 6.653 (FROZEN) class file microupdate (uncorrupted)
Posted: Sun Mar 04, 2007 7:54 pm
by el cid again
ORIGINAL: DavidR
Sid ,
Re the 6.653 PT fix posted on Cobra Aus site. You state that this fix is for those on the primary distribution list. Am I right therefore in assuming that there will be a further fix for the general gaming public. I say this as I am still getting CTD's after downloading the fix from Cobra.
DavidR
I do not do the public distribution - it is a secondary distribution handled
by Cobra. But yes - it follows in due course - next time he wakes up.
We are offset in time zones. Meanwhile, we have people worldwide you can ask for copies
from - if you don't like to wait. Some of us are always awake.
RE: RHS 5 & 6.653 (FROZEN) class file microupdate (uncorrupted)
Posted: Sun Mar 04, 2007 8:05 pm
by Ol_Dog
Likewise, I am still getting the "none" class and crash after applying the PT fix micro
RE: RHSRAO 6.653 Missing Ship Types
Posted: Sun Mar 04, 2007 8:10 pm
by m10bob
Even though I am fairly certain I have finally updated everything, I still have some of the river craft showing "Spare Bitmap" images, instead of boat pics.(The most recent riverboat pack even had 3 sides/shils I did not have go in- (which I copy/pasted manually to know this.)
No crash yet, so far.
RE: RHSRAO 6.653 Missing Ship Types
Posted: Sun Mar 04, 2007 10:04 pm
by BlackSunshine
Ugh!!! Been waiting anxiously to play this mod after the respawning CA bug forced us to restart a PBEM game. I just started a new game as IJN with the latest "freeze" and now it's bugged again?? I'm halfway through my turn 1 (which takes quite some time) and see this.
Can I apply the fix to my game, or do I have to restart again?
RE: RHSRAO 6.653 Missing Ship Types
Posted: Sun Mar 04, 2007 10:27 pm
by CobraAus
I still have some of the river craft showing "Spare Bitmap" images,
can you tell me what the bitmap numbers of the 'Spare Bitmap' panels you are getting when looking at ships sides
Cobra
RE: RHS 5 & 6.653 (FROZEN) technical issue (location/device)
Posted: Mon Mar 05, 2007 3:37 am
by el cid again
I have a problem with M-8 scout cars replacing Soviet Medium Tanks in 1945 -
a number of other device issues (bad armor, the KV-85 is a duplicate of the JS-1/IS-1,
a 20mm gun is rated like a 45 mm gun, etc)
and tank counts in 1942 should not increase in the first half of the year - when IRL they declined
significantly
It will take until morning to fix this in a microupdate (device files and location files)
Note however that the main off site tester - head of the Allied Tag Team - has very nice things to say about the
eratta - as in it is not turning up !
RE: RHSRAO 6.653 Missing Ship Types
Posted: Mon Mar 05, 2007 9:11 am
by m10bob
ORIGINAL: CobraAus
I still have some of the river craft showing "Spare Bitmap" images,
can you tell me what the bitmap numbers of the 'Spare Bitmap' panels you are getting when looking at ships sides
Cobra
Looking..I first saw it on Japanese air vs boat attacks..
RE: RHSRAO 6.653 Missing Ship Types
Posted: Mon Mar 05, 2007 11:51 am
by m10bob
ORIGINAL: CobraAus
I still have some of the river craft showing "Spare Bitmap" images,
can you tell me what the bitmap numbers of the 'Spare Bitmap' panels you are getting when looking at ships sides
Cobra
''
Nothing wrong with your art panels Cobra, it was ME!!!
I looked inside the file and realized I had not put the riverboat pack into the subfolder, but had just put them into the ART folder..
Now, I can see the great work you did on the PT's and how nice the junks look.(Orange, as if made from teak,etc.)...Very nice!!
Thank you....[&o]
RE: RHS 5 & 6.653 (FROZEN) class file microupdate (uncorrupted)
Posted: Tue Mar 06, 2007 1:31 am
by el cid again
We didn't upload the right class files - or they were corrupted and missing records - so that was fixed in a microupdate.
We found some device issues related to vehicles - M-8 Scout Cars and Soviet tanks - and we had some problems (which can only slightly be addressed) re Soviet OBs.
I forgot to send some ships to pick up 4 squadrons of planes, 2 AAA units and a division - which means players need to be more organized than should be required - while looking for the ships I found WWI Insect Class gunboats got mixed up with WWII ones - and that one was missing (the first war loss: Peterel) -
All this is in an update about to upload. For ease of players it will be comprehensive - all data files.
RE: RHSRAO 6.653 Missing Ship Types
Posted: Tue Mar 06, 2007 1:33 am
by el cid again
ORIGINAL: m10bob
ORIGINAL: CobraAus
I still have some of the river craft showing "Spare Bitmap" images,
can you tell me what the bitmap numbers of the 'Spare Bitmap' panels you are getting when looking at ships sides
Cobra
''
Nothing wrong with your art panels Cobra, it was ME!!!
I looked inside the file and realized I had not put the riverboat pack into the subfolder, but had just put them into the ART folder..
Now, I can see the great work you did on the PT's and how nice the junks look.(Orange, as if made from teak,etc.)...Very nice!!
Thank you....[&o]
I remain in awe of Cobra's art - in particular I was surprised to see all three wakes in the triple PT boat art MOVING
RE: RHS 5 & 6.654 (REFROZEN) uploaded
Posted: Tue Mar 06, 2007 2:53 am
by el cid again
uploading has begun
moving on to testing phase (and Level 7)
RE: RHS 5 & 6.654 (REFROZEN) uploaded
Posted: Wed Mar 07, 2007 12:04 pm
by m10bob
Playing RHS-CVO, Allied vs AI.......All moving smooth as a charm..................

RE: RHS 5 & 6.654 (REFROZEN) uploaded
Posted: Wed Mar 07, 2007 1:42 pm
by Buck Beach
m10bob, If you don't mind can you give me specifically which parts of the pie you are using. I think I have them straight but now I am wondering about one of the critical files that has a later posting date on the RHS site. It is the 4.31 plane sides-top that was posted 8/22/06, whereas the others were earlier.
RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 1:46 pm
by Buck Beach
Damn, I must be slower than I thought. I also have the "Spare Bitmap" images. Please for a feeble old mind, draw me a picture of the details so to speak. How should the ART folder look.
RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 4:52 pm
by MineSweeper
El Cid, started playing RHS-CVO and came up against this uber fort at Kendari - 71,000 Troops w/ 9000 vehicles[X(]......FYI

RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 5:51 pm
by el cid again
You have run into a supply sink! It is not a fortress - rather it is an "industrial fortress".
It is composed mainly of motorized support squads - civilians all - because these have a lower defense value
than regular support squads (being smaller in size). There also are some engineers (pioneers) and some
labor squads (a different kind of engineers actually). These insure that resources in the hex will be destroyed
when it falls. The function of the thing is to "eat" supply points - in fact every supply point generated in the hex
will be eaten by it!! SO you must IMPORT supply points to Kendari - or your units will wither on the vine. Now this
may be severe - it is possible that some supply points should be generated locally - and often this is the case.
In this case Kendari is a rich resource hex - but not a great source of cattle, wheat, rice, or even timber and gravel.
Note the nationality and commander and experience levels and planning location of this unit - all set to make it awful in a military sense. The "commander" - awful as he is - will turn into the infamous "staff officer" the moment ANY supply sink falls of that particular nationality - since they are all the same guy and when he dies the rest get the "zero zero guy" which code reports as "staff officer" - giving terrible modifiers for combat. The unit also will not move - at least in theory - the reason for the "fort" designation.
Now when a supply sink is in a major city, having lots of vehicles makes sense. But here possibly less so. The reason I did that is so that draft and pack units (with normal support) have a higher lift cost than motorized units do - a big
deal for military units. But a side effect is that regular support squads also are worth more in the defense - and to minimize the military value of supply sinks in the defense - I used motorized support.
The military impacts of a supply sink are several. It provides essentially unlimited support to military units in the hex. Actually true if you think about it - defending an area with developed industry and major pools of manpower and engineers does give you advantages over a wholly undeveloped area. It provides for damage to resources (and other industry) if the hex is attacked - even if no military units are present. Also true - particularly in this campaign. And it provides for some (perhaps too much) local defense - not in the firepower sense so much as in squad count. Again true - if you think of militia - which is associated with developed areas.
In this case it might be better to reduce the size of the sink by about 1/3 - to represent some local food production,
presumably some gravel, possibly some timber. I have not actually researched this hex - as I did for many of the hexes on the map - nor have I been there - as I have been for many of them - so I had little sense of what the local economy was right - and it remains in its "quick and dirty first pass" form = eat all the supplies and leave only the resources.
RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 5:56 pm
by MineSweeper
Thanks for getting back to me.....I have pounded this position w/5 BB and 4 CAs and invaded with over a division of troops for over 2 weeks and can not get control on this base.....I thought it was an error.....Thanks again[:)] BTW, here is a pic of the latest attack result.....
RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 6:07 pm
by el cid again
Larger supply sinks pose a military obsticle of some proportions - and in fact are a major reason for human testing.
AI takes positions like this by putting a unit there - and waiting - assaulting later. By then the defense is out of steam. Not only does it run out of supplies - the hex makes none while the enemy is there - but units without supplies start losing squads - and for peculiar reasons I don't understand - the military squads go first. So eventually it is much easier to take. This isn't bad for a big city - consider the battle of Manila - but it also isn't the way a place like Kendari would fight - given the natives preference for the Japanese. [Indonesia - like Malaya - was very anti-colonial. Indonesian units were armed by Japan - and never left the field until independence was achieved - look up one general Nasution.
They are not in the game - but probably should be. Indonesian native levies in KNIL service were not disposed to fight long and hard - with exceptions.]
RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 6:59 pm
by m10bob
ORIGINAL: Buck Beach
Damn, I must be slower than I thought. I also have the "Spare Bitmap" images. Please for a feeble old mind, draw me a picture of the details so to speak. How should the ART folder look.
Buck..Inside your ART folder will be a subfolder labelled "ships"(Allied I think)..Put your ship sides,etc in those subfolders.........(Same mistake I had made till I noticed my error.)
RE: RHSRAO 6.653 Missing Ship Types
Posted: Wed Mar 07, 2007 9:08 pm
by Dili
Yeah it's an error and a big one.
It just plain wrong to have that kind of units in such places. Kendari was taken by what? a Sasebo SNLF plus some Base Forces unit in all probably a reinforced Battalion at most a Regiment without much fight.
Seems that i'll have to check the whole RHS including the allied side that i didnt wanted to make or probably just go back to CHS...this whole thing of investing in Chinese/Russians and having the fundamentals wrong doesnt make any sense.
PS:Interesting Futur objective in that Unit...