Pwhex.dat

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Dutch_slith
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Pwhex.dat

Post by Dutch_slith »

Hi,

do I need to modify Pwhex.dat if I add a base (e.g. Ternate) to the scenario?

Thx in advance.
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DuckofTindalos
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RE: Pwhex.dat

Post by DuckofTindalos »

No. Pwhex.dat only contains terrain data, nothing about bases.
We are all dreams of the Giant Space Butterfly.
el cid again
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RE: Pwhex.dat

Post by el cid again »

Terminous is correct - except that adding a base MIGHT require a change in pwhex!

MAINLY you add a base in the location file. It must be in the correct slot range between HQ slots and unit slots.
The lowest base slot in any version of WITP (so we know it works) is 217. 216 might work, but would require testing. [I don't believe in the manual, which, if it was ever right, often is out of date - they keep adding slot capabilities - but not revising the manual. Test everything.] The highest base slot in any version of WITP is 899. 900 might work - but would require verification. From 217 to 899 everything works. Even comment lines may be replaced with bases.

OK - so far so good. Now, what might affect pwhex? Terrain type. Backtracking a bit - note there are TWO base types - you may define a base as a "base" (potential port and airfield) or as an "airfield" (potential airfield only). IF you want EITHER to work, the hex MUST be coded as "land" or "coastal" in pwhex. So if you add an island in ocean areas - you DO change pwhex - or the base will not work. Or if you add a port in a former land hex (I do that for river ports) you MUST define the hex as "coastal" or the port won't work. [Rarely you might want an inland port NOT on a river - Spokane is such in RHS - for technical logistic reasons - but usually you don't want a non-functional port] The other confusing part of this is that an inland port does NOT use pwhex coded river hex sides! You must define a string of coastal hexes - usually to the sea - and coastal hexsides connecting those hexes - or your port will not permit ships to go anywhere.
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Dutch_slith
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RE: Pwhex.dat

Post by Dutch_slith »

OK. Since the hex where the base (port) is located contains an island, it should be coded as "coastal". How can I verfiy this in Pwhex.dat? Using this excel-tool (forgot it's name) on Spooky's site?
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Herrbear
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RE: Pwhex.dat

Post by Herrbear »

ORIGINAL: Harald Velemans

OK. Since the hex where the base (port) is located contains an island, it should be coded as "coastal". How can I verfiy this in Pwhex.dat? Using this excel-tool (forgot it's name) on Spooky's site?

I have found WITPEditorX works very well to modify pwhex and is easy to use.
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Andrew Brown
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RE: Pwhex.dat

Post by Andrew Brown »

ORIGINAL: Harald Velemans

OK. Since the hex where the base (port) is located contains an island, it should be coded as "coastal". How can I verfiy this in Pwhex.dat? Using this excel-tool (forgot it's name) on Spooky's site?

You can see the terrain type of a hex by using the '1' key. Each terrain type has a two letter code. I don't have the list with me at the moment, but someone should hopefully have a copy. The first letter of the code is for hex type - Ocean, Coastal or Land.
Information about my WitP map, and CHS, can be found on my WitP website

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el cid again
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RE: Pwhex.dat

Post by el cid again »

ORIGINAL: Harald Velemans

OK. Since the hex where the base (port) is located contains an island, it should be coded as "coastal". How can I verfiy this in Pwhex.dat? Using this excel-tool (forgot it's name) on Spooky's site?

Look at the terrain type code. 0 = Ocean. 1 = Coastal. 2 = Land. Nothing else matters.
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Dutch_slith
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RE: Pwhex.dat

Post by Dutch_slith »

Thx to all of you!
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