RHS

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Montbrun
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RHS

Post by Montbrun »

I'd really like to try out this MOD, but I need some direction on the different versions. What are the differences between "Levels" 5, 6, and 7?

Thanks,

Brad
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m10bob
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RE: RHS

Post by m10bob »

Level 5 uses the Andrew Brown extended map IIRC..
Level 6 uses Andrew Browns' expanded to include south Atlantic to Pacific entry hexes.
Level 7 uses an extension of level 6, with further ports added around the edges, (like New Orleans and Madagascar IIRC)..

All are extensions of Andrew Browns maps which are recognized to be more accurate (distance-wise) than the stock (vanilla) map, and RHS is slightly more accurate especially in the more distant regions.

IMHO once you use any variation of the "AB" maps, you will never limit yourself to the stock map again.
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el cid again
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RE: RHS

Post by el cid again »

There is a detailed explanation of each of six different scenarios in the RHS manual - and posted in the Forum several times. Each of these 6 scenarios exists in each of three different levels, 5, 6 and 7. You can tell the level of a scenario by its first digit: 5x = Level 5, 6x = Level 6, 7x = Level7. You can tell the scenario by the second digit: the basic CHS / stock like scenario ends in 1, the most complex chrome filled scenario ends in 5 (RHSEOS).


RHS CVO is approximately the same as EOS with RHS features added: it uses the RHS map system, adds many more naval nits (because we were able to create many more slots), adds new types of aircraft (heavy transports, glider/tug "combinations", submarine bombers, and a number of types that appear in only some scenarios), new and consistent device definitions, ratings for aircraft, etc.

RHSRAO is RHS CVO with active Russians - no other changes.

RHS BBO is similar to CVO but the naval units are what was planned pre Midway. IMHO this is MORE likely to have been what happened than what did happen. It also features early plans (or alternate plans) for medium sized submarines, faster DEs built in smaller numbers, mass production of heavy flying boats by the US (for which Boeing Renton was built in 1942 - with its never used ramp to Lake Washington), and fewer Seabees (42 regiments of them are removed). It also features active Russians - which I regard as necessary for a proper game - since Japan should not know when there might be a war (unless it starts it) - and since the Russians need to be free to deploy as is appropriate.

RHS RPO is similar to BBO with passive Russians - no other changes.

RHS PPO is similar to BBO with extra political points. Many units are assigned to "home" commands and you must pay to send them forward - but you have the points to do that. This means you don't send something to a theater that makes no sense in your game because it was done historically in a completely different war. No other changes.

RHS EOS (Empire of the Sun) is a cross product. It assumes a Japanese planning process similar to that used for Malaya - starting only in July 1941 (i.e. too late but better than nothing) - and more joint cooperation as we saw in Malaya early and many places later IRL. That means Japanese aircraft can serve in either JNAF or JAAF - and we combine them with a common art scheme - freeing up slots which are used to add more plane types. EOS has a US force almost the same as CVO (that is IRL). But it is slightly enhanced. The Midways are built as Essex - and arrive sooner. Three CLs are built as CVLs in addition to the six historical ones. Alaska class BC are built as CA - and appear sooner. I think we found a way to get Vanguard sooner. Stuff like that. And tons of chrome. It is intended for better play balance, for fans of Japan,
and for AI (which needs a stronger hand to play). This latter mission failed - and we may do a variation just for AI play - or not (demands appears low). It would be RHSAIO - and it does not exist (yet).
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Montbrun
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RE: RHS

Post by Montbrun »

Thank you very much. I've been playing CHS since day one, and wanted to see what Cobra, et al, had going on.
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el cid again
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RE: RHS

Post by el cid again »

rhs.akdreemer.com is the RHS site

it also has a copy of the manual - art - files and a few other things

RHS has reworked a great deal of material in addition to adding things - there is much more detail in land units
and few ship have ficticious light weapons any more
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Reg
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RE: RHS

Post by Reg »

El Sid,

Do you have an index page at that URL?? (Makes it a bit hard to see what's there if you don't know the directory structure).

Might also be a good place to put a copy of the RHS manual and links to released products.
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
el cid again
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RE: RHS

Post by el cid again »

The primitive non flash entrance is up - and there are three tables of contents - one for maps, one for "critical files"
and one for everything else. Just take the links under the non-flash entrance.

Technical support is done in the first instance by Mifune and Cobra, or in the last instance by me.
If you cannot find a file - or a fact - contact one of us.
darken92
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RE: RHS

Post by darken92 »

ORIGINAL: el cid again

rhs.akdreemer.com is the RHS site

it also has a copy of the manual - art - files and a few other things

RHS has reworked a great deal of material in addition to adding things - there is much more detail in land units
and few ship have ficticious light weapons any more

Hi

I am curious as to what this mod lloks like but the site name (with www. in front) does not seem to work.

Can someone post the link. I think last time I looked you needed to load some software to download the files or something.

Have to point out I am a computer noob.
"I've... seen things you people wouldn't believe...
Attack ships on fire off the shoulder of Orion...
I've watched C-beams glitter in the dark near the Tannhauser Gate...
All those... moments will be lost... in time. Like... tears... in rain."
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m10bob
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RE: RHS

Post by m10bob »

ORIGINAL: darken92

ORIGINAL: el cid again

rhs.akdreemer.com is the RHS site

it also has a copy of the manual - art - files and a few other things

RHS has reworked a great deal of material in addition to adding things - there is much more detail in land units
and few ship have ficticious light weapons any more

Hi

I am curious as to what this mod lloks like but the site name (with www. in front) does not seem to work.

Can someone post the link. I think last time I looked you needed to load some software to download the files or something.

Have to point out I am a computer noob.
The site does work..Is it possible your computer is either blocking the site with a security program or are you blocking cookies??
Sometimes even pop-up blockers can interfere with sites, and perhaps your security is dis-allowing scripts??
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Reg
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RE: RHS site index page

Post by Reg »

Sorry but it isn't working for me either.

Firefox 2.0.0.4 and IE 5.5 just show a blank page (which is probably what darken92 is seeing).

I have tried with NoScript (Firefox plugin) enabled and disabled but it made no difference.

Viewing page source shows a couple of Javascript window.open routines which obviously aren't running.

Is it possible to get some simple <noscript> options???
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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witpqs
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RE: RHS site index page

Post by witpqs »

I just went to the RHS web site with the same browser version as you and it worked fine. Are you going to "http://www.rhs.akdreemer.com/rhs_home.html"?
el cid again
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RE: RHS

Post by el cid again »

If you send me your address -

and the scenario(s) and Level you wish to look at

I will send you the files for data and pwhex

and you can go to sendspace at the links Cobra posts in his RHS downlload thread for the map art, plane art and ship art.
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Reg
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RE: RHS site index page

Post by Reg »

Bingo!!!

Success!! Thanks for that. [;)]

Non-default index pages are fine as long as they are advertised along with the URL. Maybe I should have checked the "Links for WITP Sites" sticky thread where it is listed....
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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m10bob
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RE: RHS site index page

Post by m10bob »

Sid, as for further RHS mods/scenarios, I have no doubt further attempts to increase/alter AI "programmed moves/strategy" would be much appreciated. The majority of players are solo playing against the AI, and it would be a welcome change to see an AI taking different geographical priorities from known history.

Having played RHS since you first started kicking the can, I have been pleased and astounded to see the many, MANY ideas/directions you took within the game, especially not knowing in the beginning the nuts and guts of the game engine.
It has been amazing to see how you were either able to interpret the limitations and/or infrastructure of the game, and find ways to get around them.

Having such a blast in this Pacific and Asian theatre has never felt so good and historically diverse, albeit correct.
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Montbrun
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RE: RHS site index page

Post by Montbrun »

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el cid again
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RE: RHS site index page

Post by el cid again »

ORIGINAL: m10bob

Sid, as for further RHS mods/scenarios, I have no doubt further attempts to increase/alter AI "programmed moves/strategy" would be much appreciated. The majority of players are solo playing against the AI, and it would be a welcome change to see an AI taking different geographical priorities from known history.

.

What passes for AI in WITP is hard code. That pretty much means we are stuck with it. We CAN change where a hex is - and in fact Baguio City uses the Palembang slot. But mainly we are going to have things go for the SAME places. All we can do is give AI more assets and stronger assets.
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m10bob
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RE: RHS site index page

Post by m10bob »

ORIGINAL: el cid again

ORIGINAL: m10bob

Sid, as for further RHS mods/scenarios, I have no doubt further attempts to increase/alter AI "programmed moves/strategy" would be much appreciated. The majority of players are solo playing against the AI, and it would be a welcome change to see an AI taking different geographical priorities from known history.

.

What passes for AI in WITP is hard code. That pretty much means we are stuck with it. We CAN change where a hex is - and in fact Baguio City uses the Palembang slot. But mainly we are going to have things go for the SAME places. All we can do is give AI more assets and stronger assets.

Well, if you ever have the time to do so, (other than EOS), I am sure more than I would be appreciative.
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el cid again
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RE: RHS site index page

Post by el cid again »

So far, we have folded in technical improvements to all scenarios at all levels. Theoretically I am supposed to stop this for Level 6 -
but have not yet had the heart to cut it out. I refer to things like coding a port "this is a point to send things to" by putting more than a certain
amount of supplies in it - and code then says 'this is a center to send things to'. As we figure this sort of thing out, we will put it in all the scenarios. What we cannot do is diviate from history in non-EOS files - at least not unless it fits the hypothesis of the scenario. So we won't add things for the sake of adding them in the strictly historical scenarios. Even in EOS I use a calculus - there is only so much money, steel, industrial capacity, name it, and I make every change be accounted for. EOS is conservative - and one person was frustrated I was opposed to more radical changes which could never have occurred. EOS is supposed to represent alternative but realistic planning.
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