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When, Why and How to change a pwhex file.
Posted: Thu Dec 20, 2007 10:38 pm
by el cid again
Two guys have played an RHS Level 5 game late into the war - and one of these has asked to add depth to WITP by
regular (he proposed monthly) changes to pwhex files.
I integrated his concept with Cobra's concept of seasonal changes and my concept of infrastructure changes - the latter has begun to occur in RHS - and cut Matrix into the discussion. They had similar - and somewhat better - ideas - since they can play with things we cannot - but ruled any such concepts will not "make the cut" for AE, never mind for WITP I, and WITP II is not promised either.
This was not acceptable to our new team member, and he began investigating scripting - which I said was one of two critical things I felt needed to be done. We need a better install routine for RHS anyway - something like Andrew Browns utility for CHS - and probably modeled on it insofar as it could allow players to go back and forth between stock, CHS, or various RHS levels in WITP I. This utility could also be used to help players control what pwhex file - of many - and what art - are installed in any game. This person is an electrical engineer of my generation who developed computer electronics, and he is as confident he can master scripting - which he is investigating - as I am I will be able to work with pwhex even in AE. [I can unpack the file and work in MS Word, at a minimum]
As you probably know - pwhex and art can change DURING a game - many times - or several times if my view prevails.
The other critical thing we need is a functional artist. Cobra lost four drives with all his art tools and imagery - and it isn't clear when/if he will return to rapid support for RHS - or indeed if he would be willing to do that in the context of a general feeling "why do anything more with WITP I"? IF we get art support, we are likely to develop RHS Level 7 further down this road - until the day the AE map system is completed and released to us - to demonstrate the depth of things possible with pwhexing.
RE: Pushing the Envelope: PWHEX and art scripting
Posted: Thu Dec 20, 2007 10:41 pm
by el cid again
My present thinking is to continue down the road RHS has already taken: give players a set of pwhex files, and eventually a set of art files, and a user friendly utility to switch them. The players will decide when to implement what file, and certain changes will be recommended. And anyone who does not want to bother will stay with the intial pwhex file and art - which will be called STANDARD7 (for Level 7). Bye and bye we may do something similar in AE, and if we do, it will be called STANDARD9 (for Level 9, Level 8 being RHS using the exact AE map system Andrew is working up).
For technical reasons I must redo the pwhex files anyway - the "one way gate" for interior river systems does not get along with the pathfinding routine - so I will be releasing one extra file in each level within a day. The new set will include:
a STANDARD(level number) pwhex file = to pwhex.dat - also in the same set - for normal play at game start
a RAILROAD(level number) pwhex file - for use after a date in 1943 - with four infrastructure enhancements to rail lines (1 Japanese, 3 Allied) - already available FYI
a PANAMA(level number) pwhex file - modifying the STANDARD file when the Panama Canal (and rail link) is damaged
a RRPANAMA(level number) pwhex file - modifying the RAILROAD file when the Panama Canal (and rail link) is damaged
a KYUSHU(level number) pwhex file - modifying the rail connection between Kyushu and Honshu when bombing takes it out - this is also a modification of the RAILROAD file - so it should be used AFTER the 1943 date RAILROAD has been implemented
a KYUSHUPANAMA(level number) pwhex file - if both Kyushu and Panama are damaged
The definition of damage for Panama is "greater than 90% port damage to the Panama City hex" and it stays out until there are "less than 10% port damage to the Panama City hex"
The definition of damage for Kyushu is "greater than 200 damaged resource centers at Fukuoka" and it stays out until there are "less than 100 damaged resource centers at Fukuoka"
RE: Pushing the Envelope: PWHEX and art scripting
Posted: Thu Dec 20, 2007 11:23 pm
by el cid again
All these options will be issued for Level 7
Most will be issued for Levels 5 and 6
Look for updates today or tomorrow, depending on Level
RE: When, Why and How to change a pwhex file.
Posted: Fri Dec 21, 2007 9:32 am
by el cid again
pwhex.dat files are the real map - as far as the computer can tell
map art is just what players see
but what happens is a function of what pwhex says, and if it does not correspond to the map art - the art is just art - what happens is determined by pwhex coding
pwhex determines what kind of hex it is, what the terrain in the hex is, and what kind of communications is possible, in what directions?
changes in pwhex coding permit changes in program behaviors which may be of import to players
these might include
1) changes in terrain types and communications due to weather
2) changes in communications due to construction
3) changes in communications due to bombardment or other attack
Thus, in winder, in the North, certain bodies of water may become land, and clear or rough terrain
And trails may disappear under snowbanks
In monsoon, trails may become useless - and disappaer altogether - while hard roads and rail lines become more important than usual.
RHS introduced the concept of more than one pwhex file long ago: for the Panama Canal.
IF the Panama City port value was damaged a defined amount (over 90%), the Gatun Lock became useless, and the rail lines in that hex became trails. If the port value was repaird to the point the amount damaged was less than 10%,
then both were restored. This was accomplished by renaming the Panamapwhex dat = pwhex.dat or by renaming the Standardpwhex.dat file pwhex.dat to change back.
Last week we added a new idea: on 17 October 1943 four rail lines upgrade: the Burma Siam line, the Bengal & Assam RR, the Whitehorse & Yukon RR and the New Cledinia RR. This is accomplished by renaming Railroad.dat as pwhex .dat
Today we combined the two options: if you want to damage the Panama Canal before 17 October 1943, you use PANAMApwhex7.dat (renaming it pwhex.dat as usual). IF you want to damage it it after 17 October 1943, you use RRPANAMApwhex7.dat.
Today we also added another infrastructure point which can be damaged: the undersea railroad tunnel between Kyushu and Honshu - "the first undersea RR tunnel in the world" - of which Japan is very proud (and which remains in service - but is eclipsed in length by a new tunnel - 110 km long - between Honshu and Hokkaido). To damage it before 17 October 1943 you use KYUSHUpwhex7.dat. To damage it after 17 October 1943, you use LATEKYUSHUpwhex7.dat.
To restore the damage before 17 October, 1943, you use the STANDARDpwhex7.dat. To restore the damage after 17 October 1943, you use RAILROADpwhex7.dat.
In this early Phase One implementation of the demonstration of the utility of multiple pwhex files, we are giving players the option to (a) build RR infrastructures about the time they all became available; (b) damage the critical Panama Canal (and rail in the Panama City hex) if ever that occurs; (c) damage the important rail connection between the two biggest Japanese home islands if that ever occurs; and (d) restore damage when it is repaired. To this end we defined when damage and repair exist - using mechanisms players can cause - and measure.
Why 17 October 1943???? That is the date on which two IJA commanders of RR Engineer Regiments (not in the game except abstractly) both drove golden spikes into the linked Burma and Siam sections of the Burma Siam RR - not too far from the border on the Thai side. By that time, the 3 Allied RR links were also operating at capacity. After I do similar files for RHS Levels 6 and 5, I will probably add 2 or 3 more RR links in China. All the Allied RR upgrades go from road (second class RR) to rail line (first class RR). The Burma Siam line upgrades from trail to road (second class RR).
Today we also added one more player option: we added the ability of PLAYERS to temporairily open interior river systems to traffic. Players may then pass ships either way - to or from the sea (or lower external river systems) - and of course need to be reasonable about the size of ships which so pass. There are two files involved: the RIVERpwhex7.dat file is used before 17 October 1943. The RRRIVERpwhex7.dat file is used after 17 October, 1943 (although it has not yet been created or issued). EDIT: Now issued.
pwhex files can be changed during an ongoing game.
pwhex files need to be changed by the Japanese player at the time a turn is executed. That is, when an Allied player says "Yes" to execute a turn, that save game file should be run by the Japanese player AFTER the pwhex file desired has been changed. And the Allied player should change his pwhex file at the same time - if the same machine is not being used (as in head to head or play vs the computer games).
For now these options are executed by hand - by renaming the appropriate file and putting the new pwhex.dat file in the top level WITP folder.
Phase Two of this plan is to have this done by a script. The first script will still require players to manually say "I want that file".
In Phase Three - the script may change some files on certain dates automatically - assuming we can read the save game file.
During one of these phases (2 or 3) the script may also start to change mapart at the same time the pwhex file changes. It isn't critical - you can see infrastructure using reveal codes - and you can see map hexsides if you just turn them on - but it is wonderful chrome. But that will only happen AFTER we get some art to change! The only art we may be able to use - and I am doubtful about it - is a winter art mapart set by Cobra. Ideally we will end up with Winter, Standard and Monsoon seasonal map art (where Standard is used for spring and fall). We also will have variations of all for the constructed rail lines.
If other critical infrastructure points can be indentified - (e.g. the Vancouver Washington crossing of the Columbia River) -
we may implement them as options as well.
The reason for this is to permit game play in the context of changes in infrastructure - and possibly also changes in weather. If it can be shown to be useful and that there is player interest in such things, it may be Matrix will do a more elegant implementation bye and bye - say for WITP II? Alternatively, they also could use our implementations, or variations of them, for WITP I (which we are doing) or AE (which we probably will do).
RE: When, Why and How to change a pwhex file.
Posted: Fri Dec 21, 2007 10:29 pm
by Buck Beach
To whom it may concern and for what its worth. It is this type of work and detication to this game that commands the respect of our fellow WITP gamers. It is why at times I get upset at some of the petty posts attacking Sid and his ideas/comments. I definately think it is a personality issue because I can't imagine anyone thinking Sid doesn't know what he is talking about. Over and over he has brought new concepts to us. Some of the ideas belonged to others, but, in his love for the game he pursues them with a passion. No I don't think he is always right (albeit I am definately not one who is quaified to say so), but even when and if he is wrong he continues to contribute to this game to the benefit our hobby.
P.S. Please forgive my spelling, I am on my wife's computer that doesn't have spell check. How did Forest Gump put it "I am not a smart man".
RE: When, Why and How to change a pwhex file.
Posted: Sun Dec 23, 2007 1:20 am
by Mac Linehan
Sid,
Absolutely first class; keep up the good work!
Mac