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RHS pwhex file notice and update plan
Posted: Tue Dec 16, 2008 6:18 am
by el cid again
Hex 21,51 is misclassified as "ocean" vice "coastal" in RIVERpwhex - and likely all other variations.
It is also probably wrong in the automatic switcher controlled versions.
I will issue a revised pwhex file set tomorrow. The switcher will work with these files - just install the basic pwhex program and it will still control everything fine.
Those playing using RIVER pwhex will get a early variation in a few minutes.
This hex - due west of Singapore - is the location of Riouw and Dependencies - an obscure Dutch colonial enclave - with its own militia force taken from historical documents. This is the reason behind reports the unit did not load properly on all kinds of ships. Apparently an AP can only load in a port - but an AK can load anywhere - a "feature" of hard code. Wether it is a port for game purposes is controlled by two things - a setting in the location file AND ALSO if the hex is coastal in pwhex.
RE: RHS pwhex file notice and update plan
Posted: Tue Dec 16, 2008 6:40 am
by herwin
ORIGINAL: el cid again
Hex 21,51 is misclassified as "ocean" vice "coastal" in RIVERpwhex - and likely all other variations.
It is also probably wrong in the automatic switcher controlled versions.
I will issue a revised pwhex file set tomorrow. The switcher will work with these files - just install the basic pwhex program and it will still control everything fine.
Those playing using RIVER pwhex will get a early variation in a few minutes.
This hex - due west of Singapore - is the location of Riouw and Dependencies - an obscure Dutch colonial enclave - with its own militia force taken from historical documents. This is the reason behind reports the unit did not load properly on all kinds of ships. Apparently an AP can only load in a port - but an AK can load anywhere - a "feature" of hard code. Wether it is a port for game purposes is controlled by two things - a setting in the location file AND ALSO if the hex is coastal in pwhex.
I had been having a problem with loading a unit from that hex for the last week...
RE: RHS pwhex file notice and update plan
Posted: Tue Dec 16, 2008 9:12 pm
by el cid again
Turns out - ONLY RIVERpwhex7.dat was incorrect. The rest of the files were right. This has been sent to the primary distribution list.
It caused two identified issues: landing craft don't want to unload there - and apparently APs don't want to load there. This fixes these and any other issues caused by a mismatched pwhex and location file. Use the new RIVERpwhex.dat file renamed as pwhex.dat in the top WITP folder.
There is always a copy of pwhex in the scen folder - but it apparently is not used. There is also a copy of pwhex in the save game file - and in WITP it is unused - but in AE it will be used - which means changing pwhex in AE will be more challenging (during an ongoing game).
RE: RHS pwhex file notice and update plan
Posted: Mon Jan 05, 2009 10:50 am
by Bogo Mil
On the RHS map, there are is ground movement between islands possible at various places (e.g. PI or Hawaii) - there are even roads. I think this is ok, if these islands are close together, but these hex borders should be classified as rivers (causing shokck attacks), imho. It is counterintuitive, that crossing a river on Luzon is more complicated than moving between the small islands south of Luzon.
RE: RHS pwhex file notice and update plan
Posted: Mon Jan 05, 2009 11:38 am
by herwin
ORIGINAL: Bogo Mil
On the RHS map, there are is ground movement between islands possible at various places (e.g. PI or Hawaii) - there are even roads. I think this is ok, if these islands are close together, but these hex borders should be classified as rivers (causing shokck attacks), imho. It is counterintuitive, that crossing a river on Luzon is more complicated than moving between the small islands south of Luzon.
Yes, but you can't cross a river hexside with a ship.
RE: RHS pwhex file notice and update plan
Posted: Sat Jan 10, 2009 6:38 pm
by ggm
just a quick question about your mod rhs, el cid. is there any map that has the inland river routes clearly marked, or is it a bit of guess work.
ggm
RE: RHS pwhex file notice and update plan
Posted: Sat Jan 10, 2009 7:40 pm
by Bliztk
Hitting F6 shows the hexides. Deep blue = ocean
RE: RHS pwhex file notice and update plan
Posted: Sat Jan 10, 2009 11:01 pm
by el cid again
ORIGINAL: Bogo Mil
On the RHS map, there are is ground movement between islands possible at various places (e.g. PI or Hawaii) - there are even roads. I think this is ok, if these islands are close together, but these hex borders should be classified as rivers (causing shokck attacks), imho. It is counterintuitive, that crossing a river on Luzon is more complicated than moving between the small islands south of Luzon.
These are Ferry Systems - high capacity and low capacity. Technically not invented by RHS- they are an RHS feature in general use. They date from stock - see Hong Kong - or even Singapore - where we DO classify hte hex side as a river. It is a good proposal - and we should have done it more often.
This idea can be retrofitted to existing games - pwhex changes take effect DURING games. But I didn't think it through - and so I didn't do it.
I wanted to make the Dutch an unrestricted command - but this was rejected by the Forum - and ferries were a compromise - mainly for NEI and PHilippines.
RE: RHS pwhex file notice and update plan
Posted: Sat Jan 10, 2009 11:03 pm
by el cid again
ORIGINAL: ggm
just a quick question about your mod rhs, el cid. is there any map that has the inland river routes clearly marked, or is it a bit of guess work.
ggm
Turn on hexside details. Look for the chain of white "both" hex sides and you will understand the rivers that work for ships.
Otherwise art does show the rivers correctly - just not which ones pass ships.
RE: RHS pwhex file notice and update plan
Posted: Sun Jan 11, 2009 6:52 am
by herwin
ORIGINAL: el cid again
ORIGINAL: ggm
just a quick question about your mod rhs, el cid. is there any map that has the inland river routes clearly marked, or is it a bit of guess work.
ggm
Turn on hexside details. Look for the chain of white "both" hex sides and you will understand the rivers that work for ships.
Otherwise art does show the rivers correctly - just not which ones pass ships.
White hex sides don't count as rivers for land unit crossing.