Ship Reinforcement / Arrival menu question

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Mac Linehan
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Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

Gents -

I am playing RHS EOS 7.955 H2H against myself. As per Sid's suggestion in an earlier post (if understood correctly) I will manage Japanese ship reinforcement arrivals by turning specific higher class warship reinforcements off in order pool MM points and prioritize merchant (or warship) arrivals. Under the build rate column there is the normal / accelerate / halt options, with a number to the right - such as "Normal 78". What does this number infer - I don't think it is a ship class; I looked in the editor. I am probably missing a basic point here.

Thank you for your help.

Also -

> The RHS auto installer is a gem - it makes installation or changing a scenario type a piece of cake.
> The supplemental pwhex switcher makes it so much easier to understand the effect of and implement each of the various options.
> After reading earlier posts. it has become clear that managing and optimizing industry - ensuring that enough resources and oil are on hand with the resultant supply or fuel shipped / moved to a critical location over the right path - is the key to success.
> After putting together a resource / oil availability and demand spreadsheet (by geographical area and major port locations) I have a greater appreciation for the effort and sheer work that the RHS team has put into his mod. And - if lack of game resources reflects reality - why Japan went to war (among other factors).
> Every ship counts, there are none to spare.
> My thanks and appreciaton to 2by3 and Matrix for the stock game - without which there would be no RHS, CHS or Empires Ablaze.
> My repect and appreciation to the AE team - there is no question in my mind that it will be good.
> It is humbling to reflect upon the collection of talent and ability represented by the game designers and modders who have made all of this happen.
> The posts and archives available on the forum are of tremendous help to those players (such as my self) who are Newbies that play solitaire - we need all the help we can get.

Mac
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n01487477
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RE: Ship Reinforcement / Arrival menu question

Post by n01487477 »

Mac ...
After putting together a resource / oil availability and demand spreadsheet (by geographical area and major port locations) I have a greater appreciation for the effort and sheer work that the RHS team has put into his mod. And - if lack of game resources reflects reality - why Japan went to war (among other factors).

You could have saved yourself a lot of effort by loading up WitpTracker and got all this info direct from the savefile ...

Also Tracker looks after all the shipbuilding for you too ...

FYI "Normal 78" - normal build 78 shipbuild points / turn expended

Damian
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ChickenOfTheSea
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RE: Ship Reinforcement / Arrival menu question

Post by ChickenOfTheSea »

The macro and micro economics of RHS really take it to another level of complexity. In my game as Japan, WITP Tracker
may be the only thing keeping my head from exploding.
In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen
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Mifune
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RE: Ship Reinforcement / Arrival menu question

Post by Mifune »

"The RHS auto installer is a gem - it makes installation or changing a scenario type a piece of cake." All kudos for the RHS installer should go to dwbradley. His unsung effort has been appreciated by many.
Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.
dwbradley
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RE: Ship Reinforcement / Arrival menu question

Post by dwbradley »

ORIGINAL: Mac Linehan


> The RHS auto installer is a gem - it makes installation or changing a scenario type a piece of cake.
> The supplemental pwhex switcher makes it so much easier to understand the effect of and implement each of the various options.
Mac


Thanks. As I have noted elsewhere, kind words are always apprecisted. My hat size is kept in check when I consider the relative contribution I have made compared to so many others, some of which you have mentioned. It's a loony bin here, but it's got a nice and very talented set of residents. :)

Dave Bradley
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ChickenOfTheSea
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RE: Ship Reinforcement / Arrival menu question

Post by ChickenOfTheSea »

The only other installer this easy to use was the one for Blood War 1.26 that BadNews made available. The RHS installer has additional abilities to switch the art for the CVO and EOS families and the ability to change the pwhex file on the fly.
The last was an especially nice addition and it is a shame that AE didn't adopt this approach.
In theory, there is no difference between theory and practice, but in practice, there is. - Manfred Eigen
Mac Linehan
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RE: Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

n01487477 -

Thank you, Sir. I will install WITP Tracker soonest. The time spent putting the spreadsheet together gave me a much better understanding of how the industry / resource relationship works and at least a start as to where to send some of the Empire's merchant ships.

I am considering altering the EOS scenario and making it a form of learning tutorial by:

> Conducting only the DEI Campaign against Holland
> Continuing the pacification and explotation of China
> Standing down the other planned attacks verses the USA (no Pearl Harbour)

I would keep the various units that are poised for action against the US and Great Britian and the Commonwealth in place as a "force in being." The forces available for the DEI operations would be kept to a small scale. The UK and USA would continue to prepare for war as rapidly as possible. I do realize that the first turn "December 7th Suprise" benefits would be lost.

Of course all this is very artificial - my intent is to limit the size of the confilict so as to have a faster paced game - while I am mastering the subtleties of empire building and the art of economics. The UK and US forces would continue to train, build and prepare for war, with a repositioning of assets as necessary. The allied merchant fleet will be used as effectively as possible - I will make every effort to get a solid grasp of the intricacies of Allied Production and ship routing. My sincere appreciation for the earlier (and very thorough) posts on the triangular concept to maximise shipping usage for resources.

An earlier post on naval combat stated that you set up the battle then "practice, practice and practice again" until one has a solid grasp of the esentials and tactics involved. So, that is what I will attempt to do on land as well as at sea and in the air. I don't mind getting my butt kicked by a good opponent as long as I have it together and understand the game.

If altering a scenario, the Empire forces loaded and prepared for action against the US and UK would have to be rerouted and staged at an appropriate port with adequate supplies and support - in preperation for future confilict. Having no prior experience with the editor, this seems to be the easiest method to reposition forces.

I am aware that wartime reinforcements and shipbuilding are already built into the game for both sides. Perhaps this would represent accelerated planning.

Well - this is just an idea. We will see what happens.

Mac








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Mac Linehan
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RE: Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

Dave -
 
Thank You for a professional product and good work. I look forward to the next installment.
 
Mac
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el cid again
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RE: Ship Reinforcement / Arrival menu question

Post by el cid again »

The cost to build a ship is the durability of the ship. This is require for ten times that number of days. A peculiar system. Further - this cost comes out of merchant shipyards OR out of warshipyards - according to type. I am not sure we know in all cases which is which - but certainly most will be obvious: a CA will be a warship, and AK will be a merchant.
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RE: Ship Reinforcement / Arrival menu question

Post by el cid again »

ORIGINAL: Mac Linehan

n01487477 -

Thank you, Sir. I will install WITP Tracker soonest. The time spent putting the spreadsheet together gave me a much better understanding of how the industry / resource relationship works and at least a start as to where to send some of the Empire's merchant ships.

I am considering altering the EOS scenario and making it a form of learning tutorial by:

> Conducting only the DEI Campaign against Holland
> Continuing the pacification and explotation of China
> Standing down the other planned attacks verses the USA (no Pearl Harbour)

Mac

Such mini games would permit use of a limited map - AND of the special AI features ONLY available for mini games. I am not sure if they work - or if there is any good documentation - but their structure implies a lot more intelligent AI is possible - if they do work.

FYI RHSAIO was intended mainly for training. Due to the limitations of AI and the unusual offensive plan in EOS (directed at Hawaii) - which AI does not comprehend - this was modified in RHSMAIO - redirected toward New Caledonia and Fiji. This is probably the stongest AI type training scenario yet devised (and that is a quote from a player). But these are still whole war scenarios - a mini scenario offers potential for better AI (at least in theory).
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n01487477
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RE: Ship Reinforcement / Arrival menu question

Post by n01487477 »

ORIGINAL: el cid again

The cost to build a ship is the durability of the ship. This is require for ten times that number of days. A peculiar system. Further - this cost comes out of merchant shipyards OR out of warshipyards - according to type. I am not sure we know in all cases which is which - but certainly most will be obvious: a CA will be a warship, and AK will be a merchant.

These are the ship types that use Naval pts ...

1,CV
2,CVL
4,BB
5,BC
6,CA
7,CL
8,CLAA
10,DD
11,DE
12,APD
13,SS
14,ML
17,DM
18,DMS
21,PC
22,PG
23,PT
40 AVD

the others are Merchies ... (sorry I'm not going to say each)...

Normal Build range(days) or time to build = Durability * 10
Blue Print > durability * 30
Queued > Normal & < blue Print

ie. DD dur = 13
Time to build = 13*10 = 130 days
Blue print = 390 days (so beyond this range it is unable to be accelerated or halted)

POINTS
Normal = durability (13)
Accelerated(within Normal range)=13*3 = 39
Accelerate(>normal(130days) & <blueprint(390days)) = durability(13)

In the black square is the calculated to give you an idea of what I am talking about ...





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Mac Linehan
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RE: Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

ORIGINAL: el cid again

The cost to build a ship is the durability of the ship. This is require for ten times that number of days. A peculiar system. Further - this cost comes out of merchant shipyards OR out of warshipyards - according to type. I am not sure we know in all cases which is which - but certainly most will be obvious: a CA will be a warship, and AK will be a merchant.


SId -

Thank you for a clarification of the shipbuilding formula.

I am aware of RHSAIO and have followed with interest the player posts about the mod. RHSMAIO was an unknown until this post - but makes sense and is in keeping with your earlier comments on AI limitations.

Have chosen to play H2h solitaire to take full advanage of RHS unique features - navagible rivers, focus on resource and industrial management, use of high / low capacity ferries to enable mini industries ( P.I comes to mind ).

With considerable embarrassment I must admit that although WITP was a 2004 birthday present I have never made it past the first few turns. Much time spent going over the map, reading rules and of course the "must read threads"; however it has been well worth the effort. My understanding of game rules and quirks has significantly enhanced gameplay enjoyment. WITP does reward attention to detail and micro management.

Mifune - It is always a thrill to check the RHS download site on Friday night - one never knows what delights await...

Sid, I very much appreciate being on the primary distribution list. You, Sir, have your own special "El CID" folder on my computer... ( knew you would be honored...>GRIN<)

n01487477: WITP Tracker installed. When activated I am getting a:

E:\Matrix Games\WITP Tracker download>java -jar "WitPTracker.jar"
Exception in thread "main" java.lang.ArraylndexOut Of BoundsException: 0 >= O
at java.util.Vector.elementAt<Unknown Source>
at witptracker.Aircraft,GetAircraft<Aircraft.java:113>
at witptracker.InMemoryDB.LoadStartupTables<InMemeoryDB.java:109>
at witptracker.Main.main<Main.java:140>

>There is a copy of the savegame in the WITP Tracker folder
> Am playing H2H - would I use email or AI setting? Have experimented with various combinations.
> Java is installed on C: drive - E: drive should recognize that. Attempted to make 2nd Java install on E: - no go.
> Is this a Java to witptracker path problem?

witptracker.properties:

Dir=[E:\Matrix Games\War in the Pacific]
GameType=[1]
Side=[0]
Password=[]
SaveFile=[witp005.pws]
SaveMode=[2]

n01487477: Your shipbuilding spreadsheet appeals very much - could I trouble you to send a copy as a matrix for my game? I very much appreciate and enjoy Sid's excellent set of sheets. Thank you ahead of time. The ship type / construction information is most helpful.

Mac


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RE: Ship Reinforcement / Arrival menu question

Post by n01487477 »

Mac,
the shipbuilding spreadsheet is part of tracker ...

Tracker problem - the DB was initialised but then you changed something and tried again and so it still had info there from the first time...

So each time you want to reinitialise (start new) the DB ...

I think you will have to delete your DB files and start again ... delete all the trackerdb.* files (as shown in the pic and restart Tracker). This will clear up your problem, but you will lose your saved data unless you still have the savefiles to reload ...

But obviously, you don't do this each time ...

gameType should be set to 0 (as this is Verse the AI)

Try that for me and let me know if there is still a problem.


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Mac Linehan
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RE: Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

Hi, n01487477 -

I was making two errors -

> So, deleted then reinstalled witptracker to clear old data;

> I was compounding the first error by running WITP while attempting to activate witptracker. OOPs. I am grateful for a your assistance and a quick fix. witptracker looks like an awesome tool.

Mac
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RE: Ship Reinforcement / Arrival menu question

Post by n01487477 »

No problems Mac,
any Q's post them on the Tracker forum thread (my signature)...

I usually run with tracker open and WITP windowed (I just talked about this in the tracker thread if you need to know how), but this is something up to the individual.

Wait until you have run a few turns and loaded the data and you get the alerts and histories - then Tracker really shines...

Have fun with it and let us know if you have any problems or suggestions.

Cheers
Damian
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RE: Ship Reinforcement / Arrival menu question

Post by el cid again »

ORIGINAL: Mac Linehan

.


SId -

Thank you for a clarification of the shipbuilding formula.

I am aware of RHSAIO and have followed with interest the player posts about the mod. RHSMAIO was an unknown until this post - but makes sense and is in keeping with your earlier comments on AI limitations.

Have chosen to play H2h solitaire to take full advanage of RHS unique features - navagible rivers, focus on resource and industrial management, use of high / low capacity ferries to enable mini industries ( P.I comes to mind ).

With considerable embarrassment I must admit that although WITP was a 2004 birthday present I have never made it past the first few turns. Much time spent going over the map, reading rules and of course the "must read threads"; however it has been well worth the effort. My understanding of game rules and quirks has significantly enhanced gameplay enjoyment. WITP does reward attention to detail and micro management.
.[/quote]

We have semi-public test games going on. You can watch the replays, see the reports, read the AARs, and even consult on policy - if this is of interest or value in trying to understand the mechanics of how we deal with various situations. This is done to get a detailed look at the thousands of things that have been changed - to see how they work? But also it is a way to learn about using things you may not even know are there to be used. Anyone interested should contact Mifune or myself.
Mac Linehan
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RE: Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

Sid -
We have semi-public test games going on. You can watch the replays, see the reports, read the AARs, and even consult on policy - if this is of interest or value in trying to understand the mechanics of how we deal with various situations. This is done to get a detailed look at the thousands of things that have been changed - to see how they work? But also it is a way to learn about using things you may not even know are there to be used. Anyone interested should contact Mifune or myself.

Am very interested and appreciate the offer. Am usually able to post only on weekends.

Mac
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RE: Ship Reinforcement / Arrival menu question

Post by Mac Linehan »

Damian -

WITP Tracker is a first class piece of work. Form my perspective it is the next element needed to make WITP playable; the others being -

> Stock Game

> RHS level 7

> A desire to micromanage and get the most out of the game

> Forums to teach and learn

> WITP Tracker implementes the above. I was making a very rudimentary spreadsheet, the Tracker does it all ( and more ) instantaniously in a very organized user friendly format.

I have read, browsed and studied much, playing very little ( as in multiple turns ) - mainily because I did not know how to collate all the diverse interconnected information and make informed decisions as to where and what each unit shoud do or go. That is no longer an issue. With time and experience I will be able to utilize the Tracker to the utmost and make systematic progress on learning by playing. I play and post on weekends; will be in tough as progress is made.

My thanks and respect to you and your partner -

Mac

P.S. - am not sure which part of the forum the Tracker is located.
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RE: Ship Reinforcement / Arrival menu question

Post by el cid again »

In ancient history (my child asked me what color uniform I wore - in the Civil War - blue or grey? My co workers once said I knew a story from Old Testament times - because I was an eyewitness) I was young, in the US Navy, and completely insecure about the relationships between diverse elements like infantry, submarines, fighter planes, minesweepers ...the list goes on and on. So I decided to study WWII PTO - a modern naval war - but I thought "about which everything is known, and nothing is still classified." Wrong. If you do not find understanding how all the pieces of the puzzel fit and interact an easy and automatic thing - it means you have a clue just how complex it is.
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