Page 1 of 1

Best Mod for PBEM

Posted: Mon Feb 23, 2009 3:59 pm
by commissarhanish_MatrixForum
Ok..what is the latest and best MOD for PBEM as far as OOB and hist accuracy go? Im not too concerned with the economics...that part bores me.

RE: Best Mod for PBEM

Posted: Mon Feb 23, 2009 4:33 pm
by John 3rd
Big B 1.5--I am a FAN of it!

RE: Best Mod for PBEM

Posted: Mon Feb 23, 2009 9:26 pm
by ny59giants
I agree with John....for once [:D], if you want to play on Andrew's extended map system.

RHS level 7 map system has over 10 scenarios with some minor variations from historical along with historical based ones. However, the economy is more demanding for both sides. 

Empires Ablaze is a great "what if" mod, but not for the faint at heart, especially the Japanese economy.

RE: Best Mod for PBEM

Posted: Tue Feb 24, 2009 3:10 am
by John 3rd
Michael and I DOOOO sometimes agree (usually by accident) but the only drawback to Brian's Mod is shipping lanes.  We have run into this problem with both the First Team and Forlorn Hopes AARs.


RE: Best Mod for PBEM

Posted: Tue Feb 24, 2009 11:55 am
by ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.

RE: Mods - Calling Cobra & El Cid

Posted: Tue Feb 24, 2009 1:53 pm
by Big B
Actually, this is more properly a question for Cobra(?) who created the RHS maps and PWHex file.

If all locations are the same, it should just be a matter of using the RHS map and PWHex file with my scenario (the same as if you just installed AB'S Extended Map)

The trick is if some or all locations are different - then you would have to go into the editor and re-asign each location with new co-ordinates.

Perhaps ElCid would know if/how the map differs as well?...

I would be interested to know myself - having heard good things about the RHS maps.
B

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.

RE: Mods - Calling Cobra & El Cid

Posted: Tue Feb 24, 2009 2:12 pm
by Big B
(bump)

Actually, this is more properly a question for Cobra(?) who created the RHS maps and PWHex file.

If all locations are the same, it should just be a matter of using the RHS map and PWHex file with my scenario (the same as if you just installed AB'S Extended Map)

The trick is if some or all locations are different - then you would have to go into the editor and re-asign each location with new co-ordinates.

Perhaps ElCid would know if/how the map differs as well?...

I would be interested to know myself - having heard good things about the RHS maps.
B

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.



RE: Mods - Calling Cobra & El Cid

Posted: Wed Feb 25, 2009 8:49 am
by Japan
I agree,  Big. B is best.

RE: Best Mod for PBEM

Posted: Sat Feb 28, 2009 7:31 am
by emek
If you are experienced player and looking for very challenging game (especially as an allies) and willing to manage allied economy look for Rominet mod.

http://www.campaigns-france.org/showthread.php?p=112107

RE: Best Mod for PBEM

Posted: Tue Mar 10, 2009 10:08 pm
by el cid again
ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.

It is now possible to play using a slightly enhansed pwhex file adding a shipping lane from Capetown to she SW map corner (as if the ship sailed due East from Capetown until it reached the map edge). This was done for a BigB mod - but it can work with any RHS Level 6 modification - including EA.

RE: Mods - Calling Cobra & El Cid

Posted: Tue Mar 10, 2009 10:15 pm
by el cid again
ORIGINAL: Big B

(bump)

Actually, this is more properly a question for Cobra(?) who created the RHS maps and PWHex file.

If all locations are the same, it should just be a matter of using the RHS map and PWHex file with my scenario (the same as if you just installed AB'S Extended Map)

The trick is if some or all locations are different - then you would have to go into the editor and re-asign each location with new co-ordinates.

Perhaps ElCid would know if/how the map differs as well?...

I am the RHS system designer - and I also the RHS pwhex programmer - or was until we got a different person who more or less has done away with all pwhex programming (giving player in game control via the RHS Switcher program) - but that is Level 7 stuff. For Level 6 -

you can use Level 6 pwhex.dat files with ANY game using Andrew Brown's Extended Map System. There will be some art/pwhex issues - there always are. There are currently several different level 6 pwhex files - in case one wants to close the Panama Canal - or build RR - etc. And there is a file modifying the basic pwhex.dat (STANDARDpwhex.dat) to add a shipping channel to the SW map corner. This file is on Spooky's site. Level 6 files are otherwise on the RHS site.

If you have a specific modification you want - I will do it with minimal delay - provided you can say specifically what the feature is you want. Level 6 files are very simple and easy - and built right on top of the CHS pwhex.dat file - so there is substantial similarity and compatability between them. I have several ways to work on pwhex - and it is may be easier for me to do a change than for someone to learn the system.

One can ask openly or by pm or by email.

ORIGINAL: ny59giants
the only drawback to Brian's Mod is shipping lanes. We have run into this problem with both the First Team and Forlorn Hopes AARs.

I just pulled up Nemo's Empire Ablaze which uses RHS 6 maps. These maps have a shipping channel around the southern and western map edge so you can go from Panama to Aden as the Allies The are a few exit points.

I'm going to drop Brian a PM and find out how hard it would be to have his mod use RHS level 6 maps. This would address John's and my concern over the lack of enough shipping channels.