New Guinea Trails ??? Trails in General (Added)
Posted: Tue Jun 28, 2011 1:22 am
EDIT: It appears in general that trails are not present as advertised. While SOME hexes have trails, it appears many were ignored altogether.
Those that were not did not, in general, get a trail (unless there is a road, blocked hex or some other cause not to have one) in all directions.
Rather - even in such cases - trails are selective - not universal. At least China follows the same pattern as the big islands like New Guinea and
New Britain in this respect. There may be a good reason for this. But it isn't what we were told was the SOP.
ORIGINAL POST:
You may remember, some weeks ago, when I suggested that there was a problem trying to go from Buna to Port Moresby sans any sort
of roads. There were comments to the effect that "trails" were coded in every direction for every hex.
Guess what? Not so. Not on New Guinea. Not on New Britain either. There are rump trailheads and roadheads in hexes with ports in some
cases - but nothing more. I can see it if you want to represent some directions as impassable, but ALL directions? In this case, my original
complaint is validated: units will not tend to do better taking a historical route - with a trail - vs any other route. And the lines on campaign
maps become wholly unrelated to what makes sense in our games.
So - now I am pwhexing again (I used to do that for WITP) - I have put in the trails. Not some simplistic "trails in every direction" - but trails where they
were. I also have liberated Dacca as a non-port port - and similar other places. You can sail up the Road to Mandalay (which is the river, if there is somenone who does not know) - or the River of Kings which has a similar function in Thailand. There is a reason heavy stuff goes to Fairbanks - or Whitehorse - by water - the mighty Yukon. And that river which mysteriously is invisible at Magadan - four times the flow of the Mississippi and able to take large ships to both ports inland from there - needs to be "dredged" in due course - with later editions of pwhexe. Finally, I have made it possible to go from Batavia to its neighboring island, or from Java to Bali, or from Sumatra to Java - or from Leyte to Samar - as if you are crossing a river. Note STOCK does that for Shikoku - except they don't code it as a river - but as a wide strait! They rate land units able to transit as a major road - which makes me think someone has looked at a new map: there is a huge bridge there NOW - but it never was that easy to move stuff before this generation.
I am about to test a slightly modified Scenario 1 with a team. The art is compatable with Scenario 1, but Mifune has added more. I am sure he will post the pwhex versions - which we intend to keep issuing over time - with ever more data plugged in - ever more options for players.
But that stuff about no trails - it probably applies other places - and it may be grounds to have a pwhexe done - if you ever want to go overland - or have units use historical routes under AI control.
Those that were not did not, in general, get a trail (unless there is a road, blocked hex or some other cause not to have one) in all directions.
Rather - even in such cases - trails are selective - not universal. At least China follows the same pattern as the big islands like New Guinea and
New Britain in this respect. There may be a good reason for this. But it isn't what we were told was the SOP.
ORIGINAL POST:
You may remember, some weeks ago, when I suggested that there was a problem trying to go from Buna to Port Moresby sans any sort
of roads. There were comments to the effect that "trails" were coded in every direction for every hex.
Guess what? Not so. Not on New Guinea. Not on New Britain either. There are rump trailheads and roadheads in hexes with ports in some
cases - but nothing more. I can see it if you want to represent some directions as impassable, but ALL directions? In this case, my original
complaint is validated: units will not tend to do better taking a historical route - with a trail - vs any other route. And the lines on campaign
maps become wholly unrelated to what makes sense in our games.
So - now I am pwhexing again (I used to do that for WITP) - I have put in the trails. Not some simplistic "trails in every direction" - but trails where they
were. I also have liberated Dacca as a non-port port - and similar other places. You can sail up the Road to Mandalay (which is the river, if there is somenone who does not know) - or the River of Kings which has a similar function in Thailand. There is a reason heavy stuff goes to Fairbanks - or Whitehorse - by water - the mighty Yukon. And that river which mysteriously is invisible at Magadan - four times the flow of the Mississippi and able to take large ships to both ports inland from there - needs to be "dredged" in due course - with later editions of pwhexe. Finally, I have made it possible to go from Batavia to its neighboring island, or from Java to Bali, or from Sumatra to Java - or from Leyte to Samar - as if you are crossing a river. Note STOCK does that for Shikoku - except they don't code it as a river - but as a wide strait! They rate land units able to transit as a major road - which makes me think someone has looked at a new map: there is a huge bridge there NOW - but it never was that easy to move stuff before this generation.
I am about to test a slightly modified Scenario 1 with a team. The art is compatable with Scenario 1, but Mifune has added more. I am sure he will post the pwhex versions - which we intend to keep issuing over time - with ever more data plugged in - ever more options for players.
But that stuff about no trails - it probably applies other places - and it may be grounds to have a pwhexe done - if you ever want to go overland - or have units use historical routes under AI control.