Korea 1950 Mod

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FOARP
Posts: 715
Joined: Sun Dec 23, 2012 10:05 pm

Korea 1950 Mod

Post by FOARP »

SNK_MAP_I_1000W.jpg
SNK_MAP_I_1000W.jpg (250.46 KiB) Viewed 47 times
What is this? - A mod to introduce at least a Korean map, accurate to 1950, to the game, and we'll see what else we can do with it. I'll be occasionally working on it and posting it here. The goal is that at least a map of the Korean peninsula, and hopefully eventually a Korean War scenario, should come out of it.

Don't you have other mods you should be working on? - Yes, yes I do. I'm doing this to take a break from them. Particularly, doing maps turns out to be easier than doing AI files and trying to find the bugs in them...

What scale will it be in? - I want to make it a roughly 10km per hex map. That would be suitable for a map where the smallest manoeuvre components are brigade-sized, so that the UN forces can have brigades and divisions, together with their support components. In that way we can have e.g., the British 27th, 28th, and 29th Brigades, the Turkish Brigade and similar as discrete on-map formations. For the communist forces, I'm thinking that North Korean forces will have division-sized units. For the Chinese they will be either divisions or corps-sized units - since they depended so much on mass corps-sized units seem appropriate but we'll also see how that works with the front they have to cover.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
FOARP
Posts: 715
Joined: Sun Dec 23, 2012 10:05 pm

Re: Korea 1950 Mod

Post by FOARP »

Step 1 - the map
Step1.png
Step1.png (956.66 KiB) Viewed 43 times
As discussed above I've scaled the map to be roughly 10km-per-hex. The area of the map extends from Japan in the south, to China and the Soviet Far East in the North, to allow the modelling both of conflict in Korea, and the intervention of UN forces from Japan, and Chinese or even Soviet forces from across the Yalu river. The map measures 102x112 hexes at present.

This is the output I get using a free-to-use map, and using GIMP to recolour all the sea within the map to 0000ff (which in CMYK is 100 Cyan, 100 Magenta, 0 Yellow, 0 blacK), running it through the mapp-generator app (see Program Files (x86)\Steam\steamapps\common\Strategic Command WWII - War in the Pacific\Extras\Map Scanner\Strategic Command III Map Reader_Data and follow the instructions in the readme file there). The instructions say it can handle odd-numbered sizes but my experience was it generated a bad map every time I had an odd numbered X or Y measurement for the map.

However, as you can in the above the coastlines it generates are OK in outline but are very messy in detail, so the next step is cleaning them up.
American Front: a Work-in-progress CSA v USA Turtledove mod for SC:WW1 can be seen here.
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