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WitP: Med - rethink

Posted: Wed Sep 28, 2005 10:03 pm
by Captain Cruft
I have been thinking (again). Bad habit I know ...

The current map I have been making is feeling unsatisfactory. One reason is because I did the terrain prior to drawing the graphics and there are problems with distances. The other is that, looking at the Med so far, the scale really is too big.

Also, I just feel like I have bitten off more than I can chew.

So, I was wondering about re-starting but this time just doing the Med at an effective 30 miles per hex. This would make for a MUCH better map, but there are two unsolvable problems:

1) Naval movements move half as fast.
2) Ground units move half as fast.

Now I actually think that 1 is an enhancement but 2 might be a problem where there are no roads or rail to be found.

Thoughts please! :)

RE: WitP: Med - rethink

Posted: Wed Sep 28, 2005 10:05 pm
by jwilkerson
If you use UV you might have a prayer - but I think you'll be hosed in the gate if you try WITP - as you can't change the scale that I can see.


RE: WitP: Med - rethink

Posted: Wed Sep 28, 2005 10:13 pm
by Captain Cruft
Understood.

Main problem is I don't have UV anymore ;) Also, it is more broken than WitP in some areas.

Other than that, I don't think the scale is a problem apart from the two things I mentioned.

Endurance can be adjusted for both planes and ships.
Supply will only move half as far (in real terms) overland but that can be addressed in the scenario setup.
I don't intend to include industry.

A lot of numbers will appear to be doubled but if you think in terms of hexes it will make sense.

RE: WitP: Med - rethink

Posted: Wed Sep 28, 2005 10:24 pm
by Captain Cruft
The unit of distance would change from "mile" to "half nautical mile", or 1,000 yards. This is approximately a kilometre so you might patch the EXE to say "km" instead of "miles" and it would be near enough.

RE: WitP: Med - rethink

Posted: Wed Sep 28, 2005 10:51 pm
by Captain Cruft
What I am particularly interested in hearing about are specific reasons why this idea will not work. Other than those I mentioned ...

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 12:42 am
by Alikchi2
Other than the problems already mentioned I don't see anything stopping you. :)

As far as ground unit speed is concerned, there isn't anything stopping you from simply moving the scale up a notch, right? Give "roads" the properties or rail hexes, etc?


RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 2:22 am
by jwilkerson
The CHS team debated this topic a month or so ago - and came to the conclusion that UV was the way to go for Med ... I think Elf started the discussion ... Don and Andrew contributed ... the PM thread was called "Do we have the tools" or something to that effect ... unfortunately that thread has suffered from the "purge PM daily" activity at least in my in'out boxes ... and other than scale, I don't recall the various rationales .. so maybe Don or Andrew or Elf will jump in here and let us know if they remember anything else ...


RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 2:32 am
by jwilkerson
Ok .. found the "Do we have the tools" thread as copied to my real email ...

Essentially Don and Andrew both recommended UV ... reason were

(1) Scale ( main issue )
(2) Hardcoded slots to dodge ( warning )
(3) Hardcoded weather and other effects ( like malarial )

However, both felt it was do-able with UV ...


RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 2:48 am
by Big B
ORIGINAL: jwilkerson

Ok .. found the "Do we have the tools" thread as copied to my real email ...

Essentially Don and Andrew both recommended UV ... reason were

(1) Scale ( main issue )
(2) Hardcoded slots to dodge ( warning )
(3) Hardcoded weather and other effects ( like malarial )

However, both felt it was do-able with UV ...

knowing absolutely "nothing" about this at all - (which has never stopped me from opening my mouth anyway) .. could the movement problem be solved by changing the scale to the 30 mile hexes like you wanted - then doubling the movement cost, so ships will move at the adjusted scale?

Just a thought.

B

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 3:07 am
by FeurerKrieg
Problem there is (I think) WITP has hard coded max speed of 6 hexes per phase.

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 12:14 pm
by Captain Cruft
ORIGINAL: Alikchi

Other than the problems already mentioned I don't see anything stopping you. :)

As far as ground unit speed is concerned, there isn't anything stopping you from simply moving the scale up a notch, right? Give "roads" the properties or rail hexes, etc?

Interesting idea, I'll keep it in mind.

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 12:17 pm
by Captain Cruft
ORIGINAL: Feurer Krieg

Problem there is (I think) WITP has hard coded max speed of 6 hexes per phase.

That's correct. Since you can't actually change the scale (only the map) this would result in a max speed of 15kts for TFs. As I said, personally I actually think that's better, though 20kts would have been the ideal IMHO.

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 12:24 pm
by Captain Cruft
ORIGINAL: jwilkerson

Ok .. found the "Do we have the tools" thread as copied to my real email ...

Essentially Don and Andrew both recommended UV ... reason were

(1) Scale ( main issue )

Apart from the issues I mentioned I think it is possible to cope with this.
(2) Hardcoded slots to dodge ( warning )

The OOB would be smaller therefore it may be possible to work round this. Not certain though.
(3) Hardcoded weather and other effects ( like malarial )

A problem. However, since the map would be about 140x60 hexes it may be possible to position it so malaria is largely avoided and the weather more or less appropriate. You also have the several hard-coded non-malarial bases that can be used.


RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 12:51 pm
by jwilkerson
If are ok with the scale issues ( and sounds like you are ) then that one is passed on.

The slot issues are mostly a matter of getting some of the arcane knowledge passed on to you - Nik, Pry and Don have some( most, all ? ) of this and are usually willing to share ( so may others but these are the three I've seen most active in help ward offf slot issues ).

Or you can pretend that malarial and coldness issues are really desert sand storms !

So take a deep breath and proceed forth - good luck !!!

Oh and Andrew has also said in the past that he would help with understanding the map data file etc. to those enterprising enough to attempt a new map - so he can be a resource in that regard ( if he hasn't changed his mind ! ) but he did make it clear that he would NOT be doing the Med map himself !!!




RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 2:17 pm
by Captain Cruft
OK thanks!

AB has already helped me lots with the map part although I managed to work out the data file myself.

Anyone else have any views?

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 8:09 pm
by Alikchi2
Methinks that if you can overcome the game hurdles (and it sounds like you can), then it'll be a lot more feasible than, well, half the world. And an interesting exercise in scale. [:)] I say go for it!

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 8:14 pm
by TheElf
ORIGINAL: Alikchi

Methinks that if you can overcome the game hurdles (and it sounds like you can), then it'll be a lot more feasible than, well, half the world. And an interesting exercise in scale. [:)] I say go for it!

Uhh...Alikchi don't you have a turn to post on the Iron Storm AAR? What are you doing over here in the scenario design forum[:-] It's been like a week since I've gotten my AAR fix!

RE: WitP: Med - rethink

Posted: Thu Sep 29, 2005 8:51 pm
by Alikchi2
Uhh...Alikchi don't you have a turn to post on the Iron Storm AAR? What are you doing over here in the scenario design forum It's been like a week since I've gotten my AAR fix!

Later today! I promise! *ducks behind curtain*