RHS Thread: Minor Cleanup 8.14 Update

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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el cid again
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Two 4th Defense Battalions!

Post by el cid again »

) There are 2 USMC 4th Def Bn. Unit numbers 5555 and 5556.

In some strictly historical scenarios, in Level II, there are! 5555 is supposed
to be the third battalion. Pretend it is. Level I and Japan Enhanced Scenarios
have it right. This will be fixed in the next update (and already is at source).
el cid again
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New Zealand Invasion

Post by el cid again »

4) I stopped the game when the New Zealand invasion reaction was activated. I can't see why that occurred. Maybe there is a base that is associated with NZ that caused it?

This might be because of Wallis Island and another Vichy island (which it took USMC to convert!).

If so - I need to gut the NZ invasion forces. I need to verify this first. I did not see it in our tests so
far. But now I am looking for it.
el cid again
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RE: Passive Russians in RHS

Post by el cid again »

5) Your neighbors on Kodiak. I can't seem to move units in or out. Either by air or sea. I presume the winter 41 pwhex might be involved? I didn't change pwhex from the original in the RHS mod

I noticed this with respect to flying boats - land planes work for me. This is because Kodiac freezes over - and should
have always been shown that way in stock - but wasn't. The flying boats now will base at Dutch. This is fixed in the
current update. But Kodiac won't operate floatplanes or ships until Spring.

el cid again
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RE: Passive Russians in RHS

Post by el cid again »

A couple other question: Several air groups start with RCN aircraft that can't upgrade to any other types. I'm thinking specifically the 7thBG/9th BS. There are 3 units associate with this name. The main unit is LB-30 RCN, one detachment is a B-17E and the third is a separate 1 aircraft unit with LB-30 RCN (unit 3545) I'm thinking the main unit should be the bomber variant. The other involves the Pursuit Groups assigned the RP-38E. They all seem unable to upgrade to fighters. I was hoping to use them as training squadrons. Any suggestions?


I need to investigate. I will.
el cid again
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RE: Passive Russians in RHS

Post by el cid again »

ORIGINAL: Badlandz

M10bob,
For some reason the Soviets are active in the 122 scenario I downloaded. I don't know enough about the editor to change the status.

Ref the NZ activation. I think it was caused by the invasion of the Gilbert's.

Thanks




If so, that is proper.
el cid again
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RE: Passive Russians in RHS

Post by el cid again »

ORIGINAL: Yaab

re submarines.

I guess these are proper submarines and "ghost" submarines you are seeing.

Sid, the RHS documentation folder now consists of 46 files, but we don't have a simple ReadMe file for new players. "Ghost" subs are one such issue which should be explained prior to running the RHS, preferably in the ReadMe file. They are confusing for new players.


Good idea. Once upon a time, in WITP days, Mifune wrote the RHS Manual. Much of it was quotes from
emails or forums. Some of it was articles or tables I had written. Maybe someday we will do this for AE/RHS.
But the manual comes later - when development is nearly ended. And Mifune is no longer able to work much - so
I have to do it unless someone volunteers.

What I did do some weeks ago was write a NEW article called RHS House Rules. New players should definitely read it.
I need to update this to include the new Axis Off Map Entry Track and the Axis Alternate Entry Point.
So I will also write an item on Ghost subs. This updated version will make the next update.
el cid again
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RE: RHS Level II House Rules Update (2.42)

Post by el cid again »

RHS House Rules [Level II]

Primary House Rule: A player should never do anything which, in his view, would not have been done by a historical commander in the WW2 era.

Active Russians: In scenarios with Active Russians (121, 124, 125 & 129) the Allied player may not attack Japanese positions or units (except by mistake or in reasonable and proportionate reprisal) before the expiration of the non-aggression pact with Japan (1 July 1945). It is easy for either side, due to a settings error, to run an air raid – and a reprisal in kind is fair play. It is also permitted to overfly enemy territory for recon or search missions - at the risk of being shot down by fighters or flak. But a true invasion of Japanese territory, or a major, organized attack on Japanese bases before the treaty expires is forfeiture of the game. The Russians gave proper, 90 day notice they would not renew the treaty. It is assumed they honor the treaty as well as give such official notice in every game. RHS has active Russians to give the Allies several benefits: a) they can control deployment of units; b) they can control upgrading of units; c) they can supply remote locations and recover resources or oil from them; d) they can run recon and search to learn of enemy invasion deployments; e) they can respond to an enemy invasion, or pre-empt one, instead of waiting helplessly as the enemy invasion unfolds until the computer concludes enough hexes have been occupied to “release” Russian units to player control (this is a major problem). These boons may not be abused to permit operations which Stalin would never have authorized, because he was dead set against a two front war.

Whitehorse House Rule: In EVEN numbered RHS scenarios do not repair the oil wells and refinery at Whitehorse, Yukon until May, 1944. These model the CANOL pipeline and a refinery moved from Texas and it took until May, 1944 to get them fully operational. In JES Scenarios 125 & 129, players have options to repair the oilfields and oil refinery at Kenai, Alaska and/or at Norman Wells, Northwest Territories from May, 1942. This is probably not feasible in Winter or Spring Breakup (how could you move enough supplies to even begin?) - but these are known options not taken IRL. Both are more practical than the CANOL project, which barely worked at all - thick NWT oil in a small pipe in a cold climate was not easy to keep moving. Historical scenarios (121-124 & 126) have the suffix CANOL after Whitehorse and Whitehorse has a base victory point value of 3 (= important minor location for any reason). In these scenarios Norman Wells may not expand oil or refinery production (forcing the historical choices). JES scenarios (125 & 125) have the suffix AKOIL after Kenai and Kenai has a base victory point value of 3. In these scenarios Norman Wells MAY expand oil and/or refinery production (reflecting greater Allied priority in the greater threat context present) but hauling in the supplies required will be very difficult. Kenai is much easier to supply but also much more at risk to capture or damage by the enemy (which is why it was not developed during the war).

Whittier Tunnel: The RR tunnel to Whittier Alaska is considered completed if you repair the port (it starts at zero). Because there is no way to have the rail line incomplete and still run its route (from Anchorage to Seward) we simply have the Whittier hex not function as a port unless you fix it. Fixing it completes the almost completed tunnel to it. There is an engineer unit in the hex to do that.  

Copper Ricer Railroad: The Copper River RR is present in ALL versions of the pwhex files. It runs from Cordova, Alaska to Kennicot, a wholly undeveloped dot location. This RR was abandoned in 1938 when the copper mines were closed due to low copper prices. Other copper mines were reopened in WWII (for example in Michigan and in Montana). This copper mine can be reopened IF an Allied player moves engineer to the dot location along with lots of supplies AND IF repair of resources is turned ON – in which case the RR will function. The Million Dollar Bridge remained in-tact until the 1964 earthquake. This location and RR may be ignored by any player who does not want to use them – and NOTHING will happen in that case – since there will be no production unless the damaged resources are repaired. Tailings at this mine are of economic value, but it is cost prohibitive to fly them out (even though an airfield has been built) and the track has now been turned into road.

Railroad Units: In ODD numbered scenarios, railroad units must move along rail lines. All such units have the word “train” or “RR” in the unit name. If such a unit retreats off a railroad, it may only move back to a rail line by the shortest possible route, even if that forces movement into an enemy occupied or controlled hex. Railroad units do not exist in “simplified RHS” (even numbered scenarios).

Amsterdam Island: Location 497, Hex 6,173, near the “West” edge of the map, is functionally the Axis Entry Point. Its game function is to permit Axis raiders and submarines from Europe to enter the map near where they historically entered the Indian Ocean. This island is strictly off limits to the Allies. It is worth zero victory points to the Allies. It is forbidden to invade this island. This is because Axis shipping did not enter at one fixed point at all and because AE has no mechanism to permit entry by Axis vessels using an Entry Zone. Allied naval units are not permitted within three hexes of this hex. Allied aircraft may not recon this island nor search hexes adjacent to this island. The “Axis” (Japanese) Player may not build facilities on Amsterdam, nor land troops. This unique “base” serves ONLY as an entry point for Axis naval unit reinforcements.

Axis Off Map Entry Track: Axis naval units entering at Amsterdam Island may now move DUE WEST into the Axis Off Map Entry Track. Allied naval units may never enter this track. It allows movement of Axis units to simulate a course SW from the Cape of Good Hope, past the Crozet Islands, coming up on the Southern map edge near the one ice shelf feature present on (all, stock, extended and RHS) maps. The little green cross at the end of this track is the Alternate Axis Entry Point. No Allied ships or searches are allowed within three hexes of this point. It permits Axis vessels to enter the map over a range of hexes and is a compromise intended not to limit the Allies much at all but to give the entering vessels some chance of survival (instead of automatic interception).

Ghost Submarines: Both sides get a small number of “ghost submarines” (both at start and as reinforcements). These subs are ONLY present in Full RHS Scenarios (those with odd numbers). They are normally set to computer control and left to do whatever the computer wants. If damaged or out of fuel, however, players need to return them to a base, fix/arm them, and then send them to any area they might run into the enemy – and return them to computer control. Ghosts are NOT possible to identify by the enemy. An owner, however, can see they have long range, too many shots, and no guns. Their torpedoes do NO damage and miss 99% of the time. They cause ASW escorts and aircraft to waste shots – but gain experience in the process. They also simulate rumors and false interpretations of various phenomena.  

Atomic Bomb Air Units: RHS does not use the stock atomic bomb at all. This weapon is not destructive enough and has political effects which are unrealistic (more related to post war views about atomic weapons use). In fact, Gen Marshall planned to use at least 9 atom bombs as part of Operations Olympic and Coronet. In its place RHS has created two atomic bombs - a "Uranium Bomb" and an "Implosion Bomb." These bombs are modeled by 24 devices: one 1% of yield dud device which is almost certain to work; one 33% of yield device which is only about 20% likely to work; and twenty two 3% of yield which are each about 90% likely to work. Typically, about 20 of the non-dud devices will reach their full yield, but it barely matters. The dud devices are themselves very powerful HE bombs with significant ability to penetrate armor. [If the 23 non dud devices fail, they will turn into dud devices themselves, each of which STILL usually destroys a target!] On the other hand, code will have some or many devices fail to “hit the target” at all, depending on altitude. Another problem is players have somewhat too much control over what type of target is hit, although IRL that can be done to some degree by surface bursts at the correct location. Generally, this model works better simulating ground or water bursts than it does high altitude bursts. Because these are not atom bombs in game terms, there is no penalty on victory level no matter how many the Allies use.

The USAAF gets 1 Silverplate UB aircraft per month starting in July, 1945. It also gets two Silverplate IB aircraft per month starting in August 1945. In addition, the US gets three Silverplate PB conventional bombers from May, 1945. Silverplate UB aircraft may only be assigned to the 393rd Bomb Squadron 3rd Detachment. Silverplate IB aircraft may ONLY be assigned to the 393rd Bomb Squadron 1st and 2nd Detachments. Silverplate PB aircraft may be assigned to any element of the 393rd Bomb Squadron, including the main body. Note the detachments may never attach to the main body of the squadron, but they may (and should) fly together with it (to minimize the risk the atomic bombers may be shot down). Historically, in fact, two one plane detachments flew together – one with the bomb and one on what might be considered a recon mission. It is not required (and not recommended) to bomb at high altitude (unless evading flak) – because at high altitude code will have large numbers of the bomb devices “miss” the target, reducing the effectiveness of the mission.

The B-29 Silverplate PB aircraft carries a large conventional “Pumpkin Bomb” and is used to give the air crews experience flying missions over enemy territory with the same aircraft. ALL B-29 Silverplate aircraft are stripped of defensive weapons to increase its range. The B-29 Silverplate PB is also the normal bomber assigned to the main body of the 393rd Bomb Squadron, although that unit can in theory operate any bomber. All elements of the 393rd appear at Tinian on 30 May, 1945 and initially may ONLY operate the B-29 Silverplate PB. Later, when Silverplate IB and Silverplate UB aircraft appear, the detachments may operate aircraft with the same suffix (UB or IB) as the detachment has, OR with the PB suffix.

The USAAF always gets atomic bombers at a statistically average rate of 1 UB (Little Boy, gun type, uranium fueled per month (from July 1945) and 2 IB (Fat Man, implosion type, plutonium fueled) per month (from August 1945). In some circumstances, IF industry in Japan is functional late in 1945, Japan may USE 1 G8N1 UB with an atom bomb every four months (from August 1945) and/or may USE 1 Ki-91 UB every four months (from October 1945). [A factory builds 1 per month, but a special house rule causes the air units allowed to use them to appearing only every 1 months. See below.]

RHS assumes that, had the war lasted longer, and if the Allies do not destroy Japanese industry – or deprive it of resources to produce HI points if undamaged – it might be possible for Japan to produce a few atom bombs. IF there are HI points sufficient, AND IF there is a specific engine plant actually producing Ha-45 engines, AND IF there is a specific aircraft factory dedicated to the G8N1 UB aircraft, THEN Japan may produce ONE such AIRCRAFT per month. Also, if it dedicates a second aircraft factory to the Ha-42 engine, and a second factory to making the Ki-91 UB variant, it may also produce ONE of these AIRCRAFT per month. Factories producing Japanese UB MUST be limited to 1 per month. These may ONLY be operated by tiny one plane air units (the G8N1 UB by the JNAF Special Chutai UB, and the 67th Independent Bomber Detachment UB by the JAAF). These units appear with non UB aircraft. They may convert to the UB aircraft of their service when available. They may conduct Recon, search, transfer or transport missions at will. But once (and every time) they convert to UB suffix aircraft, they MUST disband after use. The UNIT will reappear 4 months later. NO OTHER Japanese air unit may use bombers with a UB suffix and these two units are restricted to the UB of their respective service. There may, however, eventually be several UB aircraft of a given type in the pools: there are simply no bombs available unless the one unit that can fly them is available. The idea is to simulate the limited atomic fuel supply on top of draconian production restrictions making plane production hard to achieve so late in the war. Note that Japanese atomic bombers do have defensive armament, unlike the Silverplate B-29s, which fly combat missions unarmed. These features model the actual design philosophy of both nations.

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m10bob
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RE: RHS Level II House Rules Update (2.42)

Post by m10bob »

In the art map panels this morning, the panel for southern California is still without hexes.

Love the other additions and improvements.

"Ghost subs"?...Great idea and historical!...Still like the Battleship at Bombay as well.

NOTE***************Since the revised "pwhex" file the port of Recife no longer works.Other ports seem O.K.
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el cid again
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RE: RHS Level II New Scenario 129 Comments (after testing)

Post by el cid again »

Mifune and I were able to review Scenario 129 Test One yesterday.
[Technically two other players have a test that began sooner,
but it isn't RHS official and we don't get to study the results often.]

We find that the more balanced fleet available under scenario design
assumptions really matters. The original concept - borrowed from the
AltWars site - had a lot more fictional construction going on. I used
a system of rules and an inventory of industry to determine what could
be built when. Generally that means there are not more ships, but rather
somewhat different ships.

The most radical change is philosophical - from battleship oriented to
carrier oriented. No new battleships are laid down at all - but their
names survive because they are built as (repeat) Shokaku class carriers.
Old battleships are generally rebuilt. This was more practical than
I thought possible, particularly because they all ended up long enough to
have a good hull speed. The 12 gun ships were stripped of their center
turrets - in effect creating ships similar to (but somewhat better protected
than) the Kongos. The real surprise was that Nagato could also be rebuilt
to a similar speed even though there were no center turrets to remove. She
was lengthened anyway (to achieve the desired fineness ratio for maneuvering)
and had sufficient space for the new standardized engines. In effect the Nagato's
become 16 inch gunned Kongo's (again, rather better protected). To this add
both the conversion of older CLs to CLAA form (using historical designs from
Japanese Cruisers of the Pacific War) and the building of the new designs (instead
of the AA destroyers). Destroyers are all standardized on the 'special type' -
in various marks - there are no smaller variations - and no late war almost DE
variations. As well there is no Shimakaze with her 15 torpedo tubes!

It is hard to overstate the impact of a balanced fleet, with a uniform fleet speed
around 30 knots. It does not matter Japan has only ten battleships - it matters that
these are all fast battleships able to operate well with all the carriers and cruisers
and destroyers. Standardization also means few special submarines - you get attack
boats in the main - in numbers.

The other significant change was investment in engine plants in major cities rather than
in expanding shipyards to build Yamato size vessels. It really helps with aircraft production.
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m10bob
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RE: RHS Level II New Scenario 129 Comments (after testing)

Post by m10bob »

In the event AOL messes us up again, reporting this again..

In the art map panels this morning, the panel for southern California is still without hexes.

Love the other additions and improvements.

"Ghost subs"?...Great idea and historical!...Still like the Battleship at Bombay as well.

NOTE***************Since the revised "pwhex" file the port of Recife no longer works.
Also not working are Aden,Abadan, and Gulf Coast.
(While Gulf Coast might be "weather-related", it will not even open with cursor which it could do before installing this newest pwhex file.

Also note there is still no map waterway to Murmansk, nor a "location" for that newest axis opening in the far southwest corner of the map.

***UPDATE***I was able to get all ports working again AND retain your newest rail line by re-pasting the last pwhex files to the WITP AE folder..Cannot explain WHY it works as I am not IT, but it did resolve the issue.
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Badlandz
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RE: RHS Level II New Scenario 129 Comments (after testing)

Post by Badlandz »

Hello
Question about air groups in the data base for RHS. I think there may be an issue with a few air squadrons.

When they split or disband/withdraw their parent unit shows up in the list of reinforcements with a 1 day delay. The new unit has the next upgrade of aircraft even if not yet available. By example: VMO-251, unit 2631. In December 1941 I upgrade the unit to F4F-7. Then split it. This produces 3 units VMO-251/A, B and C. Then next day VMO-251 arrives as reinforcement with 2 F4U-1D. So, you end up with 4 units of VMO-251, 3 fragments and one whole.

This seems to happen also when you withdraw some units. Squadrons of the 27th BG USAAF return immediately with B-24D.

Am I miss understanding something?

Thanks
el cid again
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RE: RHS Level II Major Update 2.43

Post by el cid again »

Level II Update Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A

This is a comprehensive update meaning there is at least one file in every
category: scenario files, pwhexe.dat files, documentation files and art files.
Generally, there are few changes in any given file. There is a slight
revision to RR art in WPEN08. There is an updated RHS House Rules
document, adding an explanation for Ghost Submarines in Full RHS
scenarios and explaining the new off map Axis movement track. There
are small numbers of eratta in data files. The pwhexe.dat file contains
slight improvements, with a view to obtaining a solid foundation before
we make 25 variations on it.

But most of the work went into air group return as pointers. This is meant
to end the problem of late war aircraft appearing randomly throughout the
game. A misunderstanding, due to wholly missing documentation, let data
entry people to mis-apply the return-as field for air groups. If an air group
in play is either lost or deliberately disbanded or withdrawn, the very next
day its "return as" group would appear - even if it had 1945 aircraft. And
the rumor that the code takes planes from the pools to create units is
utterly false. It is dumb - if you say a group has a plane - that is what it
has, regardless of the pools. This work will take a while to complete.
But all Axis groups are either purged or modified. Many Allied groups
are as well (CAF, USAAF in particular, and some USN). I modified the
scheme using rename of the group, resize of the group, or making the
new group have an older aircraft which upgrades to the newer type.
Warning - if you see an SBD group which updates to an F-4U - and
you upgrade - be SURE to preserve the original upgrade OR you won't
be able to turn it into a fighter bomber group later. I am going to continue
this work along with art revisions until completed.

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m10bob
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RE: RHS Level II Major Update 2.43

Post by m10bob »

Installed the newest update as received this morning..Everything looks and works great!...Murmansk is no longer "landlocked" and your axis points of entry are clearly delineated.

I have been installing the upgrades over an in progress game(scenario 122).

IMHO the thoughtful and historical additions give it much appeal and I love the chrome.
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el cid again
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RE: RHS Level II Minor Update 2.431

Post by el cid again »

Level II Update Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A

This update contains a small amount of eratta in scenario files
and the pwhexe.dat file. It contains revised map panels WPEN08,
WPEN09, WPEN13 and WPEH13.

Panel 08 has new urban hex art, the first I have created. in this
case, it is for Hanoi and Kunming. Kunming might be called a "mini
major urban hex" in that the art does not fill the hex. Due to the
nature of the mountains, Kunming is densely packed and not spread
out. You can see that in my art interpretation. Hanoi is sort of
halfway between Kunming and stock urban hexes - most of the hex is
filled. But a sliver of jungle on the NW corner - and a bit of the
rice paddies to the South remain as non-urban area - reflecting
the reality in WW2 (not today - the sprawl is bigger than the hex!).

Panel 08 also adds more notes and railroad art. Panel 09 adds the
extreme SE sector of the Tea and Horse Caravan Road, connecting
to the portion on Panel 08. It remains to add the major E-W RR link
to Shanghai and urban hexes on panel 09. Both panels feature the
primary RR network of China - shown on both US Army and KMT maps -
and a strategic objective of IJA since before the war began - not
to mention actually captured and used in 1944.
el cid again
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RE: RHS Level II House Rules Update (2.42)

Post by el cid again »

Recife works fine at source. There is a problem with your pwzlink.dat file, most likely. Try copying
the one in the RHSPWHEXE & PWLINK SOURCE folder to the top level AE folder.

Need to check Recife. The Battleship at Bombay is really HMS Centurion. She really served
in this role - because for some reason her engines were still in great condition.
ORIGINAL: m10bob

In the art map panels this morning, the panel for southern California is still without hexes.

Love the other additions and improvements.

"Ghost subs"?...Great idea and historical!...Still like the Battleship at Bombay as well.

NOTE***************Since the revised "pwhex" file the port of Recife no longer works.Other ports seem O.K.
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m10bob
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RE: RHS Level II House Rules Update (2.42)

Post by m10bob »

ORIGINAL: el cid again

Recife works fine at source. There is a problem with your pwzlink.dat file, most likely. Try copying
the one in the RHSPWHEXE & PWLINK SOURCE folder to the top level AE folder.

Need to check Recife. The Battleship at Bombay is really HMS Centurion. She really served
in this role - because for some reason her engines were still in great condition.
ORIGINAL: m10bob

In the art map panels this morning, the panel for southern California is still without hexes.

Love the other additions and improvements.

"Ghost subs"?...Great idea and historical!...Still like the Battleship at Bombay as well.

NOTE***************Since the revised "pwhex" file the port of Recife no longer works.Other ports seem O.K.
***UPDATE***I was able to get all ports working again AND retain your newest rail line by re-pasting the last pwhex files to the WITP AE folder..Cannot explain WHY it works as I am not IT, but it did resolve the issue.

As for the decoy BB at Bombay...I remember it from when I worked with you on the original RHS.

< Message edited by m10bob -- 7/16/2016 12:18:50 PM >
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el cid again
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RE: RHS Level II Aircraft and Map Art Notice

Post by el cid again »

A new update today will include new Japanese Aircraft side art
(cleaned up by Mifune) and important (and final) updates to map
panels 08 & 09)

Panel 09 almost certainly involved the most changes which will
be on any to make the RHS map art reflect the "electronic map"
(the pwhexe.dat file) the computer sees. In addition to the 'new'
stuff below, Panel 9 has the extreme SE portion of the Tea & Horse
Caravan Road now shown in art. More of the SE portion as well
as most of the SW portion of that road is on panel 8.

Although I once added the Yellow River flooded area, I didn't quite
grasp how to make it meaningful in game terms. Studying the map
I figured out how to do that: break the many secondary roads which
make the area useful in economic and military terms. For that
reason, there is a new pwhexe.dat file.

The flooded area is now shown in art. A suggestion made by
Andrew Brown in WIPT days was that it should not really be very
wide - so here it is presented as a line of swamp hexes half
a hex wide, affection only roads on the W, NW, SW and SE
hexsides.

A surprising number of major urban hexes needed to be added -
on the basis that a million people or more justify the designation.
Added are Loyang & Chengchow (on the Yellow River near Kaifeng),
Nanyang (to the West of them), Shau Yang & Hengyang (near
Changsha on the Yangtze), and Liu Chow and Nanning (farther
West along the main RR line). Removed were Hangkow & Wuhan
(see next) and Hangchow (West of Shanghai) - because of a lack
of population and urban development. [Wuhan is presented as a
unique "triple city" in RHS: it is in three adjacent hexes separated
by rivers, all of them minor urban hexes (and all of them ancient
walled cities); they are called Hankow [Wuhan], Wuchang [Wuhan]
and Hengyang [Wuhan]. They are the strategic heart of China,
and the farthest up the Yangtze the very largest ships can sail: ocean
going ships were built there from the 19th century and, when finally
bridged at Nanking, it was designed to permit the Queen Mary to pass -
because the river permits such ships! But important as they are,
none of the three was a major urban hex in the 1940s.]

Two 'rough' hexes were added, both famous: Zhumudian and Tianmen
(both considered as mountains in China). [We did already show
Zhumudian as rough art in RHS; Zhumidian is now addes.

In addition, three of the "Great Lakes of China" are now named.

The main railroad of China is also shown properly for the first time, including
two small branch lines hinted at by stock art, but which don't 'go anywhere.
In RHS they do have proper terminus so players may exploit the branch lines
and also so the economics of both end points works as IRL.

Taken together these changes offer important advantages for players.
Although pressing the 1 key reveals the type of terrain really in the
hex, it is very nice to have it visually obvious.

I have decided the panels are useful enough that the next edition of Level I
will use Level II map panels EXCEPT at the map edge - in particular
panels 8 & 9 are important - while others (e.g. Australia) show minor
additions or deletions to railroads.


The addition of the swamp area, the major urban hexes, and the
rough hexes
el cid again
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RE: RHS Level II House Rules Update (2.42)

Post by el cid again »


The installer must assume something as default: it was done by a programmer
who assumed players would use the default AE folder. RHS is rarely played
that way. So one must ALWAYS copy files from the installer SCEN folder to
the AE SCEN folder in the particular place you have installed RHS. As well
one may need to copy the content of the ART folder (I always tell if there is
art) or the pwhexe.dat/pwzlink.dat/pwzone.dat files (again I always say if
that is the case). And there WAS a change in the zones and links not long ago -
I added two new zones and several links - so the old files only partially work.
The newest file is both bigger (adding a few things) and better - reducing the
number of potential issues displaying units etc. This was done after testing
lessons learned - and likely these files will not change again. Pwhexe.dat is
different - it is so bit it probably always will contain errata and/or it can
probably always be improved in some sense - so it will change more often. The
zones and links should remain as is until and unless we do a Level III - adding
Madagascar - which I now know how to do. If Mifune is able to make the map
art I will probably do it.
ORIGINAL: m10bob

ORIGINAL: el cid again

Recife works fine at source. There is a problem with your pwzlink.dat file, most likely. Try copying
the one in the RHSPWHEXE & PWLINK SOURCE folder to the top level AE folder.

Need to check Recife. The Battleship at Bombay is really HMS Centurion. She really served
in this role - because for some reason her engines were still in great condition.
ORIGINAL: m10bob

In the art map panels this morning, the panel for southern California is still without hexes.

Love the other additions and improvements.

"Ghost subs"?...Great idea and historical!...Still like the Battleship at Bombay as well.

NOTE***************Since the revised "pwhex" file the port of Recife no longer works.Other ports seem O.K.
***UPDATE***I was able to get all ports working again AND retain your newest rail line by re-pasting the last pwhex files to the WITP AE folder..Cannot explain WHY it works as I am not IT, but it did resolve the issue.

As for the decoy BB at Bombay...I remember it from when I worked with you on the original RHS.

< Message edited by m10bob -- 7/16/2016 12:18:50 PM >
el cid again
Posts: 16980
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level II Update 2.44 (Art, Eratta)

Post by el cid again »

Level II Update Link 2.45
https://1drv.ms/u/s!Ap7XOIkiBuUwg74A7TujZK_wdrKG1A

This update brings Level II in sync with Level I - but has different elements.

This update probably contains every kind of file - except possibly documentation
(which was copied over anyway as insurance). It DOES include a new
pwhexe.dat file - due to a problem (not present in Level I) with the island
of Banda Neira (the original Spice Island, the location of which was long
a closely guarded secret). Level II used Andrew Browns pwhexe.dat as a
base, and this island was missing from that. I failed to remember to add it
(as with several other islands).

There is a bit of eratta in the Scenario files, but probably the documentation files were more up to date than in Level I and I don't think any changed. I Repointed AP Matson class at different art as a workaround for a shill issue - it looks very close to the actual Matson - so close I was tempted to mismatch - but decided to hope for a proper one in due course.
Most of what is changed here is art.

There is a new Japanese planeside filmstrip. It is similar to what
I sent out to the email list yesterday - a cleaned up set by Mifune.
But he did even more work on it since, and I also cleaned up
another one as he suggested. Aircraft with no backgrounds (other
than photographs) now have sky backgrounds. The somehow
missing Ki-92 Mifune made from a large scale image I sent him
from a new book is now replaced. New today is the first version
of the Betty - which after two conversions starts the Pacific War
as a very fine transport (after previous roles as escort fighter
and trainer) - with a cleaned up background.

There is significant new map art. Map panels made for Level II
are used here in Level I UNLESS they are map edge panels
which have different features than used in Level I. In particular
Panels WPEN08 and WPEN09 significantly make it easier to
understand terrain in China - including the flooded Yellow River
(due to dike breeching), the important "mountain" (rough) hex
of Zhumudian (famous in military history), several major urban
hexes (but a couple removed), and the routing of China's main
RR network. Numbers of notes explain navigation and other things.
The SE and SW parts of the Tea & Horse Caravan Road also
appear on these panels. Of lesser significance, in Australia
you can see a tiny RR spur East from Adelaide. Several places
have names removed/and or added for a period flavor.


Badlandz
Posts: 49
Joined: Fri Mar 18, 2016 12:58 pm

RE: RHS Level II Update 2.44 (Art, Eratta)

Post by Badlandz »

Hi,
Quick question. Is there anyway to update the air groups using the editor, for instance changing the upgrade path, with a game in progress or does it require a restart?

I was trying to "fix" issues with upgrades as I went along. At the moment I can't get the paths to change.

Thanks Sid for a great mod
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