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RE: AE Map, Base, Economic Issues

 
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RE: AE Map, Base, Economic Issues - 12/8/2009 1:12:41 AM   
Bradley7735


Posts: 2073
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quote:

ORIGINAL: Buck Beach

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Buck Beach

I see numerous Australian ports, inland towns and roads/highways on the map (labeled and unlabeled) that appear to have no apparent game connection (resources, etc). I figure some are potential invasion, defensive point/positions and maybe, some to and from military transportation routes. But, I am wondering if the others are they included only for aesthetics (if so fine by me)?

Shame on me for not knowing more about the Country.


In remote areas bases are put on the map to help with moving resources and air units around, if that is required.


Most have no resources. I checked before my previous post sensing the obvious reply if resources were present. That is what stimulated the question thinking that unless the were barren desserts some resources may be in those locations.
Here are some names: Meekatharra (and the road east to no where); Corunna Downs; Exmouth; Birdsville; Oodnanatta; Coen; Fenton; Winton; Emerald;Condamine; Cunderdin; Tooumwal; and Bisselton. Should there be resources in those areas?


Exmouth was heavily used as a fueling spot for subs out of Perth from 43 or so until the end of the war. If a Japanese player wanted to invade North Aust., a lot of those places would have significant military value for that game.

_____________________________

The older I get, the better I was.

(in reply to Buck Beach)
Post #: 991
RE: AE Map, Base, Economic Issues - 12/20/2009 10:39:30 PM   
Harald Velemans


Posts: 266
Joined: 7/21/2005
From: the Netherlands
Status: offline
Hi Andrew,

the map of the east indies now feels very dutch, I still have some more suggestions for possible changes.

1141 Pakanbaroe (airfield size should be 2 instead of 0; civil airstrip was taken over by the MLKNIL in October '41, was used right after the mobilization by fighters and Glenn Martin bombers; though the airbase facilities are described as "not fully finished")
1157 Pamekasan should be Soemenep (port facilities are represented by Kalianget).
1184 Manado should be Menado
1197 Noemfoor should be Noemfor
1214 Bara should be relocated to 75/108 and renamed Tifoe
1223 Endeh should be Ende (seems to be more common)
1228 Kai-eilanden should be Kei-eilanden (more common)
1229 Kalao should be renamed to Bonerate (the place)
1242 Molu should be Moloe
1252 Ruteng should be renamed to Reo
1254 Saumlaki should be Saumlakki
1255 Sawoe-eilanden should be Sawoe
1266 Tanahdjampea should be Tanah Djampea
1269 Tockangbesi-eilanden should be Toekangbesi-eilanden (Toekang Besi-eilanden)
1473 Salajar should be Saleier
1498 Sipora should be Sipoera
Source: Nederlands-Indië contra Japan

1211 Terempa should be Terempah
Source: Vleugels van de Vloot

1262 Subi-besar should be Soebi Besar
Source: De Koninklijke Marine in de Tweede Wereldoorlog Deel 2

Regards
Harald

< Message edited by Harald Velemans -- 1/26/2010 7:33:02 AM >

(in reply to Andrew Brown)
Post #: 992
RE: AE Map, Base, Economic Issues - 12/21/2009 1:38:55 AM   
bradfordkay

 

Posts: 8252
Joined: 3/24/2002
From: Olympia, WA
Status: offline

quote:

ORIGINAL: Bradley7735


quote:

ORIGINAL: Buck Beach

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: Buck Beach

I see numerous Australian ports, inland towns and roads/highways on the map (labeled and unlabeled) that appear to have no apparent game connection (resources, etc). I figure some are potential invasion, defensive point/positions and maybe, some to and from military transportation routes. But, I am wondering if the others are they included only for aesthetics (if so fine by me)?

Shame on me for not knowing more about the Country.


In remote areas bases are put on the map to help with moving resources and air units around, if that is required.


Most have no resources. I checked before my previous post sensing the obvious reply if resources were present. That is what stimulated the question thinking that unless the were barren desserts some resources may be in those locations.
Here are some names: Meekatharra (and the road east to no where); Corunna Downs; Exmouth; Birdsville; Oodnanatta; Coen; Fenton; Winton; Emerald;Condamine; Cunderdin; Tooumwal; and Bisselton. Should there be resources in those areas?


Exmouth was heavily used as a fueling spot for subs out of Perth from 43 or so until the end of the war. If a Japanese player wanted to invade North Aust., a lot of those places would have significant military value for that game.



And it is my understanding that Coen is the location of the "Iron Range" bomber bases that the USAAF used for their 4E aircraft during the Buna/Lae campaign.

_____________________________

fair winds,
Brad

(in reply to Bradley7735)
Post #: 993
RE: AE Map, Base, Economic Issues - 1/19/2010 10:56:55 AM   
che200


Posts: 907
Joined: 1/14/2007
From: Malta
Status: offline
Hi Andrew,

I have reached june 1945 in my game against the AI(japan) and decided to take a sneak peak on the dark side and i discovered that the okhas were not being produced, I asked on the tech forums and redirected me here. Is there supposed to be a factory producing okhas in tokyo ? in Witp there was in AE unfortunately ther is not. My okhas have their payload greyed out btw.

(in reply to bradfordkay)
Post #: 994
RE: AE Map, Base, Economic Issues - 1/28/2010 8:12:37 PM   
tacfire


Posts: 119
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Status: offline
Hi Andrew,

I was wondering why Wewak has the smallest AF build capacity (2) of all the bases in Northern New Guinea? I admit that I am no expert, but I thought that was Japan's main AF there during the war.

(in reply to che200)
Post #: 995
RE: AE Map, Base, Economic Issues - 2/8/2010 3:28:09 PM   
Buck Beach

 

Posts: 1922
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From: Upland,CA,USA
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Is there anything built into the game model that accounts for the supplies needed to support the various country's civilian populations? Or put another way are the supplies produced in the game net of domestic needs? If so how was war machine machine supplies versus domestic consumption calculated?

My favorite WITP mod RHS attempted to consider this issue and I was wondering if such an important concept is included in this great game?

(in reply to Andrew Brown)
Post #: 996
RE: AE Map, Base, Economic Issues - 2/8/2010 6:10:16 PM   
Barb


Posts: 1637
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From: Slovakia
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Japanese resources and fuel requirements are supposed to have civilian needs included - limiting troop lift capacity of merchant navy.

_____________________________


"Hello IT. Have you tried turning it off and on again?"

(in reply to Buck Beach)
Post #: 997
RE: AE Map, Base, Economic Issues - 5/2/2010 1:50:45 AM   
n01487477


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Andrew,
as you may or may not know I work on Tracker with Floyd ... I've been asked to include the atoll troop stacking numbers. I assume these are coded into the map rather than the savefile. Can you confirm this?

Any chance you could give me a link or info to work out the format of the pwhexe.dat file ? Also what does the sopachex.dat file contain ?

Thanks
Damian

(in reply to Barb)
Post #: 998
RE: AE Map, Base, Economic Issues - 5/2/2010 12:41:33 PM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: n01487477

Andrew,
as you may or may not know I work on Tracker with Floyd ... I've been asked to include the atoll troop stacking numbers. I assume these are coded into the map rather than the savefile. Can you confirm this?


Yes, it is based on island size, which is stored as part of the map data.

quote:

Any chance you could give me a link or info to work out the format of the pwhexe.dat file ? Also what does the sopachex.dat file contain ?


Hmmm.... no idea about sopachex.dat sorry.

(in reply to n01487477)
Post #: 999
RE: AE Map, Base, Economic Issues - 5/2/2010 5:45:23 PM   
witpqs


Posts: 15191
Joined: 10/4/2004
From: Argleton
Status: online
Andrew, does witploadAE have settings to dump/load the map data the way it does the scenario data? Or, better to ask, what should we use to look at it?

(in reply to Andrew Brown)
Post #: 1000
RE: AE Map, Base, Economic Issues - 5/4/2010 7:50:07 PM   
mikemike

 

Posts: 489
Joined: 6/3/2004
From: a maze of twisty little passages, all different
Status: offline

Question: is there a way to define an off-map base for the Japanese? The reason I ask is that I want to make a mod where the Japanese are supplied with a limited number of certain devices they can't produce (and need not to produce), similar to what the Allies can do with convoy units (which don't work for Japan). I intend to define a base in an out-of-the-way place as the location for permanently restricted holding units which disband at specific dates, dumping their devices into the pool. These units would have to be present from the beginning of the scenario, and obviously I wouldn't want the Japanese player to have access to them or the Allied player to be able to attack them. Optimally, they would sit somewhere invisibly, without impacting the game in any way, until the time comes to give their devices to the world. That base wouldn't even have to be visible. I could define a base someplace in the Mongolian boondocks, but then it is visible and may be accessible to air and even land attacks. What solution would you propose for this problem?


_____________________________

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(in reply to Bradley7735)
Post #: 1001
RE: AE Map, Base, Economic Issues - 5/9/2010 11:44:47 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: mikemike


Question: is there a way to define an off-map base for the Japanese? The reason I ask is that I want to make a mod where the Japanese are supplied with a limited number of certain devices they can't produce (and need not to produce), similar to what the Allies can do with convoy units (which don't work for Japan). I intend to define a base in an out-of-the-way place as the location for permanently restricted holding units which disband at specific dates, dumping their devices into the pool. These units would have to be present from the beginning of the scenario, and obviously I wouldn't want the Japanese player to have access to them or the Allied player to be able to attack them. Optimally, they would sit somewhere invisibly, without impacting the game in any way, until the time comes to give their devices to the world. That base wouldn't even have to be visible. I could define a base someplace in the Mongolian boondocks, but then it is visible and may be accessible to air and even land attacks. What solution would you propose for this problem?



You could define an off-map base for the Japanese. There is no restriction (that I am aware of) for making an off-map base Japanese owned. That should work. What there IS a restriction on, is any movement of Japanese units between off map areas and the main map. But for what you have described that should not be an issue, since it seems you just want Japanese units to appear there then disband?

The best way to do it would be to create a small "off map" area in some part of the map edge, and put a Japanese base there. Note that this means: changing the map art, changing the map data, changing the scenario data.

Andrew

(in reply to mikemike)
Post #: 1002
RE: AE Map, Base, Economic Issues - 5/9/2010 11:46:30 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: witpqs

Andrew, does witploadAE have settings to dump/load the map data the way it does the scenario data? Or, better to ask, what should we use to look at it?


WitploadAE doesn't do it (that I am aware of). You need to ask jwilkerson about map data availability, as I don't believe I have the authority to give the information away.

Andrew

(in reply to witpqs)
Post #: 1003
RE: AE Map, Base, Economic Issues - 5/9/2010 11:47:08 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Barb

Japanese resources and fuel requirements are supposed to have civilian needs included - limiting troop lift capacity of merchant navy.


Yes that is correct.

(in reply to Barb)
Post #: 1004
RE: AE Map, Base, Economic Issues - 5/9/2010 11:48:17 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: tacfire

Hi Andrew,

I was wondering why Wewak has the smallest AF build capacity (2) of all the bases in Northern New Guinea? I admit that I am no expert, but I thought that was Japan's main AF there during the war.


Airfield SPS values are all based on terrain. Do you happen to know how many aircraft the Japanese based in that area at their peak?

Andrew

(in reply to tacfire)
Post #: 1005
RE: AE Map, Base, Economic Issues - 5/9/2010 11:50:00 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: che200

Hi Andrew,

I have reached june 1945 in my game against the AI(japan) and decided to take a sneak peak on the dark side and i discovered that the okhas were not being produced, I asked on the tech forums and redirected me here. Is there supposed to be a factory producing okhas in tokyo ? in Witp there was in AE unfortunately ther is not. My okhas have their payload greyed out btw.


Yes I believe there is an error with the Okhas (a missing factory), but the latest patches have been exe only patches, so there is no scope to fix it (outside of mods).

Andrew

(in reply to che200)
Post #: 1006
RE: AE Map, Base, Economic Issues - 5/9/2010 8:14:54 PM   
witpqs


Posts: 15191
Joined: 10/4/2004
From: Argleton
Status: online

quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: witpqs

Andrew, does witploadAE have settings to dump/load the map data the way it does the scenario data? Or, better to ask, what should we use to look at it?


WitploadAE doesn't do it (that I am aware of). You need to ask jwilkerson about map data availability, as I don't believe I have the authority to give the information away.

Andrew


Oh - I thought that was mod-able as it was in WITP. I didn't know it was non-disclosure.

(in reply to Andrew Brown)
Post #: 1007
RE: AE Map, Base, Economic Issues - 6/11/2010 9:29:07 PM   
ChezDaJez


Posts: 3430
Joined: 11/12/2004
From: Chehalis, WA
Status: offline
Having a problem with Japanese engine production. Ha-32 engine production is at a standstill. Zero, zip, zilch, nada! It started when I tried to expand the factory. It reset to zero and has been there ever since. I tried converting known working engine factories such as a Ha-35 factory to Ha-32 and still nothing. The factories will not repair but engine factories such as the Ha-33 and Ha-35 that I have expanded or converted do. It seems to apply only the the Ha-32 factory. The Ha-35 factory that I converted to Ha-32 production was converted back to Ha-32 and now it won't repair.

This could be a game stopper as we are playing with PDU off.

Suggestions???

Chez

_____________________________

Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98

(in reply to witpqs)
Post #: 1008
RE: AE Map, Base, Economic Issues - 9/2/2010 7:01:20 PM   
m10bob


Posts: 7195
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: tacfire

Hi Andrew,

I was wondering why Wewak has the smallest AF build capacity (2) of all the bases in Northern New Guinea? I admit that I am no expert, but I thought that was Japan's main AF there during the war.


Airfield SPS values are all based on terrain. Do you happen to know how many aircraft the Japanese based in that area at their peak?

Andrew



Andrew, I believe a book written by one of your countrymen called MACARTHURS EAGLES said Wewak had something like 300+ and was a shuttle point from the Phillipines to the rest of the theatre..

BTW, it is a fascinating read!

NOTE:As a "staging area", I do not mean to imply 300 planes could operate from there..

http://www.pacificwrecks.com/airfields/png/wewak/index.html

< Message edited by m10bob -- 9/2/2010 7:08:57 PM >


_____________________________




(in reply to Andrew Brown)
Post #: 1009
Maps without text - 11/20/2010 10:46:20 AM   
fcharton

 

Posts: 956
Joined: 10/4/2010
From: Nemours, France
Status: offline
Hi,

Is a version of the game map without text (and hexes) available somewhere?

As a part of a small "playing help" project, I was trying to rotate the map. This would allow to have local game maps for India, or China, with the north pointing to the top, or have "other side of the table" view if someone wants it. But then the names all over the map get rotated.

So, what I'm looking for, ideally, would be :
- the full map background, without text (at least the text over the playing space...)
- if it exist, the list of the text and their positions on the map (this I can work by myself anyway)

Anyone knows?

Thanks in advance,
Francois

< Message edited by fcharton -- 11/20/2010 11:12:34 AM >

(in reply to m10bob)
Post #: 1010
RE: Maps without text - 11/24/2010 3:45:49 PM   
cap_and_gown


Posts: 2691
Joined: 3/6/2001
From: Virginia, USA
Status: offline
These are discrepancies between the map art and the actual map data. I think the art is correct, not the data:

Taberfane, 82, 117 art - Jungle, data - clear
Kaimana, 83, 113, art - Jungle, data - clear
Waigeo, 82, 106, art - Jungle, data - clear

(in reply to fcharton)
Post #: 1011
RE: Maps without text - 11/25/2010 11:37:22 AM   
Andrew Brown


Posts: 4875
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From: Hex 82,170
Status: offline

quote:

ORIGINAL: cap_and_gown

These are discrepancies between the map art and the actual map data. I think the art is correct, not the data:

Taberfane, 82, 117 art - Jungle, data - clear
Kaimana, 83, 113, art - Jungle, data - clear
Waigeo, 82, 106, art - Jungle, data - clear



Thanks - you are right. These are errors which I will fix. Hopefully for inclusion in the next patch.

Andrew

(in reply to cap_and_gown)
Post #: 1012
RE: Maps without text - 11/25/2010 11:38:41 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: fcharton

Hi,

Is a version of the game map without text (and hexes) available somewhere?


I'll look into making one available.

Andrew

(in reply to fcharton)
Post #: 1013
RE: Maps without text - 11/25/2010 1:29:39 PM   
fcharton

 

Posts: 956
Joined: 10/4/2010
From: Nemours, France
Status: offline
quote:

ORIGINAL: Andrew Brown
I'll look into making one available.


Thanks a lot, no rush of course. The best format would be a map without text, and a separate file with the text and its position (left or centre hex).

A quick question... The hexes on the game map are not hexes, basically they are 42 pixels across, and 38 between two hexrows. The real value should be about 36 (that's sqrt(3)/2 * 42). I have noticed, though, that the game engine seems to be compensating for that. I remember reading somewhere, perhaps on this thread, actually, that this is a feature of the Witp exe.

Does it mean that any "user map" should abide with this slight stretch of the vertical dimension?

Thanks in advance,
Francois


< Message edited by fcharton -- 11/25/2010 3:02:42 PM >

(in reply to Andrew Brown)
Post #: 1014
RE: AE Map, Base, Economic Issues - 11/26/2010 2:49:26 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Andrew Brown


quote:

ORIGINAL: witpqs

Andrew, does witploadAE have settings to dump/load the map data the way it does the scenario data? Or, better to ask, what should we use to look at it?


WitploadAE doesn't do it (that I am aware of). You need to ask jwilkerson about map data availability, as I don't believe I have the authority to give the information away.

Andrew


Oh - I thought that was mod-able as it was in WITP. I didn't know it was non-disclosure.


It is moddable, but as I mentioned I don't believe I have the authority to publish the layout of the map data. Please ask jwilkerson about that.

Note that the old WitP map data was moddable in the same way. I (and a few others) just had to work out how the map data was stored by trial and error. The information was never provided by Matrix.

Andrew

(in reply to witpqs)
Post #: 1015
RE: Maps without text - 11/26/2010 2:55:49 AM   
Andrew Brown


Posts: 4875
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: fcharton
Thanks a lot, no rush of course. The best format would be a map without text, and a separate file with the text and its position (left or centre hex).


A blank map I should be able to provide fairly easily. A list would be harder, but it is something you can do yourself if you us WitPLoadAE to get the base data.

quote:

A quick question... The hexes on the game map are not hexes, basically they are 42 pixels across, and 38 between two hexrows. The real value should be about 36 (that's sqrt(3)/2 * 42). I have noticed, though, that the game engine seems to be compensating for that. I remember reading somewhere, perhaps on this thread, actually, that this is a feature of the Witp exe.

Does it mean that any "user map" should abide with this slight stretch of the vertical dimension?


Good question, and you are correct - the WitP hexes are stretched vertically by about 5% as compared to true hexes. I offered to correct this when I started designing the AE map, and wanted to do so, but it was vetoed, so the AE hexes are exactly the same shape as the old WitP hexes.

I compensated for that by stretching the AE map vertically by the same proportion before adding the hex overlay. That makes the game distances more correct (since they are calculated using the hexes), but means that the art is stretched by 5%, which is not very noticeable unless you are looking for it.

Andrew

(in reply to fcharton)
Post #: 1016
North Borneo Railway - 1/27/2011 5:07:50 PM   
inqistor


Posts: 1338
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There is short rail line in north Borneo, between Beaufort, and Jesselton. But it actually ends at hex edge of Jesselton, so is unusable. I have found, that line was finished in 1903, but destroyed during WWII. So, is it bug, or WAD?

< Message edited by inqistor -- 1/27/2011 5:08:12 PM >

(in reply to Andrew Brown)
Post #: 1017
RE: North Borneo Railway - 1/27/2011 5:54:37 PM   
witpqs


Posts: 15191
Joined: 10/4/2004
From: Argleton
Status: online
quote:

ORIGINAL: inqistor

There is short rail line in north Borneo, between Beaufort, and Jesselton. But it actually ends at hex edge of Jesselton, so is unusable. I have found, that line was finished in 1903, but destroyed during WWII. So, is it bug, or WAD?


I think you answered your own question. If it was destroyed during WWII, then it was a judgement call on the part of the developer whether to put it in or leave it out. That situation exists with everything that was either built or destroyed during WWII as they have only the option to leave it in or leave it out for the entire time.

(in reply to inqistor)
Post #: 1018
RE: North Borneo Railway - 1/27/2011 6:36:43 PM   
inqistor


Posts: 1338
Joined: 5/12/2010
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: inqistor

There is short rail line in north Borneo, between Beaufort, and Jesselton. But it actually ends at hex edge of Jesselton, so is unusable. I have found, that line was finished in 1903, but destroyed during WWII. So, is it bug, or WAD?


I think you answered your own question. If it was destroyed during WWII, then it was a judgement call on the part of the developer whether to put it in or leave it out. That situation exists with everything that was either built or destroyed during WWII as they have only the option to leave it in or leave it out for the entire time.


Line have like 3 hexes, so not much reasons to use it anyway, but cutting it at outskirts seems strange.

(in reply to witpqs)
Post #: 1019
RE: North Borneo Railway - 2/15/2011 12:41:38 AM   
Ldeathbow

 

Posts: 22
Joined: 2/15/2010
Status: offline
I SNAFU'ed (or is it a FUBAR?). I tried to convert an air factory to build B5N2 Kates, but the original factory was small - or damaged, or both - in any event, the factory now shows if I mouse over the city as "B5N2 Kate 0(0)" but the industry screen does not show it at all. I suspect this is because you are limited to doubling the size of any factroy in any SINGLE upgrade and 2*0 is still ZERO :( As it sits, I have lost that factory for the entire game (or I backup to before the mod) - luckily this is me against AI so my call on how to deal with it.

Would it be possible to change the "increase production" so that it has a minimum increase of +1 (not allowing players to "create" factories, just allowing them to recover from this sort of mistake)?

(in reply to inqistor)
Post #: 1020
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