el cid again
About RHS: I have been reading the threads for RHS1 & 2 and find myself a bit overwhelmed. I have a couple of simple questions as to what RHS is all about.
First, is it suitable for solitaire play?
REPLY: Scenario 106 (Level I) and 126 (Level II) is called RHSAIO (AI Oriented) and it is INTENDED for AI
control of Japan. NO scenario is intended for AI as Allies - there is no script and I don't (at least not yet)
write scripts - and the original script only does Japan well. This is the scenario used for validation testing.
Scenario 106 (Level I) and 126 (Level II) is called RHSDFS (DownFall Scenario) and it is INTENDED for AI control
of Japan (because few human players will want to take on the Allies in 1945). It IS included in the installer -
but it is NOT completed. I keep updating records for 1945, but there are thousands (a hundred thousand?) to go!
Second, Is it primarily an aircraft data and map graphics update mod?
REPLY: Back in WITP days RHS began as an aircraft data mod for CHS. When that didn't work out, Andrew Brown
suggested creating a mod to let people use these planes. Joe Wilkerson (my 'boss' in the volunteer CHS project)
suggested the name RHS, a modification of RSH (Real Sub Hunter). To this day aircraft remain the heart of RHS,
with vastly more types than otherwise are in AE. Apart from numbers, the data quality shows off the remarkably
good AE engine - with astonishingly realistic outcomes. But no, RHS is vastly developed since then. It has
introduced countless concepts, and added whole capabilities in many areas. Note that RHS 'blimps' are real airplanes,
not stock blimps. RHS atom bombs are also different, come with no political consequences, in realistic numbers,
in two flavors (Uranium Bombs and Implosion Bombs - 1 of the former and 2 of the latter per month from August 1945 -
with one Uranium bomb in July) AND they do far more damage than the stock bombs do. As well, there is a small chance
Japan might get a Uranium bomb later - one every 2-4 months. There is extensive development of radar and radar
countermeasures (I was a pioneer in that field, more or less becoming one of the first EWs - although they would not
let ETs 'cross over' - we actually did the job - against missile and air attacks in Tonkin Gulf). We have extensively
developed Russia, China, Australia, New Zealand, Philippine Forces and others. Our map has researched locations
and uses period names - not present names not used in the WWII era. It took a long time, but we developed the
economic model to the point it can support 1944 levels of forces WITHOUT giving players all that supply in 1941.
There is extensive documentation explaining things in the RHS Documentation folder if you want more.
Third, the latest version appears to be RHS2. Is RHS1 also required?
REPLY: RHS Level I uses stock maps. RHS Level II uses an expanded form of the extended map system created by
Andrew Brown. They are NOT compatible and you CAN NOT use both in the same folder. Different map files,
different location, ship and group files as well. Never mix em. You CAN mix stock map system games and mods
with RHS Level I scenarios and maps. RHS Level II needs to be by itself. There will eventually be a RHS
Level III - adding Madagascar in the now blank SW corner. [The Logo is already in the NE corner in Level II]
Fourth, does it write over the unmodded game or can both modded and unmodded AE be played at the same time?
REPLY: Level I MAY share a folder with stock or any mod using stock maps. You MAY use ANY stock like map art.
I recommend using RHS map panels without hexsides, and turn on hexside details - but it will work if you do not.
You MUST use RHS pwhexe.dat files, but they WILL work with other mods (not vice versa - too much new data needed).
Level II MAY NOT share a folder with other mods - its map system (originally borrowed from Andrew's extended map
system) is NOT compatible, and its pwhexe.dat, pwzlink.dat and pwzone.dat files are NOT compatible with others.
[Level 1 uses STOck pwzone.dat files and a corrected stock pwzlink.dat file with correct ranges between off map
ports which should always be used for standard map system games. A similar corrected form of Andrew's extended
map pwzlink.dat file is available for NON RHS games - as a courtesy. I used the nautical pub Distance Between
Ports to fix the many errors in those file distances.]
Fifth, maybe some clarification on the difference between RHS1 and RHS2?
RHS Level I uses STOCK maps. It can co exist with stock scenarios and mods using the standard maps.
RHS Level II uses expanded extended maps. It is not compatible with anything else. It has more off map
ports and links. It also introduces special programming using off map codes to permit certain things to
be possible in on map ports.
RHS Level III does not yet exist. But the PRESENT RHS pwzlink.dat and pwzone.dat files are already expanded
and show it is possible to make the expanded files work. It will add Madagascar to the map. It will NOT
co exist with anything else. It will add a few more off map, and modified on map, ports, and links between
them. It will WAIT development until (a) we have new Madagascar art and (b) we have issued all the many
pwhexe.dat files needed by Level II. RHS has a separate pwhexe.dat file for every season from Winter 1941
to Monsoon 1945. Except for the Winter 1941 file, there are actually two files - one for strictly historical
scenarios (121, 122, 123, 124 and 126) and one for Japan Enhanced Scenarios (125 and 129). These files show
road and rail construction during the war - also deconstruction - also changes with seasons (e.g.
ice roads and ice trails in winter seasons, disappearing trails in jungle in Monsoon, etc). This multiple
pwhexe.dat feature is part of all levels of RHS. I am developing art to show these changing features - but
you may see them using the R and Y keys right now.
< Message edited by el cid again -- 5/22/2016 3:43:33 AM >