Jump to content

Nupremal

Members
  • Posts

    701
  • Joined

  • Last visited

Posts posted by Nupremal

  1. well using 256x128 - and of course you could always go larger - you can do it. My plan, which I am not sure it could be off from the isometric view and won't be exact scale, but that is impossible anyway unless you implement a globe (look at google earth - this is what we need in the future - play on an actual sphere):

    North to South = 128 = 70 latitude to -58

    East to West:

    From 0 meridian to 20 west, then double scale to 180 west = 20 squares + 80 (100)

    From 0 meridian to 80 east, then double scale to 100 east = 80 + 10 = 90

    from 100 to 150 east, then double to 180 = 50 + 15 = 65

    Net 256 (there is an extra one on the edge somehow - did it in Excel since it has, interestingly enough, 256 maximum columns)

    so now you can locate any city:

    lets pick Irkutsk in Russia = 52 North, 104 East, that puts it at coordinates 196,18 on our map. Then I am fitting in the rest as best I can by map.

    It is not to scale because the longitudes stretch vs latitudes - each degree latitude is 69 miles. The longitides are smaller the further north you go.

    By doubling in areas where there is mostly ocean and non-combat areas, I can get more room in the combat areas. Even so, Europe looks kind of small in the grand scheme. So far I like how the map scales. I admit it may not match the isometric perspective quite the way it was intended but I prefer the playability and it looks ok to me.

  2. For reading, I would suggest some EXCELLENT books available from the USA for low prices on CD-ROM. These would be from the US Army on the China-Burma-India Theatre, General Stilwell and his command problems. Lots of information on the Chinese and all the problems they had. It is good source material - much of it first-hand and well documented. I did a lot of research when I was creating a world scenario game involving PG2.

  3. Are decimals allowable (i.e. .5 MPPs) or is it integers only?

    I still don't get how the MPPs from the convoys works. Do they transfer MPPs only? Do you get NO MPPs then if there is no transfer, I assume? Does it transfer all of the MPPs or just some? I presume it does some say for US - what about Canada? If not can Canada use any remaining MPPs?

    I THINK the way it works is a % or the total if you say have overseas MPPs that are not connected - but if you don't have a convoy, do you still get the MPPs? For example I assume the Axis gets MPPs from NAF - but they don't have a convoy.

  4. I really like the editor and plan to try building a huge world campaign with it - question is will there be forward compatability? I think there is. I mean, say I develop a campaign for WAW and then decide to port it to PDE - I can just update it, I don't have to do the whole thing over from scratch, right?

    I don't get yet what the export data is for - do I need to do that to save my work?

  5. I appreciate the info - but my question remains - let me use an example:

    Norway normally sends Germany some MPPs via convoy - lets for argument's sake say 10 - but Norway is worth 20.

    If Germany conquers Norway, do they get 20 - 10 in the convoy, + 10 remaining in Norway?

    In other words, the convoy does not add any resources if both nations are on the same side, right? It just shows that some of it is vulnerable to interdiction.

  6. If you play at no bonus, are there extra events or units the AI gets that a human would not? For example, I saw an event where Norway was taken over after the AI took Denmark - as the Axis I never got that and I always had to invade the hard way. Is this because it would be very hard for the AI to properly coordinate that? That sounds fine - I rather like the idea - but I want to know for sure.

  7. I think hexes are better because they move the units more intuitively - you get an artificial movement if moving diagonally is the same (you could try making it 1.5x moving diagonally). It is very difficult to see who is cut off - I am often thinking a unit is cut off of supply then seeing some diagonal. That is my chief issue with it. I also think people have designed the maps with too much of that north/south stretch so that the sizes/distances are too far off. I think better might be to make the seas more malleable than the land, since naval movement is much more abstracted than land movement is.

×
×
  • Create New...