PBBoeye
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Harbors and Exit Points (rework archive)

Mon Sep 17, 2007 8:49 pm

This is the thread to archive information for the rework of Harbors and their exit points, including movement of the harbor structure (for stand-alone harbor structures).

I will compile all the post entries into this first post of the thread for Pocus' retrieval. Posts should be made in the following format:

Region of harbor
Existing Exit points
Revised Exit points
Any map adjustment (include an image if possible)

First up serves as our example:

[color="Blue"]Region: Westmoreland, VA
Existing: Potomac Mouth, Potomac Estuary, Rappahannock Estuary
Revised: Potomac Estuary
Adjust: to north central portion of region on Potomac side[/color]
Image

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Hobbes
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Tue Sep 18, 2007 8:01 pm

Region: New Hanover, NC
Existing: Reaves Point, Carolina Coast
Revised: Middle Cape Fear River
Adjust: None
Notes: The Middle Cape Fear River should be changed from shallow to coastal.

Region: Ft Fisher, NC
Existing: Reaves Point
Revised: Reaves Point, Middle Cape Fear River
Adjust: None

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mike1962
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Wed Sep 19, 2007 2:19 am

Not sure if this would even help the game strategically, I'll just throw it in.
The Mississippi River Delta area is quite unique, the Federal blockade squadron was at the head of the 4 passes into the river in 1861 until a surprise attack by the CSS Manassas in October, 1861. The Federals fled and had to guard each of the passes(SW, S, SE and l'Outre), tying up a lot more resources. Incidently, this was the first encounter of an ironclad warship against another ship of war during the War of Northern Aggression.

[ATTACH]1023[/ATTACH]

[ATTACH]1024[/ATTACH]
Attachments
head of passes game.JPG
headofpasses.gif

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Hobbes
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Wed Sep 19, 2007 10:14 am

I think Norfolk may need an exit just onto the James river to simulate
ships having to sail past Fort Monroe. At the moment ships can sail from the
James into Norfolk and then out to sea without having to sail past Monroe.

EDIT: It seems from further research that the 15-inch guns at Fort Monroe
along with the guns stationed on the Rip Raps artificial island would be enough to blockade the James river.

I would suggest something like the parameters below to allow a single fort to blockade the harbours in an adjacent region (Such as Fisher with Wilmington or Monroe with Norfolk).

bloAdjFriendlyFort = -6 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 12 // same, for an enemy fort (malus)
bloMinSUToBlockade = 12 // Nb of SoL elements needed or pts given by a fort to blockade a zone

There do seem to be a few problems with this idea though, and in a test I made the blockade created by a fort seemed to disappear from all adjacent regions bar one after several turns for no apparent reason.

Cheers, Chris

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Hobbes
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Wed Sep 19, 2007 12:24 pm

A thought to go with the above. Maybe a coastal fort should not have the ability to blockade (bloAdjEnemyFort = 12) unless there is at least one battery of coastal artillery present.

Coastal artillery would finally be worthwhile!

Cheers, Chris

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Hobbes
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Wed Sep 19, 2007 10:09 pm

Region: Norfolk, VA
Existing: James Estuary, Hampton Roads, Cape Henry
Revised: James Estuary, Hampton Roads
Adjust: None

Region: Ft Monroe, VA
Existing: James Estuary, Hampton Roads
Revised: Hampton Roads
Adjust: None

Region: James City, VA
Existing: James Estuary, Hampton Roads
Revised: Hampton Roads
Adjust: None

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Pocus
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Thu Sep 20, 2007 7:16 am

Hobbes wrote:A thought to go with the above. Maybe a coastal fort should not have the ability to blockade (bloAdjEnemyFort = 12) unless there is at least one battery of coastal artillery present.

Coastal artillery would finally be worthwhile!

Cheers, Chris


This is checked theorically.
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Hobbes
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Thu Sep 20, 2007 12:12 pm

Hobbes wrote:Region: Norfolk, VA
Existing: James Estuary, Hampton Roads, Cape Henry
Revised: James Estuary
Adjust: None

Region: Ft Monroe, VA
Existing: James Estuary, Hampton Roads
Revised: Hampton Roads
Adjust: None

Region: James City, VA
Existing: James Estuary, Hampton Roads
Revised: James Estuary
Adjust: None

Also in this area, William in New Kent, VA looks suspect.
Anyone know if it is on the York or James Estuary?

Chris


Region: New Kent, VA
Existing: James Estuary, York Estuary
Revised: James Estuary
Adjust: None
Notes: It seems William on the map should actually be Williamsburg but there does not seem to be much of a harbour that I can find. I think it represents small harbours on both the James and York estuary's but this is dangerous as it is a way of bypassing Ft Monroe. A CSA fleet could sail into Williamsburg from the York Estuary then move out into the James Estuary and up to Richmond. This is a weakness in the game that allows crossing from one river to another via a harbour that has exits to both when in reality it did not.

I suggest that Williamsburg should have one exit onto the James Estuary but ideally another harbour would be added to the York Estuary to represent Yorktown harbour.

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Hobbes
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Thu Sep 20, 2007 10:34 pm

Region: Currituck, VA
Existing: Albermale Sound, Oregon Inlet
Revised: Albermale Sound
Adjust: None

Region: Tyrell, NC
Existing: Albermale Sound, Oregon Inlet
Revised: Albermale Sound
Adjust: None

Region: Hyde, NC
Existing: Pamlicoe Bay, Pamlicoe Sound
Revised: Pamlicoe Bay
Adjust: None

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Hobbes
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Fri Sep 21, 2007 10:10 pm

Region: Ft Morgan, NC
Existing: Core Sound, Ocracock Inlet, Pamlico Bay, Pamlico Sound
Revised: Ocracock Inlet, Pamlico Bay
Adjust: None

Region: Ft Macon, NC
Existing: Core Sound, Ocracock Inlet, Topsail Inlet
Revised: Core Sound, Topsail Inlet
Adjust: None

Region: Carteret, NC
Existing: Bogue Inlet, Topsail Inlet, Core Sound
Revised: Bogue Inlet, Topsail Inlet
Adjust: None

Region: Georgetown, SC
Existing: Cape George
Revised: Waccamau River
Adjust: None
Notes: The Waccamau River should be changed from shallow to coastal.

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Hobbes
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Location: UK

Sat Sep 22, 2007 8:53 pm

Hi folks, here is the first version of the Harbour Mod covering the regions listed in my posts above. If anyone wants to try it please let me know if you can see any problems at this early stage.

I have updated the settings in the \Settings\Bombard&Blockade file (patch 1.07) to force blockades by fort :-

bloAdjFriendlyFort = 0 // brown water blockade, bonus given by adjacent fort
bloAdjEnemyFort = 12 // same, for an enemy fort (malus)
bloMinSUToBlockade = 12 // Nb of SoL elements needed or pts given by a fort to blockade a zone

You can see this effect around Fort Monroe, Fort Morgan and if Wilmington has fallen Fort Fisher.

However I would not apply the settings change to a current game as there seem to be a few problems with it. If bloAdjFriendlyFort is set to -6 (as is the default) the blockade around Fort Monroe is lost even though there are no CSA forts to project the -6 for bloAdjFriendlyFort.

Also the number of naval elements needed to blockade a zone shown on the region tooltip does not seem accurate around forts.

If anyone agrees or can see an error in anything I have done please let me know, otherwise I will try and bend Pocus ear if he gets 5 minutes.

I intend to work my way around the coast so if anyone wants to do some inland harbours be my guest. I doubt I will do them all!

Cheers, Chris
Attachments
HarbourMod_v1.1.zip
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PBBoeye
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Sun Sep 23, 2007 2:40 am

Man, you're slacking, Hobbes. :nuts:

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Hobbes
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Harbour Mod v1.2

Sun Sep 23, 2007 12:59 pm

Here is an updated version with all coastal harbours from Norfolk to Matagorda (also a small change to the Norfolk area from v1.1).

PB I have left Westmorland and to the North if you want to do that. I doubt I will get any more time until next weekend to do any more.
As you are the map and graphics coordinator do you know if there are any other projects that may also be updating the region files?

I would hope that these changes get put into the game at some point as the exit points are now far more accurate. It's not just chrome either as now coastal forts have the ability to blockade adjacent regions the player will have to give them far more consideration before attacking harbour towns and the accurate exit points will allow the game to reflect this in a more historical fashion.

As the number of exit points has been reduced in the mod it will be easier to sustain blockades on enemy ports.

I'm glad to hear that a coastal fort cannot blockade without coastal artillery so this will give more reason to buy this.
I think all these changes will add a lot to the game.


Full list of changes to v1.02 :-

Region: New Hanover, NC
Existing: Reaves Point, Carolina Coast
Revised: Middle Cape Fear River
Adjust: None
Notes: The Middle Cape Fear River has been changed from shallow to coastal

Region: Ft Fisher, NC
Existing: Reaves Point
Revised: Reaves Point, Middle Cape Fear River
Adjust: None
Notes: Middle Cape Fear River is added automatically as the river is now coastal

Region: Norfolk, VA
Existing: James Estuary, Hampton Roads, Cape Henry
Revised: James Estuary, Hampton Roads
Adjust: None

Region: Ft Monroe, VA
Existing: James Estuary, Hampton Roads
Revised: Hampton Roads
Adjust: None

Region: James City, VA
Existing: James Estuary, Hampton Roads
Revised: Hampton Roads
Adjust: None

Region: New Kent, VA
Existing: James Estuary, York Estuary
Revised: James Estuary
Adjust: None
Notes: It seems William on the map should actually be Williamsburg but there does not seem to be much of a harbour that I can find. I think it represents small harbours on both the James and York estuary's but this is dangerous as it is a way of bypassing Ft Monroe. A CSA fleet could sail into Williamsburg from the York Estuary then move out into the James Estuary and up to Richmond. This is a weakness in the game that allows crossing from one river to another via a harbour that has exits to both when in reality it did not.

I suggest that Williamsburg should have one exit onto the James Estuary but ideally another harbour would be added to the York Estuary to represent Yorktown harbour.

Region: Currituck, VA
Existing: Albermale Sound, Oregon Inlet
Revised: Albermale Sound
Adjust: None

Region: Tyrell, NC
Existing: Albermale Sound, Oregon Inlet
Revised: Albermale Sound
Adjust: None

Region: Hyde, NC
Existing: Pamlicoe Bay, Pamlicoe Sound
Revised: Pamlicoe Bay
Adjust: None

Region: Ft Morgan, NC
Existing: Core Sound, Ocracock Inlet, Pamlico Bay, Pamlico Sound
Revised: Ocracock Inlet, Pamlico Bay
Adjust: None

Region: Ft Macon, NC
Existing: Core Sound, Ocracock Inlet, Topsail Inlet
Revised: Core Sound, Topsail Inlet
Adjust: None

Region: Carteret, NC
Existing: Bogue Inlet, Topsail Inlet, Core Sound
Revised: Bogue Inlet, Topsail Inlet
Adjust: None

Region: Georgetown, SC
Existing: Cape George
Revised: Waccamau River
Adjust: None
Notes: The Waccamau River is changed from shallow to coastal

Region: Beaufort SC
Existing: Savannah Estuary, Beaufort Bay
Revised: Savannah Estuary

Region: Savannah GA
Existing: Savannah Mouth, Savannah Estuary
Revised: Savannah Mouth

Region: Wayne GA
Existing: St Mary Mouth, Altama Estuary
Revised: St Mary Mouth

Region: The Dead Lakes, FL
Existing: St. Andrews Bay, Cape San Blas, St. George Bay
Revised: Cape San Blas
Adjust: None

Region: Mobile, AL
Existing: Mobile River, Mobile Bay
Revised: Mobile Bay
Adjust: None

Region: Baldwin, AL
Existing: Mobile River, Mobile Bay
Revised: Mobile River
Adjust: None

Region: Gulf, MS
Existing: Biloxi Bay, Jackson Shore
Revised: Jackson Shore
Adjust: None

Region: Iberville, LA
Existing: Bayou Run, Lower Mississippi
Revised: Lower Mississippi
Adjust: None

Region: Berwick, LA
Existing: Bay of Berwick, Lafayette Sound, White Lake, Grand Lake Coast
Revised: Lafayette Sound
Adjust: None

Region: Pierre, LA
Existing: Western Branch, White Lake
Revised: Western Branch
Adjust: None

Region: Beaumont, TX
Existing: Sabine River Estuary, Port Arthur Bay
Revised: Sabine Confluent
Adjust: None
Notes: The Sabine Confluent has been changed from shallow to coastal

Region: Galveston, TX
Existing: Brazos Estuary, Galveston Bay
Revised: Galveston Bay
Adjust: None

Region: Matagorda, TX
Existing: Matagorda Bay, Texas Coast
Revised: Matagorda Bay
Adjust: None

Cheers, Chris
Attachments
HarbourMod_v1.2.zip
(48.37 KiB) Downloaded 286 times

PBBoeye
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Sun Sep 23, 2007 5:17 pm

Excellent work, Hobbes. There aren't actually any edits needed to the graphic files - only the region data files as they are what 'locate' the harbor image. So aside from Westmoreland and any you've mentioned, it's really just an issue of severing (or adding) harbor exit points in the data files.

Now the file work hierarchy is that Grey_Lensman is working on all regions for translink busts and then he submits them to Pocus. After each batch of files is 'fixed' as regards his work, then additional work can be performed on them by me or whoever. I think he said he should have it completed in 3-4 batches of files.

So I'll have to find out which of these regions have been addressed by Gray_Lensman already and I'll adjust them appropriately. Basically we'll have to step through the map in phases. When you finish the list (if you haven't already), I'll post it up in the first post of this thread and start knocking them off and recording it in the first post for an archive of where we are in this project.

Got a little verbose there - sorry.

EDIT: one area I want to really take a look at for accuracy is Norfolk. It's key for the rebs and really needs to be accurate, so I am going to look into some local info on the harbor as it existed during the war.

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Hobbes
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Sun Sep 23, 2007 8:41 pm

Hi PB, verbose is good :sourcil:

It seems that we will wait for Grey's files to be submitted then we can add the harbour mod to them. I'm sure I could do them all again in a few hours so it's no problem to wait until we have the correct files to add the updates to.

I agree we need to get the Norfolk area right. Let me know your thoughts on the region and we can discuss. I have been using the Library of Congress site to get the exit points.

Http://memory.loc.gov/ammem/collections/civil_war_maps/subjectA.html

Cheers, Chris

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mike1962
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Fri Oct 05, 2007 1:40 am

Hobbes, Excellent work here! Thanks, Mike

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