Search found 1782 matches

by Telumar
Tue Mar 03, 2026 10:44 pm
Forum: The Operational Art of War IV
Topic: I like this game but... I struggle with the "slowness"
Replies: 6
Views: 175

Re: I like this game but... I struggle with the "slowness"

Also check your settings here (second page of Player Options):
by Telumar
Tue Mar 03, 2026 10:38 pm
Forum: The Operational Art of War IV
Topic: I like this game but... I struggle with the "slowness"
Replies: 6
Views: 175

Re: I like this game but... I struggle with the "slowness"

vinnland wrote: Tue Mar 03, 2026 3:28 pm
What else can I try?
Turning off the mini map and/or turning off place names helps too.
by Telumar
Sun Mar 01, 2026 11:26 pm
Forum: Mods
Topic: Font changeing
Replies: 3
Views: 138

Re: Font changeing

You may want to have a look at the font files i included in my mod here: https://forums.matrixgames.com/viewtopic.php?t=414792

For the sake of sharing, i attached my current setup ( i am playing around with it from time to time). Note that the attached file contains mods for map place names that ...
by Telumar
Sun Feb 08, 2026 2:38 pm
Forum: The Operational Art of War IV
Topic: AI Scenario Help
Replies: 21
Views: 607

Re: AI Scenario Help


First, excellent use of the word "Gobsmacked"! You don't generally see that level of vocabulary here on the Matrix Games board.

However, I wonder if a better use of this AI resource would be actually playing the game in lieu of the PO?


Can you program an API for an AI to access the game as it ...
by Telumar
Mon Feb 02, 2026 8:11 pm
Forum: Tech Support
Topic: Classifying events
Replies: 3
Views: 160

Re: Classifying events

If I understand you correctly you want to set up i.e. 10 events from slo t1 to slot 10, leave the following slots blank and add more events in i.e. slot 50 and so on.

Should be no problem.
by Telumar
Wed Jan 28, 2026 9:11 pm
Forum: Mods and Scenarios
Topic: Anzio 1944 @2km - Version 3.2
Replies: 5
Views: 640

Re: Anzio 1944 @2km - Version 3.2

Updated the scenario - see first post

I am also looking for a human opponent as this is an area that could/should be tested further with the recent changes. Feel free to contact me via PM.
by Telumar
Sat Jan 17, 2026 10:52 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 396

Re: thinner "light woods" hex mod ?

Have you looked at Cabido's Mod? Or is this still too populated?

https://drive.google.com/file/d/1lbpdh7 ... dM7vb/view
by Telumar
Sat Jan 17, 2026 12:38 am
Forum: Mods
Topic: "Best of both Worlds 2"
Replies: 5
Views: 398

Re: "Best of both Worlds 2"

Redrawn, cleaner looking movement arrows and colour adjusted brass cursor.
Altmovementarrows_adjbrasscursor.zip
(106.32 KiB) Downloaded 12 times
by Telumar
Sat Jan 17, 2026 12:36 am
Forum: Mods
Topic: "Best of both Worlds 2"
Replies: 5
Views: 398

Re: "Best of both Worlds 2"

As I am always playing around with the graphics I thought I could share some of the things I did in this thread from time to time.

Those who maybe find the Mod's clear terrain too bright for their taste might like this. A darker and more saturated version of open terrain. Also a subtle light hex ...
by Telumar
Sun Jan 11, 2026 10:17 am
Forum: Mods
Topic: "Best of both Worlds 2"
Replies: 5
Views: 398

Re: "Best of both Worlds 2"


You do great work. I use almost everything you do.

I really like the new snow and the cleaner urban look, and I will be using them. Probably the blue for the steel cursor too - it makes a lot of intuitive sense.

Thank you.


Thank you - you are welcome.

I primarily chose yellow and turquise ...
by Telumar
Tue Jan 06, 2026 8:41 pm
Forum: Mods
Topic: "Best of both Worlds 2"
Replies: 5
Views: 398

Re: "Best of both Worlds 2"

Now this might be viewed as controversial ;)

Screenshot 2026-01-06 174548.png

Note the snow symbols depicting snowy ground and the combat markers (planned battles, battle results and battlefield timestamps).

As the snowflake might not be everyone’s taste and the combat markers block important ...
by Telumar
Tue Jan 06, 2026 8:40 pm
Forum: Mods
Topic: "Best of both Worlds 2"
Replies: 5
Views: 398

"Best of both Worlds 2"

This is a major update to my previous “Best of both Worlds” Mod.

The mod relies heavily on Cabido's Board Game Style Mod (https://forums.matrixgames.com/viewtopic.php?p=4345991#p4345991). “Best of both Worlds” is a combination of modified versions of Cabido’s graphics with my own or modified ...
by Telumar
Fri Jan 02, 2026 2:05 pm
Forum: The Operational Art of War IV
Topic: Questions on airmobile units
Replies: 3
Views: 516

Re: Questions on airmobile units

It is not entirely clear to me what you mean with "a random unit". So I opened the Hungary-Romania 2000 scen in hotseat and clicked myself to turn 4 when the Romanian airmobile/airborne units are released.

I airlifted the three airborne units via heli transport (yellow circle and arrow) from the ...
by Telumar
Mon Dec 15, 2025 8:31 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 548

Re: River and major river draw mode ?



From the attached document--

" Following is the key to the fields. Fields 01 through 35 correspond to the 35 terrain tiles in the map editor, starting with clear terrain (01), arid (02), sand (03) ... hills(6), mountain (7), alpine (8), forest (28), light woods (29) and ending with broken rail ...
by Telumar
Sun Dec 14, 2025 8:41 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 548

Re: River and major river draw mode ?


Hi Telumar,

One way to make these map mods without the scenario editor.

- Save a scenario file as a .gam file. In the .gam file, a text editor can edit the lines that define the terrain in a given hex.

Attached is a mod I did to your test scenario. It shows a hex with a minor road joining a ...
by Telumar
Sat Dec 13, 2025 9:24 pm
Forum: Mods and Scenarios
Topic: Operation Nordlicht - Leningrad 1942
Replies: 19
Views: 1165

Re: Operation Nordlicht - Leningrad 1942

Sent you a PM as I don't want to capture the sce thread.
by Telumar
Fri Dec 12, 2025 9:35 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 548

Re: River and major river draw mode ?


Telumar,

That is very cool, looks like you found an Easter Egg in the code! I like the minor river flow into the major river. Does the hex report as a "super river" ?

Makes me wonder if one could edit the .gam file to produce these effects. Be a real pain for larger maps, though.

:D


The hex ...
by Telumar
Fri Dec 12, 2025 3:52 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 548

Re: River and major river draw mode ?

Zovs wrote: Fri Dec 12, 2025 3:38 pm I am pretty sure these features have been around since TOAW III, for sure with IV.
Maybe maybe not.

But you could not have both tiles (river and major river) in the same hex. Also the feature is not accessible when you open an already existing scenario.
by Telumar
Fri Dec 12, 2025 3:11 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 548

River and major river draw mode ?

This seems like an undocumented feature or did i miss something (which could well be too)?

I found this in the map editor part of the sce editor. There are two new(?) draw modes which you find when you cycle through the draw mode options, called "river draw mode" and "super river draw mode". I have ...
by Telumar
Sat Dec 06, 2025 2:31 pm
Forum: The Operational Art of War IV
Topic: Transport Ship
Replies: 9
Views: 542

Re: Transport Ship

There is no such thing as a transport ship unit in TOAW. We don't have that here :D

Instead sea transport is regulated through the Sea Transport Capacity (see 11.4 in the manual) that a designer can set in the scenario editor.

Go to advanced search