Search found 1289 matches

by cathar1244
Sun Feb 15, 2026 9:26 am
Forum: The Operational Art of War IV
Topic: True Foot Infantry
Replies: 3
Views: 677

Re: True Foot Infantry

This crossed my mind the other day.

Perhaps part of the issue is the names given the equipment. "Truck", in the game, actually represents a nonspecific quantity of "motor transport assets". Ditto with porters, horse drawn wagons etc.

The fuzziness of this is not altogether harmless. IIRC ...
by cathar1244
Sun Feb 15, 2026 9:20 am
Forum: Mods and Scenarios
Topic: End of The Reich Half Week Turns
Replies: 25
Views: 4584

Re: End of The Reich Half Week Turns

sPzAbt653 wrote: Sun Feb 15, 2026 3:35 am The revised scenario has been posted here:

https://forums.matrixgames.com/viewtopic.php?t=415620
Be sure to check this out! sPzAbt653 put an amazing amount of work and talent into the TOAW IV update for this scenario.

:D
by cathar1244
Sun Feb 08, 2026 1:03 pm
Forum: The Operational Art of War IV
Topic: AI Scenario Help
Replies: 16
Views: 316

Re: AI Scenario Help

I guess the key to AI utility in these cases is the amount of information available online. Looking for the order of battle for obscure campaigns could yield meager results. IIRC, the orders of battle and other information for Barbarossa are online, at Wikipedia and other sites.

:D
by cathar1244
Fri Feb 06, 2026 7:14 pm
Forum: The Operational Art of War IV
Topic: AI Scenario Help
Replies: 16
Views: 316

Re: AI Scenario Help

and things like the Western Front in July should only get 1,200-1,500 Artillery pieces from the border stragglers and those were almost all; 50mm mortars, 45mm AT and 76mm Art - the easiest to move

Didn't mention 37mm "spade mortars" ?

Don't know. The logic of the suggestions sounds good, but I ...
by cathar1244
Sun Jan 25, 2026 11:10 am
Forum: The Operational Art of War IV
Topic: Hungarian oil fields postwar
Replies: 0
Views: 97

Hungarian oil fields postwar

One of the joys of scenario design is digging into an aspect of the scenario to learn more.

I recently encountered this while representing the oil fields at Nagykanizsa, Hungary. They were a treasured resource for Germany, even prompting the "Spring Awakening" offensive of 1945 in a failed attempt ...
by cathar1244
Thu Jan 22, 2026 10:53 am
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 341

Re: thinner "light woods" hex mod ?

Attached is an alternate version of "swamp" tiles. The .zip file includes a file called h_tiles_light_woods.png, this is the m_forest tile but with less trees.
swamp2.jpg
swamp2.jpg (277.08 KiB) Viewed 199 times
:D
by cathar1244
Thu Jan 22, 2026 8:49 am
Forum: Mods and Scenarios
Topic: Hong Kong 1941
Replies: 13
Views: 1155

Re: Hong Kong 1941

Wondering. In a recently posted Leningrad scenario, the designer used invisible terrain tiles for certain game effects.

Could an invisible road or other terrain tile be used to connect the island to the mainland along routes a landing force would take? Terrain would look like water but be crossable ...
by cathar1244
Tue Jan 20, 2026 1:13 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 341

Re: thinner "light woods" hex mod ?

I merged two tiles to make this "swamp tile".

Bob Cross graciously allowed me to use a tile he had employed in his original "Soviet Union 1941" scenario. The other tile was the m_forest tile (but edited to remove many of the trees.)
swamp tiles jpg.jpg
swamp tiles jpg.jpg (322.04 KiB) Viewed 229 times
:D
by cathar1244
Mon Jan 19, 2026 12:06 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 341

Re: thinner "light woods" hex mod ?


The guy that made the D21 map made a tile labeled 'Wilderness' to represent the boreal forest that Wiki reports covers most of Finland. I think he used the dune tile overlayed with the jungle graphic but colored darker. Or maybe it was dense forest colored jungle. This has nothing to do with swamp ...
by cathar1244
Sun Jan 18, 2026 5:28 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 341

Re: thinner "light woods" hex mod ?

Thanks for the comments, fellows.

Telumar, yes Cabido's version was still fairly thick. Different style of tree representation as well.

Lobster, the "m_forest" tiles in Campaign Barbarossa actually look like "light woods". Could I use those as a starting point for what I want to do ? Yeah, you're ...
by cathar1244
Sat Jan 17, 2026 5:04 pm
Forum: Mods
Topic: thinner "light woods" hex mod ?
Replies: 8
Views: 341

thinner "light woods" hex mod ?

I would like to merge a "light woods" hex with marshland to create a new .png graphic for "wooded marshland", but every "light woods" representation I've seen has too many trees for this purpose.

Does anyone have a version of the "light woods" graphics files that are less densely forested than the ...
by cathar1244
Mon Jan 05, 2026 10:51 am
Forum: The Operational Art of War IV
Topic: Hierarchy Module Document
Replies: 725
Views: 56657

Re: Hierarchy Module Document



If changes will be made to the scenario file format, is it possible to add one to three "configurable" terrain types in which the designer could specify the movement, supply, and combat effects?

:D

That should wait till the Terrain Module. Even then, can we really expect designers to handle ...
by cathar1244
Sun Jan 04, 2026 6:49 am
Forum: The Operational Art of War IV
Topic: Hierarchy Module Document
Replies: 725
Views: 56657

Re: Hierarchy Module Document

If changes will be made to the scenario file format, is it possible to add one to three "configurable" terrain types in which the designer could specify the movement, supply, and combat effects?

:D
by cathar1244
Thu Jan 01, 2026 10:15 am
Forum: The Operational Art of War IV
Topic: Hierarchy Module Document
Replies: 725
Views: 56657

Re: Hierarchy Module Document


Amazingly, I found not only every CSA and USA commander from brigade command up, but all their photos as well. The American Civil war is very well documented. Meanwhile, one can barely find French ARMY commanders for World War I. Finding Corps commanders is hopeless. Finding German commanders from ...
by cathar1244
Thu Jan 01, 2026 10:01 am
Forum: The Operational Art of War IV
Topic: Hierarchy Module Document
Replies: 725
Views: 56657

Re: Hierarchy Module Document


Amazingly, I found not only every CSA and USA commander from brigade command up, but all their photos as well. The American Civil war is very well documented. Meanwhile, one can barely find French ARMY commanders for World War I. Finding Corps commanders is hopeless. Finding German commanders from ...
by cathar1244
Mon Dec 15, 2025 7:25 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 463

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 cathar1244
Sun Dec 14, 2025 7:04 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 463

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 major ...
by cathar1244
Fri Dec 12, 2025 5:55 pm
Forum: The Operational Art of War IV
Topic: River and major river draw mode ?
Replies: 8
Views: 463

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

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