Search found 108 matches

by RedAss
Fri Jul 17, 2026 8:00 pm
Forum: Mods and Scenarios
Topic: Pestilence and Replacement Levels
Replies: 13
Views: 6996

Re: Pestilence and Replacement Levels



So disbanding a unit dumps that equipment into the OH HAND stockpile.


It hasn’t been mentioned, but the disbanding units need to be in supply before their equipment is assigned to the replacement pool. Equipment from out of supply units is lost.

Also, you do have some control over how ...
by RedAss
Fri Jul 17, 2026 3:29 am
Forum: Mods and Scenarios
Topic: Pestilence and Replacement Levels
Replies: 13
Views: 6996

Re: Pestilence and Replacement Levels

I'll search for it, thanks!
by RedAss
Fri Jul 17, 2026 2:43 am
Forum: Mods and Scenarios
Topic: Pestilence and Replacement Levels
Replies: 13
Views: 6996

Re: Pestilence and Replacement Levels



So disbanding a unit dumps that equipment into the OH HAND stockpile.
Altering the Replacement % via event changes the RATE column by a certain percentage.

If I have 0 Spitfires on hand, and a rate of 10, I get 0 Spitfires.

No. You get 10 more per turn.

If I have 10 on hand, and a rate of ...
by RedAss
Fri Jul 17, 2026 1:58 am
Forum: Mods and Scenarios
Topic: Pestilence and Replacement Levels
Replies: 13
Views: 6996

Re: Pestilence and Replacement Levels

So disbanding a unit dumps that equipment into the OH HAND stockpile.
Altering the Replacement % via event changes the RATE column by a certain percentage.

If I have 0 Spitfires on hand, and a rate of 10, I get 0 Spitfires.

If I have 10 on hand, and a rate of 10, I get all 10 on the next turn (if ...
by RedAss
Wed Jul 15, 2026 6:10 pm
Forum: Mods and Scenarios
Topic: Pestilence and Replacement Levels
Replies: 13
Views: 6996

Re: Replacement Values


If you set replacements to 90%, any later set value will use that 90% as the base.


Wait.
Bringing this up 7 years later LOL but does this mean:
If I want zero replacements for a Force 1 for the first few turns of a scenario and I use the
EVENT1 Force 1 Replacements = 0
Therefore, Force 1's ...
by RedAss
Wed Jul 15, 2026 5:51 pm
Forum: Mods
Topic: Font changeing
Replies: 5
Views: 1361

Re: Font changeing

Good looking take on the urban hexes!
by RedAss
Thu Jun 04, 2026 3:25 am
Forum: Mods and Scenarios
Topic: Material for French and Indian War Scenario
Replies: 7
Views: 494

Re: Material for French and Indian War Scenario

Holy moley! That thing is awesome! Thanks!
by RedAss
Thu May 28, 2026 5:40 am
Forum: Mods
Topic: New TOAW IV database
Replies: 114
Views: 22790

Re: New TOAW IV database

Well, when you search your computer for ".eqp", how many files show up and where are they located?
by RedAss
Thu May 28, 2026 1:30 am
Forum: Mods
Topic: New TOAW IV database
Replies: 114
Views: 22790

Re: New TOAW IV database

macgregor wrote: Wed May 27, 2026 1:28 pm Thank You! I did not know this. Eliminating the folder in my C that I put there drive did not change anything. So what you're saying is I have to reinstall the game? Well I know what NOT to do. I just don't know what TO do.
Hmmm. Is the original .eqp file still in your computer anywhere?
by RedAss
Tue May 26, 2026 10:32 pm
Forum: Mods
Topic: New TOAW IV database
Replies: 114
Views: 22790

Re: New TOAW IV database


I tried that. I'll try it again after deleting the file first. Thank you very much. Wait! I have this now in both the game and the my documents file. Do I need that in my documents/my games?


Just to be be clear:

There are two Graphics Override files on your computer. One is on your O: drive ...
by RedAss
Tue May 26, 2026 8:21 pm
Forum: Mods and Scenarios
Topic: 60 mm Mortar range
Replies: 5
Views: 396

Re: 60 mm Mortar range

So at at less than 2.5k/hex, the option is either shoulder fired 60mm mortars or 60 mm mortars with a 5K range, pick my poison.
Small price to pay for such an awesome game. Will likely leave the range as it is so when the inevitable update comes, the situation is ideal.
Shoulder Fired 60mm.jpg
Shoulder Fired 60mm.jpg (8.75 KiB) Viewed 289 times
by RedAss
Tue May 26, 2026 8:12 pm
Forum: Mods and Scenarios
Topic: Replacement Editor Question
Replies: 2
Views: 233

Re: Replacement Editor Question

Perfect! Thanks!
by RedAss
Tue May 26, 2026 6:57 pm
Forum: Mods and Scenarios
Topic: Replacement Editor Question
Replies: 2
Views: 233

Replacement Editor Question

Alright, so I get ON HAND is what you have stockpiled.
BEGIN is when you start getting it.
END is when you stop getting it.

My question is about RATE . It is the rate at which you get equipment that isn't in your stockpile. Rate of what, exactly? You can adjust the number from 0-99999, so it's ...
by RedAss
Tue May 26, 2026 5:59 pm
Forum: Mods and Scenarios
Topic: Material for French and Indian War Scenario
Replies: 7
Views: 494

Re: Material for French and Indian War Scenario



A spreadsheet listing S&T articles over the years. Spreadsheet format.

:D

http://strategyandtacticsmagazine.com/site/wp-content/uploads/2021/10/TOC-ST-index-1-331-Oct-2021.xlsx


It says that link can't be downloaded securely.


That explains it. I'm on Brave, and it would open a new ...
by RedAss
Tue May 26, 2026 5:44 pm
Forum: Mods
Topic: New TOAW IV database
Replies: 114
Views: 22790

Re: New TOAW IV database


I have British, mostly bi planes in Pearl Harbor, in the 1941 Pacific scenario. Did I install the equipment file wrong? Or is it supposed to be like that?


Ok, scrolling back a bit, I THINK I see the problem.

There are two versions of the .eqp database. One of them is compatible with old ...
by RedAss
Tue May 26, 2026 5:09 pm
Forum: Mods
Topic: New TOAW IV database
Replies: 114
Views: 22790

Re: New TOAW IV database

Download the .eqp file. Paste it into your graphics override file, located at (on my computer):

Documents>My Games>The Operational Art of War>Graphics Override
by RedAss
Tue May 26, 2026 7:38 am
Forum: Mods and Scenarios
Topic: Material for French and Indian War Scenario
Replies: 7
Views: 494

Re: Material for French and Indian War Scenario

Well, SURE , that would work if you want to have a comprehensive and universally useful link to everything one might need.

MY target audience was more the guy who was browsing this forum on Sunday, May 24, 2026 at 1108 hours exactly , AND feverishly working on a French and Indian War scenario,
AND ...
by RedAss
Sun May 24, 2026 6:07 pm
Forum: Mods and Scenarios
Topic: Material for French and Indian War Scenario
Replies: 7
Views: 494

Material for French and Indian War Scenario

Anyone who is considering making a French & Indian War scenario should take a look at this -- it looks like a goldmine, and an underused milieu for scenarios. There are OOB's, maps, and a lot of other good material.

https://web.archive.org/web/20131214073919/http://www.strategyandtacticspress.com ...
by RedAss
Thu May 21, 2026 2:06 pm
Forum: Mods and Scenarios
Topic: 60 mm Mortar range
Replies: 5
Views: 396

Re: 60 mm Mortar range

Yeah, that's the next thing. I already gave it a secondary counter of artillery and it didn't work. Sounds like the game just doesn't acknowledge bombardment abilities less than 5k.
by RedAss
Thu May 21, 2026 12:44 am
Forum: Mods and Scenarios
Topic: 60 mm Mortar range
Replies: 5
Views: 396

60 mm Mortar range

So I have a higher echelon HQ unit that has 6x60 mm Mortars assigned to it.
The mortars have a range of 850 m, and the map scale is 250 m/hex.
The unit MAY bombard, but only in the adjacent hex.

I'm not great at math, but it should be 3 or 4 hexes. Am I missing something simple?

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