Search found 121 matches

by William the Silent
Sun Mar 02, 2025 5:49 pm
Forum: The Operational Art of War IV
Topic: Out of Supply
Replies: 0
Views: 175

Out of Supply

Do units, that are totally out of supply, disolve? Attrition?
Where does the equipment go?
by William the Silent
Mon Feb 10, 2025 7:17 pm
Forum: The Operational Art of War IV
Topic: Reinforcements
Replies: 3
Views: 194

Re: Reinforcements

If reinforcements, away from the map edge, cannot appear because the location is not friendly controlled will they appear in a later turn when the location becomes friendly controlled? The manual doesnt give that answer. They will, provided there isn't any event that withdraws them first. Let's say...
by William the Silent
Mon Feb 10, 2025 5:23 pm
Forum: The Operational Art of War IV
Topic: Reinforcements
Replies: 3
Views: 194

Reinforcements

If reinforcements, away from the map edge, cannot appear because the location is not friendly controlled will they appear in a later turn when the location becomes friendly controlled?
The manual doesnt give that answer.
by William the Silent
Fri Jan 10, 2025 12:21 pm
Forum: The Operational Art of War IV
Topic: Hierarchy Module Document
Replies: 255
Views: 10533

Re: Hierarchy Module Document

About the Equipment Picture issue: I would suggest to let the TOAW game community do that part through Mods. Then the pictures will be just for personel use. And Like with Total War, the community is better at that then the developer, who is bound to copy rights or having to hire a expensive artist ...
by William the Silent
Thu Jan 09, 2025 12:15 pm
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 276

Re: Changing alliances

And see how I handled that in my Leipzig 1813 scenario. I thought probably Saxon units in OOB of both sides, but I cannot find it. There are too many (loss)events to find what happens to the Saxons after their treachery. From the briefing: If the Allies approach to within 5 hexes of location [32,18...
by William the Silent
Thu Jan 09, 2025 12:31 am
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 276

Re: Changing alliances

There have been occasions in history of Allies changing sides on the battlefield: expl. Saxons at Leipzig. And see how I handled that in my Leipzig 1813 scenario. I thought probably Saxon units in OOB of both sides, but I cannot find it. There are too many (loss)events to find what happens to the S...
by William the Silent
Wed Jan 08, 2025 12:51 pm
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 276

Re: Changing alliances

Is there an option in IV for units to change sides. Or are there possibilities to make more then 2 sides on a conflict: like an additional faction that can decide what other faction to support during the game? Or ability to change alliances? There are only two sides. A scenario can be designed to h...
by William the Silent
Tue Jan 07, 2025 12:26 pm
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 276

Changing alliances

Is there an option in IV for units to change sides.
Or are there possibilities to make more then 2 sides on a conflict: like an additional faction that can decide what other faction to support during the game?
Or ability to change alliances?
by William the Silent
Thu Apr 04, 2024 6:02 am
Forum: The Operational Art of War IV
Topic: Forcepool?
Replies: 3
Views: 348

Re: Forcepool?

Thanks.
That creating of replacements through disbanding a unit would work perfect for me.

I'll create training camps off map. The units represent the recruits and when I disband them the units will spread to the frontline units.
by William the Silent
Wed Apr 03, 2024 8:41 pm
Forum: The Operational Art of War IV
Topic: Forcepool?
Replies: 3
Views: 348

Forcepool?

I've been searching the manual for answers and looking for tutorials, but I cannot find an answer to my question. I want to create equipment reinforcements in my scenario. Expl. Unit X starts with 5 equipment out of 10 possible. Later I want to add 5 more, at once or over several turns. Where is the...
by William the Silent
Fri Feb 02, 2024 9:03 pm
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 899

Re: Transparent counter

At the moment I have another issue. All at once lines start showing up around units that have long range ability. Is that a game settings issue or did something get messed up in my game files? Cycle range visibility by punching the letter "I". Three or four punches ought to take you thru ...
by William the Silent
Thu Feb 01, 2024 11:35 am
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 899

Re: Transparent counter

I guess because of the way counters are generated it is not possible. Thanks for the help. Screenshot 2024-02-01 123236.png At the moment I have another issue. All at once lines start showing up around units that have long range ability. Is that a game settings issue or did something get messed up i...
by William the Silent
Fri Jan 26, 2024 4:26 pm
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 899

Re: Transparent counter

When I pick the transparent area of a png, it gives me the number 7829367. I assume you will try that in a COL file and let us know the result :) 7829367 is not the transparent colour. It gives me a grey counter. When talking about changing colours of Counters I'm talking about editing the "Co...
by William the Silent
Wed Jan 24, 2024 5:30 pm
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 899

Transparent counter

Is there a transparent colour for counters?
by William the Silent
Wed Feb 22, 2023 4:40 pm
Forum: Mods and Scenarios
Topic: Europe 2022
Replies: 21
Views: 3645

Re: Europe 2022

That's some map. Great work and thanks.
by William the Silent
Tue Feb 21, 2023 11:14 pm
Forum: The Operational Art of War IV
Topic: Attrition level
Replies: 1
Views: 293

Attrition level

I'm creating a historic campaign. The non-combat attrition levels of both forces were 22% and 27%.
Do I use Force Pestilence Level for that?
by William the Silent
Sun Feb 19, 2023 9:21 pm
Forum: Mods
Topic: Terrain Tile Names
Replies: 62
Views: 3708

Re: Terrain Tile Names

We got TOAW IV after III, so wouldn't it be possible to add hexside rivers to the game in an Upgrade? It should not be that hard since familiar objects like enscarpments already exist. Just need fording equipment to cross super river. Blown bridges would be harder maybe. Would be great to get rid of...
by William the Silent
Fri Feb 10, 2023 1:36 am
Forum: Mods
Topic: Terrain Tile Names
Replies: 62
Views: 3708

Re: Terrain Tile Names

For me the Hexside issue came up, because I often create games from boardgames and they use hexside rivers. So if I try to make the map with TOAW I will lose land hexes to create rivers and it can take away the special effect from a certain map location. It would have been nice if TOAW had both opti...
by William the Silent
Tue Feb 07, 2023 10:27 pm
Forum: Mods
Topic: Terrain Tile Names
Replies: 62
Views: 3708

Re: Terrain Tile Names

I was thinking: maybe I could change 'escarpment' and 'major escarpment' into river and stream to create Hexside rivers and streams. Major Escarpment can only be crosses by road anyway. They have the same kind of characteristics. Even for movement. Not perfect, but it could do without fording and br...
by William the Silent
Sun Jan 29, 2023 2:54 am
Forum: Mods
Topic: Counter Mods
Replies: 22
Views: 2832

Re: Counter Mods

Thanks very much for these links.
Since they give the Hexadecimal code of the colors, I can easily translate them to Decimal, with the "Hexadecimal to Decimal converter" from the same website.
Now I can basically make all colors.
The HTML Color Picker also helps.

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