Search found 126 matches

by William the Silent
Sat Dec 06, 2025 10:59 pm
Forum: The Operational Art of War IV
Topic: Transport Ship
Replies: 9
Views: 339

Re: Transport Ship

Thanks that really helped.
I even do not have to create a fleet for transport.
Often hard to find answers in the manual.
by William the Silent
Sat Dec 06, 2025 8:16 pm
Forum: The Operational Art of War IV
Topic: Transport Ship
Replies: 9
Views: 339

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.

I read 11.4, but it doesn't help me.
I created a ship.
I moved a ...
by William the Silent
Fri Dec 05, 2025 5:58 pm
Forum: The Operational Art of War IV
Topic: Transport Ship
Replies: 9
Views: 339

Transport Ship

I tried to create a transport ship for troops.
I have the anchor place, I have a ship, but troops will not board.
What am I doing wrong?
How do I create a Transport Ship?
by William the Silent
Fri Aug 29, 2025 11:28 pm
Forum: Mods
Topic: Escarpment River
Replies: 3
Views: 702

Re: Escarpment River

Lobster wrote: Fri Aug 22, 2025 9:39 pm Artillery has an advantage when firing over escarpment hexsides. It doesn't work both ways.
Actually the escarpments are on both sides of te hex side.
I don't know if there is a disadvantage firing up the escarpment.
No more blowing bridges for sure.
by William the Silent
Fri Aug 22, 2025 7:42 pm
Forum: Mods
Topic: Escarpment River
Replies: 3
Views: 702

Escarpment River

I created Hexside Rivers for my games, since I mostly create games from boardgames. And its sometimes very hard to create a map with the TOAW rivers. You loose a lot of hexes if it's impassible rivers.

It was actually not to hard to do. I used the Escarpment Tiles:
Movement across Escarpment ...
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: 295

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: 374

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 ...
by William the Silent
Mon Feb 10, 2025 5:23 pm
Forum: The Operational Art of War IV
Topic: Reinforcements
Replies: 3
Views: 374

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: 693
Views: 53114

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: 492

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 ...
by William the Silent
Thu Jan 09, 2025 12:31 am
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 492

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 ...
by William the Silent
Wed Jan 08, 2025 12:51 pm
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 492

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 ...
by William the Silent
Tue Jan 07, 2025 12:26 pm
Forum: The Operational Art of War IV
Topic: Changing alliances
Replies: 8
Views: 492

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: 478

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: 478

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 ...
by William the Silent
Fri Feb 02, 2024 9:03 pm
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 1439

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 the ...
by William the Silent
Thu Feb 01, 2024 11:35 am
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 1439

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 ...
by William the Silent
Fri Jan 26, 2024 4:26 pm
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 1439

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 ...
by William the Silent
Wed Jan 24, 2024 5:30 pm
Forum: Mods
Topic: Transparent counter
Replies: 9
Views: 1439

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: 5030

Re: Europe 2022

That's some map. Great work and thanks.

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