Is there any way to disable the Variable Initiative

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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Uncle_Joe
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Is there any way to disable the Variable Initiative

Post by Uncle_Joe »

Hi all,

Just like the title says, I'm looking for a way to keep the original turn sequence intact even when playing against the PO. Is this possible? It really has some bizarre effects in certain scenarios and it makes it tough to predict how viable the PO is when the turn order effects can be so diverse.

I'm glad it was removed for Hot Seat play. Any chance for an option to remove it completely?

Thanks!
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golden delicious
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RE: Is there any way to disable the Variable Initiative

Post by golden delicious »

I think the "scenario variability" option might control this.

If that doesn't work, one could try a brute force approach and give force one a huge number of additional trucks (lowering the force supply to compensate for the transport asset sharing) in an off map area. It's available transport which seems to determine which side is force 1.
"What did you read at university?"
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Uncle_Joe
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RE: Is there any way to disable the Variable Initiative

Post by Uncle_Joe »

I'll try it and see. Thanks!
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Uncle_Joe
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RE: Is there any way to disable the Variable Initiative

Post by Uncle_Joe »

Ahh, I think you are thinking about the thing that determines of Events are random etc. No, I certainly dont want to implement that. All I'm looking for is a way to keep the turn sequence static...Player 1, then Player 2 every turn. I find it odd that I can do that for PBEM or Hot Seat, but there is no way to do it vs the AI??
 
Hopefully I'm just missing something. Anyone else know?
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golden delicious
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RE: Is there any way to disable the Variable Initiative

Post by golden delicious »

ORIGINAL: Uncle_Joe

Ahh, I think you are thinking about the thing that determines of Events are random etc. No, I certainly dont want to implement that. All I'm looking for is a way to keep the turn sequence static...Player 1, then Player 2 every turn. I find it odd that I can do that for PBEM or Hot Seat, but there is no way to do it vs the AI??

I knew what you meant. I thought the option in question fixed this, but if it doesn't, try my other suggestion. So far as I know, there's no elegant way to override this. But the extra transport solution should work.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
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Uncle_Joe
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RE: Is there any way to disable the Variable Initiative

Post by Uncle_Joe »

So there is no 'real' way to do this? I cant imagine why. In certain scenarios it can be a deal breaker for one side to get a double-turn at a critical juncture.
 
Why not allow the scenario designer to head this off at the pass and get rid of it without going through the hoops of putting out trucks and adjusting supply levels etc?
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golden delicious
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RE: Is there any way to disable the Variable Initiative

Post by golden delicious »

ORIGINAL: Uncle_Joe

So there is no 'real' way to do this? I cant imagine why. In certain scenarios it can be a deal breaker for one side to get a double-turn at a critical juncture.

Just thought of something. If it's still possible- as in COW- to switch the PO on and off during the course of the turn, you could just start a hotseat game, and then only turn the PO on when it's needed. That might allow you to sidestep the problem, since this particular feature was removed for hotseat games.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
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ralphtricky
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RE: Is there any way to disable the Variable Initiative

Post by ralphtricky »

ORIGINAL: golden delicious

ORIGINAL: Uncle_Joe

So there is no 'real' way to do this? I cant imagine why. In certain scenarios it can be a deal breaker for one side to get a double-turn at a critical juncture.

Just thought of something. If it's still possible- as in COW- to switch the PO on and off during the course of the turn, you could just start a hotseat game, and then only turn the PO on when it's needed. That might allow you to sidestep the problem, since this particular feature was removed for hotseat games.
I'm pretty sure it would work if you're P1. Either that or P2, I'm not sure which. Sorry.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
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My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
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Uncle_Joe
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RE: Is there any way to disable the Variable Initiative

Post by Uncle_Joe »

Any plans to add this as a feature?
 
Thanks!
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