Game praise (and small suggestions) from a complete newby

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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golden delicious
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RE: Game praise (and small suggestions) from a complete newby

Post by golden delicious »

ORIGINAL: dobeln

Add the Group Composition window below the topmost information window. (The window displaying all the units in the hex) Would be a huge help to see what units are in a hex at a glance. There is plenty of space in the rightmost sidebar, as long as you shrink the TOAW III logo 'dead zone' a tad.

This isn't a dead zone any more. There's some information on remaining rounds in there.
Add optional (for scenario designers) hexside rivers. Shouldn't be hard, as ridges are already in the game with similar functionality. Riverine units are rare, and shouldn't prevent this major advantage.

Riverine units aren't important, but there are a number of other programming challenges associated with hexside rivers. Also someone would have to figure out how to make them link up with regular rivers graphically. This has been discussed elsewhere.

Adding these as an option would be neat. Just important to recognise that it's not as straightforward as it might sound.
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golden delicious
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RE: Game praise (and small suggestions) from a complete newby

Post by golden delicious »

ORIGINAL: hank

1. When you select a corp or armee group HQ unit, all units under their command highlight ... it appears units only highlight for an HQ unit that are just one level of command below it ... for a Corp HQ all divisions below it and any regimental units should highlight

The game doesn't currently know about such associations. So it wouldn't be possible to do this without first reworking the way OOBs are constructed.
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
dobeln
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RE: Game praise (and small suggestions) from a complete newby

Post by dobeln »

"This isn't a dead zone any more. There's some information on remaining rounds in there."

Heh, didn't notice - will have to check it out when I get home. Still, it does have large potential for shrinkage. And having the group comp. info available without going through a right-click menu for each stack would be a *huge* time saver.

"Riverine units aren't important, but there are a number of other programming challenges associated with hexside rivers."

I think I saw someone mentioning a scenario coming along with a modded EXE for the inclusion of hexside rivers. Was I dreaming, or is there one of these around?

"Also someone would have to figure out how to make them link up with regular rivers graphically."

Not really - you just force designers to pick either option. (Hexside vs. In-hex). The only problem that I see is with the AI handling the new situation, but if it is optional that's less important.

"This has been discussed elsewhere. "

Yea, I know - just keeping the pot boiling, etc. :)
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golden delicious
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RE: Game praise (and small suggestions) from a complete newby

Post by golden delicious »

ORIGINAL: dobeln

I think I saw someone mentioning a scenario coming along with a modded EXE for the inclusion of hexside rivers. Was I dreaming, or is there one of these around?

There are a number of scenarios which, via a modified .exe, use escarpments to simulate hexside rivers. The changes involved are purely graphical so they could be ported to TOAW III, but there are a number of problems with the approach.
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RE: Game praise (and small suggestions) from a complete newby

Post by JAMiAM »

ORIGINAL: dobeln

"This isn't a dead zone any more. There's some information on remaining rounds in there."

Heh, didn't notice - will have to check it out when I get home. Still, it does have large potential for shrinkage. And having the group comp. info available without going through a right-click menu for each stack would be a *huge* time saver.
Hotkeys are your friends...

Mouse over the stack you wish to check the group composition on, and hit your "C" key.
dobeln
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RE: Game praise (and small suggestions) from a complete newby

Post by dobeln »

" Hotkeys are your friends...

Mouse over the stack you wish to check the group composition on, and hit your "C" key."

Will do that, and thanks for the tip! :) Stealing a bit of space from the "time remaining" display* would still be worth it though - a lot of potential clicks to save here! ;)

* Big thanks to Golden Delicous for giving me a clue that those stars actually convey useful information, which I now find very useful. Thought they were just window dressing up until now.
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RE: Game praise (and small suggestions) from a complete newby

Post by a white rabbit »

ORIGINAL: dobeln

. Thought they were just window dressing up until now.

..about the only "window dressing" in toaw3 is the intro movie..
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RE: Game praise (and small suggestions) from a complete newby

Post by rhinobones »

ORIGINAL: dobeln
I think I saw someone mentioning a scenario coming along with a modded EXE for the inclusion of hexside rivers. Was I dreaming, or is there one of these around?

You were not dreaming.

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