ORIGINAL: Szilard
A tiny one - can we lose "Urban area reduced to ruins" from the news? It's a useless piece of info (isn't it?), and it clutters things up.
Yeah.
Moderators: ralphtricky, JAMiAM
ORIGINAL: Szilard
A tiny one - can we lose "Urban area reduced to ruins" from the news? It's a useless piece of info (isn't it?), and it clutters things up.
I've seen someone post about having an alternate font. It's a bit of a pain to install at the moment.ORIGINAL: S Gerät
Not sure if anyone's mentioned this already (or if this is strictly an interface issue), but is there any chance of an alternative font being made available? Personally I've always hated the one previous editions of TOAW used, and was disappointed to see that it had not been changed in TOAW III. A sans serif font would be nice...
What affect does it being reduced to ruins have?ORIGINAL: golden delicious
ORIGINAL: Szilard
A tiny one - can we lose "Urban area reduced to ruins" from the news? It's a useless piece of info (isn't it?), and it clutters things up.
Yeah.
Makes it more difficult to move through. That's it, currently.ORIGINAL: ralphtrick
What affect does it being reduced to ruins have?ORIGINAL: golden delicious
ORIGINAL: Szilard
A tiny one - can we lose "Urban area reduced to ruins" from the news? It's a useless piece of info (isn't it?), and it clutters things up.
Yeah.
ORIGINAL: murx
Reading the discussion between Golden Delicious and Industrial I suggest:
The Germans never reached Stalingrad because the (local) counterattacks at Leningrad front that stopped the Germans there burned up the 6th army turns [:D]
But when the 6th army DID show up at Stalingrad they burned up AGCs divisions movement in the heavy city fighting.
So the Germans did lose Barabarossa mainly through a quirk in reality called turn-burn.
murx
(Golden Delicious please dont get me wrong - TOAW and the programming done is a real big and well done job - but please face the reality - a 'local' counterattack some 50Km away (or even in real small battles some 5Km away) do NOT stop other units a few hex away to do something useful - even if the opponent tries to use this 'event' as anqor for a bigger/broader counterattack; and even a counterattack on a broad section of the front usually does not stop the ongoing offensive - of course this is a dangerous moment for both sides, the counterattacking force has to watch one or both flanks - the attacking force might get cut off if the counterattacker penetrates into its rear - 'Keil und Kessel' tactic used by the Germans in WWII of the counterattacker vs one or both sided flanking attacks of the attacker - this happens on the broad scale. It basically means a strategic gamble - the attacker allows the counterattack to happen and let the enemy troops flow into his back area like a ballon and then cuts the bottle neck and eats up the counterattacker.
Industrials example with attacker, roadblock and militia allows to find enough reason why turn-burn should be allowed, the situation is not clear enough after the heavy fight has ended and thus no march order reaches the militia, the radio equipment was blasted etc etc. The example would be perfect if there were 3 militia, one behind the attacking force and one to each side with a bit distance - would the CO wait to give them march order? Would he wait a while and the 'gamble' on the outcome? THIS is a CO/players decision! But it is never possible since the turn just burns. Turn-burn is maybe a nice thing for really tiny small purely tactical scenarios but just completely wrong for large scale multi front scenarios)
ORIGINAL: Curtis Lemay
As to the risk of early turn ending, it is necessary to counter the fact that the game system is IGOUGO. In the above example, did the Russians sit on their hands while the Germans operated, followed by the Germans sitting on their hands while the Russians operated? Of course not, but that's how IGOUGO works. TOAW III's early turn ending risk provides a needed counter to that, somewhat modeling the impact of simultaneous action.
ORIGINAL: Curtis Lemay
ORIGINAL: alaric99x
Something else that I've seen pretty often (not here) is "Liebgarde" which would mean something like "Love Guard." It should be "Leibgarde."
I know, this comment also doesn't belong on this thread.
ORIGINAL: golden delicious
You misunderstand me. I was refering to the existing check against force proficiency which occurs at the end of every set of attacks.
We should probably either make it do a little more or reduce the chance of it happenning. We can remove it from the news, but I'm wondering if making it happen less often might make it more meaningful.ORIGINAL: JAMiAMMakes it more difficult to move through. That's it, currently.ORIGINAL: ralphtrick
What affect does it being reduced to ruins have?
So, is this place going to be a ghost town for a little bit followed by being extremely busy, or just extremely busy as the designers get their CDs?ORIGINAL: rhinobones
As is, I received my disk today and have other immediate needs to satisfy.
We can stratify the effects somewhat. Maybe we can work some tweaks into the next patch, along with the terrain cleanup, that we still need to do. Another thing to consider is to do as with contaminated terrain, and give it a per turn chance of reverting to unruined terrain. Based on the turn length, of course.ORIGINAL: ralphtrick
We should probably either make it do a little more or reduce the chance of it happenning. We can remove it from the news, but I'm wondering if making it happen less often might make it more meaningful.ORIGINAL: JAMiAMMakes it more difficult to move through. That's it, currently.ORIGINAL: ralphtrick
What affect does it being reduced to ruins have?
ORIGINAL: JAMiAM
We can stratify the effects somewhat. Maybe we can work some tweaks into the next patch, along with the terrain cleanup, that we still need to do. Another thing to consider is to do as with contaminated terrain, and give it a per turn chance of reverting to unruined terrain. Based on the turn length, of course.ORIGINAL: ralphtrick
We should probably either make it do a little more or reduce the chance of it happenning. We can remove it from the news, but I'm wondering if making it happen less often might make it more meaningful.ORIGINAL: JAMiAM
Makes it more difficult to move through. That's it, currently.
ORIGINAL: TheBloodyBucket
I think the whole ruins thing should be a scenario designer's issue...I was bemused to find the Americans in Grenada reducing cities to ruins, something that I think they would try and avoid.
ORIGINAL: JAMiAM
We can stratify the effects somewhat. Maybe we can work some tweaks into the next patch, along with the terrain cleanup, that we still need to do. Another thing to consider is to do as with contaminated terrain, and give it a per turn chance of reverting to unruined terrain. Based on the turn length, of course.ORIGINAL: ralphtrick
We should probably either make it do a little more or reduce the chance of it happenning. We can remove it from the news, but I'm wondering if making it happen less often might make it more meaningful.ORIGINAL: JAMiAM
Makes it more difficult to move through. That's it, currently.