Enabling PO
Moderators: ralphtricky, JAMiAM
RE: Enabling PO
Hurrah, got it fixed!
By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ... but still it's puzzling why it did the wrong thing before I fixed this... Maybe something to do with the order of the original OOB? Anyway I'm relieved that my whole weekend won't be wasted trying to fix it [&o][/align]
By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ... but still it's puzzling why it did the wrong thing before I fixed this... Maybe something to do with the order of the original OOB? Anyway I'm relieved that my whole weekend won't be wasted trying to fix it [&o][/align]
The TOAW Redux Dude
- ralphtricky
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RE: Enabling PO
I was trying to fix a problem introduced in some scenarios when converting from Opart100 to Opart300. Units like withdraw with numbers > 2000 (Player 2) if they are split or offmap, will subtract 1500 and use that init number instead.ORIGINAL: Silvanski
Hurrah, got it fixed!
By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ... but still it's puzzling why it did the wrong thing before I fixed this... Maybe something to do with the order of the original OOB? Anyway I'm relieved that my whole weekend won't be wasted trying to fix it [&o][/align]
This will be fixed in the patch.
Ralph
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
- ralphtricky
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RE: Enabling PO
Since this is caused by an event, if it happens to you, please PM me, and I'll need a save of the PBL of the file that would be sent to the first player, and I'll run through the events with the new executable (fixing things if necessary) and send back an SAL file.ORIGINAL: ralphtrick
I was trying to fix a problem introduced in some scenarios when converting from Opart100 to Opart300. Units like withdraw with numbers > 2000 (Player 2) if they are split or offmap, will subtract 1500 and use that init number instead.ORIGINAL: Silvanski
Hurrah, got it fixed!
By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ... but still it's puzzling why it did the wrong thing before I fixed this... Maybe something to do with the order of the original OOB? Anyway I'm relieved that my whole weekend won't be wasted trying to fix it [&o][/align]
This will be fixed in the patch.
Ralph
Ralph
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
RE: Enabling PO
[:D]ORIGINAL: Silvanski
It's a "vs PO only" scenario Ralph.
To repeat history in a game is to be predictable.
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- ralphtricky
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RE: Enabling PO
Then send (or post) a .sal file[:D]ORIGINAL: Silvanski
It's a "vs PO only" scenario Ralph.
ralphtrickey (at) hotmail (dot) com
and I'll send a fixed one back if I can.
I need the last valid one, just before you hit end turn.
Ralph
Note to self... I wonder if Elmer can PBEM?
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
RE: Enabling PO
I'm gonna test some more once again to see what happens when the Polish air unit I designated for the Polish withdrawal event is eliminate before the Commies take Berlin.
That air unit is less likely to be eliminated before then... but if I press it hard it just might
That air unit is less likely to be eliminated before then... but if I press it hard it just might
The TOAW Redux Dude
RE: Enabling PO
ORIGINAL: ralphtrickNote to self... I wonder if Elmer can PBEM?
Elmer keeps his email address secret [:D]
The TOAW Redux Dude
RE: Enabling PO
Problem solved it seems.
I let the air unit in question been blown into oblivion -it showed up in the expected reinforcements as a reconstituted unit-, but then cleared Berlin to allow the Ruski paras to march in an cause the surrender of the scheduled Polish units and it happened flawless... The few surviving Polish units -different color scheme- and all NKVD garrisons stayed on the map.
I let the air unit in question been blown into oblivion -it showed up in the expected reinforcements as a reconstituted unit-, but then cleared Berlin to allow the Ruski paras to march in an cause the surrender of the scheduled Polish units and it happened flawless... The few surviving Polish units -different color scheme- and all NKVD garrisons stayed on the map.
The TOAW Redux Dude
RE: Enabling PO
Trotsky v3 seems to be running fine now... but just to make sure I'm gonna wait patiently for the new patch.
The TOAW Redux Dude
- ralphtricky
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RE: Enabling PO
Good idea, it shouldn't be too much longer.
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
RE: Enabling PO
ORIGINAL: ralphtrick
Good idea, it shouldn't be too much longer.
Nice
The TOAW Redux Dude
- ralphtricky
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RE: Enabling PO
Elmer is a bit stronger, so you may need to rebalance a bit.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
RE: Enabling PO
ORIGINAL: ralphtrick
Elmer is a bit stronger, so you may need to rebalance a bit.
What did you do to improve him this time, Ralph?
EDIT: Is he any better on the defence?
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
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RE: Enabling PO
I've already did work on balancing ... i.e. Commie formation supply has been addressed, it was a wee bit too high: they'll now need a breather from time to time which gives the human Allies some respite to organize his tattered defense.
When the patch is available I'll compare new Elmer with old Elmer and make more adjustments where needed...
When the patch is available I'll compare new Elmer with old Elmer and make more adjustments where needed...
The TOAW Redux Dude
- ralphtricky
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RE: Enabling PO
He's a little better.ORIGINAL: Veers
ORIGINAL: ralphtrick
Elmer is a bit stronger, so you may need to rebalance a bit.
What did you do to improve him this time, Ralph?
EDIT: Is he any better on the defence?
Here's a quick summary of some of the Elmer changes.
Better path finding. This really helps Elmer a lot.
The below three really help Elmer work better in specialized scenario.
Elmer handling Air and Sea combat improved by quite a bit
Elmer will now put bridging engineers adjacent to enemy units to allow them to assault.
Elmer should now land at non-port hexes if an objective is adjacent to a shoreline, along with other minor improvements for amphibious operations.
The below four should help defence.
Elmer should do a better job of not needlessly shifting forces about.
Elmer should do a slightly better job of planning assaults.
Elmer uses artillery better.
Rail transported reinforcement work better.
I know that the new Elmer will win either side of Barbarossa against the old Elmer.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
RE: Enabling PO
Awesome. 
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
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- ralphtricky
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RE: Enabling PO
Thanks. I'm hoping it opens up more scenarios to play against Elmer.
It's not as impressive as the initial release improvement, but they are reasonable.
It's not as impressive as the initial release improvement, but they are reasonable.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
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.
RE: Enabling PO
Sounds great indeed. I'm sure the difference will be clear when playing against Elmer.
The TOAW Redux Dude


