Enabling PO

Post discussions and advice on TOAW scenario design here.

Moderators: ralphtricky, JAMiAM

User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by 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By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ...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]
The TOAW Redux Dude
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

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By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ...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]
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.

This will be fixed in the patch.

Ralph

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.
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

ORIGINAL: ralphtrick
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By designating a different Polish unit in the withdraw event to tell the engine which units/color needs to be withdrawn ...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]
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.

This will be fixed in the patch.

Ralph

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.

Ralph
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.
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

It's a "vs PO only" scenario Ralph.
The TOAW Redux Dude
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Enabling PO

Post by Veers »

ORIGINAL: Silvanski

It's a "vs PO only" scenario Ralph.
[:D]
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.
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

[:-] Veers ....
 
[;)]
The TOAW Redux Dude
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

ORIGINAL: Silvanski

It's a "vs PO only" scenario Ralph.
Then send (or post) a .sal file[:D]

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
---
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.
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

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
The TOAW Redux Dude
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

ORIGINAL: ralphtrickNote to self... I wonder if Elmer can PBEM?

Elmer keeps his email address secret [:D]
The TOAW Redux Dude
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

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.
The TOAW Redux Dude
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

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
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

Good idea, it shouldn't be too much longer.
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.
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

ORIGINAL: ralphtrick

Good idea, it shouldn't be too much longer.

Nice
The TOAW Redux Dude
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

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.
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Enabling PO

Post by 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?
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.
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

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...
The TOAW Redux Dude
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

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?
He's a little better.

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.
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Enabling PO

Post by Veers »

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.
User avatar
ralphtricky
Posts: 6675
Joined: Sun Jul 27, 2003 4:05 am
Location: Colorado Springs
Contact:

RE: Enabling PO

Post by ralphtricky »

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.
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.
User avatar
Silvanski
Posts: 2511
Joined: Sun Jan 23, 2005 3:16 pm
Location: Belgium, residing in TX-USA

RE: Enabling PO

Post by Silvanski »

Sounds great indeed. I'm sure the difference will be clear when playing against Elmer.
The TOAW Redux Dude
Post Reply

Return to “Scenario Design”