Buzz's Fite Mod

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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dayrinni
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Buzz's Fite Mod

Post by dayrinni »

Where can I locate this?

Thax!
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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

ORIGINAL: dayrinni
Where can I locate this?
Thax!

You can send Buzzardb a PM or an email and he'll send it to you. Or alternately you can send me an email and I'll reply with an attachment, but the one Buzz has is the latest and greatest and has all the changes we've made whereas the one I have is the original and hasn't any changes to it at all.

larryfulkerson2002 (at) yahoo (dot) com
Operation Pacific | Striking from Inside the Imperial Fleet | Warner Classics
https://www.youtube.com/watch?v=WWXImldfZ9s
Zort
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RE: Buzz's Fite Mod

Post by Zort »

Here are the latest changes. I am starting a game of FITE with SMK as the Russians so I can see the results of setting the soviet shock at 90 for myself. So there will probably be a change to that setting but not sure what it will be yet. But if you want it I can send it to you. Note I have made the Axis allies have there own rifle replacements. This can be seen at the bottom of the inventory/replacement listing. (did this before the great advice on the equipment editor was posted) I am also going to see if other Soviet a/c should be added and where to put it.

1. Changed Finland to enter war on the third turn.
2. Changed the Soviet rifle squads to 35k available.
3. Changed the Soviet rifle squad base replacement rate to 3000 vice 3425.
4. Took this out for now: Added Axis Theater Option which allows the Finns to cross the 1939 borders but increases Soviet production by 7%. Ends on turn 20.
5. Changed Soviet rail recovery to 6000 on turn 7.
6. Changed Soviet rail recovery to 12000 on turn 13.
7. Changed Soviet shock recovery to 90, will go up IAW stock game schedule in late 41 or earlier 42. (this is being examined to possible set to only about 10 turns vice all of 41)
8. Changed the German heavy rifle squads for available to 1361 vice 361.
9. Corrected one coastal garrison to arrive at the correct location.
10. Corrected some spelling errors and changed Russian to Soviet in most cases in the events.
11. Placed most of the Soviet frontier army to activate on turn 2. Some formations behind the front lines won't be activated till turn 2 or 3.
12. Corrected FW190 (early) and (late) entries (reversed current entry production turns)
13. Changed number of Mig-1’s to 50 on hand.
14. Changed Lagg-3 end date to turn 205.
15. Germans can attack in central and northern Finland on turn 2. Both Soviet and german units are held till then (except one northern mtn div can move on turn 1 so it can be in position to attack on turn 2).
16. Replaced the 150mm gun with the 150mm light gun in all German and Finnish inf regts.
17. Added 150mm light gun to replacement pool, reduced 150mm gun and 105mm how replacement numbers.
18. Added separate rifle squads for the Axis allies (Finland, Hungary, Italy and Romania). Reduced German replacement pool numbers and added to the allies numbers.
19. Added separate heavy rifle squads for the Spanish Blau Div. Reduced German pool accordingly.
20. Added rail to hex 228,106, next to Gorky so if Sov rail art reconstitutes there it can move.
dayrinni
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RE: Buzz's Fite Mod

Post by dayrinni »

Thx, sent a PM to you Zort :)
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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

Help....calling all Ralph's, calling all Ralphs....

Can somebody spot what I'm doing wrong. I have the correct files in the correct folders and the folders are all named correctly but the FITE_modded_4.sce can't find the FITE_modded_4.eqp file and uses the stock equipment file.

I'm in over my head on this problemo. I need a fresh pair of eyes to find the thing that's wrong.

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Operation Pacific | Striking from Inside the Imperial Fleet | Warner Classics
https://www.youtube.com/watch?v=WWXImldfZ9s
Zort
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RE: Buzz's Fite Mod

Post by Zort »

What is weird three other people have this exact same set of files on their computers and it works. Where I put it on another computer and see the same problem.
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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

Hey Buzz....hey you guys....if I rename the equipment.eqp file to something else so the game engine can't find it and rename Buzz's equipment file equipment.eqp and put it in the graphics folder, the game engine uses it and the new equipment shows up at the bottom of the inventory report. So it's not a problemo with the equipment file I guess. The sizes of the two equipment files is different but I don't see how that could be the problemo. I tried renaming the files Buzz.something and that didn't work either. I'm still over my head on this problemo.

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Operation Pacific | Striking from Inside the Imperial Fleet | Warner Classics
https://www.youtube.com/watch?v=WWXImldfZ9s
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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

Hey you guys...Ralph suggested taking the underline characters out of the names so I renamed everything "FITE modded 4" ( plus extension ) and now it works.  I tell you that Ralph is worth his weight in gold.
Operation Pacific | Striking from Inside the Imperial Fleet | Warner Classics
https://www.youtube.com/watch?v=WWXImldfZ9s
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freeboy
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RE: Buzz's Fite Mod

Post by freeboy »

Double his weight!
"Tanks forward"
Zort
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RE: Buzz's Fite Mod

Post by Zort »

Guys I am continuing messing with FITE, the latest mod (4b) is being played by Larry/me and SMK/me. Discussions with SMK has come up with some ways so I don't have to freeze the frontier troops. These might be put into mod 5. Thought you all would be interested. One thing we are trying to get away from is adding more house rules. The below reductions are based on what has been written on the strength of the starting Soviet forces. If the games we are playing result in a better balanced game there might not be a need to do any chances unless I want to[:)]

MOD 5
1. Change static status of all formations to fixed. (to prevent early activation)
2. Change Soviet shock to 95 for 41/42, 98 for 43, 100 for 44/45.
3. Change only Soviet armies frozen are the ones facing the Romanians and Finns.
4. Change Prof/Supply and # of squads for each of the three Soviet echelon areas:
Reduce proficiency of all regular army formations (not NKVD/Shock) of starting armies by 10%.
1st Echelon: Reduce supply to 50%, reduce on hand squads by 10-30%.
2nd Echelon: Reduce supply by 10%, reduce on hand squads by 25-50%.
3rd Echelon: Reduce supply by 10%, reduce on hand squads by 10%.
5. Broke rails lines behind Soviet lines in the occupied countries (so it will be harder to rail units out).

MOD 4b
1. Have a theater option for Finland to enter the war before turn 6.
2. Changed the Soviet rifle squads to 35k available.
3. Changed the Soviet rifle squad base replacement rate to 3000 vice 3425.
4. (left blank)
5. Changed Soviet rail recovery to 6000 on turn 6. Added Soviet rail recovery to 9000 on turn 9.
6. Changed Soviet rail recovery to 12000 on turn 13.
7. Changed Soviet shock recovery to go to 95 on turn 3 then 100 on turn 7.
8. Changed the German heavy rifle squads for available to 1361 vice 361.
9. Corrected one coastal garrison to arrive at the correct location.
10. Corrected some spelling errors and changed Russian to Soviet in most cases in the events.
11. Placed most of the Soviet frontier army to activate on turn 2. Some formations behind the front lines won't be activated till turn 2 or 3.
12. Changed FW190 (early) and (late) entries (reversed current entry production turns)
13. Changed number of Mig-1’s to 50 on hand.
14. Changed Lagg-3 end date to turn 205.
15. German units in northern Finland can move and attack on turn 1.
16. Replaced the 150mm gun with the 150mm light gun in all German and Finnish inf regts.
17. Added 150mm light gun to replacement pool, reduced 150mm gun and 105mm how replacement numbers.
18. Added separate rifle squads for the Axis allies (Finland, Hungary, Italy and Romania). Reduced German replacement pool numbers and added to the allies numbers.
19. Added separate heavy rifle squads for the Spanish Blau Div. Reduced German pool accordingly.
20. Added rail to hex 228,106, next to Gorky so if Sov rail art reconstitutes there it can move.
21. All Soviet Forts in the Fort Regions formation activate on turn 2.
22. Changed Soviet production: 200% on turn 48, 150% on turn 78.

SMK-at-work
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RE: Buzz's Fite Mod

Post by SMK-at-work »

Larry - IIRC my altered equipment file is an appropriately named sub-directory in the alt-graphics folder - not the original one
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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

ORIGINAL: SMK-at-work
Larry - IIRC my altered equipment file is an appropriately named sub-directory in the alt-graphics folder - not the original one

And it still works? Cool. I learn something every day.
Operation Pacific | Striking from Inside the Imperial Fleet | Warner Classics
https://www.youtube.com/watch?v=WWXImldfZ9s
SMK-at-work
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RE: Buzz's Fite Mod

Post by SMK-at-work »

Working from memory here 'cos I'm at work & can't check - but that's how it has always worked - nothing "still" about it![:)]
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cantona
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RE: Buzz's Fite Mod

Post by cantona »

ive tried all the above and it doesnt work.
one folder named FITE modded 4b in graphics folder
one folder named FITE modded 4b in scen folder with scen file
 
and i still get the playing with wrong .eqp file
 
please help [&o][&:]
1966 was a great year for english football...eric was born
SMK-at-work
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RE: Buzz's Fite Mod

Post by SMK-at-work »

The equipment file has to be in the ALT-graphics folder
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Telumar
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RE: Buzz's Fite Mod

Post by Telumar »

Nope. It can also be within a folder (properly named!) in the normal Graphics folder.
Zort
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RE: Buzz's Fite Mod

Post by Zort »

Here is where I have the equipment file (see picture). I have the scenario in the scenario Hypothetical folder.

It looks like the changes I have thought of for mod 5 will not be as extensive as I have listed above. I think the two things I will probably change from version 4b will be the soviet shock (95/98/100/105) and maybe changing the Finns to hvy rifle squads and reduce the number of squads from 120 to 100/regt. Or up the Finn replacement rate. As it is now they die too fast in small attacks by the russians.

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SMK-at-work
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RE: Buzz's Fite Mod

Post by SMK-at-work »

Actually they're dying too fast because you've kept them in range of the guns and ships at Leningrad so 1 poxy Naval Brigade making 6 or 7 limited atacks on minimise casualties in a turn causes a massacre!! 
 
I look forward to the Germans coming so close [8D] 
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cantona
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RE: Buzz's Fite Mod

Post by cantona »

still doesnt work :(
 
can anyone pm an idiots step by step guide please?
thanks
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larryfulkerson
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RE: Buzz's Fite Mod

Post by larryfulkerson »

The scenario, the equipment file's folder and the equipment file all have to have the exact same name ( without worrying about the file extention type ) .....the equipment file's folder should go in the graphics folder, and if all of that is true then you SHOULD be able to load the scenario without any probemos. I found that I had to replace any underline characters with spaces in the names of "FITE_modded_4b" before I could get it to work, but after renaming all three ( the equipment file, the equipment file folder, and the scenario ) "FITE modded 4b" it finally worked like a charm.

The picture below is an example of what I'm saying:

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Operation Pacific | Striking from Inside the Imperial Fleet | Warner Classics
https://www.youtube.com/watch?v=WWXImldfZ9s
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