Features for ToaW 4

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.

Moderators: ralphtricky, JAMiAM

User avatar
rhinobones
Posts: 2169
Joined: Sun Feb 17, 2002 10:00 am

Captured Weapons ToaW 4

Post by rhinobones »

Captured weapons need to be realistically modeled. In WWII the Germans had entire battalions outfitted with captured French tanks. In 1918 they had more British Mk IV and V tanks than A7Vs. Use of captured weapons could also include support vehicles, artillery, aircraft and ships. Rifles, MGs, mortars, ATGs and RPGs might be too far in to the noise for scenarios at or above regiment level, but for scenarios below regimental level this might be an option.

As TOAW is now, the side losing a battle always has the damaged equipment added to their replacement list . . . the side that actually advanced into the ground (thereby acquiring the damaged goods) captures nothing. Maybe there should be a way to set the TO&E up so that major pieces of enemy equipment can be made available to the side that captures the ground.

Now . . . wouldn’t that make a mess of the TO&Es in the North African campaign games!!

Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
User avatar
Telumar
Posts: 2200
Joined: Tue Jan 03, 2006 12:43 am

RE: Captured Weapons ToaW 4

Post by Telumar »

I like the idea. Also can be applied for supplies (Ardennes i.e.). Then TOAW 4(?) would be the first wargame taking this into regard afaik.
Scout_Pilot
Posts: 20
Joined: Sun Feb 11, 2007 4:40 pm

RE: Captured Weapons ToaW 4

Post by Scout_Pilot »

I'd settle for more unit and formation slots.  We got more events with TOAW III; how's 'bout more units and formations?
"A good plan violently executed now is better than a perfect plan executed next week."
George S. Patton
User avatar
rhinobones
Posts: 2169
Joined: Sun Feb 17, 2002 10:00 am

IGYG & WEGO

Post by rhinobones »

For TOAW IV, hex side rivers and WEGO. 
 
Who knows  .  .  .  maybe there could be both an IGYG and a WEGO version of TOAW IV.  Then both sides would be content.  As I dream on and on  .  .  . 
 
Regards, RhinoBones
Colin Wright:
Pre Combat Air Strikes # 64 . . . I need have no concern about keeping it civil

Post by broccolini » Sun Nov 06, 2022
. . . no-one needs apologize for douchebags acting like douchebags
User avatar
larryfulkerson
Posts: 42783
Joined: Sat Apr 16, 2005 9:06 pm
Location: Tucson, AZ,usa,sol, milkyway
Contact:

RE: IGYG & WEGO

Post by larryfulkerson »

ORIGINAL: rhinobones
For TOAW IV, hex side rivers and WEGO. 

Who knows  .  .  .  maybe there could be both an IGYG and a WEGO version of TOAW IV.  Then both sides would be content.  As I dream on and on  .  .  . 

I'll bet that somebody somewhere is probably working on a sortof rough clone of TOAW that has the Master setup on a server and there are client(s) to be downloaded onto the players machine so that WEGO would be trivially simple to implement. Somebody run this by Dayrinni....he's good at programming.
The Seabees On Iwo Jima | Full Documentary
https://www.youtube.com/watch?v=qh1IAZfJK6c
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Features for ToaW 4

Post by SMK-at-work »

ORIGINAL: Veers

This thread was created by a player, not a designer, nor a beta tester. Thereofre, these features, many of which have already been dicussed, either here, or at TDG, or at GS, could be seen in TOAW III, or not at all.

Yep - it's entirely possible they're there & I just don't know about them! [:)]

I hadn't forgotten forgotten battles....I just hadn't recognised the characteristics since I'm only a part-time assistant game design advisor's gofer [:D]

Changing the HQ colour is indeed a good idea - thanks for that[&o]
Meum est propisitum in taberna mori
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Features for ToaW 4

Post by SMK-at-work »

Oh yeah - one other thing came to mind - the P1/P2 assymetry has been discussed here before and I see some discussion of WEGO above, but I was wondering if an easier alternative would be to give each player their own end-turn phase immediately before or after their turn, rather than doing them both together?

So if htey are run immediately before each turn the first thing that hapens in a game is Player 1's "end turn", then player 1 has 1st turn, then player 2's "end turn" is run, then player 2 has his turn 1 (or hers as appropriate..;)), then P1 has his end turn and runs his turn 2, then p2 has an end turn & runs T2...etc.

It makes sense to me....[8D]
Meum est propisitum in taberna mori
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Features for ToaW 4

Post by Veers »

ORIGINAL: SMK-at-work
ORIGINAL: Veers

This thread was created by a player, not a designer, nor a beta tester. Thereofre, these features, many of which have already been dicussed, either here, or at TDG, or at GS, could be seen in TOAW III, or not at all.

Yep - it's entirely possible they're there & I just don't know about them! [:)]

I hadn't forgotten forgotten battles....I just hadn't recognised the characteristics since I'm only a part-time assistant game design advisor's gofer [:D]

Changing the HQ colour is indeed a good idea - thanks for that[&o]
I wasn't suggesting that they may already be in the game, just that they may end up being in T3, T4, or not at all.
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
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Features for ToaW 4

Post by Veers »

ORIGINAL: SMK-at-work

Oh yeah - one other thing came to mind - the P1/P2 assymetry has been discussed here before and I see some discussion of WEGO above, but I was wondering if an easier alternative would be to give each player their own end-turn phase immediately before or after their turn, rather than doing them both together?

So if htey are run immediately before each turn the first thing that hapens in a game is Player 1's "end turn", then player 1 has 1st turn, then player 2's "end turn" is run, then player 2 has his turn 1 (or hers as appropriate..;)), then P1 has his end turn and runs his turn 2, then p2 has an end turn & runs T2...etc.

It makes sense to me....[8D]
THis has been suggested, and, if memory serves, is one of James' ways of solving P1/P2 assymetry.
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
m5000.2006
Posts: 168
Joined: Fri Nov 10, 2006 5:00 pm

RE: Features for ToaW 4

Post by m5000.2006 »

i think the max map size is 300x300 now

do you consider making it bigger in one of the next patches?

400x400 or 500x500?

would allow making really huge, detailed maps
"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Features for ToaW 4

Post by SMK-at-work »

Anothe thing - the ability to set some transport limits by zones - eg seperate naval transport capabilities for the Arctic, Baltic and Black Seas in FitE/DNO.
 
And the ability to change them by events that give a + or - amount, rather than having to just set a single total.
Meum est propisitum in taberna mori
AndyfromVA1
Posts: 34
Joined: Sat Jul 08, 2006 12:16 am

RE: Features for ToaW 4

Post by AndyfromVA1 »

Better map graphics.
Usable 3d units.
Sharper AI on both offense and defense.
AI that would allow you to delegate command of certain units, which would move and fight based on orders from the AI..
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Features for ToaW 4

Post by Veers »

ORIGINAL: m5000.2006

i think the max map size is 300x300 now

do you consider making it bigger in one of the next patches?

400x400 or 500x500?

would allow making really huge, detailed maps
*gets a headache thinking abotu such a large map!! [:D] (Not that I am pooh-poohing the idea).
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
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Features for ToaW 4

Post by Veers »

ORIGINAL: AndyfromVA1
Sharper AI on both offense and defense.
Heh heh, Elmer has come a long way from CoW. [: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.
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Features for ToaW 4

Post by SMK-at-work »

Graphics and 3d are chrome - make the game modable & people can do it themselves - make the game good even with  ordinary graphics and it will happen - make the game bad with wonderful graphics and it's dead.
Meum est propisitum in taberna mori
User avatar
Veers
Posts: 1324
Joined: Tue Jun 06, 2006 6:04 am

RE: Features for ToaW 4

Post by Veers »

ORIGINAL: SMK-at-work

Graphics and 3d are chrome - make the game modable & people can do it themselves - make the game good even with  ordinary graphics and it will happen - make the game bad with wonderful graphics and it's dead.
Ah, that must be in response to Andy.
Didn't even notice the first two parts of his suggestion. Given thought, I have to agree that working on the code is much more important, at this stage, than the graphics. After all, there are many graphic mods out there that you could use, Andy.
Link
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
m5000.2006
Posts: 168
Joined: Fri Nov 10, 2006 5:00 pm

RE: Features for ToaW 4

Post by m5000.2006 »

gets a headache thinking abotu such a large map!! (Not that I am pooh-poohing the idea).

would make it possible to make a detailed map of Scnadynavia in FitE without any cuts...
"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC
Ratbag55
Posts: 62
Joined: Fri Jun 16, 2006 6:48 am

RE: Features for ToaW 4

Post by Ratbag55 »

ORIGINAL: m5000.2006

i think the max map size is 300x300 now

do you consider making it bigger in one of the next patches?

400x400 or 500x500?

would allow making really huge, detailed maps

Agree!!

I need at least 650x650 for my Northern Europe scenario to run 5km/hex, so why not make it 900x900 while you're at it?

And 10000 units in 2000 formations. And at least 10 exclusion zones.

Please? [:)]

/Ratbag
User avatar
m5000.2006
Posts: 168
Joined: Fri Nov 10, 2006 5:00 pm

RE: Features for ToaW 4

Post by m5000.2006 »

Agree!!

I need at least 650x650 for my Northern Europe scenario to run 5km/hex, so why not make it 900x900 while you're at it?

And 10000 units in 2000 formations. And at least 10 exclusion zones.

Please?

/Ratbag

that's not such a bad idea [:D]
"Would you tell me, please, which way I ought to go from here?"
"That depends a good deal on where you want to get to," said the Cat.
"I don't much care where –" said Alice.
"Then it doesn't matter which way you go," said the Cat.
LC
SMK-at-work
Posts: 3396
Joined: Mon Aug 28, 2000 8:00 am
Location: New Zealand

RE: Features for ToaW 4

Post by SMK-at-work »

Why have a size limit at all??!! [8D]
Meum est propisitum in taberna mori
Post Reply

Return to “Norm Koger's The Operational Art Of War III”