Equipment values

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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macgregor
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Equipment values

Post by macgregor »

ODD is a fascinating tool, partly in so much as i can now see the detail of TOAW weapons. I'm working on creating my own ship values and I want to make the absolute best ship models possible. But to do this i need to understand exactly what these values represent. Some appear self-explanatory, though certainty would be preferable. Also there are flag values (ex;160) that aren't explained. When I know what these represent, I'll make some accurate models. I'm also having trouble getting 4 digit numbers into the AP box.



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Telumar
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RE: Equipment values

Post by Telumar »

Regarding the flag values, just click "Open attributes" at the bottom of the list and you'll see this:

Image


I also suggest reading Bob Cross' article "How to edit the equipment database". It's in the manuals folder within your TOAW3 folder.
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macgregor
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RE: Equipment values

Post by macgregor »

Thank you Telumar. My question regarding the flag values centered on the fact that I have a value such as flag1 = either 160 or 96 for most ships. Where's that on the list?
I'm going to make this global ww2 game that links two great theater scenarios; EA and Zero Hour that includes strategic bombing, realistic naval combat, and submarine warfare and will allow the allies to move sizeable forces in between maps(and perhaps to some degree the Axis as well) and if I have to do it solo, so be it. It's GOING to get done. Whatever Ralph does may require the scenario to be tweaked to exploit the new patch(s) but should be all gravy. Why? Because WiF will never be the pbem powerhouse that TOAW is, even if Matrix forces Steve to spend ungodly amounts of time trying. OTOH net play should launch that game into the stratosphere -IMNSHO.
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larryfulkerson
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RE: Equipment values

Post by larryfulkerson »

ORIGINAL: macgregor
Thank you Telumar. My question regarding the flag values centered on the fact that I have a value such as flag1 = either 160 or 96 for most ships. Where's that on the list?
What you do is subtract the largest value of flag not exceeding 160 and that flag is on......so 128 flag is on and if you subtract 128 from 160 you get 32 so the 32 flag is on as well. That means that the equipment is a medium naval vessel and is long range simultaneously. No other flag1 values are 'on' and are not present.
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macgregor
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RE: Equipment values

Post by macgregor »

Very interesting indeed! Thank you Larry.
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Telumar
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RE: Equipment values

Post by Telumar »

I personally prefer BioEd for equipment editing as i think it is more user friendly. Nevertheless ODD is a great tool.

Did you get BioEd to work in the meantime, mcg?
macgregor
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RE: Equipment values

Post by macgregor »

I have so many questions. I don't want to burden Silvain; who has helped me incessantly, with a never-ending stream of them though. right now my question would be; ...I opened the file Silvain sent me with the supposedly newer bio-ed (still says v93.0,1 though)and while I received windows saying it was missing \graphics\equipment256.bmp and \graphics\10000g\bmp. files, it seemed to load. I was expecting to see all the units but it seems it's only offering me to make new ones. Is that how it works? My weapons will be added with no chance to overwrite? It will allow me to input only database values I don't think so. ODD still seems to potentially allow me to change the movement allowance. I want to make the best models possible. I guess there are not that many people who know exactly all the values do. Perhaps Ralph, Curt Chambers,Chuck Kortaba maybe bdr. Mallette?
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Telumar
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RE: Equipment values

Post by Telumar »

ORIGINAL: macgregor

I opened the file Silvain sent me with the supposedly newer bio-ed [...] I was expecting to see all the units but it seems it's only offering me to make new ones. Is that how it works?

Yes and no. You must load a file - an Opart CW exe.

Don't panic. As i wrote earlier: I also suggest reading Bob Cross' article "How to edit the equipment database". It's a .pdf in the manuals folder within your TOAW3 folder.
macgregor
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RE: Equipment values

Post by macgregor »

I have ACOW 1.04 installed and it won't accept any of the ACOW exes. Silvain sent me one titled V104ACOW300.exe which will load, but I get messages it's missing all the graphics files. Subsequently when I on one of the unit categories, Iget 2 more missing file alerts and it wont open the categories to show the actual weapons. The same thing happens whether I use my editor or the one Silvain sent me. These editors are all labeled v93.0.1 Alpha. Does that mean anything?
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Telumar
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RE: Equipment values

Post by Telumar »

Then maybe you'll have to add the ACOW registry key to your registry..

Note: you should have file name extensions enabled on your PC

Open the standard windows text editor.

Paste this:

Windows Registry Editor Version 5.00
[HKEY_CURRENT_USER\Software\TalonSoft\The Operational Art of War, CW]
“game_path”=”C:\\Matrix Games\\The Operational Art of War III”

Save the text file in a place of your choice (i.e. desktop)

Rename it to cow.reg - the icon should change and look like this: Image

Double click the file and select yes when windows asks you if it should be added to the registry.
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Raindem
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RE: Equipment values

Post by Raindem »

ODD's value ranges were based on what was in the default database. The highest AP value in the original equipment file is a battleship at 750, so that field was capped at 999.
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macgregor
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RE: Equipment values

Post by macgregor »

ORIGINAL: Raindem

ODD's value ranges were based on what was in the default database. The highest AP value in the original equipment file is a battleship at 750, so that field was capped at 999.
That would make sense except that the data value already there for the default battleship is 6000. The other values seem to match and I'd be happy to input 750 AP points for the Warspite, I just want to make sure that's what the resulting game value will be.
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Telumar
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RE: Equipment values

Post by Telumar »

I just want to make sure that's what the resulting game value will be.

It won't. For the game the database AP value will be divided by 8. 600/8=750.
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larryfulkerson
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RE: Equipment values

Post by larryfulkerson »

ORIGINAL: Telumar
It won't. For the game the database AP value will be divided by 8. 600/8=750.
I thought 600/8 was equal to 75 and not 750. My calculator batteries might be going low.
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Telumar
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RE: Equipment values

Post by Telumar »

ORIGINAL: larryfulkerson
ORIGINAL: Telumar
It won't. For the game the database AP value will be divided by 8. 600/8=750.
I thought 600/8 was equal to 75 and not 750. My calculator batteries might be going low.

Numbers are not my friend as it seems.. I meant 6000 (the database AP value for a battleship)
Raindem
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RE: Equipment values

Post by Raindem »


I'm not sure where you guys are getting 6000 from.  I just opened the original equipment.eqp file and it's 750.  I also opened it in an XML editor (in case ODD was dropping a zero or something) and it's the same.
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macgregor
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RE: Equipment values

Post by macgregor »

Right now ODD has begun to crash on me as soon as i try to open it. I re-downloaded, same thing.
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Curtis Lemay
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RE: Equipment values

Post by Curtis Lemay »

ORIGINAL: Raindem


I'm not sure where you guys are getting 6000 from.  I just opened the original equipment.eqp file and it's 750.  I also opened it in an XML editor (in case ODD was dropping a zero or something) and it's the same.

Look at the screenshot in post #1: reference the AP column with the Battleship row.

Internally, the equipment file's AP values are 8x the values used in the game.
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