Max Rounds per Battle

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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rhinobones
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Max Rounds per Battle

Post by rhinobones »

Questions . . . if the Max Rounds per Battle is set at 1 or 2 will “Ignore Losses” attacks actually be conducted or are the calculations truncated? Does a MRB of 1 or 2 have any affect upon defending units set at Ignore Losses?

Regards, RhinoBones
Colin Wright:
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Post by broccolini » Sun Nov 06, 2022
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el cid
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RE: Max Rounds per Battle

Post by el cid »

why are you relating max rounds and losses? This only holds for artillery.

If in the first round you destroy enough enemy equipmwnt even if in ignore losses, the enemy will retreat in just one round.

The question is, what does ignore losses mean.
Does it mean it will retreat when the unit only has lost X% of its allowed equipment?
Does it mean it will retreat when the unit has lost X% amount of equipment during a battle?
Does it mean it will retreat when the unit has lost X% amount of equipment during a turn?

When attacking, fi the MRPB is set to 1 or 2, I would always attack withh ignore losses. I wouldn´t want my units not even taking a shot at the enemy because the initial enemy fire has killed a few of my equipment.
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rhinobones
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RE: Max Rounds per Battle

Post by rhinobones »

My thought was that if an attack is set to Ignore Losses then the game engine should require at least 3 battle rounds to complete the calculations. Therefore, if the MRPB is set at something less than 3 the entire Ignore Losses attack calculations will not be completed. Ergo, ignore losses is not possible at MRPB less than 3.

I guess the real question is, does the number of rounds available have an impact on the internal game engine calculations?

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
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ralphtricky
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RE: Max Rounds per Battle

Post by ralphtricky »

ORIGINAL: rhinobones
I guess the real question is, does the number of rounds available have an impact on the internal game engine calculations?

Regards, RhinoBones
It doesn't, as far as I recall. Elmer pays attention to it. Even if it's set to 1, if equipment arrives late it will start later, and I believe if Artillery or Aircraft iare on ignore losses, the combat will still take 3 turns. It should be easy enough to test.

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.
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ralphtricky
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RE: Max Rounds per Battle

Post by ralphtricky »

ORIGINAL: el cid

why are you relating max rounds and losses? This only holds for artillery.

If in the first round you destroy enough enemy equipmwnt even if in ignore losses, the enemy will retreat in just one round.

The question is, what does ignore losses mean.
Does it mean it will retreat when the unit only has lost X% of its allowed equipment?
Does it mean it will retreat when the unit has lost X% amount of equipment during a battle?
Does it mean it will retreat when the unit has lost X% amount of equipment during a turn?

When attacking, fi the MRPB is set to 1 or 2, I would always attack withh ignore losses. I wouldn´t want my units not even taking a shot at the enemy because the initial enemy fire has killed a few of my equipment.
Unless I missed something (always very possible), the setting has nothing to do with the amount of lost equipment. It the unit has take enough losses to trigger a check, then it looks at the emphasis. Units on cautios should retreat easily, but in good order, they should be able to counterattck the next turn. Units holding at all costs are less likely to retreat, but if they do take losses, they'lll have to do a morale check, and are more likley to end up unable to act the next turn. In general on defense, I've been told that it's normally more important to hold the terrain.

When attacking, units on cautious are more likely to break off.
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.
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el cid
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RE: Max Rounds per Battle

Post by el cid »

Ahhh. Its great to have you back Ralph.

Post like these should be made "sticky" when the programer lets us see some of the inside of the game engine.

And ofcourse, at least I want more.

How much losses does it take to trigger a check, and are there other factors that influence when the unit will have to take a check? (proficiency, supply, etc?)

And besides the loss tolerance settings, are there other factors that also influence a check? (proficiency, etc)
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