Two engine questions

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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bevilacqua
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Joined: Tue Oct 05, 2010 7:34 pm

Two engine questions

Post by bevilacqua »

1. I always wondered if it is worth using minimise losses setting when defending. The logic of it, as far as I understand, is to spare equipment, supply etc. But since a unit that retreats must go through a disengagement check and with minimise losses the chance of retreating is greater, is it a good idea to use defending units with that setting.
I thought it could be used to simulate a unit that retreats orderly while presenting some resistance to enemy units attacks, but very frequently the disengagement check seems to send units into a reorganization state.

2. Is there any cumulative increase on the chances of repairing a bridge after multiple attempts? It is frustrating to have 4 or more engineering units with 13 or 14 percent chance of repairing a bridge for more than 4 turns in sequence without moving and not having the bridge repaired. Does the chance increase with number of tries?
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jomni
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RE: Two engine questions

Post by jomni »

This must be related to your 2nd question.
http://www.matrixgames.com/forums/tm.asp?m=2601342
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ralphtricky
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RE: Two engine questions

Post by ralphtricky »

ORIGINAL: bevilacqua
1. I always wondered if it is worth using minimise losses setting when defending. The logic of it, as far as I understand, is to spare equipment, supply etc. But since a unit that retreats must go through a disengagement check and with minimise losses the chance of retreating is greater, is it a good idea to use defending units with that setting.
I thought it could be used to simulate a unit that retreats orderly while presenting some resistance to enemy units attacks, but very frequently the disengagement check seems to send units into a reorganization state.

2. Is there any cumulative increase on the chances of repairing a bridge after multiple attempts? It is frustrating to have 4 or more engineering units with 13 or 14 percent chance of repairing a bridge for more than 4 turns in sequence without moving and not having the bridge repaired. Does the chance increase with number of tries?
I want to look into the losses setting more for 3.5. Right now, I think that ignore may make the formation more likely to go into re-organization, but I'm not positive what the other effects are, or whether they still are true with the new turn order.

I think what you're describing is what I would like to have happen, minimize means that they're more likely to retreat in good order, ignore means that they're more likely to end up broken.

Ralph
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.
bevilacqua
Posts: 20
Joined: Tue Oct 05, 2010 7:34 pm

RE: Two engine questions

Post by bevilacqua »

Thanks ralphtrick.

Regarding my second question, now I have 5 units in a damaged bridge hex. Four of them for 4 turns and five the last turn. All have 13-15% chance of repairing the bridge, but after five turns they weren't able. That's frustrating.

I like the way engineering units chances are lessened after moving, it's realistic, but I think that repair chances in the same hex should get progressively bigger after various tries, mainly in larger time frame scenarios.
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