Stupid newbie question(s)

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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ricroma
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Stupid newbie question(s)

Post by ricroma »

Hi all!

Well, I've purchased the game yesterday... perfect timing for NOT take advantage of the DDAY discount! :-)
Anyway, this is only one reason more to play and enjoy the game as much as possible.

Still, it seems to me that the game is much more complicated than what I've imagined... in this thread I will pull out questions based on my REALLY limited experience with the game, so please forgive me if they will not do any sense or will be just plain stupid.

1) Understanding what is going on.
I've played the tutorial and follow the instructions. Everything was pretty smooth and I guess I've got most of the basic concepts of the game. Then went to play a real scenario: I've choose the DDAY one (the short one), and I was overwhelmed.

1.1) Is there a way to slow down the "Resolve all attacks" phase (and the enemy phase)? I mean, I just see a bunch of counters doing stuff, someone moves, someone get strange circles on their hexes, the information shown in the lower box goes so fast that is impossible to follow. I really don't understand if things are going good or bad. Not that I can change the facts, but at least I can understand better.

1.2) Support units and Airplanes. The ones that are not assigned DIRECTLY to an attack (though the "plan attack" screen) will partecipate in ALL other attacks going on (of course with a penalty)?
What I mean is this: planned attack with 3 ART batteries in range:
Scenario A) I don't commit any battery to the attack => all 3 batteries partecipate with a penalty;
Scenario B) I commit 1 battery to the attack => only that one partecipates with no penalty;
Scenario C) I commit 1 battery to the attack => 1 battery partecipates with no penalty, the other 2 partecipate with penalty and will partecipate also to other attacks in their range.

1.3) Supply and Reinforcements.
Is there a way to understand if my units are in supply at a glance? I mean, without cliking on every single unit and check their status. The same goes with reinforcements: how I can understand which units are in need of reinforcement? And can I determine if they will receive the reinforcements? I know there's the reinforcement and supply pools, but I cannot quite figure it out. To me it only say something: "Ok, we have a bunch of stuff".

1.4) Playing the DDAY scenario sometimes happens something strange. I move a unit and slick the right button to plan an attack. BUT the unit attacks right away... I don't get it.

2) Technical help. While I REALLY like the maps and counters, is there some way (a mod maybe?) that make the interface less... how can I say... 90s looking? Not a huge thing, but just a nice addittion. Ah, and another thing: my game seems quite lagging, especially when moving the map around and zooming in or out. Again, not a huge issue, I can live with that, but if you can give me some advice to improve performance, it will be really appreciated.

Well, that's it for now, sorry to make such a long post... I'm also REEEEALY bored at work! :-)

Thanks in advance,

Ricroma
webhop
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RE: Stupid newbie question(s)

Post by webhop »

See if this post answers part of your question

tm.asp?m=2799482
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Curtis Lemay
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RE: Stupid newbie question(s)

Post by Curtis Lemay »

ORIGINAL: ricroma

1.1) Is there a way to slow down the "Resolve all attacks" phase (and the enemy phase)? I mean, I just see a bunch of counters doing stuff, someone moves, someone get strange circles on their hexes, the information shown in the lower box goes so fast that is impossible to follow. I really don't understand if things are going good or bad. Not that I can change the facts, but at least I can understand better.

As the first post noted, be sure you have the CAPS LOCK key OFF.

In the Opart 3.ini file, be sure that Nodelay = N

In the Set Advanced Game Options Page 2 dialog, be sure the Detailed Combat Reports is set to On.
1.2) Support units and Airplanes. The ones that are not assigned DIRECTLY to an attack (though the "plan attack" screen) will partecipate in ALL other attacks going on (of course with a penalty)?
What I mean is this: planned attack with 3 ART batteries in range:
Scenario A) I don't commit any battery to the attack => all 3 batteries partecipate with a penalty;
Scenario B) I commit 1 battery to the attack => only that one partecipates with no penalty;
Scenario C) I commit 1 battery to the attack => 1 battery partecipates with no penalty, the other 2 partecipate with penalty and will partecipate also to other attacks in their range.

Whether the artillery participates depends upon their cooperation with the ground forces - they must have full cooperation. Air units don't require that, but their performance is affected if they participate in a combat that they don't have full cooperation for. Furthermore, they will tend to support the earliest combats, which tend to be the simplist - and least in need of support. Since they are subject to AAA, they tend to drop out after no more than one attack. Therefore, I make sure to directly assign air units set to CS. But, there will be exceptions, of course.

Note that there is no "penalty" for indirect participation. Rather, only half strength is applied - but only half supply cost is deducted as well. Since artillery can end up participating in multiple combats indirectly, its cumulative performance may be more impactful that way.
1.3) Supply and Reinforcements.
Is there a way to understand if my units are in supply at a glance? I mean, without cliking on every single unit and check their status. The same goes with reinforcements: how I can understand which units are in need of reinforcement? And can I determine if they will receive the reinforcements? I know there's the reinforcement and supply pools, but I cannot quite figure it out. To me it only say something: "Ok, we have a bunch of stuff".

On the Control Panel you will see a supply symbol. It has three states: Invisible (no display at all), Sources (just the supply points are shown), and Trace. The "Trace" option shows the supply levels in every hex. The colors indicate who can trace to that hex (Red - just the Red side; Blue - just the Blue side; Yellow - both sides). The numbers show how much supply can be traced to the hex. If there is no friendly supply level in the hex, then the hex is unsupplied - as are any units in the hex.

I assume you mean replacements, not reinforcements. The replacement system is automatic and requires no player action. Replacements are received and assigned to units during the interturn calculations.
1.4) Playing the DDAY scenario sometimes happens something strange. I move a unit and slick the right button to plan an attack. BUT the unit attacks right away... I don't get it.

Back to that Set Advanced Game Options Page 2 dialog: The "Menu Show Delay" setting is how long you have to hold the right mouse button down to get a movement/combat option. Faster than that and the game automatically chooses the most likely option for you. Note: If you set the delay to 1, the feature is turned off.
2) Technical help. While I REALLY like the maps and counters, is there some way (a mod maybe?) that make the interface less... how can I say... 90s looking? Not a huge thing, but just a nice addittion. Ah, and another thing: my game seems quite lagging, especially when moving the map around and zooming in or out. Again, not a huge issue, I can live with that, but if you can give me some advice to improve performance, it will be really appreciated.

Are you using the .png counters and map tiles? They are more recent than the .bmp ones. Again, the use of this is set on that same Set Advanced Game Options Page 2 dialog: Support PNG Graphics.

As for performance, that's up to your equipment. Be sure you have as much memory and virtual memory available as possible. Do note that you can move around the micromap quicker than the main map.
My TOAW web site:

Bob Cross's TOAW Site
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Grimnirsson
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RE: Stupid newbie question(s)

Post by Grimnirsson »

That's what I call a detailed and useful reply! [:)]
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LLv34_Snefens
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RE: Stupid newbie question(s)

Post by LLv34_Snefens »

ORIGINAL: Curtis Lemay
ORIGINAL: ricroma
1.4) Playing the DDAY scenario sometimes happens something strange. I move a unit and slick the right button to plan an attack. BUT the unit attacks right away... I don't get it.

Back to that Set Advanced Game Options Page 2 dialog: The "Menu Show Delay" setting is how long you have to hold the right mouse button down to get a movement/combat option. Faster than that and the game automatically chooses the most likely option for you. Note: If you set the delay to 1, the feature is turned off.

It sounds more like a RBC. Retreat Before Combat.
The first time you assign a unit to an attack, the defending unit will have to pass a check if morale holds up. The less active defenders there are, the worse proficiency and readiness they have, the more likely it will just get overrun in the movement phase by a strong attacking unit.
Stefan O. Kristensen
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Curtis Lemay
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RE: Stupid newbie question(s)

Post by Curtis Lemay »

ORIGINAL: LLv34_Snefens

ORIGINAL: Curtis Lemay
ORIGINAL: ricroma
1.4) Playing the DDAY scenario sometimes happens something strange. I move a unit and slick the right button to plan an attack. BUT the unit attacks right away... I don't get it.

Back to that Set Advanced Game Options Page 2 dialog: The "Menu Show Delay" setting is how long you have to hold the right mouse button down to get a movement/combat option. Faster than that and the game automatically chooses the most likely option for you. Note: If you set the delay to 1, the feature is turned off.

It sounds more like a RBC. Retreat Before Combat.
The first time you assign a unit to an attack, the defending unit will have to pass a check if morale holds up. The less active defenders there are, the worse proficiency and readiness they have, the more likely it will just get overrun in the movement phase by a strong attacking unit.

You may be right - depends upon how his English is interpreted.

In that case, he should note that RBC's can be avoided (assuming that he wants to) by moving the unit adjacent to the defender and then either using the "P" hot key to call up the planner, or, having the "Double Click opens planner" option set to On in that Set Advanced Game Options Page 2 dialog, and double-clicking on the defender. Either brings up the Combat Planner without any chance of an RBC.
My TOAW web site:

Bob Cross's TOAW Site
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Metalist
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RE: Stupid newbie question(s)

Post by Metalist »

When playing a scenario which is for an older version of TOAW 3.4, let's say Poland 1939 scenario which is for version 3.1, do i need to turn of new supply rules or any other rule?
Ricroma, hope you don't mind my question [:)]

Edit: Thank you very much for your help, Steve [:)]
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shunwick
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RE: Stupid newbie question(s)

Post by shunwick »

ORIGINAL: Metalist

When playing a scenario which is for an older version of TOAW 3.4, let's say Poland 1939 scenario which is for version 3.1, do i need to turn of new supply rules or any other rule?
Ricroma, hope you don't mind my question [:)]

Metalist,

That is a very difficult question to answer. Safest is to turn off the new supply rules. But you could also use the new supply rules to see how it plays with respect to the 3.4 supply. Some pre-3.4 scenarios are ok and some are not. You may need to turn off the new turn order rules as well.

Think of it this way; a pre-3.4 scenario was designed and balanced before the new supply and turn rules were added to 3.4.

Best wishes,
Steve
I love the smell of TOAW in the morning...
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