Soviet ScudB's too powerful

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

Post Reply
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

Soviet ScudB's too powerful

Post by JPFisher55 »

I am playing the "Next War 79" scenario as the NATO player. The Warsaw Pact Scuds are destroying my air force.

In the Persian Gulf War, these missiles were virtually useless since they had a CEP of more than one mile. Few fired by Iraq
hit their intended target.

I hope that TOAW IV corrects this error.
Oberst_Klink
Posts: 4921
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Soviet ScudB's too powerful

Post by Oberst_Klink »

ORIGINAL: JPFisher55

I am playing the "Next War 79" scenario as the NATO player. The Warsaw Pact Scuds are destroying my air force.

In the Persian Gulf War, these missiles were virtually useless since they had a CEP of more than one mile. Few fired by Iraq
hit their intended target.

I hope that TOAW IV corrects this error.
What version/patch are you using? Unless the Scuds target your airfields, how else can they destroy your air-force?

More data needed.

You always can check out and apply the WW3 equipment database some chaps tweaked and corrected.

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Soviet ScudB's too powerful

Post by JPFisher55 »

Yes, the Scuds are targeting my airbases. In the Persian Gulf, Iraq targeted US airbases with Scud B's. They seldom hit an airbase.

I'll try one of the modified WW3 databases that you mentioned. Thanks.
User avatar
Tcao
Posts: 611
Joined: Thu Oct 10, 2013 2:52 pm
Location: 盐城

RE: Soviet ScudB's too powerful

Post by Tcao »

You can use equipment editor to reduce Scud's anti-personal value
Oberst_Klink
Posts: 4921
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Soviet ScudB's too powerful

Post by Oberst_Klink »

ORIGINAL: JPFisher55

Yes, the Scuds are targeting my airbases. In the Persian Gulf, Iraq targeted US airbases with Scud B's. They seldom hit an airbase.

I'll try one of the modified WW3 databases that you mentioned. Thanks.
There you go...

fb.asp?m=3552136

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Soviet ScudB's too powerful

Post by JPFisher55 »

Klink, thank you for your replies. I downloaded the last modern equipment database. Then, I created a folder in my graphics folder under the same name as the next war 79 scenario that I want to play since it lacked a folder in my graphics folder. Then I copied the downloaded modern equipment database into the newly created folder. This did nothing when I tested. So I renamed the equipment file to the same name as the scenario with the .eqp extension. This did nothing. So I downloaded and used an equipment editor to reduce by 90% the AP value for the Scud B missiles, but this did not work.

What am I doing wrong? Thanks.
Oberst_Klink
Posts: 4921
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Soviet ScudB's too powerful

Post by Oberst_Klink »

ORIGINAL: JPFisher55

Klink, thank you for your replies. I downloaded the last modern equipment database. Then, I created a folder in my graphics folder under the same name as the next war 79 scenario that I want to play since it lacked a folder in my graphics folder. Then I copied the downloaded modern equipment database into the newly created folder. This did nothing when I tested. So I renamed the equipment file to the same name as the scenario with the .eqp extension. This did nothing. So I downloaded and used an equipment editor to reduce by 90% the AP value for the Scud B missiles, but this did not work.

What am I doing wrong? Thanks.
I forgot to point out that using an existing scenario and replacing the standard .EQP file ain't work. A scenario has to be created with the modified .EQP file in order to use/show the modified equipment in question.

What you can do is to modify the standard .EQP, e.g. the values for the Scud B missile. You do use Andy's equipment editor I take it? That should do the trick, but the modified .EQP with the adjusted Scud B values will be used by all other scenarios, too. What version of TOAW III are you using btw? The latest 3.4.19?

Regarding the scenario; best bet is to ask Bob Cross himself. I am sure he's more than happy to shed light on your questions. His website:

http://crossrl1.wix.com/my-toaw-site#!t ... -1979/cekq

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Soviet ScudB's too powerful

Post by JPFisher55 »

The only equipment editor that I found cannot modify the standard equipment file. It can only modify the equipment file used in certain scenarios. I'm pretty sure it is Andy's program.

So I used the force editor in the scenario editor to lower the number of the Scuds to about 1/9 in the original scenario. This worked pretty well when I tested it. Destruction of aircraft when airbase was bombarded by these scuds was substantially reduced.
User avatar
Lobster
Posts: 5529
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Soviet ScudB's too powerful

Post by Lobster »

ORIGINAL: JPFisher55

The only equipment editor that I found cannot modify the standard equipment file. It can only modify the equipment file used in certain scenarios. I'm pretty sure it is Andy's program.


Right, to modify you have to make a copy and rename it. Then you can modify it and save it with the name of the scenario you are using it for or give it some other name. I thought TOAWIII Equipment Editor came with TOAWIII.

Oh, that makes me wonder if it works with TOAWIV. I'll ask in that forum.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
User avatar
Curtis Lemay
Posts: 15064
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Soviet ScudB's too powerful

Post by Curtis Lemay »

I'm not sure what basis there is for changing the AP of the Scuds - but then I'm no expert on that subject. Just remember that the scenario has half-week turns, so it represents a lot of Scuds being fired over any given fire mission. Quantity has its own quality as they say. I also don't know if you can judge Soviet use of Soviet equipment by the example of Iraqi use of it.

Regardless, at some point the game usually goes nuclear - that's when the Scuds become deadly.
My TOAW web site:

Bob Cross's TOAW Site
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Soviet ScudB's too powerful

Post by JPFisher55 »

Thanks Lobster, renaming the equipment file opened it to Andy's editor. Then I edited and changed the name back to its original. Then, I had to changed the numbers of scuds back to the original and everything worked.
josant
Posts: 607
Joined: Wed Mar 14, 2007 8:50 pm
Location: Spain

RE: Soviet ScudB's too powerful

Post by josant »

I think that decrease the AP value with the editor is not a solution. The scud B has a payload of more than 900kg of TNT (very good), but his CEP (accuracy) is very bad so I think that for toaw IV the AP combat must be reworked and must include an accuracy variable (like in the AT combat who have the targeting system from none to targeting++++).
JA
Post Reply

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