Operation Overlord 44: IGOIGOUGOUGO

Post bug reports and ask for game support here.
Post Reply
jmansfield
Posts: 2
Joined: Wed Dec 06, 2017 4:38 am

Operation Overlord 44: IGOIGOUGOUGO

Post by jmansfield »

Hi everyone,

I'm a long-time lurker on here, having been playing TOAW since about 2002 or so. I've just bought the new TOAW 4 and am trying it out. So far it looks like a lot of user-interface and interaction issues have been addressed, although there are still a few things I liked about the old system that I am trying to figure out how to live without or learn how to do in the new version (like "move group" ... I can't seem to do that).

But what I am writing about is all of the double turns in the new Operation Overlord 44 scenario. Three or four times, the Allies had two turns, and similarly (but not always subsequently) the Axis had two turns several times. I know there is always a trade-off between IGOUGO and WEGO games, and I think TOAW has always done a very good job of managing that. But IGOIGOUGOUGO seems like it has gone too far.

I can see that perhaps once in a scenario, if/when the balance of energy shifts from one player to the other, there should be a double turn. But not 3 or 4 times. It made it rather hard to plan when one always had to worry about the other player getting two turns!

Is this a "feature"? Or just a scenario design issue?

Thanks!

Jim
Oberst_Klink
Posts: 4922
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by Oberst_Klink »

ORIGINAL: jmansfield

Hi everyone,

I'm a long-time lurker on here, having been playing TOAW since about 2002 or so. I've just bought the new TOAW 4 and am trying it out. So far it looks like a lot of user-interface and interaction issues have been addressed, although there are still a few things I liked about the old system that I am trying to figure out how to live without or learn how to do in the new version (like "move group" ... I can't seem to do that).

But what I am writing about is all of the double turns in the new Operation Overlord 44 scenario. Three or four times, the Allies had two turns, and similarly (but not always subsequently) the Axis had two turns several times. I know there is always a trade-off between IGOUGO and WEGO games, and I think TOAW has always done a very good job of managing that. But IGOIGOUGOUGO seems like it has gone too far.

I can see that perhaps once in a scenario, if/when the balance of energy shifts from one player to the other, there should be a double turn. But not 3 or 4 times. It made it rather hard to plan when one always had to worry about the other player getting two turns!

Is this a "feature"? Or just a scenario design issue?

Thanks!

Jim
Jim

double-check if the designer put a note in the description to switch New turn order rules on/off.

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
JPJ
Posts: 130
Joined: Sat Jul 15, 2017 11:03 am

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by JPJ »

ORIGINAL: jmansfield

(like "move group" ... I can't seem to do that).

Group move is in the right-click menu.
See also the manual page 77 about that.


Image
Attachments
GroupMove_..lickMenu.jpg
GroupMove_..lickMenu.jpg (210.19 KiB) Viewed 352 times
User avatar
Lobster
Posts: 5582
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by Lobster »

I would pin it on Variable Initiative 10.1 in the manual.
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.
Oberst_Klink
Posts: 4922
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by Oberst_Klink »

ORIGINAL: Lobster

I would pin it on Variable Initiative 10.1 in the manual.
Roger that Jack, but in conjunction with the new turn order rules. Anyway, he should switch'em off and see how it gos, eh?

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
marion61
Posts: 1710
Joined: Thu Sep 08, 2011 10:57 am

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by marion61 »

If your playing solo, start the scenario in two player hot seat, and once your in the scenario choose the computer player. This will stop the variable initiative.
jmansfield
Posts: 2
Joined: Wed Dec 06, 2017 4:38 am

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by jmansfield »

Thank you all for the quick responses. I have been doing some checking and testing, and unfortunately I am still having the same problem, this time with Western Front 1944/1945 (as Allied PO).

Operation Overlord 44: New Turn Order Rules was ON. But I started the game in hot seat mode (to check out the dispositions) and then chose the computer player (Axis).

Western Front 1944/1945: I turned the New Turn Order Rules OFF to start the game. I started in Hot Seat then chose the computer player (Axis).

But I still get IGOIGOUGOUGO, quite regularly. It seems to just go twice each time, which makes the game much less interesting.

Jim

PS - thanks for the right-click advice for group move. It turns out I can do that with the laptop and touchpad I am using, but only if I contort my hands. Takes quite a bit of practise! Not an easy interface option, I've got to say.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Operation Overlord 44: IGOIGOUGOUGO

Post by sPzAbt653 »

New Turn Order Rules have nothing to do with one side getting double turns [two turns in succession where the other side does no get a turn in between]. This is called Initiative Switches, and will be avoided by starting in Hotseat and then choosing a side for the computer to play once the scenario has started. If you are doing this and still experiencing Initiative Switches, it must be a bug and we will test it to be sure.
Post Reply

Return to “Tech Support”