ORIGINAL: VHauser
I noticed a checkbox for 'hexside rivers'. You can make that happen?
Abraca-pocus! Hex-side Rivers! That was easy! [:D]
I was wondering when someone would ask about that...it is indeed a data field in the XML file, but when I tried to change the setting I got some very strange visual effects in the game. I suspect that there is some code for hex-side rivers, but I have no idea if it is complete, and in any event there are no relevant graphics files, so as far as I can tell the setting is not usable at this point. At some point I'll ask Ralph about this, but I want to get through all of the basic stuff first.
In the meantime, if anyone wants to play around with that setting, let us know what happens!
Hey guys, just wanted to let you know that I'm working on this stuff and have made a lot of progress on the stuff mentioned in this thread so far. Any more problems to report or feature requests?
I noticed a checkbox for 'hexside rivers'. You can make that happen?
Hex side rivers and WEGO are the burning requests. Of course you are aware of these requests, so the question really is if the TOADs will ever implement the changes.
My feeling is that they will not since it requires massive changes to the TOAW code and the return on investment is questionable.
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
ORIGINAL: rhinobones
Hex side rivers and WEGO are the burning requests.
Hey, I'm a beginning programmer, not a magician! [:D]
I'm with you on both of these, especially hex-side rivers, but I'm just exposing the XML code that the game produces, I can't make any real changes to the game--just hopefully make the existing game a bit easier to use.
This is the test scenario I sent you. The 3rd Cadre is not deployed. In other words, it has not been placed on the map. So it has no hex location nor does it have a turn of entry. If it were a unit that started the game on map only the location of the unit would be filled in. If it were coming in after the start of the game the turn number and location hexes would be filled in. But because these fields are empty (null), when I click on save I get the unhandled exception error message.
This would only occur with a scenario that is under development. Where units have not been placed on the map. For a completed scenario there would be no problems because all of the fields would be filled. AS it stands there is no way to use this on a scenario that has no units on the map because the location and/or turn fields would never be filled. If the user did fill those fields and tried to save the error would pop up and nothing would be saved.
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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.
Not sure what is going on, because those units work fine for me after the changes I made this morning, which were intended to deal with this missing data. Here is a screen shot:
The missing turn and hex data is replaced by "--" for such units; I don't get any errors for any of the units missing entry turns or locations.
`Guys, here is the latest version of TOAWxml. I've added a few things since the last version, including copying formations/units, and adding/deleting/editing depots and objectives. I've also added data validation for most fields. If something is greyed out, it probably means that I don't understand what kind of data is required, so have disabled editing to prevent players from entering invalid data. I've also fixed many bugs, although I'm sure there are many more waiting to be found...there are many, many scenarios/issues for TOAW, and it is not possible for me to test for all issues/configurations. If an issue comes up, please let me know with as much detail as possible, and I will try to resolve.
Please use this application with caution, and save your original work!
Next I'll start looking at how to add brand-new formations and units; not sure how quickly that will go. In the meantime let me know if you have suggestions for other features.
Here is the revised manual:
************
v1.8 Current Features:
Revise Force, Formation, and Unit Settings: Change any of the enabled settings. Be careful, because I have not yet added any data validation, so if you enter data in the incorrect format, etc., it will probably break your *.gam file. IF YOU CHANGE ANY SETTINGS, BE SURE TO PRESS THE “SAVE CHANGES” BUTTON OR THE CHANGES WILL BE LOST WHEN YOU LEAVE THAT SCREEN!!!
Transfer (Drag-and-Drop) Unit within Tree: Select unit in treeview, left click on unit and drag to formation to which it should be transferred, release mouse button. It will become the last unit in the selected formation.
Transfer (Drag-and-Drop) Equipment within Tree: Select equipment in treeview, left click on equipment and drag to unit to which it should be transferred, release mouse button. It will become the last equipment line in the selected unit.
Change Position of Formation, Unit or Equipment within Tree: Right-click to select Move Up or Move Down, or use the indicated key shortcuts (Ctrl-Up and Ctrl-Down, respectively). Note that in the in-game editor, units are ranked by index number and so will not be in the same order as in TOAW XML.
Delete Unit: Right-click, select Delete, or use the key shortcut (Ctrl-Del). Confirmation is required for deletion, but there is no “un-do”, so be careful with deletions!
Propagate Settings: Right-click, select Formation Propagation or Unit Propagation, as appropriate. On the form which appears, uncheck any settings which you do not want to propagate.
Copy Formation, Unit: Right-click, select Copy, or use the key shortcut (Ctrl-C).
Add, Delete, Revise Depots: . Select relevant force, then press “Next” button in right panel. Click on Supply Depots button to open Depots form. Right-click to add or delete depots, or select relevant cell to revise. Depots IDs cannot be revised.
Add, Delete, Revise Objectives: Click on relevant formation in Tree, then see Objective screen in right panel. Objective tracks can be selected via the dropdown box. Right-click to add or delete objectives, or select relevant cell to revise. Objective IDs cannot be revised.
I should mention that one thing you need to watch out for when using TOAWxml is stacking limits; here are a couple of issues to watch out for:
1) If you are just creating a scenario and have not assigned locations to units, in TOAW they are all assigned to hex 0,0, which could crash the game if you load a scenario in TOAW with more than 9 units in 0,0. So best to assign some location to these units, so that not all are in 0,0; or
2) If you are copying formations, or units, unit locations are copied as well, so you could end up with more than 9 units in one location. So if you copy units/formations, be sure to edit the locations so that there are not too many units in any particular hex.
Just to clarify, you can have as many units in one hex as you want in TOAWxml, but when you import back into TOAW itself, you need to make sure that stacking limits are observed.
Me again; I just realized that I haven't added the ability to edit the calendar & environment data, so that is next up. That shouldn't take too long...
Then I'll add the ability to add new formations, units, and equipment, that could take a little longer, but hopefully not too bad.
I'm posting a new version which includes the calendar and environment editors. I figured it would be best to keep posting new versions to the first post, along with the current manual, so look there for the latest file.
Also, at least one person has not been able to install this program, keeps getting various errors...can anyone else who downloaded it report whether they're having issues or not? Also, note that I tweaked something in this latest install file, although I don't know if it will have any effect.
Hello 76mm. I've been following and using this great mod since you first posted it. In the earlier versions there was an option to select which turn the unit entered the game but I don't see it on the last two versions. Now I'm a total noob, this is my first post, so if I'm missing something obvious apologies in advance.
Regards alex.
ORIGINAL: alexjack
In the earlier versions there was an option to select which turn the unit entered the game but I don't see it on the last two versions.
Just to clarify, are you talking about reinforcements? I haven't (intentionally) removed any features, so will have to check to see if something dropped out by mistake.
Please please please let me know if installation is working OK...at least one guy is having problems, and I've been tweaking things in an effort to resolve...
Hello 76mm. I've installed your latest version and it's been working faultlessly for me. Regarding my first post I seem to remember there was a 'Turn' option for the initial placing of the units not reinforcements but I may be wrong being very inexperienced with this game so might be best to ignore the question.
Regards
Alex