Weserübung update
- Templer_12
- Posts: 1710
- Joined: Mon Jan 05, 2009 11:29 am
- Location: Germany
- Contact:
RE: Weserübung update
A little thin description.
What has been updated? [&:]
RE: Weserübung update
This is a version created during beta.
It was done 3-4 years ago (!) so I can't remember the specifics.
But I got a note about another of my version-3 creations with naval units that did not work in Toaw IV, so I checked and uploaded this just in case [;)]
It was done 3-4 years ago (!) so I can't remember the specifics.
But I got a note about another of my version-3 creations with naval units that did not work in Toaw IV, so I checked and uploaded this just in case [;)]
RE: Weserübung update
I hope this gets updated to use the improvements of the naval warfare that TOAWIV achieved.
RE: Weserübung update
Having found some time to look over this latest version I'm pleased to see that a lot of my feedback, that I gave years ago, has been used to improve the scenario.
Now, with the changes to the naval engine in TOAWIV will that part of the scenario be adjusted to it?
Maybe a separate version would be good to test if the naval engine works good enough to remove house rules and other adjustments made to the naval aspect of the scenario.
Now, with the changes to the naval engine in TOAWIV will that part of the scenario be adjusted to it?
Maybe a separate version would be good to test if the naval engine works good enough to remove house rules and other adjustments made to the naval aspect of the scenario.
RE: Weserübung update
I'm currently designing custom scenarios for a different game system and will be occupied with this at least for another year.
I've done 100+ scenarios and a few campaigns, but there is some much more to be created [:)]
If I ever revisit my TOAW-scenarios I really need to relearn the editor as well. It has been too many years since I last
tinkered with it.
Thank you for the interest though.
I've done 100+ scenarios and a few campaigns, but there is some much more to be created [:)]
If I ever revisit my TOAW-scenarios I really need to relearn the editor as well. It has been too many years since I last
tinkered with it.
Thank you for the interest though.
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John T_MatrixForum
- Posts: 83
- Joined: Mon Aug 07, 2000 8:00 am
- Location: Stockholm Sweden
RE: Weserübung update
ORIGINAL: Erik2
I'm currently designing custom scenarios for a different game system and will be occupied with this at least for another year.
I've done 100+ scenarios and a few campaigns, but there is some much more to be created [:)]
If I ever revisit my TOAW-scenarios I really need to relearn the editor as well. It has been too many years since I last
tinkered with it.
Thank you for the interest though.
Would it be OK if I had a go at the naval forces?
just checking up the naval part, otherwise keep your work.
Is there an "official" NEQP - file ?
By using Guerilla icon for subs they seems to beach when playing PO.
And I found a small Issue with Supply points,
When Oslo or Sola are recaptured by the Norwegians the supply jumps up to more than 800, thinks it is due to what I found in the .gam-file
<SUPPLIES>
<FORCE ID="2">
....
<NODE ID="410" node="409" x="0" y="15" supply="0"/>
<NODE ID="411" node="410" x="15" y="0" supply="292125464"/>
<NODE ID="458" node="457" x="1" y="2" supply="1023410751"/>
<NODE ID="461" node="460" x="1" y="0" supply="569716744"/>
<NODE ID="463" node="462" x="0" y="1" supply="569716744"/>
<NODE ID="468" node="467" x="0" y="44" supply="569716744"/>
<NODE ID="495" node="494" x="0" y="3" supply="0"/>
<NODE ID="496" node="495" x="99" y="0" supply="16777216"/>
<NODE ID="497" node="496" x="3" y="0" supply="2540"/>
</FORCE>
</SUPPLIES>
I still got my "Sweden joins the fray" scenario originaly based on your 2.6 version
and five years ago i started to upgrade it to 4.9 but lost interest.
I like to get it up to 5.2 too.
Hope I still got permission to use your 5.2 as starting point.
Kind Regards
och Gott Slut
/John
/John T
RE: Weserübung update
Regarding the subs: Maybe using the Guerilla Unit Icon as a secondary unit icon while giving the unit the light naval icon as a primary unit icon could remedy their odd behavior under “Admiral Elmer”. Might be worth a try.
RE: Weserübung update
John
Please go ahead and mod this scenario.
Erik
Please go ahead and mod this scenario.
Erik
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John T_MatrixForum
- Posts: 83
- Joined: Mon Aug 07, 2000 8:00 am
- Location: Stockholm Sweden
RE: Weserübung update
Sorry
But the only thing I managed to to do was to change the naval divisor from 10 to 100, it made naval combat more reasonable.
Tried with duplicate icons to handle subs, but did not lead into something I felt worked.
And generally the new naval improvements does not feels mature enough for this sort of naval action.
Might work for capital ships against each other in open sea but Weserübungs destroyer battles in confined baters seems not cut very well.
Think one should remove a bunch of norwegian auxillaries as they just triggers the germans to attack without causing any other effect than burning supply.
Spotting rules "see all" and engaging small ships at maximum range makes for a quite unrealistic results.
The only remaining idea I have is to remake the subs into naval interdiction strike "aircrafts",
but they covers a huge area compared with the subs and very different supply situation.
Cheers
But the only thing I managed to to do was to change the naval divisor from 10 to 100, it made naval combat more reasonable.
Tried with duplicate icons to handle subs, but did not lead into something I felt worked.
And generally the new naval improvements does not feels mature enough for this sort of naval action.
Might work for capital ships against each other in open sea but Weserübungs destroyer battles in confined baters seems not cut very well.
Think one should remove a bunch of norwegian auxillaries as they just triggers the germans to attack without causing any other effect than burning supply.
Spotting rules "see all" and engaging small ships at maximum range makes for a quite unrealistic results.
The only remaining idea I have is to remake the subs into naval interdiction strike "aircrafts",
but they covers a huge area compared with the subs and very different supply situation.
Cheers
/John T
- larryfulkerson
- Posts: 42969
- Joined: Sat Apr 16, 2005 9:06 pm
- Location: Tucson, AZ,usa,sol, milkyway
- Contact:
RE: Weserübung update
Hey John:ORIGINAL: John T_MatrixForum
Sorry
But the only thing I managed to to do was to change the naval divisor from 10 to 100, it made naval combat more reasonable.
Tried with duplicate icons to handle subs, but did not lead into something I felt worked.
And generally the new naval improvements does not feels mature enough for this sort of naval action.
Might work for capital ships against each other in open sea but Weserübungs destroyer battles in confined baters seems not cut very well.
Think one should remove a bunch of norwegian auxillaries as they just triggers the germans to attack without causing any other effect than burning supply.
Spotting rules "see all" and engaging small ships at maximum range makes for a quite unrealistic results.
The only remaining idea I have is to remake the subs into naval interdiction strike "aircrafts",
but they covers a huge area compared with the subs and very different supply situation.
Cheers
Thomas Harvey is the scenario designer of "Pacific At War 1941-1945v.3.63" and he and I playgtested it about a year ago and I don't remember all the gymnastics that he had to go through to get things working like he wanted but I'm guessing he has run into something similar and might be able to help you with the problems you're finding. Send him an email and tell him I sent you and describe the situation as you're finding it and maybe he'll have some advice for you. Worth a try. tah007(at)juno(dot)com
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John T_MatrixForum
- Posts: 83
- Joined: Mon Aug 07, 2000 8:00 am
- Location: Stockholm Sweden
RE: Weserübung update
Need help with how to update the nqp file
and advice of best way to change the mapping between eqp file and nqp.
It looks like the weight field in the eqp file got a error in offset, so most ships are 3 or 4 numbers too high.
What would be the simplest way to handle this?
Cheers
/
and advice of best way to change the mapping between eqp file and nqp.
It looks like the weight field in the eqp file got a error in offset, so most ships are 3 or 4 numbers too high.
What would be the simplest way to handle this?
Cheers
/
/John T
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John T_MatrixForum
- Posts: 83
- Joined: Mon Aug 07, 2000 8:00 am
- Location: Stockholm Sweden
RE: Weserübung update
Here's the neq end eqp files.
This fixes the offset problem between eqp and nqp.
I started to totally question the naval system until I found out that Norwegian Troll destroyers actually was disguised HMS Rodney.
As the missing offset made them look that way.
Now we wait for .30 with better coastal artillery and some sort of submarine behavior.
cheers
This fixes the offset problem between eqp and nqp.
I started to totally question the naval system until I found out that Norwegian Troll destroyers actually was disguised HMS Rodney.
As the missing offset made them look that way.
Now we wait for .30 with better coastal artillery and some sort of submarine behavior.
cheers
- Attachments
-
- Weserubung..2EQPNQP.zip
- (65.3 KiB) Downloaded 68 times
/John T
RE: Weserübung update
I don't see any submarine or torpedo anything for a bit of time yet. So don't hold your breath. [;)]
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.
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.


