Event Effects
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
Event Effects
When an event is triggered, is it only for the turn/turn range that it is activated; or, does it continue until cancelled?
For example, if I set the Replacement Rate at 200, does this rate remain in effect for the rest of the game or only for the turn it is set for? Do I need to do another event to set it back to 100 or to have it continue for another turn?
Are there any events effects that once triggered continue to be in effect until ended or reset?
Thank you,
Mark
For example, if I set the Replacement Rate at 200, does this rate remain in effect for the rest of the game or only for the turn it is set for? Do I need to do another event to set it back to 100 or to have it continue for another turn?
Are there any events effects that once triggered continue to be in effect until ended or reset?
Thank you,
Mark
RE: Event Effects
Setting 200% Repl will double replacements and it will remain at that level unless changed by another Event. Some are not the same, you should make a simple 'blank' scenario for testing purposes. As Ripley said, 'It's the only way to be sure' [:)]
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
Thanks.
After thinking about your test scenario suggestion, I have decided that it is just easier to treat all events as if I have to set them every turn, and turn them off or reset them when I am done with them. After all, I have 10,000 slots for events. It is not likely that I will run out of slots. This way I don't have to worry whether or not the event turns itself off or continues every turn.
Regards,
Mark
After thinking about your test scenario suggestion, I have decided that it is just easier to treat all events as if I have to set them every turn, and turn them off or reset them when I am done with them. After all, I have 10,000 slots for events. It is not likely that I will run out of slots. This way I don't have to worry whether or not the event turns itself off or continues every turn.
Regards,
Mark
- Curtis Lemay
- Posts: 15345
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: Event Effects
That will double replacements every turn. Soon you'll have 2 ^ n replacements. Better to actually understand the event effects.ORIGINAL: Mark Breed
Thanks.
After thinking about your test scenario suggestion, I have decided that it is just easier to treat all events as if I have to set them every turn, and turn them off or reset them when I am done with them. After all, I have 10,000 slots for events. It is not likely that I will run out of slots. This way I don't have to worry whether or not the event turns itself off or continues every turn.
Regards,
Mark
- Hellen_slith
- Posts: 2009
- Joined: Mon Oct 10, 2005 6:46 pm
RE: Event Effects
If I recall correctly, there is a document out there ... I think it was called, "The Evil Event Engine"
and I think it might speak to your questions .... or maybe not,
but it is worth a look, if you have not already seen this
https://thetoawbeachhead.files.wordpres ... aw-3-4.pdf
and I think it might speak to your questions .... or maybe not,
but it is worth a look, if you have not already seen this
https://thetoawbeachhead.files.wordpres ... aw-3-4.pdf
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
Thank you all for the feedback.
Hellen_slith, thank you for the pdf. I was hoping that there was more documentation on how the Event Editor worked.
It is a shame that a game with so many wonderful capabilities isn't documented better. Of course, I am relatively new to the system; so, I am probably more ignorant than most as to the workings of the game. Even so, I am finding out that all of these capabilities are great for a scenario designer and I hope to maximize their use. I just need to know how to use them.
Hellen_slith, thank you for the pdf. I was hoping that there was more documentation on how the Event Editor worked.
It is a shame that a game with so many wonderful capabilities isn't documented better. Of course, I am relatively new to the system; so, I am probably more ignorant than most as to the workings of the game. Even so, I am finding out that all of these capabilities are great for a scenario designer and I hope to maximize their use. I just need to know how to use them.
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
[/quote]
That will double replacements every turn. Soon you'll have 2 ^ n replacements. Better to actually understand the event effects.
[/quote]
Bob, that is why I am asking questions when it is not detailed in the rules.
That will double replacements every turn. Soon you'll have 2 ^ n replacements. Better to actually understand the event effects.
[/quote]
Bob, that is why I am asking questions when it is not detailed in the rules.
RE: Event Effects
That will double replacements every turn. Soon you'll have 2 ^ n replacements. Better to actually understand the event effects.ORIGINAL: Mark Breed
[/quote]
Bob, that is why I am asking questions when it is not detailed in the rules.
[/quote]
Testing this would have revealed the answer.
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.
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
ORIGINAL: Lobster
That will double replacements every turn. Soon you'll have 2 ^ n replacements. Better to actually understand the event effects.ORIGINAL: Mark Breed
Bob, that is why I am asking questions when it is not detailed in the rules.
[/quote]
Testing this would have revealed the answer.
[/quote]
Putting it in the rules would have been the better solution. If you are going to say the game can do this, then you should explain how to do this in the rules.
RE: Event Effects
I have my own manual for Players and Designers [Game and Editor]. I have considered a more detailed Editor Manual in the past, but the main reason against putting in the effort is that things change. See the document that Hellen posted as an example, it's a great document, but it does mention some things that have changed, and some things have changed since it was released. Making a Test Scenario really is fairly easy, takes about ten minutes, and after that you can use it to quickly test stuff.
And of course, there are a few of us still around that don't mind answering these questions. [:)]
And of course, there are a few of us still around that don't mind answering these questions. [:)]
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
Bob,ORIGINAL: Curtis Lemay
That will double replacements every turn. Soon you'll have 2 ^ n replacements. Better to actually understand the event effects.ORIGINAL: Mark Breed
Thanks.
After thinking about your test scenario suggestion, I have decided that it is just easier to treat all events as if I have to set them every turn, and turn them off or reset them when I am done with them. After all, I have 10,000 slots for events. It is not likely that I will run out of slots. This way I don't have to worry whether or not the event turns itself off or continues every turn.
Regards,
Mark
Does this mean that in order to reset (i.e. bring the back to normal/initial setting) the replacement rate from say 600 to 100 that the correcting event has to set the replacement rate at 17 versus 100 (600 x 17% = 102).
Yes, Lobster, I do plan on trying to set up a test scenario. But, was hoping that this would be a simple answer.
Thank you.
RE: Event Effects
As we have all learned, there is rarely a simple answer regarding the Event Editor. Thus the moniker, Evil Ed. [;)]
One of the problems as you are now aware is the lack of dissemination of information. Finding out how something worked used to be like pulling teeth. The facts were kept close to the chest of a privileged few.
The short answer to your question is yes, many changes you make have to be unmade to get them back to their starting point. It will continue at whatever level you set until you do so in most cases. Recon, movement bias and pestilence are three of the examples that remain at whatever level you set.
There have been a few changes in what can be set in the Event Editor. I'm not sure if they are all covered by documentation at this time. I'm sure that are some who have the information and can post it for everyone to see if they feel the urge. I don't have it myself.
One of the problems as you are now aware is the lack of dissemination of information. Finding out how something worked used to be like pulling teeth. The facts were kept close to the chest of a privileged few.
The short answer to your question is yes, many changes you make have to be unmade to get them back to their starting point. It will continue at whatever level you set until you do so in most cases. Recon, movement bias and pestilence are three of the examples that remain at whatever level you set.
There have been a few changes in what can be set in the Event Editor. I'm not sure if they are all covered by documentation at this time. I'm sure that are some who have the information and can post it for everyone to see if they feel the urge. I don't have it myself.
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.
- Curtis Lemay
- Posts: 15345
- Joined: Fri Sep 17, 2004 3:12 pm
- Location: Houston, TX
RE: Event Effects
ORIGINAL: Mark Breed
Does this mean that in order to reset (i.e. bring the back to normal/initial setting) the replacement rate from say 600 to 100 that the correcting event has to set the replacement rate at 17 versus 100 (600 x 17% = 102).
Yes.
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
ORIGINAL: Lobster
As we have all learned, there is rarely a simple answer regarding the Event Editor. Thus the moniker, Evil Ed. [;)]
One of the problems as you are now aware is the lack of dissemination of information. Finding out how something worked used to be like pulling teeth. The facts were kept close to the chest of a privileged few.
The short answer to your question is yes, many changes you make have to be unmade to get them back to their starting point. It will continue at whatever level you set until you do so in most cases. Recon, movement bias and pestilence are three of the examples that remain at whatever level you set.
There have been a few changes in what can be set in the Event Editor. I'm not sure if they are all covered by documentation at this time. I'm sure that are some who have the information and can post it for everyone to see if they feel the urge. I don't have it myself.
Would it be possible to create a sub Forum folder for Evil Ed, where we could post these explanations? That way there would be a folder that everyone could go to looking for answers to their questions and reduce the amount of frustration.
- Mark Breed
- Posts: 388
- Joined: Wed Sep 03, 2003 10:32 pm
- Location: Orange County, CA
RE: Event Effects
So, if I were to post the rules for using events to manipulate the Replacement Editor it would look like this.
Evil Ed – Adjusting Replacement Rates
Setting replacement rates in the Events Editor. The replacement rate is set with a default of 100. This means that whatever rate you set in the Replacement Editor will be issued per turn based on availability. The Event Editor can adjust this rate to make replacements show up faster or slower.
Events affecting variability of replacement rates can be triggered by turn; chemical or nuclear release by a side; or, another event being triggered or cancelled.
TURN ACTIVATED ADJUSTMENTS
(1) Set Event Trigger: Turn
This means that this event will trigger on a turn designated by the Trigger Turn (see Set Variability).
(2) Set Event Effects: Replacements 1* or Replacements 2*
This determines which side’s replacement rate will be impacted. Replacements 1* means that the first player’s replacements will be affected. Replacements 2* means that the second player’s replacements will be affected.
(3) Set Trigger Turn: “1”, “2”, “3”, etc.
This identifies the turn that the event will be put into motion.
(4) Set Variability: “1” = Turn range = 1; “2” = Turn range = 2; “3” = Turn range = 3; etc.
This determine how many turns that the event may trigger. For example, if set to trigger on turn 5 with a 3 Variability (Turn range = 3), this means that the event may trigger on turn 5, 6, or 7. It will trigger on one of those three turns only (unless another event is programmed calling for this event to be triggered again).
(5) Set Event Probability: “100” = 100% Probability; “99” = 99% Probability; “98” = 98% Probability; etc.
This determines the percentage chance of the event being activated. A 100 means that the event will activate. Any number less than that means that the event may or may not occur depending on the probability.
(6) Set Replacement Multiplier: Values between “1” and “999”.
This number represents a percentage (i.e. “1” = 1%; “10” = 10%; “500” = 500%; etc.) and is displayed as “Value 20”, which means 20%. The initial default value in the system is 100, which means that 100% of the replacement rate will be available each turn until the on-hand amount is used up. So, if you want to double the replacement rate, you set the Replacement Multiplier to 200 (200%). Triple would be set at 300 (300%). This new replacement rate remains in effect until changed by a new event.
(7) Resetting the replacement rate. If you have a replacement rate of 200 and want it to go back to the default replacement rate of 100, you must set a new event with a Replacement Multiplier of 50 (200%, the current rate, x 50%, the amount the rate is to be adjusted, = 100%, the new replacement rate).
Evil Ed – Adjusting Replacement Rates
Setting replacement rates in the Events Editor. The replacement rate is set with a default of 100. This means that whatever rate you set in the Replacement Editor will be issued per turn based on availability. The Event Editor can adjust this rate to make replacements show up faster or slower.
Events affecting variability of replacement rates can be triggered by turn; chemical or nuclear release by a side; or, another event being triggered or cancelled.
TURN ACTIVATED ADJUSTMENTS
(1) Set Event Trigger: Turn
This means that this event will trigger on a turn designated by the Trigger Turn (see Set Variability).
(2) Set Event Effects: Replacements 1* or Replacements 2*
This determines which side’s replacement rate will be impacted. Replacements 1* means that the first player’s replacements will be affected. Replacements 2* means that the second player’s replacements will be affected.
(3) Set Trigger Turn: “1”, “2”, “3”, etc.
This identifies the turn that the event will be put into motion.
(4) Set Variability: “1” = Turn range = 1; “2” = Turn range = 2; “3” = Turn range = 3; etc.
This determine how many turns that the event may trigger. For example, if set to trigger on turn 5 with a 3 Variability (Turn range = 3), this means that the event may trigger on turn 5, 6, or 7. It will trigger on one of those three turns only (unless another event is programmed calling for this event to be triggered again).
(5) Set Event Probability: “100” = 100% Probability; “99” = 99% Probability; “98” = 98% Probability; etc.
This determines the percentage chance of the event being activated. A 100 means that the event will activate. Any number less than that means that the event may or may not occur depending on the probability.
(6) Set Replacement Multiplier: Values between “1” and “999”.
This number represents a percentage (i.e. “1” = 1%; “10” = 10%; “500” = 500%; etc.) and is displayed as “Value 20”, which means 20%. The initial default value in the system is 100, which means that 100% of the replacement rate will be available each turn until the on-hand amount is used up. So, if you want to double the replacement rate, you set the Replacement Multiplier to 200 (200%). Triple would be set at 300 (300%). This new replacement rate remains in effect until changed by a new event.
(7) Resetting the replacement rate. If you have a replacement rate of 200 and want it to go back to the default replacement rate of 100, you must set a new event with a Replacement Multiplier of 50 (200%, the current rate, x 50%, the amount the rate is to be adjusted, = 100%, the new replacement rate).
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MonkeysBrain2
- Posts: 476
- Joined: Mon Mar 02, 2020 11:13 pm
RE: Event Effects
Percentage of chance that some event can be activated was brilliantly used in Daniel McBrides Braunschweig 7.1 scenario for Cow.
Well Turkey could be brought on German side if some city is captured and there was percentage of chance that few turns later Turks will join. Small percent but I got those 17 additional Turkish divisions and captured Baku. Imagination of scenario designer can bring wonders.
Well Turkey could be brought on German side if some city is captured and there was percentage of chance that few turns later Turks will join. Small percent but I got those 17 additional Turkish divisions and captured Baku. Imagination of scenario designer can bring wonders.
RE: Event Effects
ORIGINAL: MonkeysBrain2
Percentage of chance that some event can be activated was brilliantly used in Daniel McBrides Braunschweig 7.1 scenario for Cow.
Well Turkey could be brought on German side if some city is captured and there was percentage of chance that few turns later Turks will join. Small percent but I got those 17 additional Turkish divisions and captured Baku. Imagination of scenario designer can bring wonders.
There is no way the Turks would have entered WW2. They were still in shock of almost having their country look like a jigsaw puzzle. They were not about to risk that again.
https://en.wikipedia.org/wiki/Treaty_of_S%C3%A8vres
https://en.wikipedia.org/wiki/Treaty_of_Lausanne
This is what was narrowly avoided. They would not risk that again:

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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.
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.
- Hellen_slith
- Posts: 2009
- Joined: Mon Oct 10, 2005 6:46 pm
RE: Event Effects
ORIGINAL: Mark Breed
Would it be possible to create a sub Forum folder for Evil Ed, where we could post these explanations? That way there would be a folder that everyone could go to looking for answers to their questions and reduce the amount of frustration.
I second this suggestion, even to the point to create sub-forums (under a "SCENARIO CREATION" forum heading) e.g.
"Map Creation How-Tos"
"Researching your Scenario: Orders of Battle"
"Evil Event Engine"
"Programmed Opponent Pathing: Making a Good AI"
things like that. I've always wanted to do a "War for Texas Independence" scene,
but all of the steps involved are kind of beyond my capability.
Well, good luck with your scenario!
-
MonkeysBrain2
- Posts: 476
- Joined: Mon Mar 02, 2020 11:13 pm
RE: Event Effects
Lobster,
Nobody's was now stating that Turkey historically couldn't enter WW2. I know that because father of Turks Kemal Pasha Ataturk who died 1938. was against it and they would not go against it's will.
But TOAW is not about history so much otherwise you would see pumping of Baku oil according of Ludendorff - Lenin agreement.
LOL people forget that Germany and Bolsheviks had secret agreements. So some people may think that after Brest-Litovsk agreement Germany in fact were considering Bplsheviks neutralized as enemy. Remember that they have moved more than million soldiers to the Western Front (late move but that is not a point). In TOAW terms Daniel opted that Bolsheviks are still enemy due to TOAW limitations. I ask how then Ludendorff and Lenin did iron out this Baku agreement if they were so much of an enemy???
Now read my original post, I was referring of actual use of events to bring Turkey into WW2 on the side of Germany. I didn't question historical possibility of that scenario. I was talking about percentage etc... I am not scenario designer so you will have to ask Daniel why he have put that event. BTW some sacrifice in historicity was done because playability and Braunschweig is great scenario.
If you want to talk about history be my guest, on the other hand I also have read everything that came way be it WW1 and WW2 or Napoleonics or World Wide History - so I am not so uneducated on that topic [;)] so be my guest and discuss it with me how much you want if you want....
TOAW as much as people want to think that it is so historically accurate, it isn't. It's an illusion right from the start because scenario designers must make compromises right from the start regarding OOB and TO and E, not to talk about more deeply about politics, diplomacy etc...
I can be also a smart ass. Usenet has taught me so and flamer if required.
Mario
Nobody's was now stating that Turkey historically couldn't enter WW2. I know that because father of Turks Kemal Pasha Ataturk who died 1938. was against it and they would not go against it's will.
But TOAW is not about history so much otherwise you would see pumping of Baku oil according of Ludendorff - Lenin agreement.
LOL people forget that Germany and Bolsheviks had secret agreements. So some people may think that after Brest-Litovsk agreement Germany in fact were considering Bplsheviks neutralized as enemy. Remember that they have moved more than million soldiers to the Western Front (late move but that is not a point). In TOAW terms Daniel opted that Bolsheviks are still enemy due to TOAW limitations. I ask how then Ludendorff and Lenin did iron out this Baku agreement if they were so much of an enemy???
Now read my original post, I was referring of actual use of events to bring Turkey into WW2 on the side of Germany. I didn't question historical possibility of that scenario. I was talking about percentage etc... I am not scenario designer so you will have to ask Daniel why he have put that event. BTW some sacrifice in historicity was done because playability and Braunschweig is great scenario.
If you want to talk about history be my guest, on the other hand I also have read everything that came way be it WW1 and WW2 or Napoleonics or World Wide History - so I am not so uneducated on that topic [;)] so be my guest and discuss it with me how much you want if you want....
TOAW as much as people want to think that it is so historically accurate, it isn't. It's an illusion right from the start because scenario designers must make compromises right from the start regarding OOB and TO and E, not to talk about more deeply about politics, diplomacy etc...
I can be also a smart ass. Usenet has taught me so and flamer if required.
Mario
- rhinobones
- Posts: 2225
- Joined: Sun Feb 17, 2002 10:00 am
RE: Event Effects
ORIGINAL: MonkeysBrain2
TOAW as much as people want to think that it is so historically accurate, it isn't. It's an illusion . . .
You are so right to make the point about TOAW and its relation to historical accuracy.
As I have observed the TOAW community over the years, I see two groups of people. One group strives to make scenarios which are interesting, fun and challenging. These scenarios usually have some basis in reality but it isn’t necessarily a requirement. The other group strives for historical accuracy to the point where anality is a virtue. Most of us enjoy and appreciate the efforts of both groups. I see no need to be critical when a designer wants to provide an alternative to history.
Regards
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
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




