Stupid Questions

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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golden delicious
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RE: Stupid Questions

Post by golden delicious »

ORIGINAL: Zovs

Here is another Dumb question:

Force Movement Bias, all the manual says is:

8.4.1.14. Force Movement Bias
(14-455%) – This is a multiplier for Movement Rates for all units of the Force.

What is the default (seems like its 100) but what happens if you drop it to 50 or increase it to 200?

NOTE that either the UI is bugged or the manual is bugged as the UI shows 50% to 150%, but the manual states 14-455%.

This one does what it says on the tin as far as I'm aware: if you increase movement bias to 200 it will double movement rates, if you drop it to 50 it'll halve them.
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Zovs
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RE: Stupid Questions

Post by Zovs »

Okay thanks, like the subjects, these are or can be stupid questions.

I am prone to detail and examples would have been nice...
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Lobster
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RE: Stupid Questions

Post by Lobster »

ORIGINAL: Zovs

Here is another Dumb question:

Force Movement Bias, all the manual says is:

8.4.1.14. Force Movement Bias
(14-455%) – This is a multiplier for Movement Rates for all units of the Force.

What is the default (seems like its 100) but what happens if you drop it to 50 or increase it to 200?

NOTE that either the UI is bugged or the manual is bugged as the UI shows 50% to 150%, but the manual states 14-455%.

This isn't the only place where the UI says something different than the manual or visa versa. [;)]
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golden delicious
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RE: Stupid Questions

Post by golden delicious »

ORIGINAL: Zovs

Okay thanks, like the subjects, these are or can be stupid questions.

I am prone to detail and examples would have been nice...

Well if you want an example, the base movement rate for leg infantry is set to 40km per day. If you've ever walked 40km in a day you'll know that this is definitely possible, but it's rather more difficult to get 800 men to travel the same 40km along the same route at the same time. It can be done but it's an achievement rather than a standard.

Let's say you've got 5km/hex and full day turns- that'll give your leg infantry (when at full supply and readiness) a movement rate of 8. You may decide to give your poor soldaten a break and set the movement bias to 80. This means that fresh leg infantry will be set to 32km per day. The game will round this up to the next 5km and so units will move 7.

The trouble is that this will also affect every other unit- from destroyers to horses to armoured cars- to the exact same proportion.
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RE: Stupid Questions

Post by Raindem »

ORIGINAL: Lobster
This isn't the only place where the UI says something different than the manual or visa versa. [;)]

So so true! I have come to completely ignore tool tips and labels in the editor UI. They are simply too unreliable. The manual is quite a bit better, but still not 100% accurate.

As for the movement bias setting, my experience is pretty much the same as Ben's. It works as advertised, but may not provide the results you want. I prefer to work with other movement related settings (supply loss, disengagement cost, cost of enemy hex conversion, etc) to fine tune movement rates.
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76mm
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RE: Stupid Questions

Post by 76mm »

ORIGINAL: Zovs
NOTE that either the UI is bugged or the manual is bugged as the UI shows 50% to 150%, but the manual states 14-455%.
Actually, for some of these factors both the UI and the manual are bugged...in other words, the UI says one thing, the manual says another thing, and but the editor actually accepts a third thing.
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Zovs
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RE: Stupid Questions

Post by Zovs »

Hence the madness...
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RE: Stupid Questions

Post by larryfulkerson »

Thank you very much for this synopsis. I've stored this info in a document that I'll attach below.
-------------------------------------------------------------------------------------------------
I would start by saying leave the defaults as they are until you've run through the scenario at least once and seen how it handles. Otherwise... Apologies if any of these explanations are too simple/patronising but I've tried to make this useful to a relatively novice reader.
Set Attrition Divider
Set Attrition Divider – Adjusts the amount of casualties taken in combat.
Does what it says. If you double the Attrition divider, the number of casualties in any given combat round will be about half. Halve it and they double. The contention is that this should scale depending on the turn length (Bob Cross says a turn twice as long means the divider should be halved, but I think this is excessive because there will be fewer combat rounds than in two turns of half the length)

However, if you move the dial more than a little the game gets weird. Too high an attrition divider and units can barely touch one another, with the major consequence that they will be very reluctant to break off combat (e.g. retreat). Too low an attrition divider and units will get slaughtered as soon as they enter combat- you'll see a greatly increased rate of units evaporating before they even get the chance to retreat.

From what I've seen, this factor has little or no effect on armour losses.

Set Max Rounds Per Battle
Set Max Rounds Per Battle – Adjusts how long combats will last.
Each turn consists of ten combat rounds. After a combat round, if at least one unit from each side is still engaged, they will go at it for another combat round- until all ten are used up. This variable will break that cycle when the specified number of rounds is reached- often this is three. Three is a good value because artillery ceases support after a maximum of three rounds (depending on the loss tolerance for the unit).

Set AAA Lethality Level
Set AAA Lethality Level – Adjusts how deadly AAA combat will be.
Direct multiplier for the anti-air strength of ground unit. I assume there is an exemption for SAM equipment.

Thing about it is, the major impact of AA fire is to prevent aircraft from being able to concentrate on bombing (flying low, slow and straight), which TOAW doesn't currently model. So with this one you're damned with whatever value you pick.

Set Engineering Build Rates
Set Engineering Build Rates – Adjusts the engineering level for a given amount of engineer equipment.
A unit with any amount of engineer equipment will be given a % engineer rating, which is the % chance of repairing a bridge on any given turn, and also impacts the amount by which the units will be able to increase the entrenchment level of the hex when following the "dig in" order, and boosts the entrenchment rate for all units in the stack (See below). Increasing this value will mean the amount of engineering equipment required to fix bridges or dig trenches is reduced in proportion, allowing you to customise these effects without necessarily overloading your units with engineering equipment

Set Enemy Hex Conversion Costs
Set Enemy Hex Conversion Costs – Adjusts the cost of enemy hex conversion.
Units pay a fixed extra cost for entering hexes which were controlled by the other force at the beginning of the turn. This cost depends on the overall movement rate of the unit and its recon rating, but is always at least 1 under default conditions. This control can make it faster or slower to enter enemy territory.

This figure has a big effect on the ability of a pursuing army to follow up a retreat. If hex costs are zero, there is no chance of a retreating army breaking contact with any success unless they are significantly more mobile to begin with or substantial blocking units are used to slow the other guy down. It'd be interesting to experiment with this- but in my experience the default is fine.

Set Entrenchment Rates
Set Entrenchment Rates – Adjusts how quickly units can dig in.
When a unit follows the "dig in" order it increases the entrenchment % of a hex and also has a chance of advancing 1-2 steps along the entrenchment scale Defending - Entrenched - Fortified. If this value is increased units will more rapidly be able to set up strong fortified positions coming out of a mobile deployment, so this value will have a major impact on the fluidity of a scenario. A low value will make it hard for a defending army to set up a new line, particularly in open terrain.

Set Density Combat Penalty Rates
Set Density Combat Penalty Rates – Adjusts the combat penalty for exceeding density limits.
If there is more than a certain amount of "active defender" equipment within a hex, then that hex will be subject to a density penalty. Any losses for units in that hex will be multiplied accordingly, with a higher density producing a higher multiplier. Note that attacking units remain in their hex while the combat is resolved, and even units not participating in the attack will contribute to the density penalty for the attacker.

Flexing this value up and down will affect how severe that penalty is. I believe this is used for designers who want to create pre-modern scenarios in TOAW with the contention that massed infantry wasn't vulnerable prior to 1914; feel free to draw your own conclusions.

Set Supply Costs of Movement Rates
Set Supply Costs of Movement Rates – Adjusts what the cost in supply will be for movement.
Set Readiness Costs of Movement Rates – Adjusts what the cost in readiness will be for movement.

By default, units will consume 1% supply and 1% readiness for every 1 MP they use up. Happily, readiness and supply are both stored as decimals in the back end, so you can change this to 0.5 and the game will not wind up adjusting this to 0 or 1 in practice. If you reduce these values, units will become much less worn by movement and can arrive from a long march relatively fresh, with only combat wearing them down.

Readiness and supply together form about 50% of the unit quality calculation which is a multiplier for unit strength, and as a result there is a big difference between a rested unit and a tired one. I would suggest that if almost all your units are non-motorised you might want to slash the supply cost of movement on the basis that soldiers and horses eat almost as much standing still as they do marching, whereas the same cannot be said of a truck. However readiness costs are a different decision. Note that readiness recovery doesn't depend on whether the unit is drawing supply, but readiness cannot be higher than supply. As such if the unit sets off on a forced march with plenty of supply (with supply costs set low) it will arrive worn out but quickly recover even if there is no nearby supply source.

Set Divisor of Improved-Road Motorized-Movement
Set Divisor of Improved-Road Motorized-Movement – Adjusts the cost of motorized movement along improved roads.

OK, by default it costs a minimum of 1 MP to enter any hex. This value will allow the cost of moving along "improved road" for units with motorised movement to be reduced below 1. To put this in perspective, motorised units are normally capped to around 750km per week, which as most people have experienced is actually not very far to drive in 7 days given the right conditions, and in theory one could go at a lot further than that.

Before leaping to change this factor, though, consider that while you in your truck might be able to cover more like 5000km in a week, if you had to organise 1,000 trucks to all move from the same start point to the same end point on the same road, accounting for breakdowns, burst tires, refuelling and tea breaks, the actual performance might be a lot lower. The truth may be somewhere in the middle- but the bottom line of this one is that with this figure changed motorised units become extremely effective at responding to emergencies as they emerge from turn to turn.

Set Naval Attrition Divider
Set Naval Attrition Divider – Scales the number of shots in naval combat resolution.
Same as regular Attrition divider but for ships
Attachments
force modi..e editor.txt
(8.35 KiB) Downloaded 17 times
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rhinobones
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RE: Stupid Questions

Post by rhinobones »

ORIGINAL: larryfulkerson

I would start by saying leave the defaults as they are until you've run through the scenario at least once and seen how it handles. Otherwise...

Could use a companion document to the one above for the functions listed under “Edit > Forces > Modify Current Force”. The basic description for functionality is already in the manual, however, the annotations by experienced designers is invaluable.

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RE: Stupid Questions

Post by cathar1244 »

ORIGINAL: 76mm
ORIGINAL: Zovs
NOTE that either the UI is bugged or the manual is bugged as the UI shows 50% to 150%, but the manual states 14-455%.
Actually, for some of these factors both the UI and the manual are bugged...in other words, the UI says one thing, the manual says another thing, and but the editor actually accepts a third thing.

😂

Cheers
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