Commander Task Force: Call for volunteers!

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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Lobster
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RE: Commander Task Force: Call for volunteers!

Post by Lobster »

ORIGINAL: Curtis Lemay
ORIGINAL: Lobster

If it were merely about your time I doubt anyone would give a care. It's about development time. It's not the Operational Art of Bob.
Right. And that's why I'm the assistant programmer. We have a master programmer in Ralph.

And, I repeat, had we had more help on the Commander List, I would have had more coding time. Those of you that didn't help have less ground to complain.


So the Pied Piper of Opart thinks we should all mindlessly follow him into the Forest of Pointless Exercises.
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.
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Lobster
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RE: Commander Task Force: Call for volunteers!

Post by Lobster »

ORIGINAL: golden delicious

ORIGINAL: Curtis Lemay

Doesn't seem to stop anybody else.

No, I've noticed that.

I disagree with you about the direction that TOAW IV has taken, but no-one else has put in anything like the kind of time and dedication to the project than you have and you can't be answerable to armchair developers on every decision.

This is true. And getting together names and photos of all of the different commanders in all of the different armies is also a good idea. A real time saver for anyone doing a scenario that will use commanders. However, taking the time to enter all the subjective stats about each and every one of them is a waste. It should have been something left up to the scenario designers. I'm not an arm chair developer and have never been asked to be on the development team. To the best of my knowledge NO ONE HAS. And that is part of the problem. At the very least there should have been a team to over see what was being done and when. But now we end up needlessly going down a sideroad on a sightseeing tour of the biggest rubber band ball in the world simply because Bob wanted to and he is the only one allowed to drive the car with zero oversight and zero input by the community beyond some vague todo list.

In any event the time will continue to be wasted on this. It's sad.
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.
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Curtis Lemay
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RE: Commander Task Force: Call for volunteers!

Post by Curtis Lemay »

ORIGINAL: Lobster
ORIGINAL: Curtis Lemay
ORIGINAL: Lobster

If it were merely about your time I doubt anyone would give a care. It's about development time. It's not the Operational Art of Bob.
Right. And that's why I'm the assistant programmer. We have a master programmer in Ralph.

And, I repeat, had we had more help on the Commander List, I would have had more coding time. Those of you that didn't help have less ground to complain.


So the Pied Piper of Opart thinks we should all mindlessly follow him into the Forest of Pointless Exercises.
No one need follow me anywhere. They have Ralph as their alternative.
My TOAW web site:

Bob Cross's TOAW Site
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rhinobones
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I could have been coding if . . .

Post by rhinobones »

I could have been spending this time coding if . . .

First question is, if in the future I open a new scenario that has commanders, am I stuck fiddling with commanders, or will there be an option to disable commanders? I realize the scenario could be edited to delete the commanders, but the casual player needs an in-game button to turn commanders ON or OFF.

Second question is, what do you see as the value added by this exercise? Is this really more important than working on known defects?

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
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Curtis Lemay
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RE: I could have been coding if . . .

Post by Curtis Lemay »

ORIGINAL: rhinobones
I could have been spending this time coding if . . .

First question is, if in the future I open a new scenario that has commanders, am I stuck fiddling with commanders, or will there be an option to disable commanders? I realize the scenario could be edited to delete the commanders, but the casual player needs an in-game button to turn commanders ON or OFF.

No.
Second question is, what do you see as the value added by this exercise? Is this really more important than working on known defects?

We will have Commanders, like so many other operational wargames. (And so many scenario designers have, so far, had to model crudely using shock levels).
My TOAW web site:

Bob Cross's TOAW Site
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rhinobones
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RE: I could have been coding if . . .

Post by rhinobones »

We will have Commanders, like so many other operational wargames.

Well, that should make the bubble gum crowd happy, but it will definitely impact your Charisma rating.

In another post you mentioned moving the flag among units. How about you apply that same technology to moving units among formations. That’s been a hot topic for a long time.

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
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Curtis Lemay
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RE: I could have been coding if . . .

Post by Curtis Lemay »

ORIGINAL: rhinobones
We will have Commanders, like so many other operational wargames.

Well, that should make the bubble gum crowd happy, but it will definitely impact your Charisma rating.

In another post you mentioned moving the flag among units. How about you apply that same technology to moving units among formations. That’s been a hot topic for a long time.

Regards
I can't talk about the full feature list of this mod, yet (for standard Matrix reasons). For now, readers can only conclude that it includes Commanders. There was no way to make a call for volunteers without revealing that.
My TOAW web site:

Bob Cross's TOAW Site
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rhinobones
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RE: I could have been coding if . . .

Post by rhinobones »

ORIGINAL: Curtis Lemay
. . . the full feature list . . .

I like the sound of that.

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
sithlord_shag
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RE: I could have been coding if . . .

Post by sithlord_shag »

Bob I'm intrigued by this. Is anyone doing the commonwealth commanders? I am happy to volunteer if you are still needing them.
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Curtis Lemay
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RE: I could have been coding if . . .

Post by Curtis Lemay »

ORIGINAL: sithlord_shag

Bob I'm intrigued by this. Is anyone doing the commonwealth commanders? I am happy to volunteer if you are still needing them.
Everything is finished except the Russians, and they're finished through WWI.
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Bob Cross's TOAW Site
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Curtis Lemay
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RE: I could have been coding if . . .

Post by Curtis Lemay »

This project is now finished.

Thanks to Jo van der Pluym for his contribution.
Thanks to Bill Lott, Jr. for his extensive contributions.
And many thanks to Josant for his enormous contributions. I'd still be working on this way into next year without him. And, in most cases, his work was higher quality than mine!
My TOAW web site:

Bob Cross's TOAW Site
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Curtis Lemay
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RE: I could have been coding if . . .

Post by Curtis Lemay »

For those interested, I've attached the finished spreadsheet.

There were a total of 2902 commanders included. They breakdown as follows:

Australia - 8
Austria/Austria-Hungary - 72
Belgium - 31
Bosnia - 14
Bulgaria - 14
Canada - 5
Communist China - 18
Nationalist China - 27
Confederate States - 84
Croatia - 22
Denmark - 2
Egypt - 27
Finland - 7
France - 161
Germany - 460
Hungary - 10
India - 29
Iran - 43
Iraq - 40
Israel - 52
Italy - 98
Japan - 132
Jordan - 8
North Korea - 6
South Korea - 6
Mexico - 10
The Netherlands - 24
New Zealand - 4
Norway - 18
Pakistan - 24
Poland - 30
Romania - 18
Russia - 505
Saudi Arabia - 2
South Africa - 5
Spain - 113
Syria - 26
Terror - 11
Turkey - 50
United Kingdom - 217
United States - 378
North Viet Nam - 7
South Viet Nam - 3
Yugoslavia/Serbia - 32
Attachments
Spreadshee..finished.zip
(1.07 MiB) Downloaded 64 times
Last edited by Curtis Lemay on Fri Jun 30, 2023 8:20 pm, edited 1 time in total.
My TOAW web site:

Bob Cross's TOAW Site
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Zovs
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RE: I could have been coding if . . .

Post by Zovs »

Thanks and interesting BUT, your missing 98 leaders. You might as well round the list out to 3,000.

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Meyer1
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Re: Commander Task Force: Call for volunteers!

Post by Meyer1 »

Does the player have something to do with the commanders, or they are just "there"?
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Curtis Lemay
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Re: Commander Task Force: Call for volunteers!

Post by Curtis Lemay »

Meyer1 wrote: Mon May 23, 2022 1:50 am Does the player have something to do with the commanders, or they are just "there"?
The Commander is in the "Flag" unit. The player controls what that unit does and where it is located on the map (which may risk the Commander's loss but make his abilities more or less impactful). He can "transfer the flag" (move the Commander to a different unit within the formation). He can attempt to demote/promote the Commander - affected by the Commander's Political Strength. He can attempt to remove the Commander (either to get his crappy ability out of action, or as a preliminary to putting his superior ability into a more impactful location).
My TOAW web site:

Bob Cross's TOAW Site
Meyer1
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Re: Commander Task Force: Call for volunteers!

Post by Meyer1 »

Curtis Lemay wrote: Mon May 23, 2022 2:04 am
Meyer1 wrote: Mon May 23, 2022 1:50 am Does the player have something to do with the commanders, or they are just "there"?
The Commander is in the "Flag" unit. The player controls what that unit does and where it is located on the map (which may risk the Commander's loss but make his abilities more or less impactful). He can "transfer the flag" (move the Commander to a different unit within the formation). He can attempt to demote/promote the Commander - affected by the Commander's Political Strength. He can attempt to remove the Commander (either to get his crappy ability out of action, or as a preliminary to putting his superior ability into a more impactful location).
Thanks, that clarifies it.
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broccolini
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Re: Commander Task Force: Call for volunteers!

Post by broccolini »

It probably sais somewhere in the 4 pages of stuff when this is going live, but I didn't see it.
When is this going live?
Just wondering.
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Curtis Lemay
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Re: Commander Task Force: Call for volunteers!

Post by Curtis Lemay »

broccolini wrote: Sat Jul 30, 2022 6:49 pm It probably sais somewhere in the 4 pages of stuff when this is going live, but I didn't see it.
When is this going live?
Just wondering.
When the next update is launched.
My TOAW web site:

Bob Cross's TOAW Site
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broccolini
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Re: Commander Task Force: Call for volunteers!

Post by broccolini »

Will this create imbalances in the older scenarios that manipulate shock values to simulate mismatch between commanders?
Like most of Bob Cross's scenarios to name a few dozen.
I am wondering if this is going to make a ton of really good older scenario's unplayable without significant updates.
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Curtis Lemay
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Re: Commander Task Force: Call for volunteers!

Post by Curtis Lemay »

broccolini wrote: Sun Jul 31, 2022 2:13 pm Will this create imbalances in the older scenarios that manipulate shock values to simulate mismatch between commanders?
Like most of Bob Cross's scenarios to name a few dozen.
I am wondering if this is going to make a ton of really good older scenario's unplayable without significant updates.
No scenario will have Commanders unless the designer specifically adds them.
My TOAW web site:

Bob Cross's TOAW Site
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