Designer OOB Notes

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Mike Wood
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Designer OOB Notes

Post by Mike Wood »

Hello...

I designed and wrote the game executable and therefore have some insights into how the program works.

Below are some guidelines as to what some of the numbers mean. Please note that the executable expects values in accordance with these guidelines.

Unit Size:

How large is the target. Please see version 1.0 of the OOB files, as the crew did a pretty good job on most sizes in these files.

0 = Snipers, 4 man or less machine guns and 2 to 4 man recon patrols.
1 = Infantry, bicycles, crewmen, motorcycles, all mortars, all infantry guns, anti-aircraft guns up to 40mm, artillery up to 76.2mm and anti-tank guns up to 76.2mm.
2 = Anti-aircraft guns of 57mm to 76.2mm, artillery larger than 76.2mm, anti-tank guns larger than 76.2mm, cavalry, utility vehicles and other transport with a carry capacity of less than 10 (or 110),.
3 = Small armored cars, most armored vehicles without turrets such as self-propelled guns and tank destroyers, small tanks, anti-aircraft guns larger than 76.2mm, transport with a carry capacity from 10 (or 110) to 19 (or 119).
4 = Normal sized tanks, large armored vehicles without turrets such as self-propelled guns and tank destroyers, transport with a carry capacity of 20 (or 210) to 29 (or 219).
5 = Large tanks, very large armored vehicles without turrets such as self-propelled guns and tank destroyers.
6 = Very, very large vehicles.

Fire Control:

How stable is the firing platform. Please do these from scratch, as every one has pretty much ignored me on this issue.

0 = All unit weapons that are not crewed guns and not mounted on vehicles, such as infantry, cavalry, bicycle and motorcycle troops and crews.
1 = Anti-aircraft machine guns mounted outside vehicles and light machine guns on bipods (not part of a squad).
2 = Machine guns on tripods, infantry guns, recoilless rifles, small anti-tank guns that tend to bounce around when fired (generally 37mm or less), all mortars and artillery.
3 = Heavy machine guns on tripods, larger and more stable anti-tank guns (generally 45mm or larger), all anti-aircraft guns. Note that anti-aircraft guns (such as the German 88mm Flak) can fire while unlimbered (these should still have shots available after movement – not a bug - and fire control issue in this case is covered in code).
4 = Vehicular weapons (really shouldn’t include bow machine guns, but this has been accounted for elsewhere), and most fortification weapons.

Targeting:

If the vehicle has a gun stabilizer, make the value 5. Only available on US tanks and tank destroyers.

Range Finder:

The range finding and optical targeting equipment of the unit.

0 = All unit weapons that are not crewed guns and not mounted on vehicles, such as infantry, cavalry, bicycle and motorcycle troops and crews (sniper with scope excepted). Also, all mortars, off board artillery and transport vehicles armed with small arms (such as pistols and rifles).
1 = Crew served guns fired over open sights, such as artillery and infantry guns.
2 = Machine guns on tripods, snipers, vehicles and guns with poor optical sights (such the Soviets?).
3 = Machine guns on tripods with optical sights, such as the Germans, vehicles and guns with average optical sights (such as the British?).
4 = Vehicles and guns with good optical sights and range finders built in (such as the Americans?).
5 = Vehicles and guns with exceptional optical sights and range finders built in (such as the Germans?).
10 = Nashhorn, special equipment.

IR Vision:

If the vehicle as infra-red equipment, make value a 5. Only available on the German PzKpfw-Vg Uhu.

Hope this information is of use to you...

Michael Wood
Lead Programmer,
Matrix Games
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KG Erwin
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RE: Designer OOB Notes

Post by KG Erwin »

Thank you, Michael. I sent you some info via e-mail.
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RE: Designer OOB Notes

Post by Goblin »

Thanks Mike! This info is very useful!

Would you mind if I posted this at The Depot for reference sake?



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RE: Designer OOB Notes

Post by KG Erwin »

Jeez-ow. This means the OOBs need to be reworked from square one. The TOEs may be good, but the weapons values are completely out of kilter. [X(]

Sounds like we need to put together a new OOB team, but only if Matrix is willing to back a new OOB patch. Otherwise, we're left on our own to sort out the mess. Mr. Heath, Mr. Wood, how about it? I'll volunteer right now.
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RE: Designer OOB Notes

Post by Mike Wood »

Hello...

Please do.

There are a number of things some folk do not seem to know, such as a close assaulting unit uses the first listed weapon. So, if that is a hand grenade, the anti-tank mine below it on the unit weapon roster will not be used. When we did version 1.0 alpha, I told every one these things, but some ignored me and others made mistakes. Over the course of time, everyone seems to be working on some faulty assumptions, as the folk I told are no longer working the OOB files.

I have gone on to other projects and then other projects, still, but I am preparing a small executable patch to over come some irritating characteristics about the game (for me, at least, as I still play it sometimes), and noticed the OOB files have some problems. I have hestitated to bring it up at all, as I really appreciate the great work many have done with them, but as I do play the game, I would like things up to code.

Bye...

Michael Wood
ORIGINAL: Goblin

Thanks Mike! This info is very useful!

Would you mind if I posted this at The Depot for reference sake?



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RE: Designer OOB Notes

Post by Goblin »

Excellent Mike, thanks!

We're doing an overhaul to the OOB's at The Depot, and this info may prove very valuable. Thanks again!

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RE: Designer OOB Notes

Post by Riun T »

Hey guys u should also post this one from Mr. wood in the training centre for all new commers like the artty opportunities and editor 101, also what are the chances of getting a print button put up by the "reply/quote and PM buttons for the forum!?? RT
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RE: Designer OOB Notes

Post by KG Erwin »

Michael, you have no idea of the Pandora's Box you have opened.
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RE: Designer OOB Notes

Post by Riun T »

Hi mike,wanted to know more about what u were saying about the Assaulting squads only using first weapon in the list.? why wouldn't they get to use all? Holy hanna gunny I think we're in trouble, Pandora's understatement just spent last ten min looking threw units in encyclopedia in 8.3 and lots of stuff ain't followin the rules above!!!
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RE: Designer OOB Notes

Post by KG Erwin »

Question to you guys--if a new Matrix OOB Team was to be organized, how many of you would join ?
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RE: Designer OOB Notes

Post by Riun T »

On stuff like changen these kinds of figures mentioned above I could probably get started today if u could explain if u wanted them PMed or sent to the depot??
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RE: Designer OOB Notes

Post by Orzel Bialy »

Mike,

Thanks for all this information and insight into the workings of the game!

It will be of great use to the work that SPWAW community members are putting towards fixing the OoB's over at the DEPOT. [:)]
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RE: Designer OOB Notes

Post by Major Destruction »

Implementing these values takes us back to version 2.3
The values that are used in the latest OOB's are those which have been evolved and which work.

If you want the 2.3 OOB's I have them.

Maybe Mike Wood has a correct set of OOB's that he would like to share with us?
They struggled with a ferocity that was to be expected of brave men fighting with forlorn hope against an enemy who had the advantage of position......knowing that courage was the one thing that would save them.

Julius Caesar, 57 BC
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RE: Designer OOB Notes

Post by Goblin »

Mike,

If you are working on something to fix some problems, maybe you could turn back on the casualties to passengers when a vehicle is hit? Its a real problem to most players that it was turned off. Now you can have a tank with riders or APC full of troops be destroyed, and the troops take no casualties. Dunno if it is within the scope of what you are working on, but you would have one very large fan following if you did fix it...[:)]


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RE: Designer OOB Notes

Post by Mike Wood »

Hello...

[See post, below]. I need to get back to work on another project. Below is a list of changes I made. Don't know when the production crew will have the download ready.

Bye...

Michael Wood

SPWaW Programmer Patch Notes

1) Fixed a bug which could allow size zero units with only one man left to appear as snipers in some combat and spotting routines.
2) Adjusted base experience and morale values used for creation of leaders and units. These are minimum values, to which a random number is added. See tables, below.
3) Made it a bit easier to spot enemy units, especially at range one of zero.
4) Rewrote the code that chooses if the player mission is advance or assault in the long WWII Campaign and campaigns created using the Campaign Generator. Decreased the likelihood of Allied armies in the early war and Axis powers in the late war.
5) Changed the way reinforcement points are generated in the long WWII Campaign. Instead of having a maximum of 1/15th the value of the players force, the value is now 1/10th of the enemy force. The reasoning here is that reinforcements are more needed when the player is outnumbered, such as in a defend mission, than when he has the dominate force, such as in an advance mission.
6) In 1944 of the long WWII campaign, the computer opponent will receive more troops, if the human is playing Axis and fewer, if he is playing Allied. This effect becomes greater in 1945.

// LEADER EXPERIENCE
// 1939 to 1945
{70,75,75,75,70,65,60}, //GERMAN
{70,70,70,65,65,60,60}, //FINNISH
{30,30,35,35,30,25,25}, //ITALIAN
{30,30,30,30,25,20,20}, //RUMANIAN
{35,35,35,35,30,25,25}, //HUNGARIAN
{70,70,70,70,70,70,70}, //JAPANESE
{40,40,40,40,35,35,35}, //FRENCH
{50,50,55,55,60,60,60}, //BRITISH
{45,45,45,50,50,50,55}, //BELGIUM
{45,45,45,50,50,50,55}, //DUTCH
{45,45,50,55,60,65,65}, //POLISH
{30,35,40,45,50,55,60}, //SOVIET
{40,40,45,50,55,50,55}, //US ARMY
{55,55,55,60,65,70,70}, //US MARINE
{25,25,25,30,35,40,40}, //CHINESE
{45,45,45,50,55,60,60}, //GREEK
{45,45,40,45,45,45,45}, //NORWEIGAN
{40,40,40,45,50,55,50}, //YUGOSLAVIAN
{55,55,55,60,60,65,65}, //CANADA
{45,50,55,55,60,60,60}, //INDIA
{55,55,55,60,65,65,65}, //ANZAC
{40,40,55,60,55,60,60}, //FREE FRENCH
{25,25,25,25,25,35,45}, //COMMUNIST CHINA
{50,55,55,55,55,60,60}, //CZECHOSLOVAKIA
{40,40,45,60,55,60,55}, //PHILIPINNES
{45,50,50,50,50,55,55}, //NATIONALIST SPAIN
{45,50,50,50,50,55,55}, //REPUBLICAN SPAIN
{30,30,35,35,30,25,25}, //BULGARIA

// LEADER MORALE
// 1939 to 1945
{70,70,70,70,70,65,50}, //GERMAN
{70,70,70,65,65,60,55}, //FINNISH
{40,35,35,35,30,25,25}, //ITALIAN
{35,35,35,40,35,30,25}, //RUMANIAN
{35,35,40,45,40,35,30}, //HUNGARIAN
{70,70,70,70,70,70,70}, //JAPANESE
{40,40,35,35,30,30,30}, //FRENCH
{60,60,60,60,60,60,55}, //BRITISH
{45,45,45,50,55,60,55}, //BELGIUM
{45,45,45,50,55,60,55}, //DUTCH
{60,55,50,55,60,65,60}, //POLISH
{35,40,45,50,55,60,65}, //SOVIET
{40,40,45,50,55,60,60}, //US ARMY
{55,55,60,65,70,70,70}, //US MARINE
{35,35,35,40,40,40,40}, //CHINESE
{60,60,60,55,60,65,65}, //GREEK
{45,45,40,45,50,55,55}, //NORWEIGAN
{40,40,40,45,50,55,60}, //YUGOSLAVIAN
{65,65,65,65,65,65,65}, //CANADA
{45,45,45,50,50,55,55}, //INDIA
{65,65,65,65,65,65,65}, //ANZAC
{40,40,55,60,55,60,55}, //FREE FRENCH
{35,35,35,40,40,45,45}, //COMMUNIST CHINA
{45,45,40,45,50,55,55}, //CZECHOSLOVAKIA
{40,40,55,60,55,60,55}, //PHILIPINNES
{45,45,40,45,50,55,55}, //NATIONALIST SPAIN
{45,45,40,45,50,55,55}, //REPUBLICAN SPAIN
{35,35,40,45,40,35,30}, //BULGARIA

// TROOPS EXPERIENCE
// 1939 to 1945
{65,70,75,70,65,60,55}, //GERMAN
{70,70,70,65,65,60,60}, //FINNISH
{35,35,40,40,35,30,30}, //ITALIAN
{35,35,35,35,30,25,25}, //RUMANIAN
{35,35,35,35,30,30,30}, //HUNGARIAN
{70,70,70,70,65,60,55}, //JAPANESE
{45,45,45,45,40,40,40}, //FRENCH
{50,50,50,55,60,60,60}, //BRITISH
{45,45,45,50,50,50,55}, //BELGIUM
{45,45,45,50,50,50,55}, //DUTCH
{45,45,50,55,60,65,65}, //POLISH
{35,40,45,50,55,60,60}, //SOVIET
{40,40,40,45,50,55,60}, //US ARMY
{50,50,50,55,60,65,70}, //US MARINE
{30,30,30,35,40,40,40}, //CHINESE
{45,45,45,50,55,60,60}, //GREEK
{45,45,40,45,45,45,45}, //NORWEIGAN
{40,40,40,45,50,55,50}, //YUGOSLAVIAN
{50,50,50,55,60,65,65}, //CANADA
{40,45,50,55,55,60,60}, //INDIA
{50,50,50,55,60,65,65}, //ANZAC
{45,45,50,55,50,55,60}, //FREE FRENCH
{30,35,40,40,45,45,55}, //COMMUNIST CHINA
{45,50,50,50,50,50,50}, //CZECHOSLOVAKIA
{35,35,40,40,45,50,50}, //PHILIPINNES
{35,40,50,50,50,50,50}, //NATIONALIST SPAIN
{35,35,35,35,35,35,35}, //REPUBLICAN SPAIN
{35,40,45,45,40,35,35}, //BULGARIA

// TROOPS MORALE
// 1939 to 1945
{70,70,70,70,70,65,50}, //GERMAN
{70,70,70,65,65,60,55}, //FINNISH
{40,35,35,35,30,25,25}, //ITALIAN
{35,35,35,40,35,30,25}, //RUMANIAN
{35,35,40,45,40,35,30}, //HUNGARIAN
{70,70,70,70,70,70,70}, //JAPANESE
{40,40,35,35,30,30,30}, //FRENCH
{60,60,60,60,60,60,55}, //BRITISH
{45,45,45,50,55,60,55}, //BELGIUM
{45,45,45,50,55,60,55}, //DUTCH
{60,55,50,55,60,65,60}, //POLISH
{35,40,45,50,55,60,65}, //SOVIET
{40,40,45,50,55,60,60}, //US ARMY
{55,55,60,65,70,70,70}, //US MARINE
{35,35,35,40,40,40,40}, //CHINESE
{60,60,60,55,60,65,65}, //GREEK
{45,45,40,45,50,55,55}, //NORWEIGAN
{40,40,40,45,50,55,60}, //YUGOSLAVIAN
{65,65,65,65,65,65,65}, //CANADA
{45,45,45,50,50,55,55}, //INDIA
{65,65,65,65,65,65,65}, //ANZAC
{40,40,55,60,55,60,55}, //FREE FRENCH
{35,35,35,35,35,35,35}, //CZECHOSLOVAKIA
{25,25,20,20,25,30,30}, //PHILIPINNES
{40,45,45,45,45,45,45}, //NATIONALIST SPAIN
{35,35,35,35,35,35,35}, //REPUBLICAN SPAIN
{25,25,30,30,25,25,25}, //BULGARIA

ORIGINAL: Goblin

Mike,

If you are working on something to fix some problems, maybe you could turn back on the casualties to passengers when a vehicle is hit? Its a real problem to most players that it was turned off. Now you can have a tank with riders or APC full of troops be destroyed, and the troops take no casualties. Dunno if it is within the scope of what you are working on, but you would have one very large fan following if you did fix it...[:)]


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RE: Designer OOB Notes

Post by Goblin »

Ok, thanks Mike. It was worth a try.[:)]

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RE: Designer OOB Notes

Post by KG Erwin »

The proposed changes look good. I like the fact that the US Marines now have reduced average troop experience levels in 1941-42, but higher leader experience, which is more realistic ( given that many senior officers & non-coms had combat experience in the "Banana Wars" ).

Can't wait to try out the new mech.exe in a campaign--thanks for your efforts, Michael. [&o]
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RE: Designer OOB Notes

Post by Mike Wood »

Hello...

Had a little more time, so I added a few more items to the patch. I must now send it to the distribution folks, as I will have no more time and I am sure some of you folk will want it, soon.

Bye...

Michael Wood

1) Fixed a bug that sometimes caused the program, when generating maps in the editor, for any campaign or battle, with the Victory Frontage option turned off, to place the three victory hex clusters in unexpected locations. Please note that Victory Frontage off is useful for company to battalion sized battles and Victory Frontage on is useful for regimental or brigade sized battles.
2) Rewrote bit of code that determines where a unit will move. In meeting engagements, if a unit was closer to a friendly hex than an enemy hex, it would move towards that hex. When visibility was high, that put most friendly units closer the friendly hex and most would move to that friendly hex and mill around. Now they will only move towards a friendly hex if there are no enemy hexes left or they are very close to the friendly hex, else they will move towards an enemy hex.
3) Fixed a bug which prevented units riding on vehicles or in soft vehicles from taking damage, when the vehicle was hit by fire.
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RE: Designer OOB Notes

Post by KG Erwin »

That's fantastic, Michael. Item number 3 was the one that bothered the players the most, so thanks for fixing it.
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RE: Designer OOB Notes

Post by Goblin »

ORIGINAL: Mike Wood


3) Fixed a bug which prevented units riding on vehicles or in soft vehicles from taking damage, when the vehicle was hit by fire.


WHERE DO WE SEND THE BEER?!?!?[X(]

[:D]

Thanks Mike!!!


Goblin
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