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RE: Features for ToaW 4
Posted: Tue May 01, 2007 4:32 pm
by JAMiAM
ORIGINAL: Curtis Lemay
ORIGINAL: ralphtrick
ORIGINAL: freeboy
Ralph, I caught you on the forums! how goes the debug on the fite stuff?
I see the event that caused it. I'll fix it, and verify that there aren't any other stray events. It will take me a day or two.
I'm confused by the above statement. Was the problem with FitE or was there a residual problem with TOAW that we didn't find last time?
LoL! I think it was a residual problem with an FitE game started with an earlier version of TOAW III, that needed to be fixed.
RE: Features for ToaW 4
Posted: Wed May 02, 2007 5:21 pm
by larryfulkerson
Here's what we need in T4.......move-able forts. Here's a fort with a movement factor of 11. What gives?

RE: Features for ToaW 4
Posted: Wed May 02, 2007 6:17 pm
by el cid
Could TOAW 4 have the addition of grand strategy. Though it is an operational level game, I find that the most beloved scenarios usually are grand scale, and could probably benefit from some strategic aspects.
RE: Features for ToaW 4
Posted: Wed May 02, 2007 6:53 pm
by JAMiAM
ORIGINAL: larryfulkerson
Here's what we need in T4.......move-able forts. Here's a fort with a movement factor of 11. What gives?
That may be a unit assigned to a "fortress" or fortress region, but it is using a Machine Gun NATO icon. "Move-able forts" can be created with any type of equipment that reacts appropriately toward the other types, to gain the desired effect - in spite of the complaints of TO&E purists...[:'(]
Just how plausible in the scenario they may be, is up to the designer to account for, and is another story altogether...[;)]
RE: Features for ToaW 4
Posted: Thu May 03, 2007 4:33 pm
by JMass
ORIGINAL: JAMiAM
For those trying to get TOAW III under Linux, try reading this thread
tm.asp?m=1211390&mpage=1 and maybe pm'ing or emailing superdave56 for instructions and tips. He seemed to be able to get the game to work.
I have compiled Wine (0.9.36) and now TOAW 3 runs on Linux but very slowly... [:(]
]
RE: Features for ToaW 4
Posted: Sat May 05, 2007 7:40 am
by Dave Ferguson
Sorry if this has already been mentioned.
The Butterfly Effect
The law of unintended consequences can spoil long scenarios, especially irritating if you have just played 125 turns of FITE! The scenario just gets out of balance and there is nothing you can do about it.
What we need is the ability to dip into a scenario in progress and change stuff like formation composition, replacement rates etc etc.
RE: Features for ToaW 4
Posted: Sat May 05, 2007 2:41 pm
by Veers
Actually that ability was taken away with T3 to avoid the potential for cheating.
And, the law of unintended consequence is realistsic. It's a good thing. You can't win, or even do well, in every game you play.
RE: Features for ToaW 4
Posted: Sat May 05, 2007 4:29 pm
by Dave Ferguson
If it was taken away it should be put back because what I am talking about is unintended consequences of scenario design decisions. How many times has FITE been playtested for ALL its turns. I would not start a scenario that would involve months of effort, only to find you have to start all over. I am not suggesting a scenario dump that you can open with the editor just the ability to change some numbers. Of course it is the events that cause the most problems.
Or thinking about it another way maybe a scenario such as FITE should be several smaller scenarios, the problem being how do you have the end of one scenario be the start of another without a large amount of work?
As far as cheating is concerned it would be possible to have a log of changes embedded in the game so any change was agreed by the players, changes without agreement would mean a immediate loss.
RE: Features for ToaW 4
Posted: Sat May 05, 2007 5:19 pm
by Veers
ORIGINAL: Dave Ferguson
If it was taken away it should be put back because what I am talking about is unintended consequences of scenario design decisions. How many times has FITE been playtested for ALL its turns. I would not start a scenario that would involve months of effort, only to find you have to start all over. I am not suggesting a scenario dump that you can open with the editor just the ability to change some numbers. Of course it is the events that cause the most problems.
Or thinking about it another way maybe a scenario such as FITE should be several smaller scenarios, the problem being how do you have the end of one scenario be the start of another without a large amount of work?
As far as cheating is concerned it would be possible to have a log of changes embedded in the game so any change was agreed by the players, changes without agreement would mean a immediate loss.
*shrugs* I suppose having a change log in there with some sort of notice to the other player that the scneraio has been changed durign the game would be a good idea.
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 2:40 pm
by LOK_32MK
Jamiam/Ralph
Is there any hope of seeing naval improvements in TOAW IV (such as interception by enemy fleets and other fine ideas suggested by several people)? They don't have to be huge improvements. Just enough to make the naval aspects of the game slightly more realistic.
Any thoughts?
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 4:03 pm
by JAMiAM
ORIGINAL: LOK_32MK
Jamiam/Ralph
Is there any hope of seeing naval improvements in TOAW IV (such as interception by enemy fleets and other fine ideas suggested by several people)? They don't have to be huge improvements. Just enough to make the naval aspects of the game slightly more realistic.
Any thoughts?
We've got some ideas floating around that should improve naval interaction in future versions. I won't go into detail on any of them, as it's way too early, but yes, we are hoping to make that aspect better.
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Then again, just about anything is "better" so the bar is, fortunately, set pretty low for us...[;)]
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 4:40 pm
by Veers
Are those ideas floating around for T3, or T4?
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 4:47 pm
by Karri
Is there any hopes of say doubling the unit limit?
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 5:26 pm
by larryfulkerson
ORIGINAL: Veers
Are those ideas floating around for T3, or T4?
yes.
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 5:45 pm
by Veers
ORIGINAL: larryfulkerson
ORIGINAL: Veers
Are those ideas floating around for T3, or T4?
yes.
[:D]
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 10:07 pm
by SMK-at-work
Oh and multiple ressurection sites please - ones that have some bearing to where units might actually do some recovery........
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 10:22 pm
by JJKettunen
ORIGINAL: SMK-at-work
Oh and multiple ressurection sites please
Blasphemy!
RE: Features for ToaW 4 - Naval improvements
Posted: Tue May 08, 2007 11:09 pm
by larryfulkerson
I want to see the inclusion of Hospitals and Supply dumps etc. in the game. Hey you guys.....here's your Java code fix for the day:

RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 09, 2007 11:59 am
by JMass
I would like a window containing a summary of all planned battles and relative %.
[:)]

RE: Features for ToaW 4 - Naval improvements
Posted: Wed May 09, 2007 4:47 pm
by Telumar
ORIGINAL: larryfulkerson
I want to see the inclusion of Hospitals and Supply dumps etc. in the game. Hey you guys.....here's your Java code fix for the day:
Terrain names, Unit type names etc can only be modified by a separate language file (like the translations)...either you manipulate/mod the strings from the language kit and compile a dll or you modify the .dll directly with a ressource editor (ResHacker or Xn Ressource Editor i.e.), both might be cumbersome. So Larry what's this screnshot from? Some kind of language.dll editor?