TGW scenario
Moderators: ralphtricky, JAMiAM
RE: TGW scenario
Please bring this to the attention of the TOAW4 team. Probably a pm to Bob Cross aka Curtis Lemay. Have to be sure they know of this.
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.
- larryfulkerson
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RE: TGW scenario
I posted something in the comprehensive wishlist thread, that's the thread where we post all kinds ofORIGINAL: Lobster
Please bring this to the attention of the TOAW4 team. Probably a pm to Bob Cross aka Curtis Lemay.
Have to be sure they know of this.
stuff that would be really neato to have in TOAW IV. It's pinned to the top of the development forum
so he's going to see it if he ever logs in again. I'm talking about Bob. He's the boss I gather. He knows
more about TOAW than anybody I've ever known. I've not stumped him yet with a question. He's
worth his weight in gold. There might not even be a TOAW if Bob weren't involved.
Russia’s 41st Army COLLAPSED in Pokrovsk — 25,000 Soldiers KILLED After a RIDICULOUS Russian Assault
https://www.youtube.com/watch?v=T_CtW3GqPQg
https://www.youtube.com/watch?v=T_CtW3GqPQg
RE: TGW scenario
v1.9 is posted at http://www.dizium.net/TOAW
Minor changes to the Luftwaffe, and the change to hex 62,28 are what's new.
I did several years ago and it isn't considered a TOAW problem. Designers just need to keep an eye out for these cases when putting maps together.
To clarify, using the screen shot in post #18 above, a unit can move from any of the three road hexes adjacent to the Pz unit into the hex that the Pz unit is currently in, but the same unit cannot move back. This is because those hexes contain terrain that is impassable for motorized or mixed movement units [in this case badlands]. There are other possibilities, such as major river hexes, in which no unit can move back. The easy fix is for the map designer/modder to put a road extension leading to that hexside.
Minor changes to the Luftwaffe, and the change to hex 62,28 are what's new.
Please bring this to the attention of the TOAW4 team.
I did several years ago and it isn't considered a TOAW problem. Designers just need to keep an eye out for these cases when putting maps together.
To clarify, using the screen shot in post #18 above, a unit can move from any of the three road hexes adjacent to the Pz unit into the hex that the Pz unit is currently in, but the same unit cannot move back. This is because those hexes contain terrain that is impassable for motorized or mixed movement units [in this case badlands]. There are other possibilities, such as major river hexes, in which no unit can move back. The easy fix is for the map designer/modder to put a road extension leading to that hexside.
RE: TGW scenario
Forgot to mention that the Graphics file is changed, so if you get v1.9 you will need to add the folder that is in the zip file to the TOAW graphics folder. Wait ...
Sigh ... Actually, I changed the name of the scenario to match the scenario in the 3.4.1.9 release, so if you have that, there is no need to add the graphics folder as it should already be there. But if you never got 3.4.1.9 then you need to make the change.
I think.
Sigh ... Actually, I changed the name of the scenario to match the scenario in the 3.4.1.9 release, so if you have that, there is no need to add the graphics folder as it should already be there. But if you never got 3.4.1.9 then you need to make the change.
I think.
RE: TGW scenario
ORIGINAL: sPzAbt653
v1.9 is posted at http://www.dizium.net/TOAW
Minor changes to the Luftwaffe, and the change to hex 62,28 are what's new.
Please bring this to the attention of the TOAW4 team.
I did several years ago and it isn't considered a TOAW problem. Designers just need to keep an eye out for these cases when putting maps together.
To clarify, using the screen shot in post #18 above, a unit can move from any of the three road hexes adjacent to the Pz unit into the hex that the Pz unit is currently in, but the same unit cannot move back. This is because those hexes contain terrain that is impassable for motorized or mixed movement units [in this case badlands]. There are other possibilities, such as major river hexes, in which no unit can move back. The easy fix is for the map designer/modder to put a road extension leading to that hexside.
I...I...

Unbelievable.
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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.
RE: TGW scenario
If unit is in terrain that it can only enter via a road hexside
Then if can't leave the hex except via a road hexside.
Now, how hard was that? If I can do it an experienced programmer can do it. To say it's a scenario design problem is either a lame copout or laziness, period.
Then if can't leave the hex except via a road hexside.
Now, how hard was that? If I can do it an experienced programmer can do it. To say it's a scenario design problem is either a lame copout or laziness, period.
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.
RE: TGW scenario
ORIGINAL: sPzAbt653
v1.9 is posted at http://www.dizium.net/TOAW
Minor changes to the Luftwaffe, and the change to hex 62,28 are what's new.
Thanks for the update. Just curious, what changed in the hex? I just see a different color (and I didn't update the graphic folder), but otherwise seems the same?
Noted the changes in the Lw, now the big decision, restart or not...
- larryfulkerson
- Posts: 42791
- Joined: Sat Apr 16, 2005 9:06 pm
- Location: Tucson, AZ,usa,sol, milkyway
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RE: TGW scenario
Not meaning to influence your decision at all, let me say that I re-started.now the big decision, restart or not...
Russia’s 41st Army COLLAPSED in Pokrovsk — 25,000 Soldiers KILLED After a RIDICULOUS Russian Assault
https://www.youtube.com/watch?v=T_CtW3GqPQg
https://www.youtube.com/watch?v=T_CtW3GqPQg
RE: TGW scenario
what changed in the hex?
Added Badlands to it so that the 8th Pz will no longer be able to get in there. I could have left it as it was and added a road 'burr', but I doesn't like the look of burr's too much.
RE: TGW scenario
ORIGINAL: larryfulkerson
Not meaning to influence your decision at all, let me say that I re-started.now the big decision, restart or not...
Hey, I play at a slower pace than you...[:)]. But maybe I will.
RE: TGW scenario
ORIGINAL: sPzAbt653
what changed in the hex?
Added Badlands to it so that the 8th Pz will no longer be able to get in there. I could have left it as it was and added a road 'burr', but I doesn't like the look of burr's too much.
Hmmm, when I put the cursor over 62,28 I only see "marsh". Am I missing something?
Not that has any importance, don't mean to bother you.
RE: TGW scenario
Yeah, the game sometimes drops stuff out of that bottom line, but as you said it looks different, and in the editor it can be seen [as in the shot below].


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RE: TGW scenario
ORIGINAL: sPzAbt653
what changed in the hex?
Added Badlands to it so that the 8th Pz will no longer be able to get in there. I could have left it as it was and added a road 'burr', but I doesn't like the look of burr's too much.
This isn't your fault. You did a great job on this. The program has a flaw that could easily be fixed. It's not really a bug but an oversight that should be addressed.
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.
RE: TGW scenario
Yes, just saw the same in the editor. I guess it's a way to simulate the lack of good OKH maps of Russia back then [:)]. Didn't know that the game FOW applied to this. Actually it's kind of nice.ORIGINAL: sPzAbt653
Yeah, the game sometimes drops stuff out of that bottom line, but as you said it looks different, and in the editor it can be seen [as in the shot below].
![]()
RE: TGW scenario
ORIGINAL: Lobster
ORIGINAL: sPzAbt653
what changed in the hex?
Added Badlands to it so that the 8th Pz will no longer be able to get in there. I could have left it as it was and added a road 'burr', but I doesn't like the look of burr's too much.
This isn't your fault. You did a great job on this. The program has a flaw that could easily be fixed. It's not really a bug but an oversight that should be addressed.
Could be that the problem, and an easier solution, is that the editor shouldn't allow the designer to put a road on badlands hexes?
RE: TGW scenario
Nah. The world is full of roads through what would be considered badlands in TOAW game terms. It's probably an oversight that was never taken care of.
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.
RE: TGW scenario
So..., after a restart, I'm in the middle of December, and no signs of winter whatsoever: weather zone 1 cold, zone 2 temperate, zone 3 warm. Mud session passed unnoticed too. I understand that weather simulation is difficult (there was an old thread that discussed this, but can't find it), or is something wrong with my game?.
Regardless the supply situation (still waiting to the "collapse" event to end [:@]), having a lot of fun[:)]
Regardless the supply situation (still waiting to the "collapse" event to end [:@]), having a lot of fun[:)]
RE: TGW scenario
The scenario is intended to mirror the classic Barbarossa 41. In that one, the only effect was reduced supply. Not that that is an excuse to make a poor design, but we added some slight changes in shock and then waited to see how it played out. It may seem strange when compared to how other scenarios handle it, but as long as it works fairly well we are probably happy. Always open to more thinking on it, though.
Weather events are kept to a simple minimum, so we can expand on those if desired. I suppose it would be nice to see some snow, at least in January and February.
Weather events are kept to a simple minimum, so we can expand on those if desired. I suppose it would be nice to see some snow, at least in January and February.
RE: TGW scenario
Well, actually I've never played another east front scenario all the way to the winter... so can't compare.
So, a designer choice, okay, actually is good news. Thank you.
So, a designer choice, okay, actually is good news. Thank you.
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Oberst_Klink
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RE: TGW scenario
Talking about D21 (I presume some call it TGW?!); what about the RR repair? We're struggling in our AAR as in just 12 hexes being repaired per half week/turn *max*... is there a newer or revised version in the planning, Stevo?ORIGINAL: sPzAbt653
The scenario is intended to mirror the classic Barbarossa 41. In that one, the only effect was reduced supply. Not that that is an excuse to make a poor design, but we added some slight changes in shock and then waited to see how it played out. It may seem strange when compared to how other scenarios handle it, but as long as it works fairly well we are probably happy. Always open to more thinking on it, though.
Weather events are kept to a simple minimum, so we can expand on those if desired. I suppose it would be nice to see some snow, at least in January and February.
Klink, Oberst

