TGW scenario

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

Moderators: ralphtricky, JAMiAM

User avatar
Lobster
Posts: 5546
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: TGW scenario

Post by 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.
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.
User avatar
larryfulkerson
Posts: 42791
Joined: Sat Apr 16, 2005 9:06 pm
Location: Tucson, AZ,usa,sol, milkyway
Contact:

RE: TGW scenario

Post by larryfulkerson »

ORIGINAL: 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.
I posted something in the comprehensive wishlist thread, that's the thread where we post all kinds of
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
User avatar
sPzAbt653
Posts: 10116
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: TGW scenario

Post by 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.
User avatar
sPzAbt653
Posts: 10116
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: TGW scenario

Post by sPzAbt653 »

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.
User avatar
Lobster
Posts: 5546
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: TGW scenario

Post by Lobster »

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...


Image

Unbelievable.
Attachments
klinkfacepalm.jpg
klinkfacepalm.jpg (8.15 KiB) Viewed 457 times
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.
User avatar
Lobster
Posts: 5546
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: TGW scenario

Post by Lobster »

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.
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.
Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

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...
User avatar
larryfulkerson
Posts: 42791
Joined: Sat Apr 16, 2005 9:06 pm
Location: Tucson, AZ,usa,sol, milkyway
Contact:

RE: TGW scenario

Post by larryfulkerson »

now the big decision, restart or not...
Not meaning to influence your decision at all, let me say that I re-started.
Russia’s 41st Army COLLAPSED in Pokrovsk — 25,000 Soldiers KILLED After a RIDICULOUS Russian Assault
https://www.youtube.com/watch?v=T_CtW3GqPQg
User avatar
sPzAbt653
Posts: 10116
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: TGW scenario

Post by 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.
Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

ORIGINAL: larryfulkerson
now the big decision, restart or not...
Not meaning to influence your decision at all, let me say that I re-started.

Hey, I play at a slower pace than you...[:)]. But maybe I will.

Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

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.
User avatar
sPzAbt653
Posts: 10116
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: TGW scenario

Post by 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].

Image
Attachments
jpeg33.jpg
jpeg33.jpg (35.55 KiB) Viewed 457 times
User avatar
Lobster
Posts: 5546
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: TGW scenario

Post by 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.
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.
Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

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].

Image
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.
Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

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?
User avatar
Lobster
Posts: 5546
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: TGW scenario

Post by Lobster »

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.
Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

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[:)]
User avatar
sPzAbt653
Posts: 10116
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: TGW scenario

Post by 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.
Meyer1
Posts: 931
Joined: Tue Feb 09, 2010 6:01 pm

RE: TGW scenario

Post by Meyer1 »

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.
Oberst_Klink
Posts: 4921
Joined: Sun Feb 10, 2008 7:37 pm
Location: Germany
Contact:

RE: TGW scenario

Post by Oberst_Klink »

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.
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? ;)

Klink, Oberst
My Blog & on Twitter.
Visit CS Legion on Twitter & Facebook for updates.
Post Reply

Return to “Norm Koger's The Operational Art Of War III”