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RE: TOAW XML Editor
Posted: Sat May 11, 2019 5:46 pm
by 76mm
ORIGINAL: Zovs
In the XML if you set them to something and import it in does that work?
Nope, they don't seem to have any effect at all, so not sure why they are in the XML export.
But hopefully it will be easier to set once I finish the TOAWxml event editor!
RE: TOAW XML Editor
Posted: Mon May 13, 2019 12:07 am
by larryfulkerson
I just now downloaded your latest and greatest, thank you very much for your work on this, and I tried to stuff a unit just now and it wouldn't let me. I didn't get an error message, just a soft tone chime, and I need to be able to do that for scenario balancing purposes. Please.

RE: TOAW XML Editor
Posted: Mon May 13, 2019 1:18 am
by 76mm
ORIGINAL: larryfulkerson
...I tried to stuff a unit just now and it wouldn't let me. I didn't get an error message, just a soft tone chime, and I need to be able to do that for scenario balancing purposes. Please.
I have no problem doing this. No error, no chime, no problem. Not sure what issue you're encountering, I guess I 'll take a look tomorrrow.
RE: TOAW XML Editor
Posted: Mon May 13, 2019 1:19 am
by larryfulkerson
ORIGINAL: 76mm
ORIGINAL: larryfulkerson
...I tried to stuff a unit just now and it wouldn't let me. I didn't get an error message, just a soft tone chime, and I need to be able to do that for scenario balancing purposes. Please.
I have no problem doing this. No error, no chime, no problem. Not sure what issue you're encountering, I guess I 'll take a look tomorrrow.
I'm trying to get more equipment than is authorized into a unit. I'd like to be able to enter 0 for a max as well.
RE: TOAW XML Editor
Posted: Mon May 13, 2019 9:11 am
by 76mm
ORIGINAL: larryfulkerson
I'm trying to get more equipment than is authorized into a unit.
This works. I see that the Save button is enable, what happens when you press it? The only issue that I see so far is that the treeview does not update immediately to show the corrected quantity, but it will do so when you exit and re-enter a force or retart the program. I'll fix this, but in the meantime you can save the values entered in the boxes, at least as far as I can tell.
I will also try this on the file you sent me earlier, but I can't think of any reason for it not to work.
ORIGINAL: larryfulkerson
I'd like to be able to enter 0 for a max as well.
This was discussed above. It is my understanding that you can't do this in the in-game editor--if you do so, the equipment line item is removed? If so, we can't do it here, because it will break things. If you can show that this is possible without breaking things and a more-or-less common (not very uncommon?) practice , I can change it.
RE: TOAW XML Editor
Posted: Mon May 13, 2019 9:14 am
by larryfulkerson
I see that the Save button is enable, what happens when you press it?
I get a soft tone sound that tells me there's an error somewhere but there's no other information so you have to guess at what's wrong. I've been guessing that the number that's highlighted is the culprit.
This was discussed above. It is my understanding that you can't do this in the in-game editor--if you do so, the equipment line item is removed?
That is my goto way to delete an item of equipment when I'm using the in-game editor. And I don't want to cause a game-stopper so forget I said anything about making the max 0.
RE: TOAW XML Editor
Posted: Mon May 13, 2019 9:41 am
by Lobster
You can't have an authorized equipment amount of zero. The game won't let you. You can have an assigned equipment amount of zero. This the game will allow. But you can only assign zero after the slot in a unit has been created with a minimum of one. Then you edit that equipment to zero. The game will also allow you to have more assigned equipment than is authorized. (authorized is what you will see in the TOE tables. assigned can be from zero to infinity)
RE: TOAW XML Editor
Posted: Mon May 13, 2019 10:33 am
by 76mm
ORIGINAL: larryfulkerson
I get a soft tone sound that tells me there's an error somewhere but there's no other information so you have to guess at what's wrong. I've been guessing that the number that's highlighted is the culprit.
But have you checked whether the information is actually saved, as I described above? Change to the other force, then change back and check the unit to see.
I actually tried this on the same unit & equipment in the file you sent me previously--it worked as I described above. When do you get this soft tone, when you enter the number, or when you press save?
RE: TOAW XML Editor
Posted: Mon May 13, 2019 11:35 am
by 76mm
ORIGINAL: 76mm
The only issue that I see so far is that the treeview does not update immediately to show the corrected quantity, but it will do so when you exit and re-enter a force or retart the program. I'll fix this...
This is now fixed, will be released in v1.17.
RE: TOAW XML Editor
Posted: Wed May 15, 2019 11:52 am
by Zovs
Have run into some crashes lately.
I had a set of units that have a turn entry of turn 100 and in that formation in the in game editor I renamed the first unit (see below), then I extracted the *.gam file into the tool and when I tried to update the remaining units with a name re-name it crashes with this:
Also, the tools does not report BG in the list:
Note the
icon is missing in the upper right:
But you can see it is a BG type of formation:
RE: TOAW XML Editor
Posted: Wed May 15, 2019 11:56 am
by Zovs
Oh, here is the error dialog box:

RE: TOAW XML Editor
Posted: Wed May 15, 2019 1:16 pm
by 76mm
ORIGINAL: Zovs
Oh, here is the error dialog box:
Actually, that one is a feature, not a bug; when units change to deployment from an on-map deployment to a reinforcement (off-map) deployment, by default I set the entry turn to 100...the message you've seen is simply pointing out that the entry turn is equal to the default, and allows you to accept it or cancel and change the value.
The other issues I'll have to look into...a "BG" unit is a battlegroup?
RE: TOAW XML Editor
Posted: Wed May 15, 2019 1:41 pm
by 76mm
For the BG, I noticed that I mistakenly failed to include the BG and KG icons in the list of icons--that's now been fixed. But I didn't get any crashes because of that, so the crash is probably something else.
In the screenshot above, are you renaming 2 GE MSU?
And just to check--you're restarting TOAWxml or reloading the gam file after each gam export now, correct?
RE: TOAW XML Editor
Posted: Wed May 15, 2019 2:05 pm
by Zovs
Yes on 2 GE MSU. Yes on restarting.
RE: TOAW XML Editor
Posted: Wed May 15, 2019 2:08 pm
by Zovs
ORIGINAL: 76mm
ORIGINAL: Zovs
Oh, here is the error dialog box:
Actually, that one is a feature, not a bug; when units change to deployment from an on-map deployment to a reinforcement (off-map) deployment, by default I set the entry turn to 100...the message you've seen is simply pointing out that the entry turn is equal to the default, and allows you to accept it or cancel and change the value.
The problem is that it crashed after I selected Yes or No with the error dialog box.
RE: TOAW XML Editor
Posted: Wed May 15, 2019 4:59 pm
by 76mm
ORIGINAL: Zovs
The problem is that it crashed after I selected Yes or No with the error dialog box.
No idea what might be causing that...so far I can't replicate it. I'll play around with it a bit more tomorrow.
Maybe I could just change the default to Turn 999, that might help...
RE: TOAW XML Editor
Posted: Fri May 31, 2019 1:42 pm
by Lobster
ORIGINAL: 76mm
ORIGINAL: larryfulkerson
Sorry 76mm dude but I can see some utility for saving it as a file also. The idea is to have each separate kind of unit, LCU, aircraft, major naval, etc. so that reading in the appropriate files can create the OOB / TOE of the scenario much faster than doing it by hand. Hopefully, some day the program can read a list of the files that creates the OOB as a file, one for Americans, one for the British, one for the Germans, several for Axis Minors, etc.
Guys, not trying to be argumentative, but I don't really understand what you are trying to achieve...if you are looking for a function that will automatically create an OOB by reading a bunch of sub-OOB files, I wouldn't say that's impossible but it will be pretty far down the road, after new units/equipment and probably after events as well.
ORIGINAL: Lobster
Many times an OOB will have many units that are the same. Also some OOBs are very large so to copy a unit and move it up or down in a formation to add it as a new unit can take a bit of time. Why not make it possible to copy a unit and save it in a file so that when another unit of that type is needed it can be selected from the file where it was saved and simply added to the OOB.
Again, maybe I'm missing something, but I'm still not seeing how saving units as a separate file would be easier/quicker/better than right-clicking, loading an existing unit into memory, and then pasting elsewhere in the OOB??
To revisit this.
If I'm making a series of scenarios covering the battles around Rzhev in summer 1942 the units will all basically be the same. So I make one scenario and finish it. When I start the second scenario in the same series I have to build the units all over again. It would be much easier to make the units, save each one in a file, and then load them into each scenario as I make them the scenarios. So make one unit and use the exact same unit in multiple scenarios.
This is what Save Unit as and Open Unit does in game's editor. However, the games editor gets broken so often and it takes months to fix anything. I wish TOAW was fixed as quickly as some games Matrix has but I guess it's priority is way down at the bottom of the barrel and someone doesn't want to take on any voluntary helpers for whatever reason.
RE: TOAW XML Editor
Posted: Fri May 31, 2019 2:31 pm
by sPzAbt653
I have to build the units all over again.
In that case I might export the entire oob from the first scenario into the second scenario, but still the Save Unit feature is nice. My example would be that [long story coming] after doing repetitious stuff years ago like creating the same units over and over for different scenarios, I started making units in a separate scenario file [TOAW-TOE], then when I wanted to make a unit that I already had, I could open both scenario files and head weave back and forth to re-build units without all the research. However, with Save Unit it is even easier because all of the already researched and built units can be saved to a separate folder and then 'Opened' into any scenario [:)]
But this Saving and Opening Units operation can still be done in TOAW, so not sure if it is necessary for Tom to program it into this program.
RE: TOAW XML Editor
Posted: Fri May 31, 2019 2:48 pm
by Lobster
In the current beta patch it is still broken. Also, TOAWXML editor is a one stop shop as it were. Additionally condition of the patches and whether or not they are broken and the extremely long turn around for fixing stuff would not be an issue. But still, I can always go back to 4.1.0.3 where it all works. At least the stuff that isn't partly finished and completely abandoned. [;)]
RE: TOAW XML Editor
Posted: Fri May 31, 2019 2:55 pm
by larryfulkerson
ORIGINAL: Lobster
In the current beta patch it is still broken. Also, TOAWXML editor is a one stop shop as it were. Additionally condition of the patches and whether or not they are broken and the extremely long turn around for fixing stuff would not be an issue. But still, I can always go back to 4.1.0.3 where it all works. At least the stuff that isn't partly finished and completely abandoned.
It really feels like the developers have quit. I'm wondering if there's going to be a TOAW V now.