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RE: Commander Task Force: Call for volunteers!

Posted: Tue Oct 13, 2020 5:07 pm
by Lobster
ORIGINAL: Curtis Lemay
ORIGINAL: Lobster

If it were merely about your time I doubt anyone would give a care. It's about development time. It's not the Operational Art of Bob.
Right. And that's why I'm the assistant programmer. We have a master programmer in Ralph.

And, I repeat, had we had more help on the Commander List, I would have had more coding time. Those of you that didn't help have less ground to complain.


So the Pied Piper of Opart thinks we should all mindlessly follow him into the Forest of Pointless Exercises.

RE: Commander Task Force: Call for volunteers!

Posted: Tue Oct 13, 2020 6:57 pm
by Lobster
ORIGINAL: golden delicious

ORIGINAL: Curtis Lemay

Doesn't seem to stop anybody else.

No, I've noticed that.

I disagree with you about the direction that TOAW IV has taken, but no-one else has put in anything like the kind of time and dedication to the project than you have and you can't be answerable to armchair developers on every decision.

This is true. And getting together names and photos of all of the different commanders in all of the different armies is also a good idea. A real time saver for anyone doing a scenario that will use commanders. However, taking the time to enter all the subjective stats about each and every one of them is a waste. It should have been something left up to the scenario designers. I'm not an arm chair developer and have never been asked to be on the development team. To the best of my knowledge NO ONE HAS. And that is part of the problem. At the very least there should have been a team to over see what was being done and when. But now we end up needlessly going down a sideroad on a sightseeing tour of the biggest rubber band ball in the world simply because Bob wanted to and he is the only one allowed to drive the car with zero oversight and zero input by the community beyond some vague todo list.

In any event the time will continue to be wasted on this. It's sad.

RE: Commander Task Force: Call for volunteers!

Posted: Tue Oct 13, 2020 6:58 pm
by Curtis Lemay
ORIGINAL: Lobster
ORIGINAL: Curtis Lemay
ORIGINAL: Lobster

If it were merely about your time I doubt anyone would give a care. It's about development time. It's not the Operational Art of Bob.
Right. And that's why I'm the assistant programmer. We have a master programmer in Ralph.

And, I repeat, had we had more help on the Commander List, I would have had more coding time. Those of you that didn't help have less ground to complain.


So the Pied Piper of Opart thinks we should all mindlessly follow him into the Forest of Pointless Exercises.
No one need follow me anywhere. They have Ralph as their alternative.

I could have been coding if . . .

Posted: Tue Oct 13, 2020 9:15 pm
by rhinobones
I could have been spending this time coding if . . .

First question is, if in the future I open a new scenario that has commanders, am I stuck fiddling with commanders, or will there be an option to disable commanders? I realize the scenario could be edited to delete the commanders, but the casual player needs an in-game button to turn commanders ON or OFF.

Second question is, what do you see as the value added by this exercise? Is this really more important than working on known defects?

Regards

RE: I could have been coding if . . .

Posted: Tue Oct 13, 2020 9:40 pm
by Curtis Lemay
ORIGINAL: rhinobones
I could have been spending this time coding if . . .

First question is, if in the future I open a new scenario that has commanders, am I stuck fiddling with commanders, or will there be an option to disable commanders? I realize the scenario could be edited to delete the commanders, but the casual player needs an in-game button to turn commanders ON or OFF.

No.
Second question is, what do you see as the value added by this exercise? Is this really more important than working on known defects?

We will have Commanders, like so many other operational wargames. (And so many scenario designers have, so far, had to model crudely using shock levels).

RE: I could have been coding if . . .

Posted: Tue Oct 13, 2020 11:05 pm
by rhinobones
We will have Commanders, like so many other operational wargames.

Well, that should make the bubble gum crowd happy, but it will definitely impact your Charisma rating.

In another post you mentioned moving the flag among units. How about you apply that same technology to moving units among formations. That’s been a hot topic for a long time.

Regards

RE: I could have been coding if . . .

Posted: Wed Oct 14, 2020 5:52 pm
by Curtis Lemay
ORIGINAL: rhinobones
We will have Commanders, like so many other operational wargames.

Well, that should make the bubble gum crowd happy, but it will definitely impact your Charisma rating.

In another post you mentioned moving the flag among units. How about you apply that same technology to moving units among formations. That’s been a hot topic for a long time.

Regards
I can't talk about the full feature list of this mod, yet (for standard Matrix reasons). For now, readers can only conclude that it includes Commanders. There was no way to make a call for volunteers without revealing that.

RE: I could have been coding if . . .

Posted: Wed Oct 14, 2020 6:16 pm
by rhinobones
ORIGINAL: Curtis Lemay
. . . the full feature list . . .

I like the sound of that.

Regards

RE: I could have been coding if . . .

Posted: Wed Oct 21, 2020 9:37 am
by sithlord_shag
Bob I'm intrigued by this. Is anyone doing the commonwealth commanders? I am happy to volunteer if you are still needing them.

RE: I could have been coding if . . .

Posted: Fri Oct 23, 2020 11:25 am
by Curtis Lemay
ORIGINAL: sithlord_shag

Bob I'm intrigued by this. Is anyone doing the commonwealth commanders? I am happy to volunteer if you are still needing them.
Everything is finished except the Russians, and they're finished through WWI.

RE: I could have been coding if . . .

Posted: Thu Oct 29, 2020 1:03 pm
by Curtis Lemay
This project is now finished.

Thanks to Jo van der Pluym for his contribution.
Thanks to Bill Lott, Jr. for his extensive contributions.
And many thanks to Josant for his enormous contributions. I'd still be working on this way into next year without him. And, in most cases, his work was higher quality than mine!

RE: I could have been coding if . . .

Posted: Fri Oct 30, 2020 11:30 am
by Curtis Lemay
For those interested, I've attached the finished spreadsheet.

There were a total of 2902 commanders included. They breakdown as follows:

Australia - 8
Austria/Austria-Hungary - 72
Belgium - 31
Bosnia - 14
Bulgaria - 14
Canada - 5
Communist China - 18
Nationalist China - 27
Confederate States - 84
Croatia - 22
Denmark - 2
Egypt - 27
Finland - 7
France - 161
Germany - 460
Hungary - 10
India - 29
Iran - 43
Iraq - 40
Israel - 52
Italy - 98
Japan - 132
Jordan - 8
North Korea - 6
South Korea - 6
Mexico - 10
The Netherlands - 24
New Zealand - 4
Norway - 18
Pakistan - 24
Poland - 30
Romania - 18
Russia - 505
Saudi Arabia - 2
South Africa - 5
Spain - 113
Syria - 26
Terror - 11
Turkey - 50
United Kingdom - 217
United States - 378
North Viet Nam - 7
South Viet Nam - 3
Yugoslavia/Serbia - 32

RE: I could have been coding if . . .

Posted: Fri Oct 30, 2020 12:09 pm
by Zovs
Thanks and interesting BUT, your missing 98 leaders. You might as well round the list out to 3,000.

[:D][;)]

Re: Commander Task Force: Call for volunteers!

Posted: Mon May 23, 2022 1:50 am
by Meyer1
Does the player have something to do with the commanders, or they are just "there"?

Re: Commander Task Force: Call for volunteers!

Posted: Mon May 23, 2022 2:04 am
by Curtis Lemay
Meyer1 wrote: Mon May 23, 2022 1:50 am Does the player have something to do with the commanders, or they are just "there"?
The Commander is in the "Flag" unit. The player controls what that unit does and where it is located on the map (which may risk the Commander's loss but make his abilities more or less impactful). He can "transfer the flag" (move the Commander to a different unit within the formation). He can attempt to demote/promote the Commander - affected by the Commander's Political Strength. He can attempt to remove the Commander (either to get his crappy ability out of action, or as a preliminary to putting his superior ability into a more impactful location).

Re: Commander Task Force: Call for volunteers!

Posted: Mon May 23, 2022 4:53 am
by Meyer1
Curtis Lemay wrote: Mon May 23, 2022 2:04 am
Meyer1 wrote: Mon May 23, 2022 1:50 am Does the player have something to do with the commanders, or they are just "there"?
The Commander is in the "Flag" unit. The player controls what that unit does and where it is located on the map (which may risk the Commander's loss but make his abilities more or less impactful). He can "transfer the flag" (move the Commander to a different unit within the formation). He can attempt to demote/promote the Commander - affected by the Commander's Political Strength. He can attempt to remove the Commander (either to get his crappy ability out of action, or as a preliminary to putting his superior ability into a more impactful location).
Thanks, that clarifies it.

Re: Commander Task Force: Call for volunteers!

Posted: Sat Jul 30, 2022 6:49 pm
by broccolini
It probably sais somewhere in the 4 pages of stuff when this is going live, but I didn't see it.
When is this going live?
Just wondering.

Re: Commander Task Force: Call for volunteers!

Posted: Sat Jul 30, 2022 8:24 pm
by Curtis Lemay
broccolini wrote: Sat Jul 30, 2022 6:49 pm It probably sais somewhere in the 4 pages of stuff when this is going live, but I didn't see it.
When is this going live?
Just wondering.
When the next update is launched.

Re: Commander Task Force: Call for volunteers!

Posted: Sun Jul 31, 2022 2:13 pm
by broccolini
Will this create imbalances in the older scenarios that manipulate shock values to simulate mismatch between commanders?
Like most of Bob Cross's scenarios to name a few dozen.
I am wondering if this is going to make a ton of really good older scenario's unplayable without significant updates.

Re: Commander Task Force: Call for volunteers!

Posted: Sun Jul 31, 2022 2:27 pm
by Curtis Lemay
broccolini wrote: Sun Jul 31, 2022 2:13 pm Will this create imbalances in the older scenarios that manipulate shock values to simulate mismatch between commanders?
Like most of Bob Cross's scenarios to name a few dozen.
I am wondering if this is going to make a ton of really good older scenario's unplayable without significant updates.
No scenario will have Commanders unless the designer specifically adds them.