Set a Distance

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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Lobster
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Set a Distance

Post by Lobster »

As it now stands, setting a distance has to be greater than zero (0). If you set it at zero nothing happens but it will erase a previously set distance. Setting a distance less than zero results in a distance of +256 minus the negative distance set. For instance a -1 leads to a distance of +255. -2 leads to a distance of +254 and so on.

It would be of great benefit to set distances of zero so a route can be traveled at a cost of no movement points. This could result in an area that has to be off set in some fashion to be reached in an appropriate number of movement points. You could off set an area and have it fifty movement points from where it actually is without taking fifty movement points to get there. The Crimea could be placed in the area of the Baltic for convenience purposes and you could get there from Ukraine at zero movement points.
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.
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larryfulkerson
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RE: Set a Distance

Post by larryfulkerson »

ORIGINAL: Lobster
As it now stands, setting a distance has to be greater than zero (0). If you set it at zero nothing happens but it will erase a previously set distance. Setting a distance less than zero results in a distance of +256 minus the negative distance set. For instance a -1 leads to a distance of +255. -2 leads to a distance of +254 and so on.

It would be of great benefit to set distances of zero so a route can be traveled at a cost of no movement points. This could result in an area that has to be off set in some fashion to be reached in an appropriate number of movement points. You could off set an area and have it fifty movement points from where it actually is without taking fifty movement points to get there. The Crimea could be placed in the area of the Baltic for convenience purposes and you could get there from Ukraine at zero movement points.
Hey Lobster dude: How can I use the technique above to fix a tiny problem I found in a very old version of Campaign for South
Vietnam.
None of the F-105's based in Thailand could reach North Vietnam. Specifically Hanoi and Haiphong. In real life they
were actually based in Thailand and they actually did hit Hanoi and Haiphong and that surrounding area and it would be nice if
I could do that in the game too. I hope Curt Chambers fixes his scenario for me to do that.
Russia’s 41st Army COLLAPSED in Pokrovsk — 25,000 Soldiers KILLED After a RIDICULOUS Russian Assault
https://www.youtube.com/watch?v=T_CtW3GqPQg
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Lobster
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RE: Set a Distance

Post by Lobster »

If your Thuds can't make it to where they did historically maybe use the equipment editor to give them more range. Because we can't move through a hex without using at least one movement point there's no way you can give them more range in the game without messing with the equipment db.

FYI, combat radius 780 miles (1250 km).

Oops, forgot. Did I mention in flight refueling? On the way there and sometimes on the way back depending on what they did and how long they loitered. Prbly Wild Weasels refueled on the way back since they left the target area last.

Thud with bomb loadout.

Did you know one 'shot down' a Mig by dropping that center line bomb rack on it. Loaded with bombs. [:D][:D][:D]


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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.
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larryfulkerson
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RE: Set a Distance

Post by larryfulkerson »

ORIGINAL: Lobster
If your Thuds can't make it to where they did historically maybe use the equipment editor to give them more range. Because we can't move through a hex without using at least one movement point there's no way you can give them more range in the game without messing with the equipment db.

FYI, combat radius 780 miles (1250 km).
Yeah, I know. The combat radius is way too short for them to make it from Tahkli to Hanoi and back so that'swhy they took off
with about 15 minutes of fuel aboard and hit the tanker as fast as practical. They took off with less than optimum fuel because
of the horrendous load of bombs they typically carried. Yeah, more than one. This isn't WWII. So to model air-refueling I'd just
give the F-105 an almost unlimited range, enough to reach anywhere on the map. That ought to do it.
Russia’s 41st Army COLLAPSED in Pokrovsk — 25,000 Soldiers KILLED After a RIDICULOUS Russian Assault
https://www.youtube.com/watch?v=T_CtW3GqPQg
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Curtis Lemay
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RE: Set a Distance

Post by Curtis Lemay »

ORIGINAL: Lobster

As it now stands, setting a distance has to be greater than zero (0). If you set it at zero nothing happens but it will erase a previously set distance. Setting a distance less than zero results in a distance of +256 minus the negative distance set. For instance a -1 leads to a distance of +255. -2 leads to a distance of +254 and so on.

It would be of great benefit to set distances of zero so a route can be traveled at a cost of no movement points. This could result in an area that has to be off set in some fashion to be reached in an appropriate number of movement points. You could off set an area and have it fifty movement points from where it actually is without taking fifty movement points to get there. The Crimea could be placed in the area of the Baltic for convenience purposes and you could get there from Ukraine at zero movement points.

Distance hexes don't affect movement. They only affect bombardment ranges.
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Lobster
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RE: Set a Distance

Post by Lobster »

Hmm...never used them except in a game and only for aircraft. I made the logical assumption that it equaled a range in hexes and if it equaled a range in hexes and if that range was ten then it equaled ten hexes. Not realizing it only equaled ten hexes some of the time but other times it equaled one hex. Since there is no logic in that I completely missed it. So now I'm stumped as to why it would be a set number of hexes in one case but one hex in another case.

I guess it goes along with the halftrack logic where a halftrack is a variable number of halftracks for transport but that same halftrack is one halftrack for combat.

Why do we flush realism down the crapper so often in this game and just shrug it off?

Anyways, back to the variable drawing board that may or may not be there. Is this something like Schrodinger's Cat?

Wow, where is everyone? The TOAW forums are a ghost town lately.
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.
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larryfulkerson
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RE: Set a Distance

Post by larryfulkerson »

Wow, where is everyone? The TOAW forums are a ghost town lately.
The TOAW IV beta development forum is fast paced, lots of traffic. Most of it mine. Well, a goodly portion.
Russia’s 41st Army COLLAPSED in Pokrovsk — 25,000 Soldiers KILLED After a RIDICULOUS Russian Assault
https://www.youtube.com/watch?v=T_CtW3GqPQg
josant
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RE: Set a Distance

Post by josant »

ORIGINAL: Curtis Lemay

ORIGINAL: Lobster

As it now stands, setting a distance has to be greater than zero (0). If you set it at zero nothing happens but it will erase a previously set distance. Setting a distance less than zero results in a distance of +256 minus the negative distance set. For instance a -1 leads to a distance of +255. -2 leads to a distance of +254 and so on.

It would be of great benefit to set distances of zero so a route can be traveled at a cost of no movement points. This could result in an area that has to be off set in some fashion to be reached in an appropriate number of movement points. You could off set an area and have it fifty movement points from where it actually is without taking fifty movement points to get there. The Crimea could be placed in the area of the Baltic for convenience purposes and you could get there from Ukraine at zero movement points.

Distance hexes don't affect movement. They only affect bombardment ranges.


Why only affect bombardment ranges?, I think that this should affect both movement and bombardment range, is this a bug?
JA
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