Call to Arms 1775 Turns

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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gbaby
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Call to Arms 1775 Turns

Post by gbaby »

No, not a comment on the counter graphics. Fine as they are for me.

I noticed something odd. The documentation and the on map calender indicate one month per turn. Each turn, a dummy reinforcement is placed on a month of the calendar (love that idea).

What is strange is TOAW IV is advancing it with weekly turns and weekly dates. That means the war is from 1775-1777 where it is designed for 1775-1785, as doc bears out. Even the scenario brief states one month turns.

With weekly turns, I don't get winter turns as spelled out in briefing. Or at least I get them once for many turns?

Also the move rates don't jive with weekly, more like monthly move distances.

Anyway, seems off, was surprised at turn 6 that I'm still in May 1775 when I started in April 1775 and noted weekly advancement. Is this going to cause issues with the events and/or weather? Anyone play this weekly turn version through?

Question: Maybe its fine and will play like a monthly turn and I go by the on map calendar and ignore the date given by the turn indicator? The events and weather will hit on what the on map calendar indicates, not the game turn display?


Come to think of it, this probably should go to the scenario forum and don't bug others.
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r6kunz
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RE: Call to Arms 1775 Turns

Post by r6kunz »

In my experience with similar historic pieces, follow the actual scenario date in the Recent New Report.
Its a workaround that works (I assume here also).
cheers
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Raindem
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RE: Call to Arms 1775 Turns

Post by Raindem »

The scenario scale is still in 1 month turns. The calendar doesn't offer a Month setting so just ignore the game's calendar.

I have scaled everything possible (move rates, supply loss, attrition divider, etc) to simulate a month's worth of battle. Hopefully some day the calendar options will be expanded and I won't have to resort to dummy units on a map calendar. BTW, when I fix the icon graphics those dummy units will display the month name.
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sPzAbt653
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RE: Call to Arms 1775 Turns

Post by sPzAbt653 »

Good News ! Turn Intervals now include: 1 hour, 3 hour, two week, monthly, seasonal, and annual.
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larryfulkerson
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RE: Call to Arms 1775 Turns

Post by larryfulkerson »

Should I suspend my CSV game and await a change Curt dude?
It's early in the game ( T1 ) and so a restart isn't out
of the question.
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Raindem
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RE: Call to Arms 1775 Turns

Post by Raindem »

Wow, I hadn't even noticed that. I feel like a dummy now. The seasonal turn is intriguing because that is what I originally envisioned for Call to Arms. The monthly turn I chose was a compromise since I already had experience simulating that in CSV.

Larry, a restart is probably not necessary. Any changes I make to accomodate the new montly calendar will be designed to make the scenario play as it currently does. But since you've just started, and you probably have a lot going on right now anyway, a restart might be a good idea. I'll let you know when the update is ready.

Grab them by the balls. Their hearts and minds will follow.
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Curtis Lemay
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RE: Call to Arms 1775 Turns

Post by Curtis Lemay »

Uh, those new hex scales & turn intervals are sort of "experimental" for the time being.
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gbaby
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RE: Call to Arms 1775 Turns

Post by gbaby »

It really doesn't matter, now that I know the scenario designer has done things on a monthly basis. I just ignore the date, its the counters on the game map canlendar that is important, and its really well done.

I just know winter months play as per documentation, regardless of what the "date" shown by TOAW IV, and that is all that matters. Well, plus the point of enjoying the scenario as it is.

Thanks!
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