Time scale

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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ncc1701e
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Time scale

Post by ncc1701e »

One question regarding the modification of the time scale of one given scenario.

The manual states that:
"Unit Movement Allowances are based on the Supply levels and equipment assigned, and the Scenario physical and time scales."

I don't find any other detail in the manual.

Is it the only impact of time scale on the in-game parameters?
Just want to check I am not missing something.

Thanks
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76mm
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RE: Time scale

Post by 76mm »

I’m not sure, and cant look right now, but i think that smaller time scales also mean that night rules kick in (although maybe i’m thinking of a different game.

Also, IIRC as you change the time scale you need to change some weather parameters manually, so that mud doesnt dry during a two-hour turn, etc.
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Curtis Lemay
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RE: Time scale

Post by Curtis Lemay »

Mud drying, readiness recovery, unsupplied unit supply drop, desertions,
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RE: Time scale

Post by Lobster »

Over a long campaign I wouldn't worry too much about mud. If you did you would have to compensate for seasons. Mud dries faster when the sun is higher in the sky and the air temperature is higher. It can indeed dry enough in two hours time to permit reasonable travel. And it dries slower when the sun is lower in the sky and the temperatures are lower. So it can take days to dry enough for reasonable travel. Add in freezing temps at night and above freezing temps during the day and the mud may never dry. So if you're trying to do a realistic modeling of mud don't even bother. No way to do that.

Since both sides are equally impacted by most things that can't be changed during the game I wouldn't worry about it too much.

Attrition divider
Max rounds per battle
AAA lethality
Engineering build rates (also affects rail repair and major/minor fording)
Entrenchment rates
Density combat penalty rates
Supply costs of movement
Readiness costs of movement
Divisor of improved road movement rate
Naval attrition divider
Mud scalar
Lots more...

BTW, the way mud is peppered all over the map isn't like the real world at all.
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RE: Time scale

Post by ncc1701e »

Thanks, so it won't scale automatically, correct? I need to adapt all these parameters.
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RE: Time scale

Post by Lobster »

Right. You can pick and choose depending on whay you're trying to accomplish. I don't want to see the map covered in mud which is what happens when the drying is at default. The higher the setting for mud the less likely you are to even have mud. So I set it between 2500 and 5000. In a scenario with one day turns I don't want units digging in too fast or rails being repaired too fast so I set the Engineer Build Rates to half of the default.

Back to the mud. The problem that arises with high mud settings is that when the time of year rolls around where you want lots of mud it's not there unless you put in lots of Storm events.
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RE: Time scale

Post by Ranger6 »

Another variable to consider is MOVEMENT BIAS. In TOAW IV it is now available as an Event. In At the Gates, the roads go from dry, to rasputitsa/mud, to frozen/firm, to snow/ice from early October to early December. Thus the rate of movement can be modified on a turn by turn basis. One of the nice features of TOAW IV vs. III.
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RE: Time scale

Post by r6kunz »

(whoops, wrong user name in Post #7)
Another variable to consider is MOVEMENT BIAS. In TOAW IV it is now available as an Event. In At the Gates, the roads go from dry, to rasputitsa/mud, to frozen/firm, to snow/ice from early October to early December. Thus the rate of movement can be modified on a turn by turn basis. One of the nice features of TOAW IV vs. III.
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Lobster
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RE: Time scale

Post by Lobster »

Unfortunately movement bias affects only movement and doesn't differentiate between unimproved roads and improved roads. Also there are some other things like recon that are affected by weather. But that's a good idea. [;)]
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RE: Time scale

Post by golden delicious »

I posted my thoughts on this topic at length here a while ago;

https://www.matrixgames.com/forums/tm.a ... =&#4911841
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golden delicious
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RE: Time scale

Post by golden delicious »

I wrote out my thoughts on this topic on a thread a while back;

https://www.matrixgames.com/forums/tm.a ... =&#4911841
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RE: Time scale

Post by ncc1701e »

ORIGINAL: golden delicious

I wrote out my thoughts on this topic on a thread a while back;

https://www.matrixgames.com/forums/tm.a ... ey=�

Thanks, very informative.
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