Modify force variables

Norm Koger's The Operational Art of War III is the next game in the award-winning Operational Art of War game series. TOAW3 is updated and enhanced version of the TOAW: Century of Warfare game series. TOAW3 is a turn based game covering operational warfare from 1850-2015. Game scale is from 2.5km to 50km and half day to full week turns. TOAW3 scenarios have been designed by over 70 designers and included over 130 scenarios. TOAW3 comes complete with a full game editor.

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willboy
Posts: 3
Joined: Fri Apr 06, 2007 12:51 pm

Modify force variables

Post by willboy »

Hi Folks
First post for me on this sight, having lurked with intent for some time now. I have a question..well a couple of questions:

1. Can anyone point me to the nifty little scenario some dude designed that tested the replacement mechanism within the game. It was for COW but I cant remember where it was posted.

2. Is there anything in existence that explains the workings/impact of the force modifiers in the editor. i.e Precision guided weapons, air refuelling range, force movement bias, loss intolerance etc.

Appreciate any help


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larryfulkerson
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RE: Modify force variables

Post by larryfulkerson »

Hey Willboy:

Welcome! and congratulations on your first post.  I too lurked for a while until I worked up enough courage to post something. 

Um....I'm not familiar enough with the postings and TOAW to answer your questions but I found an interesting article on replacements you might want to read.  Just click on this line below:

http://www.tdg.nu/articles/design%20art ... tution.htm

EDIT: the replacements test scenario URL is in the article.

Post some more and see what happens.
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Telumar
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Joined: Tue Jan 03, 2006 12:43 am

RE: Modify force variables

Post by Telumar »

This is from the opart help file within the toaw3 directory - also accessable from the game with F1 or via the menue:
Force Guided Weapons level
(0-999%) - Systems with precision guided weapons capabilities (set in the equipment list - mostly aircraft) have their anti-air, anti-armor, and bombardment strengths multiplied by (100% + force guided weapons level%). If you set this value to the maximum value of 999%, these systems will have their strengths multiplied by almost 11 times. This characteristic is visible only in the editor.
Force Loss Intolerance
This setting allows scenario designers to vary loss penalties (victory costs for losing personnel and equipment) from 10% to 999% times the default level. This setting acts as a multiplier to force loss penalties, and will allow scenario designers to penalize each side differently for losses during a scenario. In most scenarios, this value should remain at the default of 100%. This value may only be set from the OOB editor Edit > Modify Current Force menu

There is more about loss penalty that i don't know exactly or just from hear-saying, i believe it depends on AP values of equipment that is lost, so 10 shermans lost will add more to the loss penalty than the loss of 10 rifle squads. Loss penalty is somehow tied to the scenario's total victory points, but someone that knows more should post on it before i say something wrong.

Force movement bias is self explainatory, set to 50%, all units of the force have their movement halved. This is a general value, and is set for the duration of the scenario - it can't be altered later by events (sadly).

Air refuelling is self-explainatory, too. Air ranges are multiplied with this value. This is to simulate, well, air refuelling in modern scenarios.

Feel free to post more questions.
willboy
Posts: 3
Joined: Fri Apr 06, 2007 12:51 pm

RE: Modify force variables

Post by willboy »

Thanks for the info guys, I forgot the help file...
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