Operational Warfare Developer's Blog

Developer's blog for the Operational Art of War series

About the author

Ralph Trickey maintains TOAW III
I set this Blog up for fun, and for my own edication! Nothing is guaranteed, it's for my own use primarily, so even if I say that something may happen with the next release, please understand that it may not. I plan to post random thoughts and other things like that at random times here. I don't have a specific plan for what will be here.
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Disclaimer

The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

© Copyright 2010

Potential additional sitrep log format

Arracourt 44 sitrep_log002.zip (1.08 kb)

 

It's a starting point for discussion. Please let me know what should be added.

 


Posted by Ralph Trickey on Wednesday, January 28, 2009 5:02 AM
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Complete lnaguage files

Here is the complete list of all the language files I have at the moment. Some of them, like the Chinese, are tentative.

As a note, one thing I did for the English version was to move the Options into a separate high level menu item to reduce the mouse clicks.

Ralph

XMLanguage.zip (510.44 kb)


Posted by Ralph Trickey on Sunday, January 25, 2009 6:38 PM
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Eye/Ear Candy readmo (draft)

Bits from the draft readme. They still need to be translated into English ;)  I've probably forgotten some.

Eye/Ear Candy

We now export to JPG instead of BMP. There is a JPQuality INI entry that can be between 1 and 100. 100 is full quality.

I've added two volumes, one for the background sound and one for the effects. They are controllable through the ini file. They go from 1 to 100.

I also added a left-right quality to the sound. You should be able to hear the sound occurring on one or the other side of the screen.

Added .ini option to disallow mouse wheel zoom.

Mouse wheel zoom should work in all screens.

Next/Previous combat on the combat screen, and the P key will now cycle through most potential combats instead of just actual combats.

"Movies" option now defaults to saving only the micromap. There is an OPART.ini switch to restore the save of the full map, if desired.

Added now 'Movie' option that will try to create a movie given sequentially named scneraio files. Open a scenario, and hit create movie to create a movie. More detailed instructions will be needed.

PlaceNames

#1-3 in a placename selects the font Placename 1-3.

<1-9 in a placename select the mapOptional1-9 bitmap. You can select multiple bitmaps.

#1Test will display Test in the PlacenameFont1 style.

<1OilRig Will display mapOptional1.bmp on the map and OilRig, and OilRig in any combat reports, on the info line, etc.

ToolTips - These follow the cursor

includes a picture of the terrain like the 3D map.

The top line now may include the unit name.

The Second line now also includes SP: as the last entry It's currenty the value x 100.

The Third line now includes

MP - Supply MPs to get here (Includes everything.)

RA - Supply Rail MPs to get here.

RO - Supply Road MPs to get here.

SU - Supply Distance to nearest Supply Unit.


Posted by Ralph Trickey on Sunday, January 25, 2009 5:30 AM
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XML Language Text files

Here's another sample. This one is of the XML language text files. These should be a lot simpler than the DLLs. It also allows partials, that is, if a scenario only changes a couple of the strings, only a couple will ge needed in this file. That should also help with future upgrades.

XMLanguage2.zip (146.71 kb)


Posted by Ralph Trickey on Sunday, January 25, 2009 5:26 AM
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XML Game format preview

Arracourt 44.zip (9.53 kb)

 Here's a preview of the XML save format. Let me know what you think, and if you need a biggere sample. Obviously, it may change before release, but I believe that all the data is here.


Posted by Ralph Trickey on Saturday, January 24, 2009 2:47 AM
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Just finished Korea

I just finished a game of the Korea tutorial, it was interesting. It was quite a struggle for the first 10 or so turns before suffixient reinforcements arrived. On turn 17, I started running POvPO, and the American PO played some interesting plays, but went too far North and awoke the Chinese dragon.

 I think that the new supply rules and displaying the supply numbers make a difference in how I play, at least. It makes it very obvious what effects the railroads and roads have on supply.

I did see some strange behavior by the engine. I need to talk it over with the team to find out if they are bugs or features, and whether they're new.

Back to fixing some of the graphcs anomalies I introduced before another big push.

Rallph

 


Posted by Ralph Trickey on Thursday, January 22, 2009 6:03 AM
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The high seas

I spent some quality time playing with the seaborne and naval support units. I think they're now fast enough to be usable, and while not great, are at least good enough for now. They do some unexpected things, and mostly do reasonable things. I'll leave it at that for now and get back to the real work needed for this patch. I'll revisit it once more to avoid the sore guns. That isn't difficult, juse a bit tedious to get right and keep performant.

Posted by Ralph Trickey on Monday, January 19, 2009 6:40 AM
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Elmer agian.

OK, this should be it for now, enough playing. I found a couple of other problems, and took the time to run through the tutorials. He's moving his artillery up first now (after AA).

This is after turn 4.  I might have been able to keep a couple mor eunit sopen by running backwards with them, but..

He also MAY be able to do some limited island hopping, and is improved in some other areas like fords. I'll kepp playing in my off time to see if I can spot any other Elmer issues I can fix.

Now it's back to clearing up some graphics bugs and figuring out how to get cease fires to work with supply before the next major feature.


Posted by Ralph Trickey on Sunday, January 11, 2009 3:07 AM
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Elmer

OK, I took some more time, and this seems more likely to be valid. This is turn 4. I haven't 100% validated it yet, but it seems a lot less likely to be cheating. Either me or someone else needs to try the communist side and see if they can duplicate it.

I fixed a couple of old problems and a couple of new ones caused by the new pathfinding. He's also got a better understanding of the difference between armor and infantry and how it affects relative strengths instead of just looking at the numbers on the counters. He also understands how artillery works better.

 


Posted by Ralph Trickey on Saturday, January 03, 2009 10:44 PM
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