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

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More readme portions

Here's some more of the untranslated readme.

Thease are arguably the two biggest features. New Turn Order was a major rewrite, but now the two sides are symmetrical. New Supply Order was a major rewrite of the supply to make it a continuous instead of the jumps the old system has. That is a good change, and it also open the way for events to adjust the supply of individual points up and down and trun them on and off to better simulate beachheads, encirclements, etc.

Cheat Prevention
There is now a PORandomSeed in the INI file. If set to 0 (default) it will always use the next randon number. If set to -1, it will always use the random number stored in the save file. If set to a number it will use that number. PBEM games are always treated as -1. This means that reloads of a PBL PBEM game will produce the same results. This also means that I will be able to reproduce bug reports.

New Turn Order
The old turn order option used to do all calculation for supply, recovery, and other items occurred between turns and was a bit unfair. The new turn order splits that processing inot three parts. There are now things like air combat and weather which still happen at the beginning of the turn. Things like supply and movement recovery now happen at the beginning of each side's movement instead of at the beggining of the turn.

New Supply Order
Instead of being a 3 level approach, we now use a formula based on the movement points of a virtual "Supply Unit" which has motorized movement and a 50% unit density.
The exact formula is 1.10 / (1.375 ^ (SupplyDistance / SupplyRadius))
Designers can also set supply levels for supply points either initially or through events.
Supply Units also have an enhanced effect, they will effectively move the unit closer to the supply point based on the supply radius.
Take the case of the supply radius is 5 hexes and the supply unit is 10 hexes away and the unit is 14 units away. Because the unit is less than 5 (supply radius) or less heses away from the supply unit, we enhance it's supply by moving it 5 hexes closer to the supply source.
Supply Radius 0 is treated like supply radius 1 by the new rules.


Posted by Ralph Trickey on Sunday, February 22, 2009 1:24 AM
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More elmer fixes, still getting ready for the next push.

Elmer wasn't always using his airborne, and when advancing more slowly wasn't being aggressive enough. He was also sometimes doing the pee pee dance. That's changed.Innocent

I don't have a picture for some reason, but the tutorial is becoming harder and harder. It's going to be tough to hold Pusan.

You can probably recover, but it's a different game (I hope)


Posted by Ralph Trickey on Friday, February 06, 2009 1:25 AM
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