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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Languages and the weather...

Latest fixlist items added...

I've also fixed a lot of bugs introduced wiht the turn order and supply changes.

Weather bug fixed. The original intent was that the area around a weather boundary (3 hexes either side) could be from either zone, providing a mix. Unfortunatley, the way this was done didn't properly freeze the water. I've fixed it in .12, but it's deterministic. A given hex is going to freeze/unfreeze on the same turn each time the sceanario is played. I'll look into fixing that with TOAW IV.

Another problem is that the code was supposed to make the edges of the weather zone more overcast when it was warming or cooling. This is going to become more pronouced. It's very hard to determine exactly what the effect is going to be, but warm/code fronts should be cloudier along the boundaries in .12. This will become more pronounced if a zone is narrow.

GameText.XML and GameMenuText.XML added.
NewGameText.XML and NewGameMenuText.XML are created every load, jsut in case [:(].
The above two files will eventually replace the Language.DLL. I'm still working on it. You should (theoretically) be able to replace these with translated versions right now, and it should work. I need to work it so that it loads the file in the root directory first, then walks through all other directories and grabs them.
The order will probably be...
Insall directory for DLL
Install Directory for XML
Scenario/Graphics/etc. Directory for DLL
Scenario/Graphics/etc. Directory for XML

That should be a reasonable compromise between the old and new versions.

3.4.0.11
Everything listed in the 3.4.0.10 list should be fixed. Three step forwards two steps back.
Still probalby flickers, I need to looka t that next.
Reload cheat fixed. in new save games, reloading should always generate the same events, etc.[:-]


Posted by Ralph Trickey on Sunday, November 16, 2008 6:05 PM
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Comments

Wyatt

Tuesday, November 18, 2008 2:10 AM

Wyatt

"Reload cheat fixed. in new save games, reloading should always generate the same events, etc.[:-]"

That's cool!

Pionier Germany

Saturday, November 22, 2008 9:59 AM

Pionier

so there will be no calculation at the end of turn of player two? this would have been easier (perhaps).
And whats about with shocked formations? will they recalculate?

You are doing a great work, when will you release your patch and whats about toaw IV. where can we get the news?

best regards

sid

Ralph Trickey United States

Friday, November 28, 2008 9:37 PM

Ralph Trickey

It's still calculating at the start of the turn. Computers don't actually have truly randon numbers. They have an equation that calcualtes the next number. I save the 'seed' and load it at the start of each turn, so reloading won't help any.

Comments are closed