Please make any comments about this blog here or email me. Please post suggestions for improvements to TOAW on one of the appropriate boards.
Thanks, Ralph
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Comments
Mike van Zandwijk
Thursday, March 13, 2008 1:51 PM
Hi Ralph, You might turn on Custom Errors to use BlogEngine's 'smart 404' feature. It's in your web.config and looks like this: <customErrors mode="RemoteOnly"> <error statusCode="404" redirect="~/error404.aspx" /> </customErrors> Good luck with your blog and thanks for using the ModPack version.
Ralph Trickey
Sunday, March 16, 2008 7:25 PM
Done. I forgot to turn it back on after troubleshooting.
Olorin
Thursday, December 04, 2008 5:44 AM
Ralph, I am concerned about a serious issue with the combat engine. Small, fortified units can hold their hex for ever against 10 and 20 times stronger opposition. I think it must be a priority for the next patch. I hope the next patch resolves it. What do you think?
Friday, December 05, 2008 4:44 AM
I'll look inot that.
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Wednesday, December 10, 2008 12:40 PM
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Doug
Saturday, December 13, 2008 3:27 PM
Well, I've always been one of the "quiet" gamers and have been playing TOAW since the beginning (hard to believe it's 10 years ago). I'm also a "lazy" gamer that enjoys the operational aspects of the game but not moving literally thousands of units around the map. Under TOAW, I figured out how to use the SAV file in the editor to set formation orders and objectives, change a few things manually for the events, and then run the game using computer-assisted mode. This is very similar to the computer AI-assisted function in the HPS campaign series. It worked very well since it leveraged the AI's ability to move/attack (with a iittle help to get things going with the AI) at the formation level and let me concentrate on orders for the formations. Since the Matrix version doesn't allow this, my thoughts/idea is to create a computer-assisted AI where the formations can be toggled to AI controlled which then activates the formation orders/objectives from the editor and allows the user to set both in the game (saving this to one of the AI objective tracks). Although the AI isn't perfect, it removes a lot of the gamey stuff and, since I use this technique for both sides, the overall effect is pretty good and certainly speeds up play by letting the computer handle all of the tactical details moving/attacking, etc. I know this won't make it in the patch version but something to consider for the long-term since the basic functionality via the editor already exists. Good luck and appreciate your "labor of love" on this project to keep a great wargaming system going for all of us. Doug
Wednesday, March 04, 2009 10:25 PM
I missed it earlier. I can see if I can allow editing of non-pbem games into the patch. I didn't know anyone did that. I've been trying to work it into the main game, but I'm not sure I can without more work.
Thursday, March 05, 2009 9:48 PM
Doug, Unless someone finds that I broke something, it looks like it's a simple change to allow you to do this for non-PBEM games. PBEM games are still uneditable for obviouos reasons. I've been meaning to add it back in, but hadn't had the time, and it seemed a low priority compared to the other issues. Ralph