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Modify force variables - 4/6/2007 4:16:55 PM   
willboy

 

Posts: 3
Joined: 4/6/2007
Status: offline
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


Post #: 1
RE: Modify force variables - 4/6/2007 4:35:34 PM   
larryfulkerson


Posts: 39932
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
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%20articles/Replacements%20&%20Reconstitution.htm

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

Post some more and see what happens.

< Message edited by larryfulkerson -- 4/6/2007 4:36:23 PM >

(in reply to willboy)
Post #: 2
RE: Modify force variables - 4/6/2007 5:26:13 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline
This is from the opart help file within the toaw3 directory - also accessable from the game with F1 or via the menue:

quote:

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.


quote:


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.

_____________________________


(in reply to larryfulkerson)
Post #: 3
RE: Modify force variables - 4/7/2007 9:54:25 PM   
willboy

 

Posts: 3
Joined: 4/6/2007
Status: offline
Thanks for the info guys, I forgot the help file...

(in reply to Telumar)
Post #: 4
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