Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

wow, rusty on events editor - how-to question

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> wow, rusty on events editor - how-to question Page: [1]
Login
Message << Older Topic   Newer Topic >>
wow, rusty on events editor - how-to question - 9/30/2010 6:03:53 PM   
briantopp

 

Posts: 190
Joined: 8/28/2006
From: Toronto
Status: offline
I haven't looked at the events editor for awhile and feel pretty rusty!

I'd like to model multiple weather possibilities in a given turn. For example, a 33% chance of dry weather (with certain effects on supply, replacements, etc.), 33% chance of mud (with a different set of effects), or 33% chance of freeze.

Can this be set up in the events?

On its face, having all three options "live", each with a 33% chance of occuring, sets up the possibility that more than one event will fire. I guess I could set a rule that puts them in order and kills the options down the line if one fires (so, if dry, mud cannot fire/freeze cannot fire etc.) but this seems cumbersome and perhaps circular.

Any ideas?
Post #: 1
RE: wow, rusty on events editor - how-to question - 9/30/2010 6:39:06 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Maybe: first event is dry weather, followed by two events that cancel the mud and freeze events. Then place the mud event followed an event to cancel the freeze event. Then place the freeze event. Then place the effects of the three events (which will only be triggered by the event that actually fires).

A similar chain is in Autumn Fog (starting with event 800), although it has to do with Theater Options, not weather. Testing indicated that a 33% possibility for each of the three events was best optained by making the first one 50%, the second one 60%, and the third 100%. I know this doesn't make sense, but I ran the events in 20 block trials and got the best 33% chance for each with those numbers.

(in reply to briantopp)
Post #: 2
RE: wow, rusty on events editor - how-to question - 9/30/2010 7:27:37 PM   
briantopp

 

Posts: 190
Joined: 8/28/2006
From: Toronto
Status: offline

quote:

ORIGINAL: sPzAbt653

Maybe: first event is dry weather, followed by two events that cancel the mud and freeze events. Then place the mud event followed an event to cancel the freeze event. Then place the freeze event. Then place the effects of the three events (which will only be triggered by the event that actually fires).

A similar chain is in Autumn Fog (starting with event 800), although it has to do with Theater Options, not weather. Testing indicated that a 33% possibility for each of the three events was best optained by making the first one 50%, the second one 60%, and the third 100%. I know this doesn't make sense, but I ran the events in 20 block trials and got the best 33% chance for each with those numbers.


So:

Event 1 dry weather 50% chance.
Event 2 If event 1 fires, cancel event 4.
Event 3 If event 1 fires, cancel event 6.
Event 4 mud weather 60% chance.
Event 5 if event 4 fires, cancel event 6.
Event 6 freeze weather 100% chance.
Event 7 dry weather effect (actually for some weather will require several events to describe - shock, supply, replacements and pestillence)
Event 8 mud weather effect
Event 9 freeze weather effect

Sounds good but won't this always give me a 50% dry chance?


(in reply to sPzAbt653)
Post #: 3
RE: wow, rusty on events editor - how-to question - 9/30/2010 8:34:49 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

Sounds good but won't this always give me a 50% dry chance?


I would think, but I set mine at 33% and event 1 rarely triggered. You can easily test it by having them all possibly trigger on turn 1 and run turn 1 multiple times to see what you get. Thats how I came up with the 50-60-100, in order to get each of them to fire roughly 7 times in 21 tries, over multiple tests.

(in reply to briantopp)
Post #: 4
RE: wow, rusty on events editor - how-to question - 10/1/2010 3:10:01 PM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline

quote:

ORIGINAL: sPzAbt653

quote:

Sounds good but won't this always give me a 50% dry chance?


I would think, but I set mine at 33% and event 1 rarely triggered. You can easily test it by having them all possibly trigger on turn 1 and run turn 1 multiple times to see what you get. Thats how I came up with the 50-60-100, in order to get each of them to fire roughly 7 times in 21 tries, over multiple tests.

Do you still have that test scenario? I'd like to test it myself to see why that's happening. I'd expect 1/3,1/2,1/1.

Thanks,
Ralph

_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to sPzAbt653)
Post #: 5
RE: wow, rusty on events editor - how-to question - 10/1/2010 4:36:44 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Don't have the original still set up to run that way, but can easily set up another one. I'll send it to you when I get a chance. Maybe Mr. Topp is doing his own test too.

(in reply to ralphtricky)
Post #: 6
RE: wow, rusty on events editor - how-to question - 10/1/2010 5:19:09 PM   
Curtis Lemay


Posts: 12969
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: briantopp


quote:

ORIGINAL: sPzAbt653

Maybe: first event is dry weather, followed by two events that cancel the mud and freeze events. Then place the mud event followed an event to cancel the freeze event. Then place the freeze event. Then place the effects of the three events (which will only be triggered by the event that actually fires).

A similar chain is in Autumn Fog (starting with event 800), although it has to do with Theater Options, not weather. Testing indicated that a 33% possibility for each of the three events was best optained by making the first one 50%, the second one 60%, and the third 100%. I know this doesn't make sense, but I ran the events in 20 block trials and got the best 33% chance for each with those numbers.


So:

Event 1 dry weather 50% chance.
Event 2 If event 1 fires, cancel event 4.
Event 3 If event 1 fires, cancel event 6.
Event 4 mud weather 60% chance.
Event 5 if event 4 fires, cancel event 6.
Event 6 freeze weather 100% chance.
Event 7 dry weather effect (actually for some weather will require several events to describe - shock, supply, replacements and pestillence)
Event 8 mud weather effect
Event 9 freeze weather effect

Sounds good but won't this always give me a 50% dry chance?


There are no "Dry Weather", "Mud Weather", or "Freeze Weather" event effects.

There are "Storms", "Cold Front", and "Warm Front". Fronts pass through the three weather zones in turn sequence - Cold starts at the northern zone and moves south lowering the temp one level. Warm starts in the southern zone and moves north raizing the temp one level.

(in reply to briantopp)
Post #: 7
RE: wow, rusty on events editor - how-to question - 10/1/2010 5:26:12 PM   
briantopp

 

Posts: 190
Joined: 8/28/2006
From: Toronto
Status: offline
Yes. I'm seeking to simulate various kinds of weather (basically, the evolving weather that presented itself in the fall and spring in Russia in 1941 and 1942 -- including the uncertainty associated with it, thus this discussion) by using combinations of the storm, weather front, shock, supply radius and other events in the event engine. I would fire a news event saying "mud weather" and simulate this by reducing the supply radius, an adverse shock event etc.

Another dumb question: can events be written in a different program (say a text program) and then be imported into TOAW, or do they have to be written in the event editor?

(in reply to Curtis Lemay)
Post #: 8
RE: wow, rusty on events editor - how-to question - 10/1/2010 6:05:50 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
I think that can be done with Curt Chamber's ODD program. I dl'd it but never tried it. I don't remember where to get it, so if you are interested I guess contact Curt.




Attachment (1)

(in reply to briantopp)
Post #: 9
RE: wow, rusty on events editor - how-to question - 10/1/2010 10:18:08 PM   
ralphtricky


Posts: 6685
Joined: 7/27/2003
From: Colorado Springs
Status: offline
You can also export the entire scenario as XML and edit it that way. Not too friendly, but good for some bulk editing.

_____________________________

Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.

(in reply to briantopp)
Post #: 10
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> Scenario Design >> wow, rusty on events editor - how-to question Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.844