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RE: f r u s t r a t i o n

 
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RE: f r u s t r a t i o n - 5/17/2013 12:05:44 PM   
Rasputitsa


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Joined: 6/30/2001
From: Bedfordshire UK
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quote:

ORIGINAL: Peter123
quote:

ORIGINAL: Rasputitsa
It looks like you have regimental symbols on your German unit icons, is that just eye-candy, or does it represent a different level in the game. The game runs on two levels, Corps and Division, so have you transferred that into Division and Regiment, or have you got a third level.

P.S. nice work recreating the historical map into game hexes.

Its a mistake (it was late)
The scenario is a starting point. About the units, my intention is to split the divisions in a lot of subunits covering the front. This can be done "in game" by playing both sides and making a save, then copying the landunits file from the save to the scenario folder.
The level should be the same for all units, because I like free merge and split for every unit.


I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later.


_____________________________

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon

(in reply to Peter123)
Post #: 31
RE: f r u s t r a t i o n - 5/17/2013 12:40:28 PM   
Peter123

 

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Joined: 2/13/2010
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quote:

ORIGINAL: Rasputitsa


I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later.



I personally think that free split and merge of units, even with zero delay and keeping track of the units is a more elegant way of representing the concentration and dispersion of force than stacking. Stacking is necessary in boardgames, but I dont understand why almost every computer wargame uses the same method. Many counters to check and move unnecessarily. But must only be me.

(in reply to Rasputitsa)
Post #: 32
RE: f r u s t r a t i o n - 5/17/2013 2:47:13 PM   
Rasputitsa


Posts: 2903
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline
quote:

ORIGINAL: Peter123
quote:

ORIGINAL: Rasputitsa
I agree, as there is no stacking I like the merge/split feature that allows some historical flexibility. I have reduced the cost and time delay ( 1 turn) to more realistic levels, renaming component units so that the split units can be identified and possibly merged back into their parent Corps/Division later.

I personally think that free split and merge of units, even with zero delay and keeping track of the units is a more elegant way of representing the concentration and dispersion of force than stacking. Stacking is necessary in boardgames, but I dont understand why almost every computer wargame uses the same method. Many counters to check and move unnecessarily. But must only be me.


The text I have is :

[UnitSplitting]
FreezeTimeModifierAfterUnitSplit_Land = 0.1
CostModifierOfUnitSplit_Land = 0.1

Haven't tried to set 0, but above setting allows a move in the next turn and a small cost, I suppose the justification is to stop over-use of split/merge, but thanks for the thought, the flexibility you get from this gives a more realistic control of units.

The value of the TOF system is that it more realistically matches the strategic scale of the game, having hundreds of units on a map is not realistic, as no High Command ever worked at that level, but was mainly dealing with Corps and Divisions, but with the occasional ability to create detachments.


< Message edited by Rasputitsa -- 5/17/2013 3:09:32 PM >


_____________________________

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon

(in reply to Peter123)
Post #: 33
RE: f r u s t r a t i o n - 6/15/2013 4:40:15 AM   
Steely Glint


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Joined: 9/23/2003
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I got the editor to work, finally, by nuking all the file permissions for its directory. Right-click, Properties, Security, Advanced. Once they were all gone the editor FINALLY worked!

_____________________________

“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to Rasputitsa)
Post #: 34
RE: f r u s t r a t i o n - 6/15/2013 6:25:07 AM   
Rasputitsa


Posts: 2903
Joined: 6/30/2001
From: Bedfordshire UK
Status: offline

quote:

ORIGINAL: Steely Glint
I got the editor to work, finally, by nuking all the file permissions for its directory. Right-click, Properties, Security, Advanced. Once they were all gone the editor FINALLY worked!

Good to hear, you have entered the editing swamp, see how it goes, the next problem is getting the editor to save a viable edited scenario.

_____________________________

"In politics stupidity is not a handicap" - Napoleon

“A people which is able to say everything becomes able to do everything” - Napoleon

“Among those who dislike oppression are many who like to oppress" - Napoleon

(in reply to Steely Glint)
Post #: 35
RE: f r u s t r a t i o n - 6/15/2013 4:02:55 PM   
Steely Glint


Posts: 580
Joined: 9/23/2003
Status: offline
I got it to save. It crashes nine times out of ten, but it finally saves.

What a really bad piece of software!

_____________________________

“It was a war of snap judgments and binary results—shoot or don’t, live or die.“

Wargamer since 1967. Matrix customer since 2003.

(in reply to Rasputitsa)
Post #: 36
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