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New TOAW IV database - 2/4/2018 5:51:47 PM   
josant

 

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For this new version of toaw 4, I have adapted my toaw 3 previous modified database, expanded with more than 2000 new equipments that before I could not put due to the limit of equipment that toaw 3 had.
This mod not only include modern and latest weapons systems, also include oldest systems that not include the original database.
Also taking advantage that the new toaw 4 finally has a new improved system for naval combat, I have included more than 600 classes of ships (ironclads, cruisers, battleships, frigates ...)


*** The link to download the old v5.2 version (compatible, see post 39 of this thread) is the following; ***
https://www.mediafire.com/file/fhwdxul1u49c11z/TOAW_IV_Database_v5.2.zip/file
The zip file includes both *.nqp, *.eqp and *.png files


*** The link to download the new v6.0 version (incompatible, see post 59 of this thread) is the following; ***

https://www.mediafire.com/file/p6evvm9eu2ngbg8/TOAW_IV_Database_v6.0.zip/file

The zip file includes both *.nqp, *.eqp and *.png files



< Message edited by josant -- 1/10/2022 7:09:21 PM >
Post #: 1
RE: New TOAW IV database - 2/4/2018 5:59:27 PM   
Oberst_Klink

 

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Muchas gracias!

Klink, Oberst

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(in reply to josant)
Post #: 2
RE: New TOAW IV database - 2/5/2018 1:09:14 AM   
Rosseau

 

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Wow, this is a pretty huge development. You could have charged $10 per person via PayPay!

I assume I can put your equip file in the Override Folder of an existing game, save in the editor and then have access to your database for an existing scenario.

I am not familiar with the use of the .nqp file.

Thanks!

(in reply to Oberst_Klink)
Post #: 3
RE: New TOAW IV database - 2/5/2018 4:30:04 AM   
Oberst_Klink

 

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quote:

ORIGINAL: Rosseau

Wow, this is a pretty huge development. You could have charged $10 per person via PayPay!

I assume I can put your equip file in the Override Folder of an existing game, save in the editor and then have access to your database for an existing scenario.

I am not familiar with the use of the .nqp file.

Thanks!

Mike

yes, you put both files, .eqp and .nqp, into the override folder, but make sure it is going to have the same name as the scenario you're creating with. Remember, the .nqp is for the naval equipment.

Regards,

Klink, Oberst

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Visit CS Legion on Twitter & Facebook for updates.

(in reply to Rosseau)
Post #: 4
RE: New TOAW IV database - 2/5/2018 12:25:27 PM   
Lobster


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quote:

ORIGINAL: josant

For this new version of toaw 4, I have adapted my toaw 3 previous modified database, expanded with more than 1500 new equipments that before I could not put due to the limit of equipment that toaw 3 had.
This mod not only include modern and latest weapons systems, also include oldest systems that not include the original database.
Also taking advantage that the new toaw 4 finally has a new improved system for naval combat, I have included more than 500 classes of ships (ironclads, cruisers, battleships, frigates ...)

The link to download is the following;

http://www.mediafire.com/file/bam0b65b46swf1f/TOAW4%20database%20v1.zip

The zip file includes both *.nqp and *.eqp files



If I am using the equipment database that came with the game can I use yours without anything in a scenario OOB changing? For instance, if I used your folder with a scenario that came with TOAWIV and that scenario used the TOAWIV .eqp file would every piece of equipment in the scenario still match up in the scenario? Will a truck still be a truck or will it change to a JU52?

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(in reply to josant)
Post #: 5
RE: New TOAW IV database - 2/5/2018 5:45:49 PM   
josant

 

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Lobster,

No, All previous scenarios that dont have attached a .eqp file are incompatible with modified database files.

If you put this 2 files in the Graphics Override folder, when you starts the game, the game load it as default, and if you load a toaw IV scenario that dont have his own *.eqp file, you get a wrong eqp advice and the equipments will appears changed.

What you can do is rename those new files when you want to load a standard scenario, and put their correct name again if you want to made a scenario that use this new database.


(in reply to Lobster)
Post #: 6
RE: New TOAW IV database - 2/6/2018 12:20:15 AM   
Rosseau

 

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Having some difficulty here. I renamed both new database files Blitzkrieg 50 and put them in the Blitzkrieg 50 folder in Override. I opened it in the editor and got the new database. But an ATGM into the HQ unit, saved it. But when I open the scenario to play it, the "old" piece of equipment takes its place.

I've also renamed scenario and created new Override folder, but same thing happens.

So, for us simpletons, how do I use the upgraded database in existing scenario

(in reply to josant)
Post #: 7
RE: New TOAW IV database - 2/6/2018 3:54:04 AM   
Silvanski


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As this is an extended database -fine job btw- equipment slots have changed, so it can only be used to create new scenarios or completely overhaul existing ones.

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(in reply to Rosseau)
Post #: 8
RE: New TOAW IV database - 2/6/2018 4:23:07 AM   
NikolaiEzhov


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Good job josant.

Some suggestions/more to be added:
1. The PLZ-45 and PLZ-05 SP howitzers are 155mm, not 152mm.
2. I don't find the Stryker MGS. Maybe is missing?
3. Chinese Twin 37mm AA Gun (Type-65/74): (http://www.army-guide.com/eng/product4188.html), the backbone of PLA air defense forces.
4. Taiwanese M41D tank (http://www.tanks-encyclopedia.com/coldwar/US/M41_Walker_Bulldog.php), very different from the original M41A3 tank.
5. The Chinese "Type-54 122mm SP Gun" should be "Type-70 122mm SP Gun" (http://www.military-today.com/artillery/type_70_1.htm).
6. The 2D image of 82mm Vasilyek should be more resemble as a howitzer, not a mortar.

Regards, Nikolai.

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(in reply to Silvanski)
Post #: 9
RE: New TOAW IV database - 2/6/2018 8:52:21 AM   
Rosseau

 

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Now I understand - the slots have changed. I've been using TOAWIIIEqpEditor-1.2.0.0 with success, but that doesn't move stuff around. Still odd how josant's database will work in the editor, but obviously not in the game program.

Well, it gives me a reason to create a very small scenario.

< Message edited by Rosseau -- 2/6/2018 8:57:19 AM >

(in reply to NikolaiEzhov)
Post #: 10
RE: New TOAW IV database - 2/6/2018 5:32:22 PM   
josant

 

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quote:

ORIGINAL: NikolaiEzhov

Good job josant.

Some suggestions/more to be added:
1. The PLZ-45 and PLZ-05 SP howitzers are 155mm, not 152mm.
2. I don't find the Stryker MGS. Maybe is missing?
3. Chinese Twin 37mm AA Gun (Type-65/74): (http://www.army-guide.com/eng/product4188.html), the backbone of PLA air defense forces.
4. Taiwanese M41D tank (http://www.tanks-encyclopedia.com/coldwar/US/M41_Walker_Bulldog.php), very different from the original M41A3 tank.
5. The Chinese "Type-54 122mm SP Gun" should be "Type-70 122mm SP Gun" (http://www.military-today.com/artillery/type_70_1.htm).
6. The 2D image of 82mm Vasilyek should be more resemble as a howitzer, not a mortar.

Regards, Nikolai.


Thanks for the corrections, I will change this in next version of the database and add the missing equipment that you say.

1. You are right there is a mistake in the name, but if you look, they have the stats of 155mm guns

2. Stryker MGS is in the anti tank vehicles section





(in reply to NikolaiEzhov)
Post #: 11
RE: New TOAW IV database - 2/8/2018 1:18:45 PM   
Bombur

 

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Isn´t the number of ship classes in the naval.npq file limited to 100?

I´m curious, did you try to represent submarines?

(in reply to josant)
Post #: 12
RE: New TOAW IV database - 2/9/2018 7:18:18 AM   
josant

 

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quote:

ORIGINAL: Bombur

Isn´t the number of ship classes in the naval.npq file limited to 100?

I´m curious, did you try to represent submarines?


No, I put more than 500 ships in the .nqp file and it works.
Until now, the toaw 4 engine can not represent submarines, may be in a future patch.

(in reply to Bombur)
Post #: 13
RE: New TOAW IV database - 2/14/2018 8:16:59 PM   
Bombur

 

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True, but there are some attempts to simulate submarine warfare with the current rules, to you see a way to do it? I was thinking about creating a fragile ship with very long "artillery" range, so it could interdict enemy vessels. Such a ship would be hard to find but easy to kill when located.

(in reply to josant)
Post #: 14
RE: New TOAW IV database - 2/14/2018 10:47:10 PM   
Curtis Lemay


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quote:

ORIGINAL: Bombur

True, but there are some attempts to simulate submarine warfare with the current rules, to you see a way to do it? I was thinking about creating a fragile ship with very long "artillery" range, so it could interdict enemy vessels. Such a ship would be hard to find but easy to kill when located.

Such a ship would be bad news for land targets too. Torpedoes are weapons that should only impact sea targets. Ship-borne torpedoes have to be hard wired in code.

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(in reply to Bombur)
Post #: 15
RE: New TOAW IV database - 2/15/2018 4:26:40 PM   
Bombur

 

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What if we use the "antiship only" feature?

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Post #: 16
RE: New TOAW IV database - 2/23/2018 3:56:26 PM   
josant

 

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I updated the database to v2 version, in wich I fix some things and add some new systems, so this new v2 version is incompatible with scenarios created with v1 version.
I put the link in the first post.

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Post #: 17
RE: New TOAW IV database - 2/23/2018 4:12:40 PM   
larryfulkerson


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Thanks for all your hard work Josand dude. We appreciate it.

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(in reply to josant)
Post #: 18
RE: New TOAW IV database - 12/16/2018 5:24:54 PM   
josant

 

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I updated the database to v3 version, for this time I expand the database with more than 2000 new weapon systems (that not only include the latest systems, it also include some secret/wonderfull WW2 german weapons for what if scenarios)

Also I reworked the naval part of the database using many modified formulas that Bob Cross give us many years ago (see http://www.matrixgames.com/forums/tm.asp?m=1403648)

The link to download the dabase is in post 1

(in reply to larryfulkerson)
Post #: 19
RE: New TOAW IV database - 12/16/2018 6:15:40 PM   
Silvanski


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quote:

ORIGINAL: josant

I updated the database to v3 version,
The link to download the dabase is in post 1


Thanks, great job

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(in reply to josant)
Post #: 20
RE: New TOAW IV database - 12/30/2018 11:40:31 AM   
76mm


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quick question: do your new units include torpedo boats or similar craft? In particular I'm interested in ships that can enter both shallow and deep water hexes; I can't seem to create them using the equipment editor.

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Post #: 21
RE: New TOAW IV database - 12/30/2018 12:44:05 PM   
josant

 

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Curretly due a limitation of toaw engine none ship equipment can enter in shallow waters, it does not matter that the equipment be light naval or heavy naval or what type of icon do you add to the unit, the result is the same;the movement across shallow water is forbiden for naval units.
It would be interesting that in a future patch, movement across shallow water where permited for light naval equipment.
As experimental unit I add a Torpedo boat, enabling the torpedo and antiship only, but again the toaw engine is not ready for equip ships with torpedos (this is only for aircrafts)

(in reply to 76mm)
Post #: 22
RE: New TOAW IV database - 12/30/2018 7:27:17 PM   
76mm


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Thanks for the detailed response.

Also, I might be mistaken at this point, but FYI I think the last time I tested this (several months ago now) I could get riverine units to work on shallow water hexes (and rivers), although they couldn't enter deep water hexes.

(in reply to josant)
Post #: 23
RE: New TOAW IV database - 12/30/2018 7:51:06 PM   
josant

 

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From: Spain
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Yes, units with the riverine icon can move along rivers and shallow water

If you take a destroyer and select the riverine icon as the unit icon, this destroyer can move in shallow water, but it can not enter in deep waters, with toaw 4 we have the option to add a secondary icon to te unit,for example in this case light/medium/heavy naval icons, but this dont work, although the unit have both icons, only can move in shallow waters

(in reply to 76mm)
Post #: 24
RE: New TOAW IV database - 12/31/2018 9:50:06 PM   
sPzAbt653


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Use of River inside Water hexes will allow riverine type units to 'move thru water'.

I'm not sure, but can the Amphibious Icon can move thru shallow and deep ?

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Post #: 25
RE: New TOAW IV database - 1/1/2019 2:49:53 AM   
Lobster


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quote:

ORIGINAL: josant

Yes, units with the riverine icon can move along rivers and shallow water

If you take a destroyer and select the riverine icon as the unit icon, this destroyer can move in shallow water, but it can not enter in deep waters, with toaw 4 we have the option to add a secondary icon to te unit,for example in this case light/medium/heavy naval icons, but this dont work, although the unit have both icons, only can move in shallow waters


This is because an equipment can only be a naval unit or a river unit (or can it). Not both (not sure). So it's not the unit but the equipment contained in the unit that needs to be made more versatile.

< Message edited by Lobster -- 1/1/2019 2:50:33 AM >


_____________________________

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Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein

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A: A stick.

(in reply to josant)
Post #: 26
RE: New TOAW IV database - 2/21/2019 12:52:31 AM   
larryfulkerson


Posts: 39932
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From: Tucson, AZ
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quote:

ORIGINAL: josant

For this new version of toaw 4, I have adapted my toaw 3 previous modified database, expanded with more than 1500 new equipments that before I could not put due to the limit of equipment that toaw 3 had.
This mod not only include modern and latest weapons systems, also include oldest systems that not include the original database.
Also taking advantage that the new toaw 4 finally has a new improved system for naval combat, I have included more than 500 classes of ships (ironclads, cruisers, battleships, frigates ...)

*** The link to download the new v3 version is the following; ***

http://www.mediafire.com/file/yga2wu3lbly17r7/TOAW4_Database_v3.zip/file

The zip file includes both *.nqp and *.eqp files



Um.....I hate to have to report this but the installer.exe that comes with your download and I used to download your files, thanks by the way, um...gave me a virus.
I've got a W10 OS and use WEBROOT to protect my machine and it detected it during download. I scanned the file again after I downloaded it
and it showed clean so I ran it and got the files you provided, thanks very much, and after THEY were safely on my hard drive I scanned my
entire C: drive and it's still running as we speak but I needed to sleep tonight so I thought I'd scan the whole thing even though it's
going to run about 3 hours. I've got a lot of files. I just thought you might want to know so you could update your copy of the installer
or whatever you want to do.

< Message edited by larryfulkerson -- 2/21/2019 12:53:19 AM >

(in reply to Lobster)
Post #: 27
RE: New TOAW IV database - 2/21/2019 10:51:48 AM   
josant

 

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Hi Larry, I dont know what happened to you, the download dont have installer, only is a zip file, I just tried the link and redirect me to the MediaFire page to download it.






Attachment (1)

(in reply to larryfulkerson)
Post #: 28
RE: New TOAW IV database - 2/21/2019 11:23:31 AM   
larryfulkerson


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I have no idea where the installer.exe came from then, I suspect it was left on the computer by the Best Buy Geek Squad when they did a stress test of my machine just before I brought it home from the store. Sorry for the false alarm. I downloaded it again just now and everyhing was normal this time.

(in reply to josant)
Post #: 29
RE: New TOAW IV database - 2/21/2019 3:10:49 PM   
76mm


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quote:

ORIGINAL: sPzAbt653
Use of River inside Water hexes will allow riverine type units to 'move thru water'.

That's a clever idea, will have to give that a try...

quote:

ORIGINAL: sPzAbt653
I'm not sure, but can the Amphibious Icon can move thru shallow and deep ?

I tested this some time ago and am pretty sure that the answer is "no".


< Message edited by 76mm -- 2/21/2019 3:11:25 PM >

(in reply to sPzAbt653)
Post #: 30
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