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Third party combat resolution tutorial - 2/7/2008 5:32:45 PM   
Marshall Ellis


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Hey guys:

I've seen a few questions about the thrid part combat option that you have in EiANW and have noted that it may help to show a little more detail as to how it works...

The goal was to give the miniature gaming world and the EiA community a little common ground to play both at the same time. It's not designed for any particular miniature system but mainly designed to be general enough for most miniature systems.

Anyway, here we go...


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Marshall Ellis
Outflank Strategy War Games


Post #: 1
RE: Third party combat resolution tutorial - 2/7/2008 5:35:25 PM   
Marshall Ellis


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Step 1 Make sure the "Third Party Combat Resolution" option is enabled when you're starting you game...






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< Message edited by Marshall Ellis -- 2/7/2008 5:41:52 PM >


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Post #: 2
RE: Third party combat resolution tutorial - 2/7/2008 5:40:00 PM   
Marshall Ellis


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Step 2 Combat

During the combat phase, when you click an area with a battle to be fought you should see the below menu of options.

1. You can create the battle file.
2. You could still use ther standard EiANW combat system.
3. You could cancel and come back to this battle later (Canceling does not eliminate the battle. You will have to resolve this battle before ending the combat phase).








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_____________________________

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Marshall Ellis
Outflank Strategy War Games



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Post #: 3
RE: Third party combat resolution tutorial - 2/7/2008 5:50:36 PM   
Marshall Ellis


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From: Dallas
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Step 3 Battle!

When you select the "Create Battle File" option above, the engine will create an .EIA text file in the BATTLES subdirectory. You can open this file with notepad. This file has all of the variables of the battle. I have included this battle file with a few comments:

*************************************************************************
File start
*************************************************************************
Battle of Venice
January, 1805
#System field lines (Lines that EiA for PC read) begin with "~"
#Comment lines begin with "#" and are optional
~aa647
~bb0
#Nation IDs. To indicate winner, use ~w and nation's number ident
#Examples:
#~w0 will enable nation 0 (attacker) to win
#~w1 will enable nation 1 (defender) to win
#~w255 will enable a tie
~0France
~1Austria
#Fill winner in below
~w0
Terrain : Normal
Weather : Clear, Winds calm, Temp 35f to 40f
#Unit info format:
#~uUnitname with Tactical and Strategic numeric values
#~eNumber of guard factors
#~iNumber of infantry factors
#~mNumber of militia factors
#~cNumber of cavalry factors
#~aNumber of artillery factors
#~hNumber of heavy ships
#~lNumber of light ships
#~tNumber of transports
#Change these numbers to reflect new force levels
# Attacker Forces (France) Morale 4.05
~u0I corps  T:2  S:2  M4.00
~e0
~i25
~m0
~c3
~a0
~h0
~l0
~t0

~u1II corps  T:2  S:2  M4.00
~e0
~i18
~m0
~c0
~a0
~h0
~l0
~t0

~u4V corps  T:2  S:2  M4.00
~e0
~i20
~m0
~c3
~a0
~h0
~l0
~t0

~u5VI corps  T:2  S:2  M4.00
~e0
~i20
~m0
~c2
~a0
~h0
~l0
~t0

~u37Napoleon  T:5  S:5  M0.00
~e0
~i0
~m0
~c0
~a0
~h0
~l0
~t0

~u39Murat  T:3  S:2  M0.00
~e0
~i0
~m0
~c0
~a0
~h0
~l0
~t0

~u282Gds corps  T:2  S:2  M4.62
~e5
~i0
~m0
~c3
~a0
~h0
~l0
~t0

# Defender Forces (Austria) Morale 3.37
~u230III corps  T:1  S:1  M3.06
~e0
~i15
~m0
~c1
~a0
~h0
~l0
~t0

~u231IV corps  T:1  S:1  M3.07
~e0
~i14
~m0
~c1
~a0
~h0
~l0
~t0

~u237I Grenadiers corps  T:1  S:1  M4.71
~e5
~i0
~m0
~c2
~a0
~h0
~l0
~t0

~u250IId depot  T:1  S:1  M0.00
~e0
~i0
~m0
~c0
~a0
~h0
~l0
~t0

~u257Charles  T:4  S:4  M0.00
~e0
~i0
~m0
~c0
~a0
~h0
~l0
~t0
*************************************************************************
File end
*************************************************************************

The file may look a little scary BUT should be simple to edit. You only need to indicate the winner (I did France with ~w0). The you should edit the factor levels that are left (NOT the casualties just what is left). When you're completed editing the files then save the battle file as a .RES (result) file in the BATTLES subdirectory.



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Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Marshall Ellis)
Post #: 4
RE: Third party combat resolution tutorial - 2/7/2008 5:53:01 PM   
Marshall Ellis


Posts: 5625
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From: Dallas
Status: offline
Step 4 resolve and edit battle file.

While you're fighting the battle, you must wait for this battle file to be loaded back into the system. If you click the area before the results file is placed in the BATTLES subdirectory then your menu will look something like this (Basically, you can do nothing in EiANW yet).






Attachment (1)

< Message edited by Marshall Ellis -- 2/7/2008 5:56:38 PM >


_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



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Post #: 5
RE: Third party combat resolution tutorial - 2/7/2008 5:58:58 PM   
Marshall Ellis


Posts: 5625
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From: Dallas
Status: offline
Step 5 Create the .RES file

When you have edited the the battle file and saved it as "battle of Venice.res" then the engine will see the results file in the BATTLES subdirectory. NOW when you click the area, your menu should look like this...







Attachment (1)

_____________________________

Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Marshall Ellis)
Post #: 6
RE: Third party combat resolution tutorial - 2/7/2008 6:03:54 PM   
Marshall Ellis


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From: Dallas
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Step 6 Finish!

When you select the "Load Results" from the above menu then the game will load the results file. Your current factor levels in the corps will be from your results file. Now EiANW will apply retreat to the loser and post pp losses and gains. I have highlighted these events in the below image. Note that Austria retreated and the battle results in the status window...






Attachment (1)

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Thank you

Marshall Ellis
Outflank Strategy War Games



(in reply to Marshall Ellis)
Post #: 7
RE: Third party combat resolution tutorial - 2/7/2008 6:10:10 PM   
Marshall Ellis


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From: Dallas
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Step 7 Do it again...

Anyway, this is the process for using the "Third Party Combat Resolution".
Questions...?




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Outflank Strategy War Games



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Post #: 8
RE: Third party combat resolution tutorial - 2/7/2008 11:31:46 PM   
Grognot

 

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An obvious question is -- shouldn't this thread be stickied?

A few more --

- Can one 'reinforce' by adding an eligible corps or leader, and have it actually be moved there?  (although to do this, one would need the unit numbers)
- Are the zero-factor lines necessary?
- If a corps is completely removed by casualties, should it be written up with all-zero factor
lines, or does that block simply get deleted?
- Does the morale level also have to be updated for the .res?


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Post #: 9
RE: Third party combat resolution tutorial - 2/8/2008 2:08:48 AM   
Marshall Ellis


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From: Dallas
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Grognot:

Good idea! Stickied!

I did not compensate for reinforcements. You are correct that inserting the unit number could do this but I need to make sure that I verify it was an eligible unit (Adjacent to the battle area) since you could essentially teleport a unit otherwise. Another item to look at on the list of items to look at :-)

The Zero factor lines are necessary in this release. The engine is reading a fixed number of lines for each unit. Leaving out these lines would then require an "End of unit" line or some type of unit delimiter.

If the corps is eliminated then correct, zero all factor lines.

No on updating your morale. This will be recalculated by EiANW when the .RES file is loaded.

Hope this helps...








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Outflank Strategy War Games



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Post #: 10
RE: Third party combat resolution tutorial - 6/14/2008 10:04:41 AM   
Kai

 

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Any chance that a third party combat resolution could be implemented for naval combat?

We naval miniatures buffs would love it.

Thanks


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Post #: 11
RE: Third party combat resolution tutorial - 6/16/2008 4:28:46 PM   
Marshall Ellis


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From: Dallas
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Kai:

Don't see why not??? I'll add this to our wish list!



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Marshall Ellis
Outflank Strategy War Games



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Post #: 12
RE: Third party combat resolution tutorial - 6/16/2008 7:17:15 PM   
Kai

 

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You are awesome.

I'm going to name my next child after you.


quote:

ORIGINAL: Marshall Ellis

Kai:

Don't see why not??? I'll add this to our wish list!




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Post #: 13
RE: Third party combat resolution tutorial - 7/1/2008 10:52:52 AM   
gazfun


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Will be in need of this feature very soon, as there will be a Batlefiled software coming out, that Im helping with, would suit this very much

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RE: Third party combat resolution tutorial - 7/8/2008 11:25:34 AM   
gazfun


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For anyone interested in Third Party Combat games see us at The Generals HQ Forum
We will be looking for these kind of players soon
Main site The Generals HQ

< Message edited by gazfun -- 7/8/2008 11:29:32 AM >


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RE: Third party combat resolution tutorial - 7/11/2008 11:05:28 PM   
ETF


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Looks great heading over to the General HQ as I type ;)

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Post #: 16
RE: Third party combat resolution tutorial - 7/16/2008 6:44:24 AM   
gazfun


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quote:

ORIGINAL: ETF

Looks great heading over to the General HQ as I type ;)

Thanks for that


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Post #: 17
RE: Third party combat resolution tutorial - 7/16/2008 4:29:55 PM   
ETF


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No thanks needed you guys do an awesome job. Can hardly wait to get things going when HisWar gets out!



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Post #: 18
RE: Third party combat resolution tutorial - 7/17/2008 10:00:42 AM   
gazfun


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quote:

ORIGINAL: ETF

No thanks needed you guys do an awesome job. Can hardly wait to get things going when HisWar gets out!



If you have joined us say hello, and get aquainted sometime


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RE: Third party combat resolution tutorial - 4/17/2009 11:46:59 PM   
gazfun


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BTW Guys
I have been continually working with this and have made a PDF form progam calculation working for this which is intended to make it a lot easier for the transition of a EiA battle to Hiswar LG as an interim OOB for Histwar LG in this case. It can be easily adjusted as the EiA OOB changes for each Corps.
I intend to make this PDF form to do a reverse calculation after a battle, back to a EiA format
Thanks for your interest

< Message edited by gazfun -- 5/27/2009 9:28:47 AM >


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RE: Third party combat resolution tutorial - 4/17/2009 11:48:49 PM   
gazfun


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Anybody wishing to help out would be appreciated especially when the aforementioned title is released

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Post #: 21
RE: Third party combat resolution tutorial - 4/18/2009 4:01:35 AM   
bOrIuM

 

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isnt it possible to just do a ingame popup that will change the battle file for us ? Like the Admin panel...

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Post #: 22
RE: Third party combat resolution tutorial - 5/27/2009 9:30:50 AM   
gazfun


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No sorry the admin panel doesnt have that facility at all.

sorry for taking so long, I have been busy

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RE: Third party combat resolution tutorial - 5/29/2009 10:24:54 AM   
bresh

 

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Would be nice if 3.rd party could use the reinforce, then it be workable.

Regards
Bresh

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RE: Third party combat resolution tutorial - 5/29/2009 4:30:35 PM   
Marshall Ellis


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I think I have created a way to do this (Not coded yet BUT designed on paper) which would be to export all available units for reinforcing to the battle file then allowing the results file to indicate which units reinforced THEN upon loading would auto move the reinforcing units to the battle area. The reinforcement rolls would be done outside the game but that's the plan anyway. Thoughts?


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Post #: 25
RE: Third party combat resolution tutorial - 5/29/2009 10:12:06 PM   
gazfun


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quote:

ORIGINAL: Marshall Ellis

I think I have created a way to do this (Not coded yet BUT designed on paper) which would be to export all available units for reinforcing to the battle file then allowing the results file to indicate which units reinforced THEN upon loading would auto move the reinforcing units to the battle area. The reinforcement rolls would be done outside the game but that's the plan anyway. Thoughts?


Thats sounds good Marshall.
Because it would allow reinforcement of a third party battle, which is realistically needed, there would have to be some kind of time indication somehow to know when these reinforcemnt forces would enter the battlefiled, being three rounds in a EiA battle (day?) perhaps each round would be 4 hours? of a 12 hour movement day, maybe Im getting a little to particular here!

As to what part of the hour they would arrive could be done by die roll, as the software for making a third party battle does have a variation factor also embedded in the game, an hour or so either way, so it eliminates the hindsight factor in a battle.

Also in the case a leader casualty, that would or should be taken care of naturally in a third Party battle, would or could that be indicated back in EiA as well.

< Message edited by gazfun -- 5/29/2009 10:16:47 PM >


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RE: Third party combat resolution tutorial - 8/26/2009 9:25:57 AM   
gazfun


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Marshall
So whats happening now to get the Reinforcement issue working in this Third party combat.
Its just a matter of being able to put those units that are eligable and end up in the same area after the end of combat really.

There is a decent Third Party battle system coming out now, and we are looking to use Eia

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RE: Third party combat resolution tutorial - 8/26/2009 12:25:40 PM   
Marshall Ellis


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I havent't touched this in a while! I've got a few more major changes/additions before I'll get to this Gaz BUT this is not off the plate!


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Post #: 28
RE: Third party combat resolution tutorial - 9/5/2009 12:28:03 AM   
gazfun


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With the advent of Hiswar Les Grognards which we plan to use as a Third Party Battlefield set up, reinforcements will be needed and its a big issue to get these forces available.
It would be a matter of the selection of which units are available, in neibouring areas as reinforcements an a die roll if of there arrival.
I know its not simple in computer codes having said that

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Post #: 29
RE: Third party combat resolution tutorial - 9/8/2009 2:41:35 PM   
Marshall Ellis


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From: Dallas
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Gaz:

I hear ya! It's not that complex. Simply time management right now! LOL!


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Post #: 30
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