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Tutorial '42 - Editor... Or how to create units for Bella Italia!

 
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Tutorial '42 - Editor... Or how to create units for Bel... - 12/15/2017 6:46:40 PM   
Oberst_Klink

 

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Sneak preview... EDIT: I will try to use the proper Italian terminology. So, it's not Mortario BUT Mortaio :)

Klink, Oberst




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/15/2017 7:04:06 PM   
Oberst_Klink

 

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Okies... where, how and so on can one find, use and utilize certain TO&E info at the 1st place? Well, research of course, but also making use of other games one might already have (board- and PC-games that is).

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/15/2017 7:10:31 PM   
Oberst_Klink

 

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A good resource I stumbled upon was here:

http://www.comandosupremo.com/italian-divisional-organizations-tipo-africa-settentrionale-a-s.html

as well as the old website bayonet strength -

https://web.archive.org/web/20150101022929/http://www.bayonetstrength.150m.com:80/Italian/italian_infantry_battalion%20north%20africa.htm

So, we're not that far off with our 1a Compagnia...

Klink, Oberst




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/15/2017 7:37:30 PM   
Oberst_Klink

 

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OK... one thing... if you don't use modified .EQP files, than how would the unit look like in 'vanilla' TOAW IV terms?

Now, the Rfl Sqd M91/41 is in 'vanilla' terms the Light Rifle Squad. Basically, just grunts without light MGs, just rifles.

The Rfl Sqd M91/41 + Breda LMG(2) would be the equivalent to the Heavy Rifle Squad. Why heavy? The standard HRS has 2 LMGs. The regular Rifle Squad in the 'vanilla' would have one LMG.

I'll talk a tad more about it tomorrow... and Si! We'll create more units for Bella Italia ;)

Klink, Oberst






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RE: Tutorial '42 - Editor... Or how to create units for... - 12/15/2017 8:32:41 PM   
bde4soldier223

 

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it looks good so far. cant wait to see more of it tomorrow. im understanding it now

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 2:33:55 PM   
Oberst_Klink

 

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Pronto!

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 3:21:30 PM   
Oberst_Klink

 

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Now a battalion of Reggimento Corazzato 132°. Si, the armoured regiment of the famous Ariete (Ram) division!

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 3:46:08 PM   
Oberst_Klink

 

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Now... Can we modify, add, delete and so on our units and OOB without the editor at all? Sì possiamo!

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 3:59:00 PM   
Oberst_Klink

 

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Okidiki, my anglo-friends would say...

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 4:13:01 PM   
Oberst_Klink

 

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It worked, miei amici!

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 4:14:22 PM   
bde4soldier223

 

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looks pretty good.

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/16/2017 4:20:35 PM   
Oberst_Klink

 

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OK, here are the files for you to play with them...

https://www.dropbox.com/s/bjfa8mbem8qnm1h/Tutorial%20%2742%20-%20Editor.zip?dl=0

You know the drill where to put the files. Also, get Notepad++, or another XML editor, to see for yourself how you can easily open, modify (but also screw up!?) a .OOB file ;) Right now, I am waiting for our feedback and suggestions before I will continue.

Klinkoni, Col.

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 2:02:14 PM   
Oberst_Klink

 

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OK, time to share some other insights into the whole process of creating what's called TO&E of units for TOAW IV and where to find OOBs.

A good start for our purposes: https://web.archive.org/web/20160526041637/http://bayonetstrength.150m.com:80/Italian/italian_army.htm

and here: https://web.archive.org/web/20150720174504/http://www.cgsc.edu/CARL/nafziger/942IQAD.PDF

As well as this site:

http://www.niehorster.org/019_italy/__italy.htm

They do provide just the basic stuff we need in order to model our force(s) and units.

Remember, that all the numbers and authorized equipment were rarely matched in reality. But potential and actual sustained losses of men & equipment can be easily implemented.

Klinkoni, Col.

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 2:40:49 PM   
Oberst_Klink

 

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OK, now something that explains the importance of proficiency...

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 3:04:25 PM   
Oberst_Klink

 

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Time to test some of the units, si?

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 3:12:48 PM   
Oberst_Klink

 

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Rule of thumb - Never attack infantry with just tanks, especially if the defender(s) is(are) in urban hexes and fortified.

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 4:06:22 PM   
Oberst_Klink

 

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Okidoki, the tanks do need some grunts on the ground...

Based on - https://web.archive.org/web/20110905232338/http://www.bayonetstrength.150m.com/British/Infantry/british_infantry_battalion%201941%20to%201942.htm

Klinkoni, Col.




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 4:32:33 PM   
Oberst_Klink

 

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Tha's it lads! Let's kick some butts, so to say...

Lt.Col. William 'Bill' McKlinkock




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 4:49:14 PM   
Oberst_Klink

 

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For Pete's sake... They didn't run like they did in 1940, eh?

Lt.Col. McKlinkock




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RE: Tutorial '42 - Editor... Or how to create units for... - 12/17/2017 5:21:32 PM   
Oberst_Klink

 

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OK, that's it for today. Attached the updated .SCE and .EQP file; you know where to put them. I also included some guidelines about force/formation/unit proficiency/supply default values.

On behalf of Col. Klinkoni and Lt.Col. McKlinkock your feedback and suggestions are, as usual, appreciated. Please, note: The scenario is purely a sandbox scenario for you to toy around, ja?

EDIT: Recommended supplemental reading - http://www.matrixgames.com/forums/tm.asp?m=4401059&mpage=1� - How is Defense Strength of Equipment used in combat resolution? - A big thanks to MarGol, the Försvarsminister.

Klink, Oberst

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< Message edited by Oberst_Klink -- 12/18/2017 7:28:19 AM >


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RE: Tutorial '42 - Editor... Or how to create units for... - 12/18/2017 1:15:33 PM   
quertice


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thank you for your very interesting tutorials, in particular this for me

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/18/2017 1:39:45 PM   
Oberst_Klink

 

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quote:

ORIGINAL: quertice

thank you for your very interesting tutorials, in particular this for me

I am glad you liked it! Do forgive me though when some of my Italian descriptions weren't 100%, I tried my best (I do my research, you see?).

Now it's time for my Italian and other fellow TOAW 'groupies' to start building units and formations of their own. Attached the OOB and very good TO&E of the Italian forces during the Gazala operation in May 1942.

German: https://de.wikipedia.org/wiki/Unternehmen_Theseus
Italian: https://it.wikipedia.org/wiki/Battaglia_di_Ain_el-Gazala
English: https://en.wikipedia.org/wiki/Battle_of_Gazala

More feedback is of course appreciated!

Klink, Oberst



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< Message edited by Oberst_Klink -- 12/18/2017 1:40:22 PM >


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RE: Tutorial '42 - Editor... Or how to create units for... - 12/18/2017 3:46:01 PM   
Oberst_Klink

 

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Tutorial '41: http://www.matrixgames.com/forums/tm.asp?m=4382552
Tutorial '42: http://www.matrixgames.com/forums/tm.asp?m=4387818
Tutorial '42 - Editor: http://www.matrixgames.com/forums/tm.asp?m=4401098
Tutorial '43: http://www.matrixgames.com/forums/tm.asp?m=4390285
Tutorial '43 - Combat: http://www.matrixgames.com/forums/tm.asp?m=4394374
Tutorial '44: http://www.matrixgames.com/forums/tm.asp?m=4397183

OK peeps, that's the whole Tutorial 'xx series at present. Please do forgive me the countless typos in various 'speech bubbles'; I'll try to go through the whole slides (quite a few!!!) and correct them. The whole project is not finished yet, alas I do require direct feedback, positive or negative. Feel free to post your feedback in threads or PM/Email me. Thanks!

Klink, Oberst (GE)
Klinkovski, Polkovnik (SU)
Klinkoni, Col. (IT)
McKlinkock, Lt.Col. (UK)

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RE: Tutorial '42 - Editor... Or how to create units for... - 12/18/2017 6:58:14 PM   
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quote:


Klink, Oberst (GE)
Klinkovski, Polkovnik (SU)
Klinkoni, Col. (IT)
McKlinkock, Lt.Col. (UK)





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RE: Tutorial '42 - Editor... Or how to create units for... - 12/18/2017 7:44:06 PM   
Oberst_Klink

 

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You do know we work in a team, don'cha? :P

Klink, Oberst (GE)
Klinkovski, Polkovnik (SU)
Klinkoni, Col. (IT)
McKlinkock, Lt.Col. (UK)



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RE: Tutorial '42 - Editor... Or how to create units for... - 1/9/2018 3:43:38 AM   
Nicholas Bell

 

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quote:

ORIGINAL: Oberst_Klink
Now... Can we modify, add, delete and so on our units and OOB without the editor at all? Sì possiamo!
Klinkoni, Col.


Herr Oberst, an explanation is requested as to how you jumped from editing in game to editing using Notepad++. When I save an OOB it saves as an OOL file which is binary, not a readable XML file. So there's a step missing on converting OOL to OOB perhaps?

Note that I have no problem editing the .gam XML file, but also ended up with a parsing error which you warned about.

Thank you.

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RE: Tutorial '42 - Editor... Or how to create units for... - 1/9/2018 1:21:44 PM   
Oberst_Klink

 

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quote:

ORIGINAL: Nicholas Bell

quote:

ORIGINAL: Oberst_Klink
Now... Can we modify, add, delete and so on our units and OOB without the editor at all? Sì possiamo!
Klinkoni, Col.


Herr Oberst, an explanation is requested as to how you jumped from editing in game to editing using Notepad++. When I save an OOB it saves as an OOL file which is binary, not a readable XML file. So there's a step missing on converting OOL to OOB perhaps?

Note that I have no problem editing the .gam XML file, but also ended up with a parsing error which you warned about.

Thank you.

Nick,

you need to save the OOB via the editor, e.g. when you edit your forces (see below).

Klink, Oberst




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RE: Tutorial '42 - Editor... Or how to create units for... - 1/10/2018 4:57:38 AM   
Nicholas Bell

 

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quote:

ORIGINAL: Oberst_Klink
you need to save the OOB via the editor, e.g. when you edit your forces (see below).
Klink, Oberst


Ah, yes. Thank you, sir! I would not have figured that out without your assistance, (or perhaps reading the manual - it is there, know that I know what to look for...)

But still, it doesn't make much sense to me to have this (and other critical scenario editing functions) only available when the force editor is open, looking like a modal window, but not. Must be a necessary code work-around dealing with the ancient Koger glypts.

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