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RE: TOAW XML Editor - 5/8/2019 9:07:49 PM   
Zovs


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Tom,

It does not look like the Player 1 Forces info is correct for Rail, Sea and Air, I have these set and all are showing up 0 in the editor.

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(in reply to 76mm)
Post #: 391
RE: TOAW XML Editor - 5/8/2019 9:42:27 PM   
76mm


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quote:

ORIGINAL: Zovs
It does not look like the Player 1 Forces info is correct for Rail, Sea and Air, I have these set and all are showing up 0 in the editor.

Hmm, I haven't touched these settings in months--did you notice if they worked before? And what about Force 2? But I'll check...

[EDIT] Actually, I don't see how to set these values in the in-game editor, other than through events, which would not have been triggered at Turn 0? Am I missing something, or did you edit the XML file directly?

[SECOND EDIT] I've just entered some air, sea, and rail values into the gam file, and they showed up OK. Or are you talking about the in-game editor? Please provide more info about how you added the values, and where you're seeing zeroes...

Also, note that each force actually has three separate air, sea, and rail values. For example:
globalRailcapInitial="10"
globalRailcapCurrent="15"
globalRailcapLast="0"

I don't know exactly what these various values represent, and to save space I don't even show the "Last" value at all (ignore the values above, they are arbitrary figures that I inserted). I can easily change this, but it would be good to understand what changing these various values does.

< Message edited by 76mm -- 5/8/2019 10:24:37 PM >

(in reply to Zovs)
Post #: 392
RE: TOAW XML Editor - 5/10/2019 12:57:43 PM   
Zovs


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Tom,

So I set the Rail Cap, Sea and Air Cap via events in the in game editor for turn 1. But they don't show up when I click on either force.

Also, using a custom eqp file when I first went to add new equipment (from the new equipment portion, i.e. the new stuff I created) I get this and it crashes:


See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Int32.Parse(String s)
at TOAWXML.frmEquip.<txtNumber_TextChanged>g__validatePosInt|18_0()
at TOAWXML.frmEquip.txtNumber_TextChanged(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
at System.Windows.Forms.TextBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3394.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
TOAWXML
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/dlazo/AppData/Local/Apps/2.0/0J3ZBGVD.XO7/3L9XK7NQ.Q3W/toaw..tion_bb51667b7c9905d2_0001.0000_e3874bfcc7e5ecbc/TOAWXML.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3324.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3362.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3362.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Xml.Linq
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
----------------------------------------
System.Data
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3260.0 built by: NET472REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/System.Data/v4.0_4.0.0.0__b77a5c561934e089/System.Data.dll
----------------------------------------
System.Numerics
Assembly Version: 4.0.0.0
Win32 Version: 4.7.3056.0 built by: NET472REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Numerics/v4.0_4.0.0.0__b77a5c561934e089/System.Numerics.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




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Post #: 393
RE: TOAW XML Editor - 5/10/2019 12:59:18 PM   
Zovs


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BTW sending you the eqp and gam...

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Post #: 394
RE: TOAW XML Editor - 5/11/2019 12:27:09 PM   
76mm


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quote:

ORIGINAL: Zovs
So I set the Rail Cap, Sea and Air Cap via events in the in game editor for turn 1. But they don't show up when I click on either force.

Again, correct me if I'm confused, but it seems like Rail, Sea, and Air cap levels set for Turn 1 will not show up in the gam file, which represents Turn 0?

We can see what happens on Turn 1 by playing the turn, saving it, renaming the sav file to a sce file, opening it, converting it into a gam file, then taking a look... Whew! I will try to do that today.

quote:

ORIGINAL: Zovs
Also, using a custom eqp file when I first went to add new equipment (from the new equipment portion, i.e. the new stuff I created) I get this and it crashes:

Have not been able to replicate this yet... Are you using v1.16 of TOAWxml? Are you restarting TOAWxml every time after exporting the gam file? Does this happen every time you try to add equipment, or just sometimes?

Sorry for all of the questions, but trying to pin this down.

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Post #: 395
RE: TOAW XML Editor - 5/11/2019 1:14:28 PM   
Zovs


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quote:


Again, correct me if I'm confused, but it seems like Rail, Sea, and Air cap levels set for Turn 1 will not show up in the gam file, which represents Turn 0?

We can see what happens on Turn 1 by playing the turn, saving it, renaming the sav file to a sce file, opening it, converting it into a gam file, then taking a look... Whew! I will try to do that today.


Did not think about that but your probably correct. When I start up the turn all is as it should be, I just was not seeing the turn 1 Cap's being display which is what I was thinking would show up. So basically the RR, Sea and Air Caps will never show up in the TOAW-XML-Editor, since those all go into effect on turn 1. Sort of odd to have them listed then.

quote:


Are you using v1.16 of TOAWxml?


Yes.

quote:


Are you restarting TOAWxml every time after exporting the gam file?


No, should I?

quote:

Does this happen every time you try to add equipment, or just sometimes?


It seems on first load of using a new eqp file or when I change the file version.

I started with 2.0 and now am up to 2.32 somewhere around 2.16 I started editing the eqp and had to go through a monkey dance sometimes to get the game to recognize it. It's stupid sometimes. In the game there should be a way to import or connect a new eqp file, but nothing obvious.

Anyway.

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Post #: 396
RE: TOAW XML Editor - 5/11/2019 1:31:27 PM   
76mm


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quote:

ORIGINAL: Zovs
So basically the RR, Sea and Air Caps will never show up in the TOAW-XML-Editor, since those all go into effect on turn 1. Sort of odd to have them listed then.

heh, well ultimately I hope to be able to use TOAWxml to edit save game files, in which case these values will be present. I am testing this now.

quote:

ORIGINAL: Zovs
No, should I?

Yes, I mentioned this a few days ago : certain checks/error-correction (including for the erroneous parent attributes) only occur when you restart TOAWxml or explicitly reload a gam file--not if you just have TOAWxml automatically reload a revised gam file with the same name. If you are changing the name of the gam file during every re-export and reload that new file, that will work.

quote:

ORIGINAL: Zovs
It seems on first load of using a new eqp file or when I change the file version.

This could be related to the previous issue...if you are using a new eqp file with a new name and reloading it, there should not be any issues. If you are using a new eqp file which uses the same name as the old one, or a new gam export as explained in the previous point, you may have problems.



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Post #: 397
RE: TOAW XML Editor - 5/11/2019 1:35:04 PM   
Zovs


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Got it on the process flow.

Got the explanations too and understand.

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Post #: 398
RE: TOAW XML Editor - 5/11/2019 1:43:08 PM   
76mm


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Well, after playing a scenario until Turn 2 and then converting that sal file into a gam file, it does not look like the game exports rail cap values at least--all of the entries are zero. Haven't checked yet whether this also occurs with sea and air cap, or whether these values can be imported from the XML (even though they don't seem to be exported).

[EDIT] After a little more testing, it looks like all of the capacity (rail, sea, air) values in the XML file serve absolutely no function--nothing is exported to or from them. So I'll be disabling those until the time when/if they are fixed!

< Message edited by 76mm -- 5/11/2019 2:31:34 PM >

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Post #: 399
RE: TOAW XML Editor - 5/11/2019 5:39:33 PM   
Zovs


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Thanks for investigating and good reporting. So essentially the designer sets them in the editor and they work in the game play but when exporting out they are set to 0. In the XML if you set them to something and import it in does that work?

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Post #: 400
RE: TOAW XML Editor - 5/11/2019 8:46:03 PM   
76mm


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quote:

ORIGINAL: Zovs
In the XML if you set them to something and import it in does that work?

Nope, they don't seem to have any effect at all, so not sure why they are in the XML export.

But hopefully it will be easier to set once I finish the TOAWxml event editor!

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Post #: 401
RE: TOAW XML Editor - 5/13/2019 3:07:17 AM   
larryfulkerson

 

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I just now downloaded your latest and greatest, thank you very much for your work on this, and I tried to stuff a unit just now and it wouldn't let me. I didn't get an error message, just a soft tone chime, and I need to be able to do that for scenario balancing purposes. Please.




Attachment (1)

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Post #: 402
RE: TOAW XML Editor - 5/13/2019 4:18:05 AM   
76mm


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quote:

ORIGINAL: larryfulkerson
...I tried to stuff a unit just now and it wouldn't let me. I didn't get an error message, just a soft tone chime, and I need to be able to do that for scenario balancing purposes. Please.

I have no problem doing this. No error, no chime, no problem. Not sure what issue you're encountering, I guess I 'll take a look tomorrrow.

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Post #: 403
RE: TOAW XML Editor - 5/13/2019 4:19:56 AM   
larryfulkerson

 

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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: larryfulkerson
...I tried to stuff a unit just now and it wouldn't let me. I didn't get an error message, just a soft tone chime, and I need to be able to do that for scenario balancing purposes. Please.

I have no problem doing this. No error, no chime, no problem. Not sure what issue you're encountering, I guess I 'll take a look tomorrrow.

I'm trying to get more equipment than is authorized into a unit. I'd like to be able to enter 0 for a max as well.

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Post #: 404
RE: TOAW XML Editor - 5/13/2019 12:11:00 PM   
76mm


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quote:

ORIGINAL: larryfulkerson
I'm trying to get more equipment than is authorized into a unit.

This works. I see that the Save button is enable, what happens when you press it? The only issue that I see so far is that the treeview does not update immediately to show the corrected quantity, but it will do so when you exit and re-enter a force or retart the program. I'll fix this, but in the meantime you can save the values entered in the boxes, at least as far as I can tell.

I will also try this on the file you sent me earlier, but I can't think of any reason for it not to work.


quote:

ORIGINAL: larryfulkerson
I'd like to be able to enter 0 for a max as well.

This was discussed above. It is my understanding that you can't do this in the in-game editor--if you do so, the equipment line item is removed? If so, we can't do it here, because it will break things. If you can show that this is possible without breaking things and a more-or-less common (not very uncommon?) practice , I can change it.

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Post #: 405
RE: TOAW XML Editor - 5/13/2019 12:14:04 PM   
larryfulkerson

 

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quote:

I see that the Save button is enable, what happens when you press it?

I get a soft tone sound that tells me there's an error somewhere but there's no other information so you have to guess at what's wrong. I've been guessing that the number that's highlighted is the culprit.

quote:

This was discussed above. It is my understanding that you can't do this in the in-game editor--if you do so, the equipment line item is removed?

That is my goto way to delete an item of equipment when I'm using the in-game editor. And I don't want to cause a game-stopper so forget I said anything about making the max 0.

< Message edited by larryfulkerson -- 5/13/2019 12:16:58 PM >


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Post #: 406
RE: TOAW XML Editor - 5/13/2019 12:41:31 PM   
Lobster


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You can't have an authorized equipment amount of zero. The game won't let you. You can have an assigned equipment amount of zero. This the game will allow. But you can only assign zero after the slot in a unit has been created with a minimum of one. Then you edit that equipment to zero. The game will also allow you to have more assigned equipment than is authorized. (authorized is what you will see in the TOE tables. assigned can be from zero to infinity)

< Message edited by Lobster -- 5/13/2019 12:43:27 PM >


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RE: TOAW XML Editor - 5/13/2019 1:33:04 PM   
76mm


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quote:

ORIGINAL: larryfulkerson
I get a soft tone sound that tells me there's an error somewhere but there's no other information so you have to guess at what's wrong. I've been guessing that the number that's highlighted is the culprit.

But have you checked whether the information is actually saved, as I described above? Change to the other force, then change back and check the unit to see.

I actually tried this on the same unit & equipment in the file you sent me previously--it worked as I described above. When do you get this soft tone, when you enter the number, or when you press save?

< Message edited by 76mm -- 5/13/2019 1:39:51 PM >

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Post #: 408
RE: TOAW XML Editor - 5/13/2019 2:35:50 PM   
76mm


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quote:

ORIGINAL: 76mm
The only issue that I see so far is that the treeview does not update immediately to show the corrected quantity, but it will do so when you exit and re-enter a force or retart the program. I'll fix this...

This is now fixed, will be released in v1.17.

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Post #: 409
RE: TOAW XML Editor - 5/15/2019 2:52:38 PM   
Zovs


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Have run into some crashes lately.

I had a set of units that have a turn entry of turn 100 and in that formation in the in game editor I renamed the first unit (see below), then I extracted the *.gam file into the tool and when I tried to update the remaining units with a name re-name it crashes with this:



Also, the tools does not report BG in the list:

Note the icon is missing in the upper right:


But you can see it is a BG type of formation:




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Post #: 410
RE: TOAW XML Editor - 5/15/2019 2:56:54 PM   
Zovs


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Oh, here is the error dialog box:



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Post #: 411
RE: TOAW XML Editor - 5/15/2019 4:16:57 PM   
76mm


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quote:

ORIGINAL: Zovs
Oh, here is the error dialog box:


Actually, that one is a feature, not a bug; when units change to deployment from an on-map deployment to a reinforcement (off-map) deployment, by default I set the entry turn to 100...the message you've seen is simply pointing out that the entry turn is equal to the default, and allows you to accept it or cancel and change the value.

The other issues I'll have to look into...a "BG" unit is a battlegroup?

< Message edited by 76mm -- 5/15/2019 4:19:21 PM >

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Post #: 412
RE: TOAW XML Editor - 5/15/2019 4:41:33 PM   
76mm


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For the BG, I noticed that I mistakenly failed to include the BG and KG icons in the list of icons--that's now been fixed. But I didn't get any crashes because of that, so the crash is probably something else.

In the screenshot above, are you renaming 2 GE MSU?

And just to check--you're restarting TOAWxml or reloading the gam file after each gam export now, correct?

< Message edited by 76mm -- 5/15/2019 4:47:47 PM >

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Post #: 413
RE: TOAW XML Editor - 5/15/2019 5:05:56 PM   
Zovs


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Yes on 2 GE MSU. Yes on restarting.

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Post #: 414
RE: TOAW XML Editor - 5/15/2019 5:08:15 PM   
Zovs


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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: Zovs
Oh, here is the error dialog box:


Actually, that one is a feature, not a bug; when units change to deployment from an on-map deployment to a reinforcement (off-map) deployment, by default I set the entry turn to 100...the message you've seen is simply pointing out that the entry turn is equal to the default, and allows you to accept it or cancel and change the value.


The problem is that it crashed after I selected Yes or No with the error dialog box.

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Post #: 415
RE: TOAW XML Editor - 5/15/2019 7:59:18 PM   
76mm


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quote:

ORIGINAL: Zovs
The problem is that it crashed after I selected Yes or No with the error dialog box.

No idea what might be causing that...so far I can't replicate it. I'll play around with it a bit more tomorrow.

Maybe I could just change the default to Turn 999, that might help...

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Post #: 416
RE: TOAW XML Editor - 5/31/2019 4:42:38 PM   
Lobster


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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: larryfulkerson
Sorry 76mm dude but I can see some utility for saving it as a file also. The idea is to have each separate kind of unit, LCU, aircraft, major naval, etc. so that reading in the appropriate files can create the OOB / TOE of the scenario much faster than doing it by hand. Hopefully, some day the program can read a list of the files that creates the OOB as a file, one for Americans, one for the British, one for the Germans, several for Axis Minors, etc.

Guys, not trying to be argumentative, but I don't really understand what you are trying to achieve...if you are looking for a function that will automatically create an OOB by reading a bunch of sub-OOB files, I wouldn't say that's impossible but it will be pretty far down the road, after new units/equipment and probably after events as well.

quote:

ORIGINAL: Lobster
Many times an OOB will have many units that are the same. Also some OOBs are very large so to copy a unit and move it up or down in a formation to add it as a new unit can take a bit of time. Why not make it possible to copy a unit and save it in a file so that when another unit of that type is needed it can be selected from the file where it was saved and simply added to the OOB.

Again, maybe I'm missing something, but I'm still not seeing how saving units as a separate file would be easier/quicker/better than right-clicking, loading an existing unit into memory, and then pasting elsewhere in the OOB??


To revisit this.

If I'm making a series of scenarios covering the battles around Rzhev in summer 1942 the units will all basically be the same. So I make one scenario and finish it. When I start the second scenario in the same series I have to build the units all over again. It would be much easier to make the units, save each one in a file, and then load them into each scenario as I make them the scenarios. So make one unit and use the exact same unit in multiple scenarios.

This is what Save Unit as and Open Unit does in game's editor. However, the games editor gets broken so often and it takes months to fix anything. I wish TOAW was fixed as quickly as some games Matrix has but I guess it's priority is way down at the bottom of the barrel and someone doesn't want to take on any voluntary helpers for whatever reason.

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(in reply to 76mm)
Post #: 417
RE: TOAW XML Editor - 5/31/2019 5:31:58 PM   
sPzAbt653


Posts: 8882
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

I have to build the units all over again.

In that case I might export the entire oob from the first scenario into the second scenario, but still the Save Unit feature is nice. My example would be that [long story coming] after doing repetitious stuff years ago like creating the same units over and over for different scenarios, I started making units in a separate scenario file [TOAW-TOE], then when I wanted to make a unit that I already had, I could open both scenario files and head weave back and forth to re-build units without all the research. However, with Save Unit it is even easier because all of the already researched and built units can be saved to a separate folder and then 'Opened' into any scenario

But this Saving and Opening Units operation can still be done in TOAW, so not sure if it is necessary for Tom to program it into this program.

(in reply to Lobster)
Post #: 418
RE: TOAW XML Editor - 5/31/2019 5:48:36 PM   
Lobster


Posts: 3244
Joined: 8/8/2013
From: Third rock from the Sun.
Status: online
In the current beta patch it is still broken. Also, TOAWXML editor is a one stop shop as it were. Additionally condition of the patches and whether or not they are broken and the extremely long turn around for fixing stuff would not be an issue. But still, I can always go back to 4.1.0.3 where it all works. At least the stuff that isn't partly finished and completely abandoned.

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"Getting back to reality...I'll only go as a tourist!"

(in reply to sPzAbt653)
Post #: 419
RE: TOAW XML Editor - 5/31/2019 5:55:26 PM   
larryfulkerson

 

Posts: 38382
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

ORIGINAL: Lobster
In the current beta patch it is still broken. Also, TOAWXML editor is a one stop shop as it were. Additionally condition of the patches and whether or not they are broken and the extremely long turn around for fixing stuff would not be an issue. But still, I can always go back to 4.1.0.3 where it all works. At least the stuff that isn't partly finished and completely abandoned.

It really feels like the developers have quit. I'm wondering if there's going to be a TOAW V now.

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(in reply to Lobster)
Post #: 420
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