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Another flag that doesn't work? - 10/13/2020 2:15:22 AM   
76mm


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Playing around with scenario design still, and seem to have found another flag that, as far as I can tell, doesn't do anything: the slow motorized equipment flag.

Early war Soviet artillery tractors were VERY slow. So I assigned the "Slow Motorized Equipment" flag to these tractors in the eqp file. But when I created an artillery battery in the editor and assigned these tractors, the unit's movement rate (13) is the same as if I'd assigned normal-speed motorized equipment (a truck, a later war tractor).

Haven't tested this in-game yet, only viewed the unit movement rate in the editor. I suppose I could further manipulate the speed by reducing the amount of transport, but I would not expect to have to do that, since I would expect that unit with the "slow motorized movement" flag would be, you know, slower than normal motorized equipment.

Anybody else encounter this?

It is getting frustrating and discouraging that some of the flags don't do what they are supposed to do (the other one being the "static" flag). And these are ones that are easy to spot...I wonder how many of the other, combat-related flags that would be more difficult to spot don't work?

< Message edited by 76mm -- 10/13/2020 2:29:08 AM >
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RE: Another flag that doesn't work? - 10/13/2020 3:00:12 AM   
Curtis Lemay


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I created a test scenario with a suite of units at each ground movement type. Scale was 2.5km/hex and full day turns.

Unit with trucks (Fast Motor) = 33 MPs
Unit with Tigers (Motor) = 28 MPs
Unit with Sabre Cavalry (Fast Horse) = 20 MPs
Unit with Elefant (Slow Motor) = 18 MPs
Unit with Horse Team (Horse) = 17 MPs
Unit with Rifle Squad (Slow) = 14 MPs.

Furthermore, the unit with equipment requiring txp that lacks txp (Very Slow) = 1 MP, is functioning as designed.

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Post #: 2
RE: Another flag that doesn't work? - 10/13/2020 5:45:07 PM   
76mm


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I've run a few more tests, the results are rather different from yours, especially when you combine multiple types on equipment in one unit. Scale is same as yours, but the exact MP are not the point, the relative MP between equipment types is what is important.

Elefant (slow motorized movement): 18
Halftracks (motorized movement): 33
Trucks (fast motorized movement): 33

So no difference between motorized and fast motorized.

When you combine transport vehicles with other equipment, everything is out the window:
4 122mm guns + 4 halftracks: 33
4 122mm guns + 4 trucks: 33
4 Elefants + 4 trucks: 33

So whatever equipment is with the transport, and whatever the speed of the transport, it doesn't matter. Unfortunately the default equipment file does not seem to have any slow transport vehicles, so I cannot demonstrate (with the default equipment file) that if you pair slow transports with any other sort of equipment, the slow transports automatically speed up to fast (standard?) motorization (hard to tell, since the speed of motorized and fast motorized is the same from what I've seen in this test).

So you can make Elefants as fast as trucks by putting a few trucks into the unit, or make slow motorized transports as fast as trucks by giving them something to tow. So why even bother with having different motorized speeds for equipment if everything is immediately so jumbled once you add them together?

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RE: Another flag that doesn't work? - 10/13/2020 5:50:21 PM   
76mm


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quote:

ORIGINAL: Curtis Lemay
Furthermore, the unit with equipment requiring txp that lacks txp (Very Slow) = 1 MP, is functioning as designed.

It might be "functioning as designed" but you are the only one aware of that, because it is not what the manual says in Section 8.4.1.1:
Static Equipment: The equipment cannot move without transport.

The language is very clear and there is no ambiguity: static equipment needs transport to move. Period.
Instead, the game implements "The equipment cannot move more than one hex without transport."

How are players supposed to know whether something is functioning as designed when the manual
says something completely different?

< Message edited by 76mm -- 10/13/2020 5:51:31 PM >

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RE: Another flag that doesn't work? - 10/13/2020 7:10:50 PM   
Curtis Lemay


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quote:

ORIGINAL: 76mm

I've run a few more tests, the results are rather different from yours, especially when you combine multiple types on equipment in one unit. Scale is same as yours, but the exact MP are not the point, the relative MP between equipment types is what is important.

Elefant (slow motorized movement): 18
Halftracks (motorized movement): 33
Trucks (fast motorized movement): 33

So no difference between motorized and fast motorized.

When you combine transport vehicles with other equipment, everything is out the window:
4 122mm guns + 4 halftracks: 33
4 122mm guns + 4 trucks: 33
4 Elefants + 4 trucks: 33

So whatever equipment is with the transport, and whatever the speed of the transport, it doesn't matter. Unfortunately the default equipment file does not seem to have any slow transport vehicles, so I cannot demonstrate (with the default equipment file) that if you pair slow transports with any other sort of equipment, the slow transports automatically speed up to fast (standard?) motorization (hard to tell, since the speed of motorized and fast motorized is the same from what I've seen in this test).

So you can make Elefants as fast as trucks by putting a few trucks into the unit, or make slow motorized transports as fast as trucks by giving them something to tow. So why even bother with having different motorized speeds for equipment if everything is immediately so jumbled once you add them together?


The "Transport" flag seems to force Fast Motor rate. If you turn it off for halftracks, they revert to Motor rate.

The game only has so much flexibility on what rate results from combinations of different equipment. Designers have to take that into consideration when designing units.

What Norm intended is shown by his use of the term "Very Slow" movement. Clearly, that allows some movement.


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RE: Another flag that doesn't work? - 10/13/2020 7:27:34 PM   
76mm


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quote:

ORIGINAL: Curtis Lemay
What Norm intended is shown by his use of the term "Very Slow" movement. Clearly, that allows some movement.

I don't know where "Very Slow" movement is used--everywhere I look (the manual and the editor), it says that the equipment needs transport to move:



No hint anywhere that it can move without transport. Since it can, the game should be fixed to make that clear. Or better yet, provide a way to implement equipment that actually needs transport to move at all.

Attachment (1)

< Message edited by 76mm -- 10/13/2020 7:29:07 PM >

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RE: Another flag that doesn't work? - 10/13/2020 8:09:52 PM   
Lobster


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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: Curtis Lemay
What Norm intended is shown by his use of the term "Very Slow" movement. Clearly, that allows some movement.

I don't know where "Very Slow" movement is used--everywhere I look (the manual and the editor), it says that the equipment needs transport to move:



No hint anywhere that it can move without transport. Since it can, the game should be fixed to make that clear. Or better yet, provide a way to implement equipment that actually needs transport to move at all.


Bob can't be bothered with fixing anything. He's working on the commanders list.

And if you had been working on it too then this would never have come up so it's your fault for not helping him.

Ok I'm done being a sterile cross between a donkey and a horse.

< Message edited by Lobster -- 10/13/2020 8:11:54 PM >


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Post #: 7
RE: Another flag that doesn't work? - 10/13/2020 10:02:16 PM   
Curtis Lemay


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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: Curtis Lemay
What Norm intended is shown by his use of the term "Very Slow" movement. Clearly, that allows some movement.

I don't know where "Very Slow" movement is used--everywhere I look (the manual and the editor), it says that the equipment needs transport to move:



No hint anywhere that it can move without transport. Since it can, the game should be fixed to make that clear. Or better yet, provide a way to implement equipment that actually needs transport to move at all.

I don't recall where he uses it (perhaps in the code itself), but he does. He didn't write the manual. And the above shot doesn't necessarily mean that it requires txp to move AT ALL. It could mean that it requires txp or it will move at the Slow Motor rate.

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Post #: 8
RE: Another flag that doesn't work? - 10/13/2020 10:38:57 PM   
76mm


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quote:

ORIGINAL: Curtis Lemay
I don't recall where he uses it (perhaps in the code itself), but he does. He didn't write the manual. And the above shot doesn't necessarily mean that it requires txp to move AT ALL. It could mean that it requires txp or it will move at the Slow Motor rate.

I don't care who wrote the manual or the code...the bottom line is that they should not be contradictory, or ambiguous (as is your suggested interpretation). Maybe this is why so many fewer people are designing scenarios these days?

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Post #: 9
RE: Another flag that doesn't work? - 10/14/2020 12:00:15 AM   
Curtis Lemay


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quote:

ORIGINAL: 76mm

quote:

ORIGINAL: Curtis Lemay
I don't recall where he uses it (perhaps in the code itself), but he does. He didn't write the manual. And the above shot doesn't necessarily mean that it requires txp to move AT ALL. It could mean that it requires txp or it will move at the Slow Motor rate.

I don't care who wrote the manual or the code...the bottom line is that they should not be contradictory, or ambiguous (as is your suggested interpretation). Maybe this is why so many fewer people are designing scenarios these days?

It's been that way since 1998. Plenty of scenarios designed since.

Is the manual perfect? Of course not. What manual ever is?

Are you suggesting that field guns can't be moved by man-handling them? They have wheels and crews. Crews tend to be proportionate to the gun's size.

There are guns that really can't be moved. And TOAW has a FIXED movement mode for that purpose.

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Post #: 10
RE: Another flag that doesn't work? - 10/14/2020 12:46:04 AM   
76mm


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quote:

ORIGINAL: Curtis Lemay
It's been that way since 1998. Plenty of scenarios designed since.

Is the manual perfect? Of course not. What manual ever is?

You sound proud that the manual has been in this state for more than 20 years. I would think that sometime in that period it might have been knocked into shape. As a comparison, the Panzer Campaigns series, of a similar vintage, has a much better-written manual and has just released an updated/revised manual to reflect clarifications and recent changes. TOAW is a complicated game which needs and deserves a thorough, well-written, up-to-date manual.

quote:

ORIGINAL: Curtis Lemay
Are you suggesting that field guns can't be moved by man-handling them? They have wheels and crews. Crews tend to be proportionate to the gun's size.

That's exactly what I'm suggesting. I'm not talking about 45mm AT guns...the guns I'm working with weigh 8 tons, with a crew of 9. I'm working with 2.5 km hexes, which is generous, but wheels or not I can't see them pushing 8 tons of gun cross-country for 10 km within 24 hours. Larger hex scales and heavier guns make it even less plausible.

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RE: Another flag that doesn't work? - 10/14/2020 1:55:23 AM   
Curtis Lemay


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quote:

ORIGINAL: 76mm

You sound proud that the manual has been in this state for more than 20 years. I would think that sometime in that period it might have been knocked into shape. As a comparison, the Panzer Campaigns series, of a similar vintage, has a much better-written manual and has just released an updated/revised manual to reflect clarifications and recent changes. TOAW is a complicated game which needs and deserves a thorough, well-written, up-to-date manual.


So re-write it. There's already a project on that ongoing.

quote:

That's exactly what I'm suggesting. I'm not talking about 45mm AT guns...the guns I'm working with weigh 8 tons, with a crew of 9. I'm working with 2.5 km hexes, which is generous, but wheels or not I can't see them pushing 8 tons of gun cross-country for 10 km within 24 hours. Larger hex scales and heavier guns make it even less plausible.


You're only counting the crew operating the gun, omitting the guys running ammo to it. 105mm has about 44 per gun; 150mm about 55 per gun. And that assumes all guns in the unit move at the same time: the crews don't gang up on one gun at a time. (Handbook on German Military Forces, figure 106, page 144).

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RE: Another flag that doesn't work? - 10/14/2020 3:17:57 AM   
Lobster


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So according to you a German artillery regiment can drag 36 guns, ammo, sighting equipment, communications equipment, all the other paraphernalia related to the regiment, lay the guns, set up coms in half a day without the need for any transport of any kind. Not even one horse. Don't forget you are not just moving the guns. You are moving the regiment. Everything. Every tent, every stove, every sock, every bean. Everything. In half a day. And at the end of that move ,without any transport, you're ready to go. If your troops can still stand up.

What about the larger guns?

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RE: Another flag that doesn't work? - 10/14/2020 3:38:49 AM   
Lobster


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Move six of these by hand.





You can move the heaviest artillery in the game one hex, no transport. Explain that.

Attachment (1)

< Message edited by Lobster -- 10/14/2020 3:45:26 AM >


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Post #: 14
RE: Another flag that doesn't work? - 10/14/2020 1:26:19 PM   
76mm


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quote:

ORIGINAL: Curtis Lemay
So re-write it. There's already a project on that ongoing.

Oh boy, is that what you call encouragement? To re-write the manual, you need to know how things work. In the last month, just playing around with the editor, I've come up with three undocumented issues:
--"static" equipment being able to move;
--"transport" equipment automatically and unavoidably being upgraded to "fast motorized" speed; and
--naval guns must have a minimum range of 5 km or they don't work at all.

The effect of many other game parameters are not very clear. If you are willing to spend the time to clarify issues, I might be willing to rewrite the manual, or at least the portions dealing with the editor. Otherwise it will be a futile exercise.

quote:

ORIGINAL: Curtis Lemay
You're only counting the crew operating the gun, omitting the guys running ammo to it. 105mm has about 44 per gun; 150mm about 55 per gun. And that assumes all guns in the unit move at the same time: the crews don't gang up on one gun at a time.

And you're only counting moving the gun. As Lobster points out, what about the ammo and other gear that an artillery unit would need to function? You seriously think that all of that can be moved for kilometers without any transport? Really?

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RE: Another flag that doesn't work? - 10/14/2020 1:31:10 PM   
76mm


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quote:

ORIGINAL: Lobster
You can move the heaviest artillery in the game one hex, no transport. Explain that.

C'mon man, easy-peasy, they figured this stuff out 5,000 years ago:



Surely you've seen all the photos of heavy artillery batteries being man-handled over hill-and-dale, right? Right?

Attachment (1)

< Message edited by 76mm -- 10/14/2020 1:32:22 PM >

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RE: Another flag that doesn't work? - 10/14/2020 2:08:25 PM   
Curtis Lemay


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quote:

ORIGINAL: Lobster

So according to you a German artillery regiment can drag 36 guns, ammo, sighting equipment, communications equipment, all the other paraphernalia related to the regiment, lay the guns, set up coms in half a day without the need for any transport of any kind. Not even one horse. Don't forget you are not just moving the guns. You are moving the regiment. Everything. Every tent, every stove, every sock, every bean. Everything. In half a day. And at the end of that move ,without any transport, you're ready to go. If your troops can still stand up.

What about the larger guns?

No. The txp for the guns is the only thing missing. Logistical txp must still be in place. Otherwise, the guns wouldn't even be able to fire. (no ammo).

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RE: Another flag that doesn't work? - 10/14/2020 4:50:41 PM   
Lobster


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quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Lobster

So according to you a German artillery regiment can drag 36 guns, ammo, sighting equipment, communications equipment, all the other paraphernalia related to the regiment, lay the guns, set up coms in half a day without the need for any transport of any kind. Not even one horse. Don't forget you are not just moving the guns. You are moving the regiment. Everything. Every tent, every stove, every sock, every bean. Everything. In half a day. And at the end of that move ,without any transport, you're ready to go. If your troops can still stand up.

What about the larger guns?

No. The txp for the guns is the only thing missing. Logistical txp must still be in place. Otherwise, the guns wouldn't even be able to fire. (no ammo).


So let me get this straight. Instead of using the transport to move the guns they use it to move the tents? Right. Unless you missed it there is zero transport in the unit and in any artillery unit the guns come first.

What amazes me is the lengths you go to so you can be right about so many different subjects. No one ever runs out of fuel because they siphon it from other vehicles. No one ever runs out of ammo because they don't shoot their weapons. No one ever runs out of food because they eat their shoes. The list goes on and on. Trouble is, units did run out of fuel and ammo in the real world. But not in yours.

Oh, and the one that really gets me is how a unit can lose vehicles 200 km behind enemy lines because they and somehow that same vehicle ends up in the replacement pool good as new.

Tom is right. There are guns that should not move at all without transport assigned to the unit. Period. Anything else is just foolishness or a pathetic attempt to be correct. Or both.

In any event this has run it's course for me. Any replies to the contrary of the statement directly above would have to come straight from Bizarro World.

< Message edited by Lobster -- 10/14/2020 4:55:52 PM >


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RE: Another flag that doesn't work? - 10/14/2020 5:02:04 PM   
golden delicious


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quote:

ORIGINAL: 76mm

I don't know where "Very Slow" movement is used--everywhere I look (the manual and the editor), it says that the equipment needs transport to move:


It says "requires transport". Not "requires transport to move"

Sort of like how fries require ketchup. Well technically you could eat them without but...

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RE: Another flag that doesn't work? - 10/14/2020 5:04:19 PM   
golden delicious


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quote:

ORIGINAL: Lobster

Move six of these by hand.





You can move the heaviest artillery in the game one hex, no transport. Explain that.


If you don't want the bloody gun to move you can make it "Fixed". Then the unit will drop the gun if you try to move it.

Or you could get over it- people have been playing TOAW for 22 years and this is the first time anyone has complained about this.

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Post #: 20
RE: Another flag that doesn't work? - 10/14/2020 6:02:20 PM   
Lobster


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Sure. Let's just call it the operational art of science fiction and have everything use anti gravity devices. Why have trucks at all? Just throw the lot out. Don't need em. They just clutter up the place. Why do anything with the naval stuff? People played the game as it was for years. Why throw in commanders. People played the game without them for years. Why change supply, people played the game as it was first designed for years.

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RE: Another flag that doesn't work? - 10/14/2020 6:22:07 PM   
golden delicious


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quote:

ORIGINAL: Lobster

Sure. Let's just call it the operational art of science fiction and have everything use anti gravity devices.


Jesus Christ. Just select the "Fixed" flag if you want the equipment not to move at all- or change the icon to "Fixed artillery"

It's not like 1 "Truck" in TOAW is one actual truck anyway. How many trucks do you know that can pull 2 heavy artillery pieces at the same time?

Can you give me an actual design scenario where you feel limited by the fact that "Requires Transport" equipment moves at a rate of 1? Because I can name several scenarios where designers have used this feature to force units to move at a rate of 1.

< Message edited by golden delicious -- 10/14/2020 6:23:12 PM >


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Post #: 22
Definition for “required” - 10/14/2020 6:50:13 PM   
rhinobones

 

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The definition for “required” contains words such as compulsory, essential and indispensable.

In this forum I see that “required” doesn’t necessarily mean “required” but rather something more like “maybe” (Post #7). Also, there is something about 22 years exceeding the statute of limitations for correcting manual errors and an analogy about ketchup.

Instead of spending time making denials and justifications for not fixing the problem, it would be nice if the problem was acknowledged and put on the programmer's things-to-do list.

Regards


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Post #: 23
RE: Another flag that doesn't work? - 10/14/2020 7:01:09 PM   
76mm


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quote:

ORIGINAL: golden delicious
Jesus Christ. Just select the "Fixed" flag if you want the equipment not to move at all- or change the icon to "Fixed artillery"

Honestly I'm not sure why you have gotten so emotional about this issue? I'm the one who started this thread so if you'd like we can continue the discussion. The fact is that there are heavy guns which are NOT fixed, but should not be able to move unless they have something to tow them. I'm not sure why this is such a controversial idea...

quote:

ORIGINAL: golden delicious
Can you give me an actual design scenario where you feel limited by the fact that "Requires Transport" equipment moves at a rate of 1? Because I can name several scenarios where designers have used this feature to force units to move at a rate of 1.

I'm not sure what you mean by "an actual design scenario", but the issue came up for me as I'm working on a scenario in which I only want Soviet 122mm batteries to be able to move if they have transport. Like in real life. I can't speak to what other scenario designers wanted to do, perhaps their guns were lighter or they just didn't really care much one way or another, as is their right.

I could understand if someone just responded that this is a limitation of the engine, full stop. I would then pick up the pieces of my shattered life and move on... But attempts to justify the ability to move heavy guns without transport on the grounds of realism are completely unconvincing, for the reasons outlined in this thread.

But the real issue for me is that this issue and others are not described in the manual, where it says that "static" equipment can only move with transport. If that's not the case, fine, just correct the manual (and the other places where it is unclear, such as in the editor).

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Post #: 24
RE: Another flag that doesn't work? - 10/14/2020 9:09:30 PM   
Curtis Lemay


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quote:

ORIGINAL: Lobster

So let me get this straight. Instead of using the transport to move the guns they use it to move the tents? Right. Unless you missed it there is zero transport in the unit and in any artillery unit the guns come first.


Units consist of a whole slew of elements that are not represented in TOAW. The game just assumes they are there. There is no option to treat them as missing. That definitely includes the supply assets of the unit, among much else. To suggest that the supply assets have been removed would, in the real world, render the unit unable to obtain supply and thus become unable to even fire. Not a situation the game was ever designed to represent.

So, if txp is missing, it is only the transport for the equipment requiring towing.

quote:

What amazes me is the lengths you go to so you can be right about so many different subjects. No one ever runs out of fuel because they siphon it from other vehicles. No one ever runs out of ammo because they don't shoot their weapons. No one ever runs out of food because they eat their shoes. The list goes on and on. Trouble is, units did run out of fuel and ammo in the real world. But not in yours.


Not true. The game models equipment running completely out of supply via the desertion feature (now even part of units with lines of communication, if beyond the "overextended" range).

quote:

Oh, and the one that really gets me is how a unit can lose vehicles 200 km behind enemy lines because they and somehow that same vehicle ends up in the replacement pool good as new.


If the unit has a line of communication, that equipment would have been abandoned on friendly territory and therefore would, ultimately, be returned to the pools. If it had no line of communications, then it will be permanently lost.

quote:

Tom is right. There are guns that should not move at all without transport assigned to the unit. Period. Anything else is just foolishness or a pathetic attempt to be correct. Or both.


Clearly there are guns that require txp but can be manhandled without it.

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Post #: 25
RE: Another flag that doesn't work? - 10/14/2020 10:47:32 PM   
Lobster


Posts: 4050
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From: Third rock from the Sun.
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quote:

ORIGINAL: golden delicious

Jesus Christ. Just select the "Fixed" flag if you want the equipment not to move at all- or change the icon to "Fixed artillery"

It's not like 1 "Truck" in TOAW is one actual truck anyway. How many trucks do you know that can pull 2 heavy artillery pieces at the same time?


You don't need any trucks in TOAW so the answer is zero. And fixed artillery can't move at all so that's not going to work now is it? Simple solution is remove the ability of artillery over a certain size to move at all without transport. Dang, how hard was that?

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Post #: 26
RE: Another flag that doesn't work? - 10/14/2020 10:53:01 PM   
Lobster


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From: Third rock from the Sun.
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quote:

ORIGINAL: Curtis Lemay


quote:

ORIGINAL: Lobster

So let me get this straight. Instead of using the transport to move the guns they use it to move the tents? Right. Unless you missed it there is zero transport in the unit and in any artillery unit the guns come first.


Units consist of a whole slew of elements that are not represented in TOAW. The game just assumes they are there. There is no option to treat them as missing. That definitely includes the supply assets of the unit, among much else. To suggest that the supply assets have been removed would, in the real world, render the unit unable to obtain supply and thus become unable to even fire. Not a situation the game was ever designed to represent.

So, if txp is missing, it is only the transport for the equipment requiring towing.

quote:

What amazes me is the lengths you go to so you can be right about so many different subjects. No one ever runs out of fuel because they siphon it from other vehicles. No one ever runs out of ammo because they don't shoot their weapons. No one ever runs out of food because they eat their shoes. The list goes on and on. Trouble is, units did run out of fuel and ammo in the real world. But not in yours.


Not true. The game models equipment running completely out of supply via the desertion feature (now even part of units with lines of communication, if beyond the "overextended" range).

quote:

Oh, and the one that really gets me is how a unit can lose vehicles 200 km behind enemy lines because they and somehow that same vehicle ends up in the replacement pool good as new.


If the unit has a line of communication, that equipment would have been abandoned on friendly territory and therefore would, ultimately, be returned to the pools. If it had no line of communications, then it will be permanently lost.

quote:

Tom is right. There are guns that should not move at all without transport assigned to the unit. Period. Anything else is just foolishness or a pathetic attempt to be correct. Or both.


Clearly there are guns that require txp but can be manhandled without it.


Omg...your entire line of reasoning is so full of bull crap I won't even bother to reply to any of it.

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Post #: 27
RE: Another flag that doesn't work? - 10/15/2020 12:41:50 PM   
golden delicious


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From: London, Surrey, United Kingdom
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quote:

ORIGINAL: 76mm

I'm not sure what you mean by "an actual design scenario", but the issue came up for me as I'm working on a scenario in which I only want Soviet 122mm batteries to be able to move if they have transport.


But surely the unit either has transport or it doesn't. Does this one unit frequently have the transport appearing and disappearing? Does 1 truck allow your 12 122mm Howitzers to move in a way that 0 trucks definitively do not- bearing in mind that a "Truck" in TOAW does not equal a real truck, but rather represents some rough amount of motor transport.

It can be assumed that a unit with 0/6 trucks might actually have 1 broken down old banger which can in fact drag the gun into the adjacent hex before it stops again- since 6/6 trucks would actually mean the unit has about thirty vehicles in good condition.

Note that if a unit has zero MPs it can't move by rail or sea (or air for that matter) either. There are multiple scenarios where units have 1 MP quite deliberately so those units can move by rail and perhaps one hex off the rail but that's all. Changing the definition of "requires transport" would break all those scenarios.

< Message edited by golden delicious -- 10/15/2020 12:47:02 PM >


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Post #: 28
RE: Another flag that doesn't work? - 10/15/2020 3:56:35 PM   
Lobster


Posts: 4050
Joined: 8/8/2013
From: Third rock from the Sun.
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quote:

ORIGINAL: golden delicious

quote:

ORIGINAL: 76mm

I'm not sure what you mean by "an actual design scenario", but the issue came up for me as I'm working on a scenario in which I only want Soviet 122mm batteries to be able to move if they have transport.


But surely the unit either has transport or it doesn't. Does this one unit frequently have the transport appearing and disappearing? Does 1 truck allow your 12 122mm Howitzers to move in a way that 0 trucks definitively do not- bearing in mind that a "Truck" in TOAW does not equal a real truck, but rather represents some rough amount of motor transport.

It can be assumed that a unit with 0/6 trucks might actually have 1 broken down old banger which can in fact drag the gun into the adjacent hex before it stops again- since 6/6 trucks would actually mean the unit has about thirty vehicles in good condition.

Note that if a unit has zero MPs it can't move by rail or sea (or air for that matter) either. There are multiple scenarios where units have 1 MP quite deliberately so those units can move by rail and perhaps one hex off the rail but that's all. Changing the definition of "requires transport" would break all those scenarios.


Shouldn't the scenario designer get to decide if a gun can move without transport or not? A gun crew can roll a 105mm howitzer for a bit. Done it. Moving anything bigger over kilometers of ground? I hope it's a big parking lot. Leave it up to the guy making the scenario, not someone who wants to dictate how you should or shouldn't make YOUR scenario.

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Post #: 29
RE: Another flag that doesn't work? - 10/15/2020 6:32:13 PM   
76mm


Posts: 4302
Joined: 5/2/2004
From: Washington, DC
Status: offline
quote:

ORIGINAL: golden delicious
But surely the unit either has transport or it doesn't. Does this one unit frequently have the transport appearing and disappearing?

Not appearing and disappearing, but appearing. In June '41 many Soviet batteries lacked their organic transport and had to wait for civilian tractors, etc. to be commandeered.

quote:

ORIGINAL: golden delicious
It can be assumed that a unit with 0/6 trucks might actually have 1 broken down old banger which can in fact drag the gun into the adjacent hex before it stops again- since 6/6 trucks would actually mean the unit has about thirty vehicles in good condition.

I find this whole concept of "quantum trucks" (trucks of indeterminate quantity and capability) to be a major weakness as the game moves down into the tactical scale. If a battery has four guns, I want four trucks to pull them, not some random number of trucks necessary to achieve the desired speed. Obviously that train has left the station on TOAW.

quote:

ORIGINAL: golden delicious
Note that if a unit has zero MPs it can't move by rail or sea (or air for that matter) either. There are multiple scenarios where units have 1 MP quite deliberately so those units can move by rail and perhaps one hex off the rail but that's all. Changing the definition of "requires transport" would break all those scenarios.

Sure, with existing transport model. Like I've said, if people are willing just to admit that it is a limitation of the engine, rather than trying to justify it on realism grounds, that's fine, all games have their quirks.

My main problem with these quirks in TOAW is that many of them are not only undocumented, but they are directly contradicted by what is written in the manual or even in various parts of the game program itself, and the dev seems perfectly happy with that state of affairs. I guess who cares if players can make sense of the game's capabilities/limitations?

(in reply to golden delicious)
Post #: 30
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