Operational Warfare Developer's Blog

Developer's blog for the Operational Art of War series

About the author

Ralph Trickey maintains TOAW III
I set this Blog up for fun, and for my own edication! Nothing is guaranteed, it's for my own use primarily, so even if I say that something may happen with the next release, please understand that it may not. I plan to post random thoughts and other things like that at random times here. I don't have a specific plan for what will be here.
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Disclaimer

The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

© Copyright 2014

Unreal Engine 4

Great, just what I needed. They dropped the price from 'If you have to ask...' to $19/mo + 5% of the gross.

It is totally C++ and promises to be cross-platform (Windows/Mac/IOS/Android).

Don't get me wrong, it's still very tough to port any program to another platform, or even to do a massive upgrade like that when it wasn't planned from the start, but it might be simpler than Unity, the other platform I was looking at.

Too many toys, not enough time Cry


Posted by Ralph Trickey on Monday, March 24, 2014 6:01 PM
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AI : Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers.

Game AI Pro has an interesting article (Chapter 13) called 'Hierarchical Plan-Space Planning for Multi-unit Combat Maneuvers.'

I believe it's a modificaiton of a Hierarchical Task Network.

The basic idea is that you create taska and break those into sub tasks and so forth.

The most interesting thing about it for me was that you can then estimate the number of turns it takes each sub-task, roll that up to the main task and use that to decide which way to go. For example, moving to a railhead and boarding the railroad might take less time than travelling by foot.

It doesn't help with deciding whether to attack which flank, etc., but once that's decided, it might be a way to help to muster for the attack, decide that enough forces are gathered and prosecute an assault successfully.

The example they have has a mission, objectives, teams, units, and details on the actions that the units need to do.

Something I want to look into if I get the time.

 


Posted by Ralph Trickey on Tuesday, February 25, 2014 3:04 PM
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Dialog types

I'm thinking that there should be several dialog types.

Single instance would mean that there is one and only one of this specific type, for example unit or formation would have only one.

Modal would be for the combat results and and things like that. It needs to be closed before any other action can be taken.

Multi-instance, I'm not sure which ones will be multi-instance at the moment, I can't think of any where it makes sense. I know some people think that they might want 3 or 4 formations side by side, but I'm not sure it would actually work better in practice than only one.


Posted by Ralph Trickey on Friday, January 31, 2014 1:03 PM
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Working on TOAW 4

I'll have more to say later.


Posted by Ralph Trickey on Friday, January 24, 2014 12:26 PM
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OK, I guess it's time for me to upgrade versions. I've been putting this off. If it doesn't come back, that's why

[No text]

Posted by Ralph Trickey on Friday, May 20, 2011 11:34 AM
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3.5 Update - Seems to be broke, darn it, I'll post on the matrix forum and see what's up with this.

[No text]

Posted by Ralph Trickey on Friday, May 20, 2011 11:25 AM
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Comments Disabled

I've disabled comments until I can add recaptcha. I've got well over 100 unapproved spam comments at the moment.

I'll re-enable them after I get things updated. If you have comments, feel free to post at Matrix or GameSquad.

Sorry,

Ralph

 


Posted by Ralph Trickey on Thursday, October 07, 2010 3:52 PM
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3.4 191 Alpha

Note - If you don't understand something, please ask or wait for the official release.

Please don't distribute this file unless you include the disclaimers, etc. Matrix cannot support this release and I don't want them gettimg emails or other support issues to deal with.

This requires that you've already downloaded 3.4 Beta from the official matrix site.

This is an Alpha because it is NOT an official release, that means that posting in the Matrix support forums is fine, someone will try to help you, please don't email Matrix support, if they get very many emails, I won't be able to do this again, it isn't fair to them. I'm hoping to get the next release or another Beta out next week, but it depends on a lot of factors, many of which are out of my control.

If you aren't comfortable with advanced working with your PC (Copying files around, etc.), then please wait for the official (or next beta) release.

Assume the standard EULA applies - I'm not responsible for anything including aliens coming down. I do have a commercial anti-virus, but I can't guarantee 100% that the files are clean, etc.

This update requires that both the orignal game and the 3.4 Beta patch be applied to the same directory. Unzip this file into a separate directory and copy the files onto the program directory.

I mean, first install the main game. Then either install 3.2 followed by 3.4 Beta or just install 3.4 Beta before copying the files in the attached zip file onto that directory.

If you want to copy the directory from The Operational Art of War III to The Operational Art of War III 34Beta191 or some other name and apply the patch to that directory, that would be a good idea. Please feeel free to post on the Matrix support forum if you have any questions about how to do this. It may onvolve setting up shortcuts for the different versions so they can be launched, etc.

I'm attaching the executable and some other files that changed. This is NOT the complete list of files that were changed, so you will still have to apply the 3.4 Public patch, or later Beta patches that come out.

Please let me know if you run into any problems.

I'm releasing this early because while the 3.4 Beta patch is completely usable, this does add a couple of fixes for PBEM. I'm not sure of the timeframe when the offical or next beta will be released. I'm hoping it will be soon, but I can't promise that and I don't want to leave the  PBEM players that upgraded to 3.4 early left hanging.

This contains different versions of the same files that 178 contained, so you can revert to 178 by simply copying those files back over.

Enjoy,

Ralph

3.4.0.191
Elmer no longer commits suicide in Soviet Union 41. He felt compelled to make an attack every round even if it was a poor one.

3.4.0.190
Clicking on the map centers it on the hex clicked on. (Curse you Civ V)

3.4.0.187
Added support for changing screen sizes. This doesn't work while remote desktopping into another PC. I wasn't able to do anything good with the UI, but if you change the N to a Y it will change the screen resolution and will change it back when it's done.
ChangeScreenResolution=N
ScreenY=600
ScreenX=800

3.4.0.185
Fixed supply display on the edit screen. added supply markers back into the 3D display. There's a bug in the BMP version of the 3D display I don't plan to fix for 3.4.

3.4.0.184
When in PO Mode, you can no longer change out of the following orders.
WAIT_ORDERS
DELAY_ORDERS
STATIC_ORDERS
HOLD_ORDERS
FIXED_ORDERS
I also added a new ChineseText.XML file.

3.4.0.183
Fixed an issue with Elmer where the defender strength was not correctly calculated for overruns.

ExperminentalAIP1 and P2 when set to Y (the default) will use a static average value for the chance for it to succeed if it passes the unit quality check. If set to N then it uses a random value instead which is likely to result in more overruns, but could be considered a cheat.

3.4.0.182
These was a bug with 3.4 Beta that is now fixed.
Elmer now won't do anything for the following orders, even in PO mode. If you can do a quick test for one of these like delay to make sure I didn't break anything for the pure PO, I'd appreciate it. I'm pretty sure I didn't, but...

WAIT_ORDERS
DELAY_ORDERS
STATIC_ORDERS
HOLD_ORDERS
FIXED_ORDERS

3.4.0.181
These was a bug with 3.4 Beta that is now fixed.
Clicking on the map would automatically assume it was moving the map and recenter it at the same spot and repaint the entire map. I was afraid that leaving it that way might break something subtle, so it was best to go ahead and fix it. This was most noticeable when clicking through an enemy unit stack while range rings were on, it would leave your unit showing in the top right corner screen.

3.4.0.179/180
These are all bugs with 3.4 Beta that are now fixed.
PO Assist Manual/Fixed wasn't always sticky and manual/fixed units were sometimes moved by Elmer Assist.
Mouse Click and moving off of it sometimes moved the unit under heavy system loads
Elmer no longer puts units that can't move into Tactical reserve.

3.4.0.178
Clicking the left button on the combat planner no longer hides the combat planner.

3.4.0.177
Added 'Slow' Opart 3 - Slow (Should work with XP and processors back to the PII or PIII.)
Added Windows 98 Opart 3 - It shoud work now. I can load and save files. I didn't try PBEM.
Made incompatible with old saves - This was because of the extra visibility in 173. 173 won't load 177.
Added more logging on startup - I moved where the loaw_log is initialized to sooner in the process to add more logging for catching errors on why some people can't run.

3.4.0.176
inventory and replacements dialog not showing in PBEM mode
Local reserve wasn't working
VCR Playback -Tooltips weren't showing both lines
Changed INF to AP in the tooltip

3.4.0.175
Italian was crashing because the unit icon description was longer than 19 characters
Modified Elmer behavior so that if a formation objective has a value and isn't owned, then it will be considered enemy occupied by that formation instead of looking at the percent it's occupied. This can be turned off as experimentalai=N in the ini file. This fixes an issue with one scenario, and in general seems like a reasonable idea that's not likely to break things.

3.4.0.174
Bad ToolTipColor
Silvercolor was reversed.
Some language elements not being reloaded from the exe file.
Spelling Error in OOB - proficiendy
Tooltips on dual monitors are broken
Menu bar doesn't come up on load.
Not all documents are opening correctly

 

3.4.0.191 - Public Alpha.zip (3.37 mb)


Posted by Ralph Trickey on Friday, September 24, 2010 10:36 AM
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3.4 191 Alpha

I hope to put up another Alpha tomorrow (Friday). I want to do some more testing first since I changed the PO.

Ralph


Posted by Ralph Trickey on Thursday, September 23, 2010 10:59 PM
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Toaw 3.4 187

No alpha file this time, just an update on where we are. It's mainly bug fixes from the 178 Alpha, the only really neat features are being able to start up in 800x600 (or any other supported) mode, and another small feature that may and may not make it. If you know of a bug that isn't adressed in this list, please email me or post on the Matrix support forum.

Thanks,

Ralph

 

3.4.0.187
Added support for changing screen sizes. This doesn't work while remote desktopping into another PC. I wasn't able to do anything good with the UI, but if you change the N to a Y it will change the screen resolution and will change it back when it's done.
ChangeScreenResolution=N
ScreenY=600
ScreenX=800

3.4.0.185
Fixed supply display on the edit screen. added supply markers back into the 3D display. There's a but in the BMP version of the 3D display I don't plan to fix for 3.4.

3.4.0.184
When in PO Mode, you can no longer change out of the following orders.
WAIT_ORDERS
DELAY_ORDERS
STATIC_ORDERS
HOLD_ORDERS
FIXED_ORDERS
I also added a new ChineseText.XML file.

3.4.0.183
Fixed an issue with Elmer where the defender strength was not correctly calculated for overruns.

ExperminentalAIP1 and P2 when set to Y (the default) will use a static average value for the chance for it to succeed if it passes the unit quality check. If set to N then it uses a random value instead which is likely to result in more overruns, but could be considered a cheat.

3.4.0.182
These was a bug with 3.4 Beta that is now fixed.
Elmer now won't do anything for the following orders, even in PO mode. If you can do a quick test for one of these like delay to make sure I didn't break anything for the pure PO, I'd appreciate it. I'm pretty sure I didn't, but...

WAIT_ORDERS
DELAY_ORDERS
STATIC_ORDERS
HOLD_ORDERS
FIXED_ORDERS

3.4.0.181
These was a bug with 3.4 Beta that is now fixed.
Clicking on the map would automatically assume it was moving the map and recenter it at the same spot and repaint the entire map. I was afraid that leaving it that way might break something subtle, so it was best to go ahead and fix it. This was most noticeable when clicking through an enemy unit stack while range rings were on, it would leave your unit showing in the top right corner screen.

3.4.0.179/180
These are all bugs with 3.4 Beta that are now fixed.
PO Assist Manual/Fixed wasn't always sticky and manual/fixed units were sometimes moved by Elmer Assist.
Mouse Click and moving off of it sometimes moved the unit under heavy system loads
Elmer no longer puts units that can't move into Tactical reserve.


Posted by Ralph Trickey on Tuesday, September 21, 2010 7:25 PM
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