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1
Scourge Of War / Re: DOW toolbar v8 hosting error
« Last post by voltigeur on Today at 03:36:53 AM »
Thanks for the fix Asid!

cheers
2
Scourge Of War / Re: DOW toolbar v8 hosting error
« Last post by Asid on Today at 03:00:58 AM »
Hi Voltigeur

There is an issue in the SOW engine. Just disable "unitglobal" . It can be disabled by putting an underscore infront like this"_unitglobal".

The file is located here:

Steam version:
\Steam\steamapps\common\Scourge of War Waterloo\DLC\QB DLC\Logistics

Matrix version:
\Matrix Games\Scourge of War Waterloo\DLC\QB DLC\Logistics

Regards
3
Scourge Of War / DOW toolbar v8 hosting error
« Last post by voltigeur on Today at 02:46:11 AM »
Hi chaps

just trying a lan game and can't host, error is: 'cannot host, there is more than one mod instance of csv files.  Please disable extra mods. unitglobal.csv.'

the v8 mod is the only mod in my mods folder... any ideas?

thanks!
4
Flight Simulation / Re: Screenshots: Real World/Simulation
« Last post by Asid on Yesterday at 11:17:17 PM »
5
Games Discussion / Re: JRP vs DESERT WAR 1940-1942 "Operazione E" video AAR
« Last post by JasonPratt on Yesterday at 08:48:29 PM »

The Italians arrive near Sofafi, and my first overall strategic goal may be developing for 'tomorrow'...
6
l'attacco prussiano contro la collina, è stata opera dei miei generali senza che io lo ordinassi, volevo portare tutto il corpo sull'obbiettivo,ma, come ho detto, i miei generali hanno intrapreso la conquista della collina.ero troppo occupato sul mio lato sinistro a controllare che l'obbiettivo rimanesse in mano ai prissiani. Meritatissima battaglia vinta dal Generale sandman a cui va tutto il merito della sua brillante vittoria  :howdy :howdy :howdy :notworthy :notworthy :notworthy :notworthy
7
Tornado / Re: Modding Tornado
« Last post by Frankie on Yesterday at 07:07:07 PM »
52. F1 and F12 keys now move the viewpoint height of the Tornado upwards and downwards gradually in the Tracking View

Mod: Tracking View gradual adjustment of the Tornado viewpoint height
By Frankie
Description: In the default Tornado simulator, pressing F1 would toggle the Tornado between two different heights. So the Tornado would disappear  for a fraction of a section, and magically reappear almost immediately higher, by about N feet. This N feet was fixed and the user could not do anything about it. Until now! This mod is an innovation that allows the user to lower or raise Tornado in the Tracking view, by pressing and holding down the F1 key or the F12 key. See the video below:

Raise and lower the Tornado viewpoint by pressing and holding down F1 or F12 at different moments of the simulation

Quite a number of interesting view effects are now possible for the Tracking View (F1). For example, hit F1. Then hold down both F1 and Z key (rotate left) simultaneously. Or hold down both F1 and X key (rotate right) simultaneously. Get the idea?

Cheers
Frankie Kam

8
Games Discussion / Re: Military Operations
« Last post by Asid on Yesterday at 04:54:56 PM »
MilOps Blog: Unit Hierarchy
2018-04-21 BY george

How do you control a unit of tens of thousands of men? If you look at contemporary RTS games the answer sometimes is “with groups”. Some of those groups can be created by the player like in the game Ashes of the Singularity. There you can create virtual “armies” and even direct production to specific armies. In other games the groups have a fixed composition and are part of a “menu” of units you can build or recruit. Rome: Total War 2 is a good example of that approach and they manage to have some of the largest digital armies in PC gaming. They gave a nice talk about their approach to siege battle AI in this GDC talk:



When discussing a design approach, we usually start with asking ourselves “how did it work in reality?”. In this case the answer is “through a hierarchical command structure” where large units are composed of smaller units which in turn are composed of even smaller units and each of them has a certain role to play. Take the scenario where a Division is ordered to capture a village: in the physical world an order would be sent to the Division’s HQ. Its commander and his staff would then conceive a plan to accomplish this mission and then send orders to the Division’s other units. As part of this process, the HQ itself might move to a location where it can more effectively coordinate the various actions.

In MilOps we have recreated this unit hierarchy using historical data from various sources. In our model we will have several entities in play:
•   a “division” unit entity, this represents the division as a whole. The division will receive orders from the Corps or Army it belongs to.
•   a set of unit entities for all parts of the division, for example the German 7th Panzer Division in May 1940 consisted of:
  o   a divisional headquarters
  o   a panzer regiment
  o   a motorized infantry brigade
  o   a motorized artillery regiment
  o   several battalions for specific tasks such as:
      o   reconnaissance
      o   signals
      o   anti-tank
      o   supply
      o   engineers

Each of these units is then again composed of other units until we get to the “physical” level where units are composed of personnel/vehicles/weapon systems. The following video illustrates this hierarchy as we zoom into a Division’s area and see how each subordinate level comes into view: Regiment, Battalion, Company and Platoon.




Every one of these entities, both physical as well as unit entities, have an AI running. For physical entities this AI represents the individual itself. For units, the AI represents a unit commander’s “view” of the unit as a whole. So while the divisional commander’s AI will take care of him reacting to enemies in his direct surroundings, the division unit’s AI will represent how the command staff feels the division is doing and how it should react to being attacked by 2 enemy divisions for example.

This structure allows us to have all the fidelity we need to accurately represent historical orders of battle such as those found on Dr. Leo Niehorsters excellent website.
 The unit hierarchy functions as an information network through which orders flow from superior to subordinate units and information reports flow upwards. How this information flow is modeled in MilOps will be the topic of a future blog entry.


9
SOW: Waterloo online MP battle Wednesday 25.04.18 at 20.00 GMT
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SOW Waterloo Multiplayer Wednesday 25/04/18 at 20:00 GMT




Immersive, friendly session.


Played with full fog of war.





********************************
**                    Notes                      **
********************************
SOW Version: Waterloo 1.01
Largest command: Corps
Smallest command: Brigade
Mission Duration: 150 - 240 minutes; 180 min regulary
Minimum number players: 2
Date: Wednesday 25/04/18
Time: 20:00 GMT
Time (local): Click here
Teamspeak  IP: 104.153.105.2:35200  Please wait in lobby for access to other areas.
Room: Scourge Of War


Extra Notes:
•   TIME LIMIT: 00.30 a.m. GMT at the following day, if no different agreement has been made by the participants.
•   The room will be open at 19:30 GMT for preparation & mission setup
•   House rules: Click here
•   HITS system
•   Courier orders
•   Bare map. Full F.O.W.
•   No voice during game. (comms by courier only)

Mods required:
•   DOW Community Toolbar V8: This will be provided.
•   If an updated mod is required you will be sent a link via pm

Player Skill/Ability:
•   Must be proficient Using HITS
•   Have a good understanding of UI




You must apply in advance. For this rule is set for good reasons, not having signed up until 19.50 GMT latest, means you wont play. If you signed up, but cannot make it or arent sure you can make it in time, post it here! When signing up, you declare that you most probably will be able to participate and that you are ready to play at 20.00 GMT latest. If you re not sure that this applies, dont sign up. You still can inform, that you might come, but in any case, confirm until the given deadline.

20.00 GMT is the starting time for the MP game to be launched! It is NOT the time when we begin to meet pre battle. Make sure you appear 10 or at least 5 minutes before 20.00 GMT. Joining the host after, but before 20.00 GMT latest is only tolerated. Keep in mind, that not letting wait your comrades is simply a matter of respect!


Commanders and leaders:

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