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mussbu
21 Nov 06, 22:07
Hey Folks,

I've been waiting years to to play an operational version (Corp/Div) of WW2 Europe and am eager to dive in. I recently installed TOAW III and the recent patch 3.0.0.17, and Mark's download in 'Sticky'.

How and where do I extract the file and the various sub-files? :cheeky:

Thanks to all in advance...

Veers
21 Nov 06, 22:20
Hey Folks,

I've been waiting years to to play an operational version (Corp/Div) of WW2 Europe and am eager to dive in. I recently installed TOAW III and the recent patch 3.0.0.17, and Mark's download in 'Sticky'.

How and where do I extract the file and the various sub-files? :cheeky:

Thanks to all in advance...
Mussbu,

If you're running XP you can simply enter the zip file like it's a folder on your computer and then select the scenario and drag it to the appropriate folder...WWII Misc is where I would put it.
If you're not running XP, I think double clicking it will take you to the winzip program, from which you would then specify the path to extract the folder, which would, likely be something like c:\program files\Matrix Games\The Operational Art of War III\Scenarios\WWII - Misc.
After either of the actions above, you would then start up The Operational Art of War III, hit the begin new game button, then the HQ button, select the folder WWII - Misc and then, from the list presented there select Europe Aflame. Ensure that if you have two there that you select the newest one.
A major thing to keep in mind is that the ai is not programmed in this scenario and it is strictly Play-By-E-Mail, which means you'll have to find an opponent. If you post in here your intent to get an opponent for the game, you'll likely get a quick (a day or two) reply.

EDIT: If this didn't help enough, feel free to ask for clarity as I'll like be around for another 1.5 hours or someone else will answer.

mussbu
21 Nov 06, 23:05
Veers,
Thanks for the help. 'Europe Aflame TOAH III (b)' is indeed up and running. Just for shits & giggles I entered Allies as computer opponent and enede German turn and the AI is running. Am I just newbie crazy or did Chamberland get some balls? Are you sure this will not play Hotseat or AI?

Veers
21 Nov 06, 23:36
Are you sure this will not play Hotseat or AI?
Positive.
A) The AI can operate in this scenario in a limited way, read impossibly limited, but only in a limited way, as it's objectives have not been programmed. Play a few turns ans you'll see.

B) This scenario is largely driven by Theatre Options, which the AI is not programmed to understand in this scenario.

You'll definately need a human opponent to play this one. :D

Telumar
22 Nov 06, 04:26
Hey Folks,

I've been waiting years to to play an operational version (Corp/Div) of WW2 Europe and am eager to dive in. I recently installed TOAW III and the recent patch 3.0.0.17,

Welcome. If you are totally new to TOAW have a look at the workshop thread, if there is enough interest there will probably be a new one.

FaneFlugt
22 Nov 06, 05:13
Mussbu. Ill play you If you want. Just need to discuss the rules first with someone since its my first time playing the scenario.

Mark Stevens
22 Nov 06, 17:50
Since I helped design this scenario, I'm obviously going to tell you that it's worthwhile. However, it is very long and ambitious, and to get the best out of it I do recommend that you read the Full Briefing zip file that came with the SCE. file.

The actual gameplay is just like any other TOAW scenario, but there are a number of Theatre Options that it's best you understand before jumping in.

Also, you need to agree a few things with your opponent before you start playing: I'd suggest -

************************************************** *******
Entrenching: most units have a capability to ‘dig in’, which strengthens their defensive capability and limits supply. Unfortunately these entrenchments do not disappear with the unit, but remain throughout the game. It is quite possible to deliberately cover most of the map with these, which slows the game enormously. Suggested limitations would be adjacent to or one hex from enemy units; in or adjacent to dense urban hexes; on or adjacent to national borders, or riverlines; in ports, beachheads or towns, in existing fortifications, or single hexes needed to prolong an entrenched line to the next eligible point.

Minor Neutral reinforcements

(This does not apply to the French*, British, or Italians, even though they start as nominally ‘neutral’). Most neutral countries’ forces are fixed approximately in the positions and strengths that existed when they historically entered WW II. Some neutrals get additional reinforcements if they haven’t been attacked by then, which aren’t fixed in position. If you allow them to move, most players will race into the capital and entrench, which may make defeating the country far more difficult than it was historically - it’s worth agreeing in advance whether to allow this, or whether such reinforcements should remain in place, move to the border, or anywhere but the capital, etc.

*However, the French OOB includes all the colonial troops that had been shipped to the mainland by May 1940: the 'French Colonial Army' OOB includes the troops that were left to defend the Levant and North Africa. The latter will only mobilise (i) if the Axis get to within two hexes of Paris or (ii) an Axis unit moves adjacent to, or attacks, any French Colonial unit or (iii) Italy enters the war. This is to prevent the complete abandonment of the French Mediterranean Empire from the very start of the game.

Allied Cooperation

It is also worth discussing whether to allow troops from the Western Allies and the USSR and its satellites to sea transport to each other’s side of the map. Some players feel that this gives the Allied Player too much flexibility, and would have been politically unlikely, although Stalin did request British and American troops during the darkest days of the ‘Barbarossa’ offensive, and Churchill famously declared that ‘...if Hitler invaded Hell, he (Churchill) would at least speak to the Devil.’ Another point worth considering is whether the French would have welcomed British troops into their colonial possessions.

Parachutist/Airlanding range

Fixed automatically by the game engine at an unrealistically lengthy 100 hexes: you may wish to agree to the more likely figure of fifteen to twenty hexes - this would still allow UK-Arnhem, North Africa-Sicily and Greece-Crete.

Finally, what constitutes 'winning'? I've stuck Victory Points in, and the Situation Briefing will use them, but you may consider that Germany not surrendering by the historical date is enough to count as an Axis victory?
************************************************** ****
I do hope this doesn't put you off, and there's nothing to stop you simply plunging in and seeing what happens if you prefer, but I know from other players' feedback that it's annoying to get several months into the war then discover that you've boxed yourself into a strategic cul de sac from which you will never emerge. Always save your previous turn in case something totally unexpected happens - you may be able to agree with your opponent that you'll go back and replay it.

If you do give it a go I'd be very interested in any comments you may have, either posted here or directly to me if you'd prefer. Also, do ask if there're any questions.

Cheers

FaneFlugt
22 Nov 06, 18:07
Riverlines: Would that be all riverlines or just rierlines that constitutes national borders?

Single hexes needed to prolong an entrenched line to the next eligible point: By the shortest possible route? or can terrain considerations be acceptable?

Minor Neutral reinforcements.
Hmmm, thats a tricky one, Normally i would say let the player move as he see fit. Do you have any specific situation or country in mind?

Mark Stevens
22 Nov 06, 20:34
None of these are a hugely big deal, just whatever you think feels right - personally I go for...

Riverlines: Would that be all riverlines or just rierlines that constitutes national borders?

Any riverlines - the Red Army in particular will want to entrench some distance back to avoid the initial German onslaught, unless you want a repeat of the historical massacres. And, if you get that far, the Germans last line in the East was along the River Oder

Single hexes needed to prolong an entrenched line to the next eligible point: By the shortest possible route? or can terrain considerations be acceptable?

No, fit them around hills, towns, etc. if that makes sense.

Minor Neutral reinforcements.
Hmmm, thats a tricky one, Normally i would say let the player move as he see fit. Do you have any specific situation or country in mind?

Larger minors like Yugoslavia, Greece, Finland, Rumania & Hungary are the countries that raise extra units over time even if they're still neutral by their historical entry date. Again, it's not the end of the world, but the obvious gamey thing to do with them is stick them straight in the capital - you could argue that they should in fact sit defending the borders on a likely invasion route.

But don't get hung up on these questions, provided you've found a reasonable opponent they won't be an issue.

FaneFlugt
23 Nov 06, 14:30
Well I wont hang myself then.

Now I just need an opponent. anyone interrested :bounce:

FaneFlugt
25 Nov 06, 01:27
I found a player on the official forum. :salute: