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Author Topic: WWII-Europe v108  (Read 35595 times)

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Offline schwerpt

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WWII-Europe v108
« on: June 14, 2016, 04:39:35 AM »
Hello,

This weekend I focused on the ground AI.  The strategy is to make better use of the units that start in enemy ground unit's ZOC.  If the ground AI is in an aggressive attack posture, then the ground AI should move more units from the MLR than if you are in a defensive posture. This is part of item 12 below.

Ron
 
Current content for v108:
World War II Europe
Patch version 1.0.8 Content
1. The combat markers and temporary markers are now reset at the end of each turn.
2. Added list of Russian airfields on Turn 1 in scenario #42 to the Help file.
3. AF of less than zero is displayed as zero.
4. Display OOB has three options. Mouse left click selects the unit and centers the low level map on it.  Mouse right click
allocates HQ Reserve to the unit.  Select the Display OOB or Cancel icons to continue with the game.
5. Fixed bug on Naval Supply ops, Axis only, scenarios 3,4,8,10,11,12,26-32,33-41 and 101.
6. Changed AI self imposed limit from one Naval S&D op per hex to three. Ensures coverage of key areas.
7. Changed the AI so that it follows the weather rule of no ops in storm weather at destination hex. Changed both Naval
and Air ops.
8. Selection of HQ unit for Change HQ Unit ops is now done from the Command Panel.  WWIIE displays the friendly on map
HQ units within 12 hexes for selection. Previously the player selected a hex, and the game selected the top HQ unit in
that hex.
9. A message is displayed for each unit being transferred from the scenario next turn, and one for current turn transfers.
10. For Air Tactical Ops only: There is a 10% chance that a loss to a ground unit that is dugin will not be allocated,
a 20% chance that a loss to a ground unit that is entrenched will not be allocated, and a 30% chance that a loss to a
ground unit that is fortified will not be allocated.
11. During the Combat Phase, the number of remaining attacks is displayed in the Command Panel. "Combats Left: #".  The
# number is displayed in red text.
12. Made enhancements to the air, naval and ground AI operations.
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Offline Asid

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Re: WWII-Europe v108
« Reply #1 on: June 14, 2016, 04:55:37 AM »
Hi Ron

Some good changes/additions. Will there be any scenarios added in 1.08?

Regards
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Offline Stardog765

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Re: WWII-Europe v108
« Reply #2 on: June 14, 2016, 02:32:40 PM »
Great news! Looking forward to the update.

Really enjoy the game.
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Offline lecrop

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Re: WWII-Europe v108
« Reply #3 on: June 14, 2016, 06:50:55 PM »
Thnx for the info
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Offline schwerpt

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Re: WWII-Europe v108
« Reply #4 on: June 17, 2016, 03:55:06 AM »
There will be some new scenarios, all from the France 1944-45 group.  Scenarios 35 though 39 are the ones that will be included in that group.
Ron
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Offline Stardog765

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Re: WWII-Europe v108
« Reply #5 on: June 17, 2016, 02:45:04 PM »
Great news!

Looking forward to more West Front goodness :)

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Offline schwerpt

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Re: WWII-Europe v108
« Reply #6 on: June 30, 2016, 04:20:05 AM »
I should be getting v108 to the playtesters in one week.  This will give us all a better picture of its release date.  Even if the Ground AI is not complete (there will always be room for improvement on the AI), there is still significant content already done in v108 that I want to get to the players.

Will keep you informed,
Ron
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Offline Asid

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Re: WWII-Europe v108
« Reply #7 on: June 30, 2016, 07:02:53 AM »
This is great news.

I am sure there are many who will agree :).

Regards
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Offline Franciscus

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Re: WWII-Europe v108
« Reply #8 on: June 30, 2016, 08:33:09 AM »
Great news.
Why don't you consider a release of a public beta for the interested customers ?

I wouldn't mind to try it even if not the final release

Regards
« Last Edit: June 30, 2016, 03:12:29 PM by Franciscus »
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Offline Stardog765

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Re: WWII-Europe v108
« Reply #9 on: June 30, 2016, 02:18:37 PM »
Great news!
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Offline schwerpt

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Re: WWII-Europe v108
« Reply #10 on: July 06, 2016, 02:29:17 AM »
Status on v108:    I did not get the code to the playtesters as planned, but did have a very good weekend of programming and testing.  The Ground AI is now based on a posture (aggressive, defensive, or standard).  The dialog box specifies the posture to the player.

I have been testing using scenario #42, and using the Axis Computer Opponent.  I figured that this would give the Ground AI it's best challenge, where it has to attack and move aggressively.  This new patch achieves that.  The Ground AI regularly breaks through the Russian defensive line in 3-4 places on turn 1, and moves up to 10 hexes away from the border.

One of the reason for the improvement is that the Combat AI now includes Combat Moves.  Holes in the line are exploited, with special focus to capturing enemy cites, taking enemy Railroad supply hexes, and disrupting any attempts to re-establish a defensive line.  Blitzkrieg achieved! 

I have a few more improvements to make before v108 goes to the playtesters, but I do promise to make it available to customers who have purchased as a beta copy for comments.  I'll make it available at the same time. It will be located using the same link you used to download the game when you purchased.

Ron
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Offline Franciscus

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Re: WWII-Europe v108
« Reply #11 on: July 06, 2016, 11:32:05 PM »
Many thanks, Ron !
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Offline schwerpt

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Re: WWII-Europe v108
« Reply #12 on: July 07, 2016, 05:14:18 AM »
I have to modify the code for Combat Move Reports.  Currently, I used the Ground Move Phase report, and just added the combat moves to it.  Doing this limits number of Combat Moves in large scenarios.  So I am creating a new array that will hold only the Combat Moves.  In this way, I can guarantee that the larger scenarios will be covered.

Ron
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Offline Hafer

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Re: WWII-Europe v108
« Reply #13 on: July 10, 2016, 03:08:54 PM »
Great news, Ron!  :)

I'm looking foreward to it.  ;D ;D ;D
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Offline Agent Smith

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Re: WWII-Europe v108
« Reply #14 on: July 22, 2016, 01:58:07 PM »
Hi Ron,
Any news to report?
Regards A.
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