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Author Topic: World War II Europe Potential Change List V1.09  (Read 32809 times)

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Offline Ronster

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Re: World War II Europe Potential Change List V1.09
« Reply #30 on: January 19, 2017, 08:15:53 AM »
     There are a lot more improvements that can be done with WWII Europe.  I think each scenario could use a little bit of specific rules.  Have you tried any scenarios against a human opponent?

Ron
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Offline schwerpt

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Re: World War II Europe Potential Change List V1.09
« Reply #31 on: January 22, 2017, 02:11:27 AM »
I am looking at the implementation of #3 Design Notes.  Does it matter whether I use a browser or a direct text write to the screen?  Current implementation brings up a large file in a browser, and I understand that it is not efficient to have to scroll down to the current scenario.

For v1.0.9, I am thinking about bringing up a small file that is scenario dependent in a browser.  This fixes the scrolling part, but I wanted to make sure that the use of the browser is not viewed as a problem before I go breaking into 100 small files.

Thanks in advance,
Ron
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Offline Franciscus

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Re: World War II Europe Potential Change List V1.09
« Reply #32 on: January 22, 2017, 09:47:33 AM »
Hi Ron

Not a big deal, but I would prefer not a browser window. Maybe a pdf file ?
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Offline schwerpt

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Re: World War II Europe Potential Change List V1.09
« Reply #33 on: January 23, 2017, 04:52:28 AM »
That is what I thought.  It means making 102 small files of text, or embedding the text into the executable file.  I'll try that. Time consuming but easy.  I spent some time adding more text to the html file today.

Ron
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Offline Franciscus

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Re: World War II Europe Potential Change List V1.09
« Reply #34 on: March 18, 2017, 09:35:42 AM »
Hi, Ron

Any news ?

This game's development seems to have stopped, and feedback is minimal... :(


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Offline schwerpt

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Re: World War II Europe Potential Change List V1.09
« Reply #35 on: March 19, 2017, 02:35:58 AM »
It has gone quiet.  However, development has not stopped and progress is being made.  I have been focusing on scenario development. From the last discussion, I know the mods desired by the community, and have begun work on them.  None of them are quick fixes, but require time to implement and test.  Not unusual at this time in a game development, as the easy ones have already been done.

Ron
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Offline Schwerpunkt Valencia

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Re: World War II Europe Potential Change List V1.09
« Reply #36 on: March 30, 2017, 10:32:33 AM »
Hi Ron,

Good to hear that some progress is being made. If you need a list with some particular bugs to be sorted out just let me know.

Kind regards

Schwerpunkt Valencia
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Offline solops

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Re: World War II Europe Potential Change List V1.09
« Reply #37 on: May 13, 2017, 01:22:12 AM »
So it has been a while...what is going on with the patch? Mosquito season is upon us, so you will be trapped inside with your PC, giving me high hopes :-)
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Offline schwerpt

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Re: World War II Europe Potential Change List V1.09
« Reply #38 on: May 13, 2017, 05:41:38 AM »
It has been slow going, with my day job taking a lot more time.  I am hoping for a break soon, and spending some more time on both scenario development and patch improvements.

Ron
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Offline Schwerpunkt Valencia

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Re: World War II Europe Potential Change List V1.09
« Reply #39 on: June 11, 2017, 11:07:40 AM »
Hi Ron,

Any update when can we get a new patch ? We would like to take on new scenarios and upgrades...

Kind  regards

Schwerpunkt Valencia
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Offline schwerpt

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Re: World War II Europe Potential Change List V1.09
« Reply #40 on: June 12, 2017, 04:08:25 AM »
Hello,

Progress continues to be slow, but still moving toward the goal.  My day job has increased, and retirement is a long way off that would allow focus on development.  For now, I can develop only on weekends and holidays.  For the good news, I have 3 scenarios developed. For the v1.9 patch, I have analyzed the method of making the changes, but have only built some test code to test the concepts.

1. Implement range distance for HQ links.  Assess -1/2 AF/DF for out of range.  This one is very straight forward, as I can leverage from past games.  It will be part of v1.9

3. Make Design Notes more accessible.  I do get it, right now you have to click on Help, Design Notes and scroll to the scenario you are on.  This involves cut and past of html code into a file.  There will be 102 files.  When you select the scenario, the game will auto load the appropriate file and read it into an array.  The array can be quickly displayed with a background screen when the user selects a right click menu item.  How does that sound?

4. Defensive Air Support.  I have come up with the design, and am excited about this improvement.  Not easy to implement, but worth it. v1.9 for sure.

6. Improve Move to Exploit & Breakthrough Combat AI.  Difficult implementation, but am working on it.

12. Add incentive to change HQ links as needed.  Still working on the ops concept.  Would appreciate more feedback on this one as to what is desired.  I know the basis is to make it worthwhile to make the kind of HQ changes that were made historically (daily by the German Army!).

I have five others that I have spent some time studying. They are:
13 Add RR Conversion
16 Implement surrender rules for isolated units (per country per year)
23 Air Interdiction
28 Highlight OOB stays on all the time
40 Have AI select between the 3 attack methods.

Ron
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Offline pzgndr

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Re: World War II Europe Potential Change List V1.09
« Reply #41 on: June 13, 2017, 06:21:31 PM »
Good to hear Ron.  Sorry to miss you in Houston. 

For #12, this and #1 are directly related.  Implement the HQ link range and unit penalty for being out of range, and this should naturally force players to keep HQs forward and change unit HQ links as needed.  So #12 is redundant, but some AI coding may be needed for the computer opponent.
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Offline Schwerpunkt Valencia

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Re: World War II Europe Potential Change List V1.09
« Reply #42 on: June 19, 2017, 04:22:18 PM »
Hi Ron,

Good to hear there is some progress...

Regarding some of the changes / upgrades here you have my comments / suggestions:

13. Add RR conversion. A must in any East Front scenario IMHO.
23. Air interdiction. Also an important feature in the West Front from 1944-1945.
40. Have AI select between the 3 attacks methods. That is fine but why not implement the same for the defense ?
X. 3 Defense method selection (hold, normal, give ground)
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Offline schwerpt

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Re: World War II Europe Potential Change List V1.09
« Reply #43 on: June 20, 2017, 03:35:23 AM »
These are good things to add to the game.  One caution: It will not be long before all of the standard scenarios have been developed, and the development of the Campaign scenarios (6 months or longer) will be the focus.  I suspect there will need to be additional coding for some of those scenarios, including the full European Campaign 1939-1945.  One rule that I know will be needed is how to activate a country into the conflict by the AI.  Without additional code, the AI will have all countries activate and start attack/defense on Sep 1939!

Ron
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Offline Schwerpunkt Valencia

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Re: World War II Europe Potential Change List V1.09
« Reply #44 on: July 14, 2017, 04:35:03 PM »
Hi Ron,

Do you have any expected time frame to finish the next round of scenarios / upgrades ?

Kind regards

Schwerpunkt Valencia
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