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On The Western Front
Asid:
New Scheduled Order Options
Fri, 20 September 2019
Hi all,
As per your suggestions, I've now added support tasks into the Scheduled Order system. They kick in when the proper type of unit is selected. For example, for resupply tasks to show up, only Supply units must be selected.
Other tasks, such as Finding Wounded will be in later, as the logic behind them is a bit different from most orders. However, I believe this update covers most of the common tasks players might want to be able to schedule.
Bugfixes/Changes:
• Random lines being added when using a tile size of 1 in Area Paint Mode has been fixed.
• Pressing space bar while naming areas of interest no longer toggles the game timer.
• Scheduled orders now spread out assigned units to prevent crowding.
• Scheduled orders now include support tasks such as building field hospitals and resupplying areas.
• Fixed crash bug that would occur upon completion of scheduled orders.
Thanks for playing!
Asid:
Automatic Sorties
Sun, 29 September 2019
Hi all,
I've started to add the ability to delegate/automate tasks to reduce micromanagement. For now, only air reconnaissance can be automated. This can be done by going to the HQ screen and checking the checkbox above the Intelligence officer. Note that balloons are not automated yet, but this will be added soon.
Eventually, I'll add the ability to automate tasks for each officer.
Bugfixes/Changes:
• Can now automate the sending of air sorties. Quality is dependent on Intelligence officer.
• Scheduled orders now spread out assigned units to prevent crowding. For real this time.
• Fixed potential pathfinding bug that would cause algorithm to break down when certain buildings were created.
• Fixed bug that allowed pilots to be assigned as both pilot and observer.
• Rebalanced air combat so pilots don't all die within the first few days.
Thanks for playing!
Asid:
Tutorial Update
Tue, 29 October 2019
Hi all,
Given the length of time it took to develop the task delegation, I took a bit easier this week and simply updated the tutorials. There is now a new one regarding support buildings as well.
Let me know if there's something that needs to be covered better. Once staff officer traits are implemented into events and task delegation I'll probably add one for Staff Officers and Scheduled Orders as well.
Bugfixes/Changes:
• Tutorials have been updated, and now include a tooltip in the upper right of the screen next to the tutorial popup button.
• Fixed bug which made it impossible to build Mine Entrances.
• Fixed bug in which reassigning a unit in the process of building something to a different order would not properly clear the tiles assigned to it, resulting in a weird alternation of in progress and plains tiles.
Thanks for playing!
Asid:
Unit Cohesion
Fri, 8 November 2019
Hi all,
I've included a new unit attribute: Cohesion. This is more of a long-term attribute that lowers gradually over time to simulate the eventual falling apart of units later in the war. Unit Cohesion will lower over time unless within an HQ unit's command range. If it reaches 0, units will strike and not respond to orders until you move an HQ unit - any HQ unit, even battalion or brigade HQ - nearby. If left on strike for too long, the unit will eventually desert and take your Valour points with it.
The rate of cohesion lowering is different for each nation, and each year. I'm hoping it will largely not affect the British or Americans (yet to be included), but will hammer nations like the Russians or Austro-Hungarians.
Bugfixes/Changes:
• Unit Cohesion is now included and can be accessed by clicking the button next to a unit's Readiness level.
• Low morale can now cause units to go on strike.
• Retreating units now strike when they arrive at their location.
• Fixed bug in which squads were still visible even with fog of war enabled.
• Fixed bug in which units returning from leave could get bombarded in communications trenches.
• Reduced ability of enemy to spot your units at night.
• Time of day - morning, day, evening, night - is now dependent on the season.
• Commanders can no longer be Beloved and Hated. Also, commanders can no longer be Reactionary and Intellectual.
• New Logistics-based event:
Engineer Strikes
Engineer companies may complain that their tools are inadequate for their jobs.
You can either lose 10,000 Support Tools from your supply pool, or refuse their request, which will cause the whole company to go on strike.
Thanks for playing!
Asid:
Telegraph Cables
Fri, 15 November 2019
Hi all,
Air sorties are now capped in number, as is the size of each sortie. To mitigate this, I've added the option of upgrading the aerodrome, which increases both the number of sorties you can launch, as well as the size of each one. This is to reflect the growing sizes of air forces later in the war.
I've also added "underground" telegraph cables. I use the quotes because you don't actually build them underground. Basically Signals units now have the ability to lay cable. If a unit is connected via cables to its HQ unit, it eliminates the order delay for that leg of the journey. For example, if the delay between Brigade, Battalion, Company, and Platoon is 3 tiles each, building cable between Battalion and Company gets rid of the order delay incurred between those two HQ units.
Tiles with cables are denoted by a Signals icon on the left side of the ground details popup. Cables in progress are denoted with a progress percentage and a red Signals icon. Rather than using build mode to lay out a line of cable, you simply drag a box. If there are any non-open ground tiles in the selection box, then only those tiles are targeted. Otherwise, a path is drawn from the start of the box to the end. Cables can be destroyed by enemy fire, and is easier to destroy in open ground.
Bugfixes/Changes:
• Sorties are now limited in terms of number and size, and can be upgraded in the Aerodrome screen.
• Pilots now require a readiness rating of 40% to launch.
• Signals units now have the ability to eliminate order delay by laying cables.
• Units in the middle of construction orders will no longer make progress once they run out of tools.
• Fixed potential crashing when checking for noise/visibility.
• Selecting Supply Area with an idle Supply unit now offers you the choice of what to supply an area with. I realized how annoying it is to select Resupply -> supply type -> Supply Area while testing the new Signals updates. Note that selecting Supply Area with Rifle units still defaults to Food, since that is the only supply type Rifle units can carry.
• Carrying Supplies has been removed, as I feel it has become redundant.
• Low morale no longer results in strikes, but striking units must recover both cohesion and morale before they will un-strike. I found too many units were striking due to the more fickle nature of morale. Low morale still causes retreating, however.
• Did a bit of optimization when charging positions, removing redundant sight checks and making the whole thing a bit smoother.
• Help text has been updated with changes.
Thanks for playing!
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