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On The Western Front

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Asid:
Optimization - Mar. 14
Sat, 14 March 2020

Hi all,

After the large content update last time around I spent the last two weeks optimizing and refactoring to make the game a bit smoother. Hope it helps!

Bugfixes/Changes:

•   Rewrote underlying game logic to improve loading speeds and overall smoothness of game. Should no longer take as long to reload save games or return to the main menu.
•   Toggling the Underground and Ownership buttons at the top of the screen should be a lot quicker now.
•   Charge Position is faster.
•   Inverted camera controls for mouse wheel drag, so that moving the mouse up with the middle mouse button pressed moves the screen up. Previously, doing so would "drag" the screen up and move the camera down.
•   Fixed pathfinding issue with underground tiles.

Thanks for playing!


Asid:
Detailed Task Delegation
Mon, 6 April 2020

Hi all,

I've spent the last week or so tweaking some of the task delegation.



I've introduced a new popup in the Headquarters screen that allows you to customize task delegation. Each task is capped by the assigned officer's Organization rating with the exception of the air sorties, which must be upgraded at the Aerodrome. It is also worth noting that the AI will attempt to prevent crowding, so things like Rest orders will only be issued if there are open dugouts available.

This new popup should allow more transparency and granularity in the task automation, and will hopefully make it easier for me to add new tasks as I go along.



Another big change is that the Suppress Area and Charge Position buttons are now split into several buttons. This allows you to suppress area as before, but using different shell types with one click. It also means you can have multiple barrages going on simultaneously. This applies to Charge Position commands as well. Raids are now split into three types.

Intel raids are focused on grabbing prisoners. Units will retreat the moment they capture enemy soldiers.

Hold raids are focused on disrupting the enemy. Units will stay in place and attack passing enemy units until ordered back manually.

Assault raids are focused on hurting the enemy. Units enjoy bonuses to melee attack strength, as well as extra damage to enemy morale. However, units will also take more casualties.

Bugfixes/Changes:

•   Menu bar at top of screen has been reworked to allow more options with fewer clicks. New raid types are available.
•   Added stretcher bearing, drilling, and resting in dugouts to task delegation. Drilling falls under the Operations officer. Resting falls under Administration. Stretcher bearing falls under Logistics.
•   Automatic field kitchen construction now occurs closer to the front line.
•   The user now has the ability to customize some of the task delegation, assigning different priorities to each task. Note that normal restrictions, like crowding, still apply.
•   Fixed bug that would break pathfinding when crossing rivers after loading a saved Eastern Front game.
•   Fixed bug in which medical units weren't actually picking up wounded men and bringing them to dugouts/field hospitals.
•   Optimized the intense lag that would occur when using the Suppress Area command.
•   Selecting a unit in the Scheduled Order popup now selects the unit for real.
•   Obscured units, after being observed by pilots, now last longer to give the player a better idea of where units in no-man's land might be. Previously they were disappearing way too fast to be of any use.
•   Cavalry and tanks can no longer be obscured or made invisible/unknown to the enemy (although blocking of sight and attack lines against them due to elevation still applies).
•   Unit stun duration is now dependent upon the severity of the attack. For instance, heavy machine gun fire from multiple sources will stop units in place longer than a single gun.
•   Gas is now a lot more deadly without gas masks.
•   On/off buttons and sliders have been reskinned.


Thanks for playing!


Asid:
Redoubts
Wed, 22 April 2020

Hi all,

Mostly just focused on refining what is already in the game and fixing some bugs, some of which were brought on by the changes I made to scheduled and automated orders last time round.


 


One major addition is the addition of larger-scale terrain features, like hills and high ground. This was made possible due to the expansion of the map. Note that these only appear in the Western Front campaign, as strongpoints and redoubts played a larger role in this theatre.

The player also starts with a second trench line on the Western Front to reduce crowding at the start. I tried to space things out a bit better when starting a new game, so hopefully it helps a bit with organization.

Bugfixes/Changes:

•   Added larger ground elevation configurations, and the enemy occasionally starts with redoubts.
•   Artillery battalion HQs now spawn near their companies.
•   Player now starts with a second trench line and second communication trench.
•   Cancelling orders or withdrawing units from orders no longer cancels everything.
•   Units performing scheduled orders set to repeat return to their jumpoff positions properly again.
•   Fixed potential crash bug when using gas shells.
•   Fixed bug in which units in blockhouses were not properly sighting and attacking approaching units.
•   Building trenches and comm. trenches using a painted target area now only builds them around the edge of the area rather than all over the entire area, which made no sense.
•   Fixed crash bug when assigning scheduled order to a target area.
•   Fixed crash when loading a new game on the Western Front after playing a game on the Eastern Front.
•   Tweaked pathfinding across rivers and reduced lag when crossing them.
•   "0th Division" should no longer happen.
•   Sunrise and sunset times are now different based on week. Western front is a rough approximation based on sun graphs from Brussels, Belgium. Eastern front is based on Krakow, Poland.


Thanks for playing!

Asid:
Supply Priority
Fri, 1 May 2020




Hi all,

I've added the ability to prioritize supply types when delegating supply lines.



Other than that, just a bunch of quality of life changes and bugfixes, as well as the fixing of a memory leak which slowed the game to a crawl when run for too long.

Bugfixes/Changes:

•   Distance now affects damage from enemy attacks.
•   Enemy AI no longer launches more planes than it should based on its Aerodrome level.
•   Can now set supply type priorities for delegated supply orders.
•   Units now retreat to a nearby position after a scheduled order completes rather than going all the way back to where they came from. This is to avoid wasting time on continuous orders.
•   Fixed bug in which cohesion was being regained even when out of company HQ range.
•   Choking gas can no longer be unlocked without requisite Valour points.
•   Mining tools upgrade no longer appears on the Eastern Front.
•   Inactive exit button in the top-right corner of the pause menu no longer appears, since you must use the "Close" button to close the dialog.
•   Infantry weapons for Austria and Russia have been updated in the Order of Battle screen.
•   Fixed bug in which Supply Area delegated tasks were not properly refreshing themselves, causing units to endlessly supply fully-supplied units.
•   Fixed a rather serious memory leak that would slow the game down to a crawl after a few in-game months.
•   Fixed another rather serious memory leak that would slow the game down to a crawl during mass artillery bombardments.
•   Event log now keeps track downed pilots and low supplies even when not open.
•   Fixed potential crash when issuing orders without units selected.
•   Experience bars in the headquarters screen now have tooltips that let you know how much Valour is needed for each upgrade.
•   Fixed bug in which unit path highlights would disappear even with the movement information button in the top-right toggled on.
•   Fixed bug in which service time for officers was being recorded incorrectly.
•   Eastern front orders pop-up dialog now properly says AOK and Stavka for Austria-Hungary and Russia.
•   Fixed bug with small bars showing numbers, morale, supply, and readiness in pop-up dialogs with clickable lists of units. Previously, the maximum value of the blue numbers bar was set to the maximum value for a rifle platoon, which caused some confusion when units with lower maximum numbers, like artillery, were selected.


Thanks for playing!


Asid:
Large Forests
Thu, 14 May 2020

Hi all,

As per request, I've added large-scale forests, as well as making the map much more populated in terms of houses and farms in general.



Most of the work I've done in the past week or so has been under the hood, so the updated terrain is the only change for this update.

Bugfixes/Changes:

•   More terrain variety and quantity to prevent the map from being so empty.
•   Large-scale terrain features now in the game.

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