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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #90 on: December 04, 2020, 02:36:28 AM »
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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #91 on: December 05, 2020, 02:32:24 AM »
Operation Citadel Ai v Ai + developer commentary.
04 Dec 2020




This video was made exclusively for Dogs Of War Vu by the developer Valentin. In this video he is chatting about the game, some of its mechanics, but most of all about the AI. He actually isn’t playing, but watching the AI playing against itself. Valentin said it was something he had never done before, and he discovered the fun of it only recently. He said “I learned a lot from watching it play, it goes without saying that I could fix a lot of bugs, but it is really informative overall. I would recommend anyone to sit, and watch it play :)

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #92 on: December 06, 2020, 02:28:48 AM »
Multiplayer map2 (workshop)



https://steamcommunity.com/sharedfiles/filedetails/?id=2308769674

Description
Germany vs USSR
1942
30 x 20
Fictional

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #93 on: December 06, 2020, 02:29:53 AM »
1.9.7
Sat, 5 December 2020


- Change : All AA now have a range of 2.
- Change : Italy 1943 huge map adjustments.
- Change : All scouts planes now have 0 damage.
- Change : All fighters damage air damage have been increased.
- Change : All fighters damage vs ground units have been reduced.
Change : All units can now capture VPs.

- Fix : AI planes would sometimes not attack anyone even though they could
- Fix : AI planes leaving when they could stay and continue deal damage.
- Fix : AI planes were going to places they didn’t have enough fuel to come back from.
- Fix : British bombers had insane damage values.
- Fix : One instance of AI freeze when using supply ships.
- Fix : Planes even near an allied airfield would lose 1 unit of fuel if they were not moving.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #94 on: December 07, 2020, 05:37:12 AM »
1.9.8
Mon, 7 December 2020


- Added : Autosave for every turn.
- Added : Multiplayer interface and multiplayer button in the main menu. It isn’t working yet, but at least the UI is ready.

- Change : AI planes won’t go to random VPs anymore, they will be more carefully selected with a bunch of conditions to make them more efficient, ex: sending fighters deep into enemy territory is dumb. They should stay on the front to cover the advance.

- Fix : Upgrading a core unit made it lose the fact it was a core unit.
- Fix : AI was placing sold captured units that instantly died once placed. Not a big deal, just visually weird to see fresh spawned unit dying, even though they are supposed to / never were supposed to be spawned in the first place. Anyway.
- Fix : Unit stacking when playing with really fast AI (slow AI OFF). The issue really seems to be linked to the time the unit has to play. The less, the worse it gets and they start ignoring stuff, like some actions require time to complete and not respecting this minimum waiting time breaks stuff so, I made it a bit slower, enough so that it stopped happening. Should be fixed.
- Fix : Jungle and desert village / city didn’t have any destroyed version tile, so this resulted in a black tile when being bombed. I temporarily added the exact same sprite for the destroyed version so that it’s not a black hex.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #95 on: December 09, 2020, 03:28:47 AM »
1.9.9
Tue, 8 December 2020




- Added : As suggested, ambush mechanics. When you click on a tile that is in the FOW and that has an enemy on it, your unit will stop (as usual, nothing new) but now you will get attacked. Use your recon and don’t rush like a freak :))

- Change : As suggested, the price to resupply the HP of your unit is now not the same for all units. It is now based on the price of the unit itself. Someone suggested me this, and I agree, it makes sense ! Why would it cost the same to resupply a Panzer I as it cost to resupply a Tiger II ? For infantry, it will always be 1. The cheapest. I based it on armour and also the type of the unit. Boats and heavy tanks (armour >= 60) and planes will have the most expensive supplies : a multiplier of 3. So base cost times 3. Medium tanks will have a multiplier of 2. And infantry will stay the same. I might need to tweak the production per turn coming from the different tiles in the game if it makes it impossible to resupply those units.
- Change : Captured units aren’t counted in the core units total. So you can still carry over captured units, but as long as you don’t upgrade them to units of your own country, they won’t count in your total you can have.
- Change : As suggested, upgrading your unit won’t be possible anywhere on the map anymore. You will need to be in a city (regardless of the size: town, village, capitol or harbour) in order to upgrade. In / over an airfield for planes. Boats can’t be upgraded anymore.
- Change : As suggested, units will now not only retreat when they can’t deal any damage back, but also when they take casualties that are >= to 50% of their MAX HP. Example: You got your infantry that has 100 / 100 HP in the open, no terrain modifier applies. Enemy heavy infantry comes in, or elite infantry whatever. They do >50 damage, the light infantry will fight back but still retreat because they took too high casualties.
- Change : As suggested, resupplying fuel is now less expensive. Instead of being 1:1 it is now 1:1/2. Maybe will switch to 1/3 of the price for 1 unit of fuel if needed / still too expensive.
- Change : The amount of core units will not be shown anymore during AI turns in order to prevent confusion for the player.

- Fix : Campaign of Poland in the German campaign was broken (couldn’t move onto the next scenario).
- Fix : Tooltip overlapping with resupply HP button cost tooltip.
- Fix : Tooltip not leaving the mouse after you right clicked on the notification.
- Fix : A “k” was missing on that same annoying tooltip :)
- Fix : AI could sometimes attack against all odds and hoped for a miracle to happen even dying doing so.
- Fix : Added the destroyed versions of the jungle village and the desert town.
- Fix : Winter damage were resetting upon game opening if you had them at 0 before you quit during your last session.
- Fix : Coastal batteries couldn’t attack boats.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #96 on: December 10, 2020, 02:30:36 AM »
1.9.10
Wed, December 9, 2020


- Change : Improved AI planes a little bit.
- Change : Reduced PZL 23 Karas hard damage.

- Fix : Brtish commandos first use date was wrong.
- Fix : Veteran option was lost when upgrading a unit.
- Fix : No retaliation when attacking and doing more than 50%HP damage, basically a fix for yesterdays update :)
- Fix : Retaliation of 0 damage and use of ammo for that.
- Fix : Several issues with the new conditions with where to upgrade a unit.
- Fix : Broken Poland scenario, again, I thought I had fixed it and well I did, I just didn’t know it reset itself after each time I saved. So, sorry :/ if you started Poland 39, restart, or open your save in the map editor and make sure to tick “is official scenario” in the campaign settings.
- Fix : Resupplying didn't cost any money.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #97 on: December 13, 2020, 02:23:24 AM »
1.9.11
Sat, December 12, 2020

- Added : New setting to allow you to change the size of the unit’s graphics. Keep it in the middle for the base value.

- Change : T-60 and 76mm AA have had their damage changed.
- Change : All AA range is now back to 1 except 75mm and above caliber.

- Fix : Custom units graphics had the same issue as the tiles did (Contains(unit name) instead of == unit name) resulting in having infantry 43 and normal infantry having the same texture.

- Fix : No XP loss when resupplying.

I made

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #98 on: December 19, 2020, 11:31:49 PM »
1.9.12
Thu, December 17, 2020

- Fix : Multiplayer panels were available, oops, forgot to disable them when updating since I’m working on it haha.
- Fix : French heavy infantry was still with the old name “MG team” and didn’t have any graphics.
- Fix : One instance of AI freeze.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #99 on: December 20, 2020, 12:51:05 AM »
1.9.13
Sat, December 19, 2020


- Added : Zone of control, as requested by many of you :)
- Added : Ambush for planes too (only if the plane unit is of type fighter, the one in the FOW).

- Fix : Factory : type = none.
- Fix : Planes could be upgraded in cities only instead of airfields.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #100 on: December 26, 2020, 01:34:31 AM »
1.9.14
Fri, December 25, 2020


- Added : Resolution setting, as it has been so KINDLY suggested :))
- Added : Panzer IV D, Dicker Max for Germany.
- Added : Units for Slovakia.
- Added : For now hidden, but the UI for the multiplayer is now ready for the release of the public beta.

- Change : Infantry doesn’t suffer MP loss because of bad weather anymore. Only tanks, artillery, etc
- Change : Tweaked the money income values to be less than what it is now.
- Change : Paratroopers now have 4 MPs (instead of only 3).

- Fix : Broken Low Countries campaign scenario where it wouldn’t go onto next scenario.
- Fix : UI little ugly issues.

Yes it's Christmas Eve and no I don't have anything better to do than update the game xD

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #101 on: December 31, 2020, 12:32:29 AM »
2.0.0 - Multiplayer, huge tiles revamp
Wed, 30 December



- Added : FINALLY, an open public beta for the multiplayer !
- Added : 1 new tile, it’s a sort of rocky ground / plain, I wanted a tile I could use for Greece / turkey, this should do well. Winter version is also available.
- Added : 2 new achievements linked with multiplayer, I got WAY more to come, but it’s gonna need some more time for us to prepare player’s profile etc to do that in details ! The achievements are : Host a game in multiplayer, and join a game in multiplayer. Those are the only two I can do at the moment. I know there are a lot of broken ones currently in the game, sorry for not fixing them yet.

- Change : Almost all tiles have been revamped, THANK YOU JULES ! (283 tiles have been revamped).
- Change : Supply line colour now changes to red when its cut.
- Change : Balance, infantry will now do normal damage vs tanks in cities.
- Change : All tanks got +1 MP. This is because tanks couldn’t really out run infantry on foot which seemed wrong. Armoured cars don’t get anything, really just SPGs and regular tanks.

- Fix : Upgrading a core unit made it lose the fact it was a core unit (Super weird it re appeared since I fixed it but yup it reappeared out of nowhere lol) THE CODE IS ALIVE, ALIVE I TELL YOU.
- Fix : Linux executable wasn’t bearing the right name therefore you couldn’t launch the game with the steam executable.
- Fix : Bug with boats that would allow them to go around huge mass of land to go to places they couldn’t go normally when an enemy unit was blocking their way.
- Fix : Pearl Harbour was placed wrongly on the Pacific map. Sorry !


Now, I don't know what to say, I got no words. This game went SO MUCH further what I have ever anticipated, it took huge proportions. I freaking paid someone to implement multiplayer (now you all know where your money went. Nope,I didn't get myself an iphone 12 for christmas, I chose multiplayer haha). Anyway, this is just a first version, 2.0.0, I will actively be updating multiplayer to add more features, especially player's side, so we have as much info as we can about the player we are playing against, or about us ! Like number of won / lost games, I will also include a ladderboard with the best player of the game (The one that won the most games) etc etc. Still got big plans ! This early version will allow anyone to create himself an account using very minimal info (username, password, email for notifications) and immediately after host or join a game !

The way multiplayer will work is an automated Play By Email. It IS NOT live. Why ? Because there's no point in having it live for a game like this with most of its players around the world, yes, many of you actually are from so many different places, and having someone from Australia (Hi Lorne) and someone from Alaska (Hi Robert) actually play together is going to be mission impossible if you start taking into account working hours for both people etc. Now this will be a disconnected multiplayer, like in Panzer Corps. You will be playing one after the other, and when your opponent has finished his turn, you will receive an email telling you you can play ! This is gonna be way more convenient to play long turns and really long games over time. If you look at things this way, it all makes sense :)

I will end this by saying a HUGE THANKS to both my brother for revamping all tiles, it was a really long task, and Patrick from Sec-ID for making multiplayer happen ! THANK YOU GUYS ! THANK YOU !

More tile revamp will come, he just did the basics for now, but don't worry, there's more to come !

Stay tuned, see you in the comments or in the forum, feel free to now invite your friends to play, cause it's going to be more fun with friends !

PS : Multiplayer only is 1 human vs 1 human, with as many AIs as you want. It DOESN'T support more than 2 human players at a time, or less.

PS2 : We might be forced to wipe out the multiplayer database if there is an issue that needs it. I will let you know every time we do erase it. You should not lose your account and progression as a player, but your current game might be lost forever. Just wanted to let you know.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #102 on: December 31, 2020, 11:53:44 PM »
2.0.1
Thu, 31 December 2020



- Added : Number of won / lost games in the multiplayer users panel.
- Added : Leaderboard,

- Fix : Refresh button didn’t really work in multiplayer menu.
- Fix : Blowing up / repairing bridges issue.

Am I the only dev to update its game during christmas and new year ? I have no life X_X

Happy new year everyone, thank you for everything, and see you next year for more updates ;)

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #103 on: January 02, 2021, 02:33:46 PM »
Multiplayer map 6 (Steam workshop)



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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #104 on: January 02, 2021, 02:34:36 PM »
2.0.2
Sat, January 2, 2021


- Change : The way fighters defend / escort bombers, and the way AA defend allied planes. Before today, it was always compared to the range of the unit, so if your fighter was on the wrong side of the bomber you tried to escort, chances were you couldn't get automatic defense because it was 2 tiles away from the attacking fighter. Now, this is gone. Escorting fighters will defend the bomber they are next to regardless of the range. So you can now escort 1 bomber with a single fighter instead of 4 fighters for 1 bomber to cover all hexes around it :) Same mechanic applies for the AA defending allied airborne units around it :)

- Honestly, bunch of fixes but I made so many little of them that I didn't keep track.
So, just imagine the game in its current state, but like more stable.


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