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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #30 on: September 06, 2020, 11:41:46 PM »
1.0.5
Sat, 5 September 2020

French revamp + new victory mode

- Added : French cavalry, soviet conscript, soviet infantry 43, german infantry 43.
- Added : New victory mode, holding X number of VPs for Y amount of turn. I am going to make an updated / new map editor tutorial and post it on youtube soon to make sure everything is clear for everyone !
- Added : Tooltips in the map editor.
- Added : Choice of 2 scenarios when winning and choice of 2 scenarios when losing. Before, it was always choice between 2 when winning or losing there was no difference. Now you can plan all scenarios for both possibilities of how the scenario ends.

- Change : Volkssturm graphics.
- Change : I remade all french units.
- Change : Planes don't crash anymore when they have no fuel, when reaching 0 fuel they won't be able to attack anymore and will get half of their total MPs per turn to move back to an allied airfield.
- Change : Ammo and fuel icons (yellow/red or not showing at all) are now updated every single second.

- Fix : Planes not losing fuel when hitting next turn (loss of 1 for idling).

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #31 on: September 06, 2020, 11:51:52 PM »
1.0.6
Sun, 6 September 2020

LOTS of fixes + Falaise Pocket scenario (Allied campaign)

- Added : Falaise Pocket campaign scenario for the Allies (GB/US) (Played this morning with my dad, was fun).
- Added : Thumbnail size check in the mod editor, it now won't let you upload if your thumbnail is too big (instead of letting you and getting an error right after).

- Change : M24 Chaffee as recon unit.
- Change : Paratroopers can't be dropped in rainy / snowy weather.
- Change : Plane's visibility during rainy / snow weather is down to 0, they can move, but can't see anything (Thanks dad).
- Change : The rain / snow risk % per turn is now based on ALL months of the year (Thanks dad). 5% during summer (July and August) and up to 50% in autumn, and values in between for other months of course.
- Change : AA can't attack planes during rainy / snowy weather (Thanks dad).

- Fix : Can't load overlay in the map editor.
- Fix : AI not taking VP even when next to it sometimes.
- Fix : Couldn't set a VP as normal in the map editor.
- Fix : You could add horses to bunkers / coastal batteries in the store.
- Fix : AI froze when you made a commander with a range < 2 (Thanks Pixel).
- Fix : Empty choice showing at the end of a scenario.
- Fix : Unit with a visibility of 2 in the store would get the "eye" icon of the recon units even though they weren't actually recon units leading to misunderstandings.
- Fix : Custom game maps are now refreshed when you open the menu.
- Fix : When loading a map when playing PBEM with someone and all players are human it would be the wrong player playing in some cases.
- Fix : Units when supporting its allies would be seen but if there were 2 on its tile both of them would be shown at the same time creating a visual glitch.
- Fix : Could play a campaign scenario without the fog of war.
- Fix : Staghound stats (more hard damage).
- Fix : Recon planes would be defending allied bombers when attacked (wtf ? Imagine the Fi 156 attacking a P-51D xDDD).
- Fix : When loading a map, if the weather modifier has been applied, it would be applied a second time (-1 MP then another 1 MP etc).
- Fix : When killing a unit, I added a delay to show your unit's path, instead of having to click on your unit a second time to actualize it.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #32 on: September 08, 2020, 01:56:47 PM »
1.1.0
Mon, 7 September 2020



Clouds + Operation Market Garden + Fixes

- Added : Cloud system (very low impact on performances). Scales with map size, you can enable / disable it in the settings. There are more clouds during rainy weather / snowy weather.
- Added : Operation Market Garden for the Allies (available after the Falaise Pocket scenario).

- Change : Paratroopers now have more MPs (7) when they are airborne.

- Fix : Season change not working (Thanks @Rommel).
- Fix : Artillery damage dealing when at 1 tile away from target.
- Fix : When hiding UI in the map editor, the right click panel could get stuck / wouldnt go away.
- Fix : Tooltip not leaving in map editor once you hit the "Replace unit" button.
- Fix : Stats not being updated when getting into : trains/landing craft/plane or out of them.
- Fix : Weird paratrooper orientation when being dropped.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #33 on: September 08, 2020, 01:58:19 PM »
1.1.1
Tue, 8 September 2020



Soviet campaign almost complete + german campaign fix

- Added : Almost all missing scenarios to the Soviet campaign.
- Added : Overlord, Falaise Pocket and Market Garden playable as campaigns for Germany.

- Change : Clouds now are hidden if you are high enough over the map.
- Change : Optimization for displaying city names, won't make your game lag anymore when zooming in or out, should be just perfect.
- Change : All bunkers now have a range of 1 instead of 2.

- Fix : Corrected a LOT of german campaigns (Kursk43, Stalingrad42, Moscow42). So basically when making the soviet scenarios, I noticed a LOT of german scenarios were kinda broken, so I fixed them all. Should be all good now ! Sorry for noticing only now ...
- Fix : Operation Compass units were broken.

I will be starting working on the US / japanese campaign soon now.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #34 on: September 09, 2020, 11:16:44 PM »
1.1.2
Wed, 9 September 2020

Land and naval mines + Iwo Jima

- Added : Land and naval mines. Can be spotted by : Infantry, recon land vehicles AND destroyers, submarines. Can't be disarmed / removed yet, I'll add that tomorrow probably I was too tired today. Mines are invisible unless you bring one of those units near them. Don't worry, I haven't placed any in any scenario so no stress :) They are tiles, not units. So any unit walking on any mine will take a random damage from 25 to 40.

- Added : Iwo Jima scenario for both sides (US and Japan) in the campaign. I officially started the Pacific campaign ! I also finished the Philippines campaign map but I forgot I didn't make the Philippine country in the game so, can't include it yet.

- Fix : NATO cavalry not showing.
- Fix : Chronology order for the 2 first scenarios of the Soviet Union.
- Fix : You could mechanize / motorize cavalry.
- Fix : Bug caused when you have created a unit and didnt change the production month to something else than 0. By default it will be set as 1.
- Fix : One instance of AI freeze.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #35 on: September 10, 2020, 03:49:52 PM »
1.1.3
Wed, 9 September 2020

Clearing minefield + new scenarios + new trench tiles + fixes

- Added : Smolensk43 or second battle of Smolensk for both soviet and german campaigns (Right after Kursk).
- Added : Philippines campaign for both japan and US campaigns (1941).
- Added : Possibility to clear minefield using engineers OR destroyers (acting as minesweepers). The minefield will be a target when selecting the unit and by attacking it you will remove it.
- Added : new unit for the US, the Stinson L-5 Sentinel. 1942 scout plane.

- Change : No retreat for units in cities. You can't get them to retreat out of it.

- Fix : AI overlapping bug. Probably the last instance guys, IM HOPING I FIXED ALL OF THEM FOR GOOD.
- Fix : Fighters only are now counted as encirclement. Before, bombers or recon planes were counted.
- Fix : When attacking a unit with a selected unit, if the unit you attacked retreated, it would remove your potential path tiles and you'd have to click again on your unit to see it.
- Fix : When the AI was resupplying its units, even in the fog of war you could see the XP the unit was losing for resupplying, thus indicating the emplacement of the unit :) Must have been around for a while but I noticed it for the first time yesterday haha.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #36 on: September 13, 2020, 01:12:34 PM »
1.1.4
Sat, 12 September 202

Trying versionning + fixes
- Added : AI will now deploy captured units at the end of its turn (Before it was the turn after, so now its same turn).
- Added : When your unit gets a hero, you'll be notified the window will open.
- Added : Hardcore difficulty. AI will start with more money, and spawn even more units than in hard. You don't have any more penalty than in "hard".

- Change : When pressing Next / Previous unit, ONLY units that HAVENT MOVE AND ATTACKED will be selected. If a unit has moved OR attacked, it won't be included in the list. Should be more useful now to make sure you didn't forget to play a unit !

- Fix : Resolution / fullscreen, I set it back as it was before.
- Fix : "Small unit's representation" will now be hidden if the unit has none (Basically if you didnt mod it, so 99% of the time).
- Fix : Stats of the unit you upgrade not being updated as you upgrade it, previously you had to reselect the unit to have its new stats being shown.
- Fix : Unit that didn't retaliate when it died in attack even fi it could retaliate.
- Fix : City names were under units.
- Fix : Money reward and money production per turn weren't updated upon scenario launch (Thanks @Simon).
- Fix : Bug with encirclement damage and how they were calculated.
- Fix : When unit retreated, its tile would be shown as a potential tile for you to move to (even though you couldnt even though you tried).

About versionning, this update is now revertible, meaning you can select the previous updated / game's version if this one broke it.
This is because sometimes when I release an updated there's something I forgot and that might break the whole game, so instead of you not having anything at all to play with, no you can just select a previous version of the game and still play while I polish the new one !

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #37 on: September 13, 2020, 01:27:48 PM »
1.1.5
Sat, 12 September 2020

battle of Okinawa + map resize

- Added : Battle of Okinawa campaign scenario for both Japan and US.
- Added : Plays a random music from the workshop if you downloaded any when you open the game.
- Added : Resize the map how you want in the editor ! You can now add X tiles in all 4 directions (left, right, up, down). MEANING : If you want to make a world map based on my europe map, you can. Just make it bigger on the sides !!
- Added : When quicksaving, the time will now be added so you can have several quicksave (Should work on Windows, please tell me if its not !!).
- Added : Your original map will be backed up when changing its size.

- Change : Maxed winter damage to 10 instead of 50 which caused AI freeze (@Robert).

- Fix : Money production per turn not being updated upon map opening (@Simon).


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #38 on: September 13, 2020, 01:40:53 PM »
1.1.6
Sun, 13 September 2020

Fixes
- Change : Small towns (dark brown) do not produce money per turn anymore.
- Change : BT5 and 7 and pz 38t stats.
- Change : Ships dont suffer from encirclement anymore.

- Fix : UI in the mod manager.
- Fix : Quicksave on windows, without the time.
- Fix : Audio now is looping in the main menu.
- Fix : If a video is playing and a custom music has been chosen to be played in the main menu, the sound of the video will be muted.
- Fix : Resupplying on town had a 0% value, meaning you couldn't resupply when on a town with complex supplies ON.
- Fix : Retaliation visual glitch when 2 units were on 1 tile.
- Fix : Unit won't retreat if they died in combat anymore.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #39 on: September 14, 2020, 01:02:54 AM »
1.1.7
Sun, 13 September 2020

- Fix : When resizing a map, an official one (one of mine) it would create a double copy of it and load the wrong one.
- Fix : Ships potential damage not being correct sometimes.
- Fix : When having unlimited fuel and ammo option on, bombers and artillery would still create attrition and remove ammo + fuel. (@EvilMustDie)
- Fix : When upgrading a unit, its name wouldnt be changed (@EvilMustDie)

Other fixes I forgot about :X


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #40 on: September 15, 2020, 12:00:53 AM »
1.1.8
Mon, 14 September


- Added : Winter trained units as an option (Won’t take damage from the cold). They are free for the Soviet Union and Finland.
- Added : Possibility to remove tiles to your map in all 4 directions in the map editor.
- Added : Possibility to have snow never melts on the tiles you want in the map editor.
- Added : Flag of the owner when right clicking on a unit.

- Change : Improved pathfinding a little bit.
- Change : Selected unit now has a rectangle around it, not an ugly green underneath it.
- Change : Base game winter damage value = 3. You still can change it in the settings if you want.
- Change : Stats of all T34s, gave more armour and more hard damage, it was unbalanced.
- Change : Bigger can move and can attack icon.

- Fix : Now refunds you your truck / horse / mechanized / bomb / drop tank etc upgrade when upgrading a unit that had one of those option, before the money of those option wasnt given back to you.
- Added : Flag of the current player playing.
- Fix : AI embarking unit on a harbour when being set as defensive.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #41 on: September 15, 2020, 12:42:58 PM »
1.1.9
Tue, 15 September 2020

- Change : Reworked eastern front map. Added railroads and more units
- Change / Fix : The way AI controls planes.
- Change : Way the “lock season change” works in the map editor. It will now change all tiles in the painting zone without overwriting the tiles, it only changes the value “true” to “false” or the opposite”, so applying this to old maps won’t be a hassle since you won’t need to redo your map, you brush it quickly :)
- Change : Boats can be resupplied just like any other ground unit, they don’t need to be in a harbour anymore. Their distance to the closest friendly harbour will change the % of supply that gets to them. Same rule as ground units :) Beware of U-Boots cutting your supply line !
- Change : How much money per turn the AI will earn based on the difficulty.
- Fix : Unlimited ammo and fuel (for good, sorryy).

- Fix : Upgrade cost with existing units.
- Fix : Couldn’t add winter trained option to paratroopers.
- Fix : Could buy bunkers or coastal battery out of the editor.
- Fix : Factories and Refineries are now accessible when travelling in train.


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #42 on: September 17, 2020, 02:52:28 AM »
1.1.10
Wed, 16 September 2020

- Added : Supply ships. They are units that can be used to resupply your ships at sea or any unit at the coast, within 1 tile, as long as it is not a plane.
- Added : Tooltip on the quick game button in the main menu, informing they are not so quick.

- Change : Slow AI mode is a bit faster. It was too slow IMO before. Let me know if it is TOO fast, but I doubt so.
- Change : Made notification’s text bigger. You can now actually read it lol.

- Fix : AsI behaviour when there is no major victory point to be taken.
- Fix : AI freeze when there were no major VP that could be captured (@EvilMustDie).
- Fix : Again, “Prev/Next” unit. Should only be units that havent attacks AND haven’t moved.
- Fix : Embark / disembark could be shown for boats.
- Fix : updated 1939 map where Germany as the AI seem to never win over Poland.
- Fix : Bombers being attacked by plane made a bomb noise instead of an MG noise.

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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #43 on: September 19, 2020, 11:35:26 PM »
1.1.11
Fri, 18 September 2020

- Added : Battle of Saipan.

- Change : Winter icon colour (from grey to light blue) for better visibility.

- Fix : AI would mechanize or motorize etc cavalry units.
- Fix : Upgrading unit to winter not showing winter icon (@Robert)
- Fix : Instance of AI freeze (@Robert)
- Fix : Paratroopers removing units under them when deploying. (@Robert)
- Fix : Horse icon not appearing after upgrading with horses (@Robert)


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Offline Asid

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Re: Operation Citadel : Turn-based WWII
« Reply #44 on: September 21, 2020, 11:51:56 PM »
1.1.12
Mon, 21 September 2020

- Change : To unselect a unit, just left click on it back again.

- Fix : Paratroopers drop when no units under them wouldn’t drop correctly.
- Fix : Maps couldn’t be loaded into the game from the workshop.
- Fix : Potential damage would not show custom flag.

Sorry I'm not working as hard as before on the base game, I'm focusing on bringing it onto iOS / iPadOS and Mac app store.

Then will work on Android.

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