Telegraph CablesFri, 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!