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Post by valorius on Oct 25, 2021 15:19:58 GMT
World should just show up in the menu in the latest version. It does for me. Oops, i'm thinking of the pacific theater- never mind.
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Post by teophrastusbombastus on Oct 25, 2021 22:21:29 GMT
Hi Jeff, I want to try the World scenario, how do I have to install the WORLD.zip into the PGX folder ? It says install into DATA and BMP, so the whole content has to go into both ? I remember from much earlier in the year he tried the World stuff and ran into trouble. Also, he went for the BoW scenario and could not find all the files. Those I think I have the lot and sent. What I never again saw are the 200X200 sectors of the "medium" World map, known then as World test map. From that one I have the super sectors - those that were made of each sector surrounded by all the adjacent sectors. I believe those were needed for units going between different sectors. But you should be talking about the Big World map, the one with 300X300 sectors. Actually the sectors could be bigger and so fewer - the editor handles up to 1000X1000.
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Post by valorius on Oct 26, 2021 16:12:48 GMT
I've looked at the pacific map a few times and thought about playing, but it always intimidated me with how long it would take in game hours. Couldn't even imagine playing the world map.
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Post by jeff on Feb 2, 2022 16:37:25 GMT
Hey Folks, Sorry I have not posted in a while. Those pesky Holidays ! I have been playing the daylights out of the game though. I will have a new version ready soon. A LOT of AI tweaks. I actually LOST as the Germans in the first time ever to the AI !!! I was tickled to death. I did play sloppy at first. Had some weird luck with the politics. USSR declared war on me early. The US did not bother to declare war on me until almost 1943 I think. I added some Lend Lease stuff. The US will loan money, and transfer old ships to allies at times. I have started cleaning up the Pacific 1941 scenario. I saw the Midway (2019) movie. And got into the Pacific mood.
I am fixing aircraft so they can load into Naval Transports. They must start their turn over a port. I will just assume there is an air field big enuff to land only....somewhere in the hex. They load in Naval Transport, and can sail away. (Vast distances on the Pacific map encouraged me to finally do this.) Ferrying them around via Aircraft Carrier was sort of a pain in the backside to code. It is in there, and can still happen, but, I felt I needed additional work in this area. I think they will have to be in a port to unload ? Actually right in the middle of coding it now. I get the Human part done first, and then try to get the AI to take advantage of it.
Deleted a LOT of old code. Added a bunch of new code.
Made some changes to the scenario files, and some map tweaks too. US, and New Zealand will start as a member of the Allies. I need to add some Oil Resources to the map too. Anyway....I will try to get it wrapped up as soon as I can.
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Post by teophrastusbombastus on Feb 2, 2022 21:58:15 GMT
Hey Folks, Sorry I have not posted in a while. Those pesky Holidays ! I have been playing the daylights out of the game though. I will have a new version ready soon. A LOT of AI tweaks. I actually LOST as the Germans in the first time ever to the AI !!! I was tickled to death. I did play sloppy at first. Had some weird luck with the politics. USSR declared war on me early. The US did not bother to declare war on me until almost 1943 I think. I added some Lend Lease stuff. The US will loan money, and transfer old ships to allies at times. I have started cleaning up the Pacific 1941 scenario. I saw the Midway (2019) movie. And got into the Pacific mood. I am fixing aircraft so they can load into Naval Transports. They must start their turn over a port. I will just assume there is an air field big enuff to land only....somewhere in the hex. They load in Naval Transport, and can sail away. (Vast distances on the Pacific map encouraged me to finally do this.) Ferrying them around via Aircraft Carrier was sort of a pain in the backside to code. It is in there, and can still happen, but, I felt I needed additional work in this area. I think they will have to be in a port to unload ? Actually right in the middle of coding it now. I get the Human part done first, and then try to get the AI to take advantage of it. Deleted a LOT of old code. Added a bunch of new code. Made some changes to the scenario files, and some map tweaks too. US, and New Zealand will start as a member of the Allies. I need to add some Oil Resources to the map too. Anyway....I will try to get it wrapped up as soon as I can. Sloppy or not, if you have the misfortune of waking up the air elementals of Allies plus early entry US while tackling the Soviet on the other end... I've already survived that with production rationing and very early huge investment in heavy AD. But I also ditched two or three matches after seeing columns protected by several 15 strength 8.8s melt away like ice cream in the Portuguese summer. Loans and old equipment gifts are nice additions to the Diplomacy section, to join the already existing fuel "pooling". While you're in Pacific mood, and furthermore coding things like shipping airplanes by sea transport, I take the opportunity to remind the idea of a few years ago about sea planes based in ports instead of airfields. Not to mention some smaller types operated from capital ships. Those were, I think, operated in very small numbers if not just one for each ship. Oil: My Bowbastus edit lacks (nearly) all in terms of landscape but it does have a nice number of oil sources marked. For instance, in the Borneo Island I marked 6 oil sources (looking it up now). There are more marked nearby in Java and other Indonesian islands. Perhaps less famous, there's one marked in China... All that was marked was somewhat researched, so, if you feel like cutting down on oil source researching the Bowbastus map edit is a good option. A final note inspired by the reference to the "vast distances on the Pacific map": There's old talk in the JPs archives, and new talk here, about "mass move tool" aids, particularly for naval groups. Recently, something much less glamorous but probably easier to implement came to my mind. A dialog box allowing the player to insert the desired final coordinates of the movement, preferably at least an additional waypoint (to help going around things) Game would have to calculate and memorize the stages, I suppose. Still much more player work than a "select all units in this rectangle and move them there" thing... But it would be possible to forget some ships for some turns...
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Post by jeff on Feb 18, 2022 17:49:56 GMT
version 773 posted Feb. 18, 2022 Yes, the Pacific definitely needs Fleet Movement. There is an Attack/Defend button already. Click Attack, then the hex...the unit will just move that way. (It probably needs a bit of work.) I started to add some Oil Resources to the Pacific map, but forgot. I will get them next update. I have some maps showing where most of them were. I worked quite a bit on the Naval Air AI. I still have a lot of work to do. Hopefully there will not be too many bugs in this version. I played quite a few turns to test it out. Nothing bad happened so far. I may actually have to fix an AI difficulty level soon. The AI grouping his artillery really slows my attacks down. Spitfires are killing my Bf-109's as fast as I can build them too ! Actually I am quite tickled.
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Post by jeff on Feb 18, 2022 17:57:14 GMT
While messing around with the Air Units using Naval Transport. I found out...they already could !! If they have the Passenger type option set. So, the fix was just built into the equipment file. If you set air units to passenger type 1 (I think ?) They can use Naval Transport. They just have to be over a port at the start of their turn. The AI does not know that yet, and I am not sure I fixed the equipment file yet either. I took the Naval Movement option off the options page. It was not working quite like I expected. The new R/D rules caused a bit of confusion. So, I just doubled the ships movement in the equipment file. (Pacific Theatre only) Triple movement was crazy large, and caused the game to lag. (There was an enormous area to check for attacks with BB's having like 72 movement !) That was like 140x140 possible hex area to check for ships with 70 movement. Double seems like a nice balance. Subs move around 18, fast carriers I think 36 now. Most air units can still outrange their movement too. which is good.
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Post by valorius on Feb 21, 2022 5:38:48 GMT
version 773 posted Feb. 18, 2022 I may actually have to fix an AI difficulty level soon. The AI grouping his artillery really slows my attacks down. Spitfires are killing my Bf-109's as fast as I can build them too ! Actually I am quite tickled. I had a feeling you'd be impressed with the massed artillery idea. It adds an enormous challenge. Especially with self propelled guns! Thanks for the new version Jeff.
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Post by jeff on Feb 21, 2022 15:55:11 GMT
I was playing a bit yesterday and noticed the French, and British were getting a LOT of production each turn. I checked the options screen, and found out I had set the AI production to 'x 2' at some point ! Yikes, I have no idea how long I have been playing with that option. So I stuck a message in the gain production section telling the player that the 'AI was gaining production x 2, etc.' Just to remind me in case I had forgotten to change it. No wonder the British were buying so many Spitfires !
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Post by valorius on Feb 23, 2022 4:30:05 GMT
The production multiplier button is the great equalizer for the AI.
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Post by jeff on Jun 9, 2022 12:38:09 GMT
New Version 774 posted June 9, 2022 web.utk.edu/~jcrouch/ Fixed Chinese medal display in Pacific scenario. A Lot of other minor fixes and changes. Jeff
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Post by jeff on Aug 18, 2022 22:21:36 GMT
New Version 776 posted August 18, 2022 Worked on the AI a bit. Actually cut the AI down a bit. So it does not move it's artillery around quite as much. Seems to be a bigger pain than when it moves them around.
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Post by konzev on Aug 19, 2022 14:37:35 GMT
You got me back into the game !
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Post by valorius on Aug 20, 2022 6:02:48 GMT
Excellent i look forward to trying the new version!
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Post by valorius on Aug 20, 2022 6:07:37 GMT
New Version 776 posted August 18, 2022 Worked on the AI a bit. Actually cut the AI down a bit. So it does not move it's artillery around quite as much. Seems to be a bigger pain than when it moves them around. The 776 version link on your page isnt working for me Jeff.
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