Crusade in Europe 20km Pre-Release Thread
Re: Crusade in Europe 20km Pre-Release Thread
Looks really good. Can't wait to play it. Hope it doesn't make my pc crash though
Re: Crusade in Europe 20km Pre-Release Thread
You will likely need plenty of RAM, but the base game code is so tight that aside from a couple of segmentation errors (which didn't repeat upon the autosave reload) I've had zero issues.
Once again I have run afoul of more script errors, so it's back to Sept 1st 1939 again. Won't be calling anyone during a holiday weekend, so if I can get to June 22 1941 with no issues this time volunteers can look for a PM during the week of December 1st.
Once again I have run afoul of more script errors, so it's back to Sept 1st 1939 again. Won't be calling anyone during a holiday weekend, so if I can get to June 22 1941 with no issues this time volunteers can look for a PM during the week of December 1st.

Re: Crusade in Europe 20km Pre-Release Thread
How will the USA be represented/handled?
I don't see anything of the western hemisphere in the maps.
I don't see anything of the western hemisphere in the maps.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: Crusade in Europe 20km Pre-Release Thread
That's because I cut it off for the page 1 screenie. As I said somewhere, it's there, from the Chesapeake Bay up to Hudson Bay and over to Labrador Island. I didn't tilt it to be consistent with the European map because it would end up with St. Johns 20 hexes from Ireland (or, if I maintained the distance, with the US reduced to everything north of Philadelphia), but it has been moved north. Hard map limits mean the Atlantic is about 2/3rds as wide as it would otherwise be, which is ok for playability.
Last edited by Elessar2 on Fri Nov 22, 2024 10:25 pm, edited 1 time in total.
Re: Crusade in Europe 20km Pre-Release Thread
Ok, sounds good.
"Part of the $10 million I spent on gambling, part on booze and part on women. The rest I spent foolishly." - George Raft
Re: Crusade in Europe 20km Pre-Release Thread
Now are you going to do this. Those you pick just play, or you going to ask or assign a country to each of us for hard core kick the tire test.
Re: Crusade in Europe 20km Pre-Release Thread
Keep up the great work, hopefully we can get some news soon 

Re: Crusade in Europe 20km Pre-Release Thread
I am in late August 1940, no game killing bugs this time and game balance at the moment looks ok, but will have a lot of revisions to do first once I terminate the run-through. I'll do some Barbarossa and North Africa screenies this weekend.
- Platoonist
- Posts: 3042
- Joined: Sun May 11, 2003 4:53 am
- Location: Yoyodyne Propulsion Systems
Re: Crusade in Europe 20km Pre-Release Thread
that looks amazing.
Re: Crusade in Europe 20km Pre-Release Thread
Yup, nice concentrations of forces. And so many Italians. We are waiting for our turn in testing the map and stuff
Btw, that is a lot of HQs... 15 for Germans there? Are there all necessary for providing supply? I'm just saying that managing attachments might be a hassle, maybe like +2 units attached and -20% HQ units could be considered, no idea.

Btw, that is a lot of HQs... 15 for Germans there? Are there all necessary for providing supply? I'm just saying that managing attachments might be a hassle, maybe like +2 units attached and -20% HQ units could be considered, no idea.
Re: Crusade in Europe 20km Pre-Release Thread
That is precisely what is happening; a request has been made to the devs on that score (manual HQ-to-HQ attachments). Yes, given how the front will fan out they most certainly are necessary, but trying to manage said connections is like trying to herd cats.Beriand wrote: ↑Thu Dec 12, 2024 5:32 pm Yup, nice concentrations of forces. And so many Italians. We are waiting for our turn in testing the map and stuff![]()
Btw, that is a lot of HQs... 15 for Germans there? Are there all necessary for providing supply? I'm just saying that managing attachments might be a hassle, maybe like +2 units attached and -20% HQ units could be considered, no idea.
Re: Crusade in Europe 20km Pre-Release Thread
I going to show I am little slow here. There do I get that unit MOD from looks great.
Re: Crusade in Europe 20km Pre-Release Thread
How are things looking, when can this beauty be tested?
Re: Crusade in Europe 20km Pre-Release Thread
I know I've become a broken record, pushing back my planned testing date over and over, but I just finished my current playtest today, end date of late November '41, and now have a whole host of changes to make. Good news is that once I ensure that there are no gamebreakers left lurking in the thing, and do some key tests of certain things to make sure they are working correctly, I should be able to call in the posse soon after the new year.
Re: Crusade in Europe 20km Pre-Release Thread
NP, were here when you get the quirks out.
Re: Crusade in Europe 20km Pre-Release Thread
NP, were here when you get the quirks out.
Re: Crusade in Europe 20km Pre-Release Thread
everything ok?
Re: Crusade in Europe 20km Pre-Release Thread
Yeah, kinda.
This, for 4+ years now, has been a constant dance of 2 steps forward, 1 step back. Right before the holidays I ran into several scripts which refused to fire despite them being almost wholly vanilla ones which only typically needed the hex coordinates changed to port them over. Several days of looking them over until my eyeballs bled revealed no errors that I could identify.
But, since I decided to shift to doing a Barbarossa scenario (since everything else basically depends on that working well-currently reading Operation Barbarossa and Germany's Defeat in the East by David Stahel note, those scripts can just be wiped out of existence (most involved territories which didn't flip control), while I ask for help from TPTB to try to fix the original scripts for the base scenario at some later date.
Unfortunately my timetable for a move from my current apartment into an actual house got sped up by a number of months when I found my dream place earlier this month, so most of my energy will be devoted to that for the next two months. But I'll try to get the Barb. version hammered into some workable form and turn my testers loose on it, but I will no longer provide estimates on completion timetables.
This, for 4+ years now, has been a constant dance of 2 steps forward, 1 step back. Right before the holidays I ran into several scripts which refused to fire despite them being almost wholly vanilla ones which only typically needed the hex coordinates changed to port them over. Several days of looking them over until my eyeballs bled revealed no errors that I could identify.
But, since I decided to shift to doing a Barbarossa scenario (since everything else basically depends on that working well-currently reading Operation Barbarossa and Germany's Defeat in the East by David Stahel note, those scripts can just be wiped out of existence (most involved territories which didn't flip control), while I ask for help from TPTB to try to fix the original scripts for the base scenario at some later date.
Unfortunately my timetable for a move from my current apartment into an actual house got sped up by a number of months when I found my dream place earlier this month, so most of my energy will be devoted to that for the next two months. But I'll try to get the Barb. version hammered into some workable form and turn my testers loose on it, but I will no longer provide estimates on completion timetables.