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Self Propelled Atrillery Symbol

Posted: Wed Mar 11, 2009 5:13 pm
by Jeffrey H.
Here are the two self propelled artillery symbols. I don't like these so much, but I think they are reasonalbly good looking:

1 if for self propelled atrillery and the other is for self propelled anti-aircraft artillery.

RE: Self Propelled Atrillery Symbol

Posted: Fri Mar 13, 2009 11:59 pm
by Bombur
AI compatible Bombur mod is almost ready. Will be released soon.

RE: Why the AI doesn´t research?

Posted: Sat Mar 14, 2009 12:05 pm
by Grymme
Liked the look of the SP artillery and SPA artillery counters. However they should be placed lower in the picture. When played they show hovering above the ground. Above other counters.

Was actually thinking about stealing them for some own mod. Thats why i bother to point it out. Cant change them myself since they are in black background colour.


RE: Why the AI doesn´t research?

Posted: Sat Mar 14, 2009 2:30 pm
by Jeffrey H.
Hmm....not sure why that is. I have a few hunches though. I had a similar problem with the first attempts at Zeppelins and coastal artillery that Bombur posted pics of. It was due to sizing IIRC. I'll take another look at them.

If you could post a screenie it might help.

RE: Why the AI doesn´t research?

Posted: Sat Mar 14, 2009 6:19 pm
by Bombur
With my new AI version ready, I´m starting to playtest the files. Jeffrey. Here is the PT boat image, it seems somewhat bigger than expected....

Image

RE: Why the AI doesn´t research?

Posted: Sun Mar 15, 2009 1:29 am
by Jeffrey H.
Hrrrm....I didn't see the AI version in the sandbox.
 
I think I can shrink the image down a bit. I'll play with it a little.
 

RE: Why the AI doesn´t research?

Posted: Sun Mar 15, 2009 11:37 am
by Bombur
ORIGINAL: Jeffrey H.

Hrrrm....I didn't see the AI version in the sandbox.

I think I can shrink the image down a bit. I'll play with it a little.

I didn´t upload it....yet....but I can send you the file. Drop me an e-mail to afenelon@terra.com.br and I give you the scenario. I´m playtesting it and would like to know your opinion.

RE: Why the AI doesn´t research?

Posted: Sun Mar 15, 2009 4:59 pm
by Jeffrey H.
Email sent.
 
One of the tricky things about these counter graphics is knowing what the pixel boundary is for the symbols. I've played around with some of the ones that came with the game and found them to roughly be 29w x 22h with the "zero" on the top right corner of the counter.
 
The process I use to create these typically involves actual photos and these are often not easily scaled to the area of the counter allocated to the unit symbol without distortion of the image. 
 
If anyone has found some more info to add on this, I'd appreciate hearing about it.

RE: Why the AI doesn´t research?

Posted: Mon Mar 16, 2009 4:26 pm
by Jeffrey H.
Wow, that mod is a handful !



On a more sedate note, I tweaked the symbols a bit for the PT boat, SPA and SPAA SFT's. They might look a little better.



RE: Why the AI doesn´t research?

Posted: Wed Mar 18, 2009 10:29 pm
by Bombur
New graphics installed. Thank you.

Version 0.99 ready

Posted: Fri Apr 03, 2009 8:54 pm
by Bombur
v0.99 released with both AI and PBEM versions

RE: Asking for suggestions

Posted: Sat Apr 04, 2009 2:01 am
by explorer2
ORIGINAL: Bombur

However, we need recon aircraft. Currently, we can´t use carrier based aircraft due to engine constraints (we will spend all AP to make a recon mission). So I have two alternatives
1-Give cruisers and battleships a very high recon value to simulate embarked aicraft or
2-Place floatplanes on cruisers and battleships (but if you have BB´s and CA´s in the same fleet as carriers, we will have the same troubles with recon)
So, what alternative is better? Any idea?

I have the same issue in WaW Revised I'm working on. I though that by adding a special air scout plane, like the ones used by the Allies in WWII, I could solve the problem, BUT not so easy. 2 problems:
1. The game does not have separate recon due to distance modifiers for navy and air. Therefore if you say that the recon mod for 1 hex away is 50% for a naval unit, id does the same for ground units, which isn't acceptable.
2. Air units recon only applies to the one hex (plus distance modifiers- see #1) that it "targets"

So I found using air units for naval recon not to actually be nearly as effective as using naval units with higher recon values, since they can apply their recon to more than one hex as they move.
And since WaW is confined to WWII, it's an easy choice of what ship to give the recon to - Carriers, even though most BB and some CA did have float plane recon, it was standard fare for carriers.
Just my two cents worth.

RE: Asking for suggestions

Posted: Tue Apr 07, 2009 10:10 pm
by Bombur
Yes, I gave high recon values for carriers, battlehips and cruisers too. However, the recon range is too short....

RE: Asking for suggestions

Posted: Tue Apr 07, 2009 10:12 pm
by Bombur
v0.99 has an issue with missiles, which were rated as land, instead of air units...will be fixed as soon Lunaticus finishes with me in our playtest game....sigh

RE: Asking for suggestions

Posted: Wed Apr 08, 2009 1:54 am
by explorer2
ORIGINAL: Bombur

Yes, I gave high recon values for carriers, battlehips and cruisers too. However, the recon range is too short....

Do you know that there is a modifier for this? You can adjust the strength of the recon for up to 4 hexes around the unit. Problem is it's universal- it applies to ALL units: land, air, sea.
Currently I think the values are:
1 hex: 100%
2 hex: 25%
3 hex: 05%
4 hex: 01%

So a unit with 100 recon will generate 100 recon in the hexes adjacent to it and 1 pt of recon in hexes 4 away from it.

YOu probably knew that already.
Hope Vic changes this in next game.

RE: Asking for suggestions

Posted: Wed Apr 08, 2009 9:05 pm
by Jeffrey H.
So it is possible for an air unit to have extended recon range, (more than 4 hexes) around the target hex only, but not possible for other units to have an extended range beyond 4 hexes from themselves ?
 
Given the scale of the games, I suppose that makes some sense, it really isn't a tactical squad level type game.
 
 

RE: Asking for suggestions

Posted: Thu Apr 09, 2009 1:00 am
by explorer2
Not possible for ANY unit to have recon beyond 4 hexes, and not possible for air, sea, and land units' to have different Modifiers of what the percentage of recon will be applies to hexes 1 distant, 2 distant, 3 distant, and 4 distant. Each SFT can of course have its own number of recon points.

RE: Asking for suggestions

Posted: Thu Apr 09, 2009 8:17 pm
by Bombur
Actually the big trouble for air units isn´t recon range itself but their inability to generate recon points in the path to target area. This is ok. for land recon but cripples naval aircraft search.

RE: Asking for suggestions

Posted: Fri Apr 10, 2009 1:51 am
by explorer2
ORIGINAL: Bombur

Actually the big trouble for air units isn´t recon range itself but their inability to generate recon points in the path to target area. This is ok. for land recon but cripples naval aircraft search.

I couldn't agree more. But it would also be nice if there could be separate recon modifiers for naval, air, and land units. Air would typically see the furthest, then naval, then land.

RE: Asking for suggestions

Posted: Sat Apr 11, 2009 1:35 pm
by Bombur
A few changes will de done.
Missiles are working in v0.99, as they were, by mistake, rated as land (instead of air) units. Fixed.
Costs for motorized transports halved for next version.