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Re: Universal Wargaming Platform
Posted: Mon Aug 15, 2022 11:32 pm
by mainsworthy
Dont know what I have done, but your email is no longer in my inbox, but i can see sent in my outbox, so if i miss a message sorry.
I have added Sea, Rivers, Roads, planes, Mapdata entry and save. you wont see much untill a map has had some data entered into it. but its all in now
https://witaman.itch.io/the-operational-wwii
Re: Universal Wargaming Platform
Posted: Tue Aug 16, 2022 2:13 pm
by mainsworthy
Added Multi maps, multi scenarios and got it ready for games to be added, I think thats it for programing
https://witaman.itch.io/the-operational-wwii
Re: Universal Wargaming Platform
Posted: Tue Aug 16, 2022 3:21 pm
by mainsworthy
wsit
Re: Universal Wargaming Platform
Posted: Wed Aug 17, 2022 6:48 pm
by mainsworthy
edit
Re: Universal Wargaming Platform
Posted: Wed Aug 17, 2022 8:36 pm
by mainsworthy
edit
Re: Universal Wargaming Platform
Posted: Thu Aug 18, 2022 5:43 pm
by mainsworthy
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Re: Universal Wargaming Platform
Posted: Fri Aug 19, 2022 3:19 pm
by cathar1244
Looks nice, Mainsworthy.
The more aspects (like sea transport loading/unloading costs) that you can allow a scenario designer to set the values for, the better.
Cheers
Re: Universal Wargaming Platform
Posted: Fri Aug 19, 2022 3:29 pm
by mainsworthy
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Re: Universal Wargaming Platform
Posted: Fri Aug 19, 2022 3:46 pm
by RangerJoe
mainsworthy wrote: Fri Aug 19, 2022 3:29 pm
cathar1244 wrote: Fri Aug 19, 2022 3:19 pm
Looks nice, Mainsworthy.
The more aspects (like sea transport loading/unloading costs) that you can allow a scenario designer to set the values for, the better.
Cheers
Thanks, I imagine Ports can be easier to load and unload with more favourable Move Costs too. Planes fly over land costs as well. and you can set move costs so high it can make some areas impassable like high mountains or something, I also made a zero move costs for fast travel on roads.
Another option for movement would be to set movement along roads as one (or any other number) and then have movement on any other terrain as a multiple of that. So if the roads are set at one movement point, open and flat terrain might be 1.3 points, hills could be 2 points, forests could also be 2 points, while mountains may be 4 points. At least for land units. The mountain classification then should be based upon the height difference and distance involved from the surrounding land so you get the percentage of slope. So what some people might call a steep hill due to its elevation above sea level could be considered a mountain in game terms due to the steepness of the terrain.
Re: Universal Wargaming Platform
Posted: Fri Aug 19, 2022 3:53 pm
by mainsworthy
RJ yes a slope is a good use of Move Costs. It would look a lot better with some decent Maps , if I get a Map made then with all the slopes etc... then it could just be a matter of setting all the units in position with their stats.
Re: Universal Wargaming Platform
Posted: Fri Aug 19, 2022 4:07 pm
by RangerJoe
mainsworthy wrote: Fri Aug 19, 2022 3:53 pm
RJ yes a slope is a good use of Move Costs. It would look a lot better with some decent Maps , if I get a Map made then with all the slopes etc... then it could just be a matter of setting all the units in position with their stats.
The US Army considers any slope of greater than 7.5% to be an obstacle. If you have ever driven or even walked any steep hills, you probably understand that. But for vehicles like trucks loaded with supplies or fuel, the load becomes unbalanced in the sense that more weight is over certain axles and less on other axles leading to an increase in breakdowns as well as maintenance. That could also be shown in the higher movement costs.
Re: Universal Wargaming Platform
Posted: Fri Aug 19, 2022 4:57 pm
by mainsworthy
OK RJ!, I have changed Roads and Rail to 1 Move Cost, Rough ground to 2 Move Cost, it made perfect sence, I am calling this the Ranger Joe update

Thanks RJ it definatly was correct, zero move cost allowed unlimited movement on Rails.
OK! I will try to be Clear as to what's needed.
The Chits are autogenerated art, so not unit images are required.
I need three Maps 3600x3600 res. They don't use hexes as the game will put the hexes on top of the Maps. the game is more a Land based game rather than sea, but small areas of sea is OK. after the Maps are made all the hexes on the Map need to have there Move Cost input and saved.
Then 5 scenarios per Map have to be created, all the chits need to be placed on the Map and all the Stats need to be input per chit.
Do you guys want the game to be open source? I can decide if there is enough interest, but I am trying to keep it pure, so you dont get loads of offshoots, because the code is very complex, and I am pretty sure it will be very hard to follow.
I would also like someone to write a manual.
Re: Universal Wargaming Platform
Posted: Sat Aug 20, 2022 9:01 pm
by mainsworthy
All Prior versions Failed to delete Units after they were destroyed, so they did not work, its fixed now, this shows how play testing helps.
Re: Universal Wargaming Platform
Posted: Sun Aug 21, 2022 9:41 am
by cathar1244
@Mainsworthy
Took a look at your program. You've done a lot of work.
I like the ability to enter movement cost per hex.
Some ideas:
* differing movement costs for mechanized, horse, and foot units
* different movement costs depending on season of year (weather effects)
* Is it possible to allow a 90 degrees turned orientation of the hex grid?
Regarding combat.
Honestly not thrilled with another program that does combat for me. Maybe it is just me, but I would prefer a system in which the program allows me to build a combat results table. I realize this is easier said than done, but a preference just the same.
I like that your product does not rely upon external systems like Java. The less external baggage, the better in my opinion.
Cheers
Re: Universal Wargaming Platform
Posted: Sun Aug 21, 2022 2:20 pm
by mainsworthy
cathar1244 wrote: Sun Aug 21, 2022 9:41 am
@Mainsworthy
Took a look at your program. You've done a lot of work.
I like the ability to enter movement cost per hex.
Some ideas:
* differing movement costs for mechanized, horse, and foot units
* different movement costs depending on season of year (weather effects)
* Is it possible to allow a 90 degrees turned orientation of the hex grid?
Regarding combat.
Honestly not thrilled with another program that does combat for me. Maybe it is just me, but I would prefer a system in which the program allows me to build a combat results table. I realize this is easier said than done, but a preference just the same.
I like that your product does not rely upon external systems like Java. The less external baggage, the better in my opinion.
Cheers
differing movement costs for mechanized, horse, and foot units, this one is easy, already done, you can give any unit any move points, what the game does at the mo is auto generate everything but needs a scenario setup with all the correct values, its work though .
90 degrees turned orientation thats very interesting.
have you seen the combat buttons for full attack,limited attack, or infantry only, or missiles only (artilary), these can be applied many times in the same combat, so you could use missiles only to use only artilary for example, the scenarios need to have all the units setup correctly, but i get what your saying. I think it would be a good idea to expand combat options and add things like armour attacks etc... the more i think about this the more i like the idea of building the combat thx
I shall think on all you have said, weather may be someting i can do easy
Ps thx for trying it out and for your interesting feedback, I shall consider what to do.
Re: Universal Wargaming Platform
Posted: Sun Aug 21, 2022 6:25 pm
by mainsworthy
just added Difficulty settings to startup screen. so its going well.
Re: Universal Wargaming Platform
Posted: Mon Aug 22, 2022 7:32 am
by mainsworthy
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Re: Universal Wargaming Platform
Posted: Wed Aug 24, 2022 1:06 am
by mainsworthy
added a new A.I , so now you can choose Normal and Advanced A.I. the advanced A.I. is more commited in its actions, where the Normal is loose. and the battle Planner is new and wroks well. there are A.I. bonus options, and an auto generated Rail network, auto gen Maps. all move costs done. and a great aggression setting , the aggression is like Ageod stance only you have 240 settings and to much aggression is negative, so you have to watch each units aggression in combat
I do belive I have finished, so its upto Tom and you guys now, I am here for any fine tuning but I feel I have got it to where I want now.
Re: Universal Wargaming Platform
Posted: Thu Sep 01, 2022 12:55 am
by mainsworthy
OK I have finally done the coding, it has 3 A.I.s and difficulty settings, it has a Rail network generator , a Map generator (this means you can play the game from now) ,it has a battle planner, I had to fix quite a lot and is now all tested. So its over to you guys, it needs 3 Maps with source and artist details, it needs the Move Costs for the Maps entered and saved, it needs 15 scenarios setup and saved, it needs a manual.
Now that the coding is finished its worth making the hard work of scenarios setup. I feel like I have done all I can, you can play it now with Map gen, it even generates move costs etc...
So please feel free to download and create,
https://witaman.itch.io/the-operational-wwii
Re: Universal Wargaming Platform
Posted: Mon Sep 05, 2022 5:12 am
by mainsworthy
I have had some issues I apologise, its so hard to playtest when your programming it, you fix something and it breaks something else, thats what happened only it broke lots, but its all fixed, and I have finished
https://witaman.itch.io/the-operational-wwii , its at v9002 now, no more will be done, if there is no interest in the near future i will discontinue it. 76mm has gone offline so i dont know what he thinks, anyway final post .