3.2 Elmer changes *SPOILERS*
Moderators: ralphtricky, JAMiAM
- ralphtricky
- Posts: 6675
- Joined: Sun Jul 27, 2003 4:05 am
- Location: Colorado Springs
- Contact:
3.2 Elmer changes *SPOILERS*
You probably don't want to read this if you're a player and not a designer...
There are some mild spoilers about Elmer's new behavior at the bottom.
I've tried to make him better on the attack, and also able to handle sea and airborne/airmobile warfare.
New Feature...
VisibleAI If you trun on the option in the INI file, this will be enabled. - This is intended for troubleshooting the AI. If playing the AI against the AI, if you hold down on the CTRL key, you will see detailed information on the current state of the AI. for the formation that just moved.
FIXES
The Air AI now respects the same rules humans do for status changes
Elmer can no longer take units out of Garrison mode.
CHANGES
Seaborne units will not loop back to their starting objective.
Elmer will now attack better on the offense.
The Navy will now concentrate more. It doesn't look as nice, but it works with the new AA rules better.
Elmer now works better to get back into supply when unsupplied,
Elmer now works better on seaborne scenarios, If an objective is on the beach, he will land on the beach, or land on nearby capturedc ports.
Elmer shouldn't put Artillery, HQs, and similar untis into enemy terrotory.
Elmer's artillery is more potent now. He puts his artillery into tactical reserve after moving to make it more likely to help overruns, and better support attacks, before he would dig in, this should help with fluid attacks, and possibly defenses.
NEW FEATURES *SPOILERS*
There have been rumors[:D] that Elmer will now occasionally launch air or sea attacks behind your lines even after the first turn or from other than objective 0[&:] A clever designer might use this to create havoc on unsuspecting players.[&o] The rules are the same as required to launch a normal seaborne attack. If you don't want this to happen, be careful to set the sea and airlift capabilites to 0. Elmer isn't as smart about it as he should be yet, and will sometimes do silly things, but...
There are some mild spoilers about Elmer's new behavior at the bottom.
I've tried to make him better on the attack, and also able to handle sea and airborne/airmobile warfare.
New Feature...
VisibleAI If you trun on the option in the INI file, this will be enabled. - This is intended for troubleshooting the AI. If playing the AI against the AI, if you hold down on the CTRL key, you will see detailed information on the current state of the AI. for the formation that just moved.
FIXES
The Air AI now respects the same rules humans do for status changes
Elmer can no longer take units out of Garrison mode.
CHANGES
Seaborne units will not loop back to their starting objective.
Elmer will now attack better on the offense.
The Navy will now concentrate more. It doesn't look as nice, but it works with the new AA rules better.
Elmer now works better to get back into supply when unsupplied,
Elmer now works better on seaborne scenarios, If an objective is on the beach, he will land on the beach, or land on nearby capturedc ports.
Elmer shouldn't put Artillery, HQs, and similar untis into enemy terrotory.
Elmer's artillery is more potent now. He puts his artillery into tactical reserve after moving to make it more likely to help overruns, and better support attacks, before he would dig in, this should help with fluid attacks, and possibly defenses.
NEW FEATURES *SPOILERS*
There have been rumors[:D] that Elmer will now occasionally launch air or sea attacks behind your lines even after the first turn or from other than objective 0[&:] A clever designer might use this to create havoc on unsuspecting players.[&o] The rules are the same as required to launch a normal seaborne attack. If you don't want this to happen, be careful to set the sea and airlift capabilites to 0. Elmer isn't as smart about it as he should be yet, and will sometimes do silly things, but...
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
RE: 3.2 Elmer changes *SPOILERS*
ORIGINAL: ralphtrick
You probably don't want to read this if you're a player and not a designer...
There are some mild spoilers about Elmer's new behavior at the bottom.
I've tried to make him better on the attack, and also able to handle sea and airborne/airmobile warfare.
New Feature...
VisibleAI If you trun on the option in the INI file, this will be enabled. - This is intended for troubleshooting the AI. If playing the AI against the AI, if you hold down on the CTRL key, you will see detailed information on the current state of the AI. for the formation that just moved.
FIXES
The Air AI now respects the same rules humans do for status changes
Elmer can no longer take units out of Garrison mode.
CHANGES
Seaborne units will not loop back to their starting objective.
Elmer will now attack better on the offense.
The Navy will now concentrate more. It doesn't look as nice, but it works with the new AA rules better.
Elmer now works better to get back into supply when unsupplied,
Elmer now works better on seaborne scenarios, If an objective is on the beach, he will land on the beach, or land on nearby capturedc ports.
Elmer shouldn't put Artillery, HQs, and similar untis into enemy terrotory.
Elmer's artillery is more potent now. He puts his artillery into tactical reserve after moving to make it more likely to help overruns, and better support attacks, before he would dig in, this should help with fluid attacks, and possibly defenses.
NEW FEATURES *SPOILERS*
There have been rumors[:D] that Elmer will now occasionally launch air or sea attacks behind your lines even after the first turn or from other than objective 0[&:] A clever designer might use this to create havoc on unsuspecting players.[&o] The rules are the same as required to launch a normal seaborne attack. If you don't want this to happen, be careful to set the sea and airlift capabilites to 0. Elmer isn't as smart about it as he should be yet, and will sometimes do silly things, but...
Most impressive!
To repeat history in a game is to be predictable.
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SMK-at-work
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- sstevens06
- Posts: 287
- Joined: Sun Oct 09, 2005 3:12 pm
- Location: USA
RE: 3.2 Elmer changes *SPOILERS*
Good work - can't wait till you release it!
RE: 3.2 Elmer changes *SPOILERS*
[&o]release it plz
RE: 3.2 Elmer changes *SPOILERS*
All things come to those who wait.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

RE: 3.2 Elmer changes *SPOILERS*
ORIGINAL: Veers
All things come to those who wait.
What, like herpes? [:D]
"I have the brain of a genius, and the heart of a little child! I keep them in a jar under my bed."
RE: 3.2 Elmer changes *SPOILERS*
Ummm...yes...That, and patches. [:D]ORIGINAL: L`zardWhat, like herpes? [:D]ORIGINAL: Veers
All things come to those who wait.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

- ralphtricky
- Posts: 6675
- Joined: Sun Jul 27, 2003 4:05 am
- Location: Colorado Springs
- Contact:
RE: 3.2 Elmer changes *SPOILERS*
Pathes, we don't need no stinkin' patches[:D]ORIGINAL: VeersUmmm...yes...That, and patches. [:D]ORIGINAL: L`zardWhat, like herpes? [:D]ORIGINAL: Veers
All things come to those who wait.
Seriously, the time has been put to good use, I've made a lot of little changes that should have been done earlier. I've just added a separate font for Objectives (and the ability to not display them) Right now, I'm looking at a screen that has the objective numbers in an 18 point font. That's about the same size as the hex, and MAY help to remind me that they're important[:D]. I also said, what the heck, and added the capability to change the colors of the fonts. No good reason, just no reason not to. If you don't like White and Gold, you can define your own colors, or just alter them a little. You can also alter the background in high contract mode, anything from gray to white, or anything in between.
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
RE: 3.2 Elmer changes *SPOILERS*
Ralph, I'm sure you have put your time to good use on the upcoming 'update' (I apploigise for using the word 'patch'). I look forward to seeing all of the new improvements. Kudos to you and the TOAD team for a lot of hard work.ORIGINAL: ralphtrickPathes, we don't need no stinkin' patches[:D]ORIGINAL: VeersUmmm...yes...That, and patches. [:D]ORIGINAL: L`zard
What, like herpes? [:D]
Seriously, the time has been put to good use, I've made a lot of little changes that should have been done earlier. I've just added a separate font for Objectives (and the ability to not display them) Right now, I'm looking at a screen that has the objective numbers in an 18 point font. That's about the same size as the hex, and MAY help to remind me that they're important[:D]. I also said, what the heck, and added the capability to change the colors of the fonts. No good reason, just no reason not to. If you don't like White and Gold, you can define your own colors, or just alter them a little. You can also alter the background in high contract mode, anything from gray to white, or anything in between.

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

RE: 3.2 Elmer changes *SPOILERS*
ORIGINAL: ralphtrick
NEW FEATURES *SPOILERS*
There have been rumors[:D] that Elmer will now occasionally launch air or sea attacks behind your lines even after the first turn or from other than objective 0[&:]
Elmer received some brain capacity from our friend Veers?[:D]
The TOAW Redux Dude
RE: 3.2 Elmer changes *SPOILERS*
ORIGINAL: Silvanski
ORIGINAL: ralphtrick
NEW FEATURES *SPOILERS*
There have been rumors[:D] that Elmer will now occasionally launch air or sea attacks behind your lines even after the first turn or from other than objective 0[&:]
Elmer received some brain capacity from our friend Veers?[:D]

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

RE: 3.2 Elmer changes *SPOILERS*
I'm hinting at your moves in the Italian Campaign aye [;)]
The TOAW Redux Dude
RE: 3.2 Elmer changes *SPOILERS*
*Nods, yes, I figured.ORIGINAL: Silvanski
I'm hinting at your moves in the Italian Campaign aye [;)]
In fact, those landing at Pescara were a bit of an afterthought, to be honest. The real bueaty of my opening moves, I think, was my landing at Termoli.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.





