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3.2 Elmer changes *SPOILERS*
Posted: Thu Aug 09, 2007 3:02 am
by ralphtricky
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...
RE: 3.2 Elmer changes *SPOILERS*
Posted: Thu Aug 09, 2007 4:05 am
by Veers
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!
RE: 3.2 Elmer changes *SPOILERS*
Posted: Thu Aug 09, 2007 10:45 pm
by SMK-at-work
3.2 huh?!![&o]
RE: 3.2 Elmer changes *SPOILERS*
Posted: Thu Aug 09, 2007 11:11 pm
by sstevens06
Good work - can't wait till you release it!
RE: 3.2 Elmer changes *SPOILERS*
Posted: Fri Aug 10, 2007 3:57 am
by Levelworm
[&o]release it plz
RE: 3.2 Elmer changes *SPOILERS*
Posted: Fri Aug 10, 2007 4:07 am
by Veers
All things come to those who wait.
RE: 3.2 Elmer changes *SPOILERS*
Posted: Fri Aug 10, 2007 6:58 pm
by L`zard
ORIGINAL: Veers
All things come to those who wait.
What, like herpes? [:D]
RE: 3.2 Elmer changes *SPOILERS*
Posted: Fri Aug 10, 2007 7:51 pm
by Veers
ORIGINAL: L`zard
ORIGINAL: Veers
All things come to those who wait.
What, like herpes? [:D]
Ummm...yes...That, and patches. [:D]
RE: 3.2 Elmer changes *SPOILERS*
Posted: Fri Aug 10, 2007 9:04 pm
by ralphtricky
ORIGINAL: Veers
ORIGINAL: L`zard
ORIGINAL: Veers
All things come to those who wait.
What, like herpes? [:D]
Ummm...yes...That, and patches. [:D]
Pathes, we don't need no stinkin' patches[: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.
RE: 3.2 Elmer changes *SPOILERS*
Posted: Fri Aug 10, 2007 11:31 pm
by Veers
ORIGINAL: ralphtrick
ORIGINAL: Veers
ORIGINAL: L`zard
What, like herpes? [:D]
Ummm...yes...That, and patches. [:D]
Pathes, we don't need no stinkin' patches[: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.
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.

RE: 3.2 Elmer changes *SPOILERS*
Posted: Sat Aug 11, 2007 8:45 pm
by 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]
RE: 3.2 Elmer changes *SPOILERS*
Posted: Sat Aug 11, 2007 9:05 pm
by Veers
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]

RE: 3.2 Elmer changes *SPOILERS*
Posted: Sat Aug 11, 2007 9:26 pm
by Silvanski
I'm hinting at your moves in the Italian Campaign aye [;)]
RE: 3.2 Elmer changes *SPOILERS*
Posted: Sat Aug 11, 2007 11:16 pm
by Veers
ORIGINAL: Silvanski
I'm hinting at your moves in the Italian Campaign aye [;)]
*Nods, yes, I figured.
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.
