Progress

Prepare yourself for a wargaming tour-de-force! Conquest of the Aegean is the next generation of the award-winning and revolutionary Airborne Assault series and it takes brigade to corps-level warfare to a whole new level. Realism and accuracy are the watchwords as this pausable continuous time design allows you to command at any echelon, with smart AI subordinates and an incredibly challenging AI.

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Arjuna
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Progress

Post by Arjuna »

Well it's been a tough month so far with a number of particularly nasty bugs to squash. I have just this afternoon finally got the ResupplyDetermination code to work properly. Supplies now arrive from off-map and get delivered to the senior on-map Bases. these in turn despatch the supplies forward to their "drawing units" - ie those units that draw supplies from the Base. Still a few minor refinements to go but looking good.

Well actually the one area still lagging is the interface. We have supply lines being drawn from Bases to units - but not from the SEPs to the Bases. these are straight lines similar to the command lines in HTTR. You can display these via a toggle button on the Display Tool Bar at the bottom of the screen. If we get time we will adjust the colour of these when the supply line is cut. If we really get time we may even display the supply route ( but no promises on that one ).

The Unit Info Box now displays the unit's current supply levels ( Ammo, Arty Ammo, Basics, Fuel ). These are activated by cycling the supply F Key. In fact we have reorged the F Keys and grouped like types on the one key. You then cycle through these by hitting the key.

What we still have to do is update the Side Bar displays to better show all the info we now have in the resupply system. We'll be working on this next. Well first off we now have to review all the scenarios and add in Supply Entry Points, Daily Supply Arrival Priorities ( these specify what % of a side's resupply requirements will be met each day from off map ), what SEPs are active in each reinforcement schedule and what the priority of each SEP is for each day.

So a little work to go but looking good. [:)]
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RE: Progress

Post by oi_you_nutter »

sounds good

to all the Aussies and New Zeelanders have a great Anzac Day on monday and have yourselves an extra beer from all the gamers in the Matrix forums

ugh
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RE: Progress

Post by Arjuna »

test post
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RE: Progress

Post by sterckxe »

ORIGINAL: Arjuna
test post

Ah, a newbee in the forum - welcome :)

Greetz,

Eddy Sterckx
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RE: Progress

Post by JeF »

ORIGINAL: sterckxe
ORIGINAL: Arjuna
test post

Ah, a newbee in the forum - welcome :)

Strange nickname though. Where does it come from ? [;)]

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RE: Progress

Post by Arjuna »

Hey give me a break guys. I was just deciding whether to test the latest build a little more or post it up for our beta testers. As I haven't got at least three responses by now, I guess I'll have to test it a little further. Sorry Eddy!
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RE: Progress

Post by Arjuna »

Actually, things have come on well over the weekend. The auto-testers are finding fewer bugs. Hopefully I'll have these stomped on in a day or so and we'll be posting up a new beta build for the Prowlers to work over. Goodnight all.[:)]
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RE: Progress

Post by Banquet »

Sounds promising.. good luck with it Arjuna [:)]
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RE: Progress

Post by Sarge »

Glad to hear all is going well, really looking foward to this title
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RE: Progress

Post by stall84 »

Excellent news, keep working hard, We are really anxious for this game

AND THE NEXT ONE!!
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RE: Progress

Post by Arjuna »

The news from the autotesters is good. I believe I have knocked over the last of the errors detected over the weekend. If they go through tonight then a new beta build will be released tomorrow. We'll be then focussing on the interface changes to the Side Bar data views. COTA will have a minimum screen resolution of 1024 x 768 ( which means we have more realestate to play with from the 800 x 600 used for HTTR ).

We will be displaying even more data about units plus making room for Base/Depot data, Supply Entry Points ( SEPs ) etc. Stay tuned for some sneak peeks next week. [:)]
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RE: Progress

Post by JeF »

Sorry for pulling your legs in such tense moments that preceed the release of a build. [:)]

Now, seriously, this is good news ! Keep up with the good work !

We are waiting (quite) anxiously for all the bones you can thow at us. [;)]

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RE: Progress

Post by Brady »


Good to hear things are progressing, I too am very keen on getting my hands on this game[:)]
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RE: Progress

Post by Rooster »

Stay tuned for some sneak peeks next week

I'm so tuned right now.

Any pics??

[&o]

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RE: Progress

Post by Arjuna »

We're working on it. Can't go much faster though. We're now aiming for a new build on Friday. So that's most likely when I'll have something to show.
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RE: Progress

Post by Arjuna »

Rooster,

Here's a quick grab of the current layout for our new Depot tab view. This is really our first cut. We have yet to debug and test it. This picture is missing a heading for "Capacity" that should be just above the "Bulk Fuel item and the controls and description text need to be aligned etc.

Each Base unit has an intrinsic Depot within it. The Depot manages all the supply stuff. So when you select a Base unit you can select the Depot Tab on the Side bar and see all this info. Stocks refer to the supplies stored in the Depot's intrinsic Dump. Note that for Dumps Ammo, basics and fuel are stored in kilos but displayed to the nearest tonne. When Ammo is delivered to the units it is converted to the individual ammo types. So we don't manage the minutae of ordering and delivering individual ammo items. The figures to the right of the percentage bars indicate the tonnes "on hand"/"entitlements". As you can see we have a bug at the moment with the entitlement values. [:)]

Next we have "Capacities". Bulk Fuel and Payload refer to the Depot's transport capacity. The numbers to the right display the amount "committed"/"total" capacity. Capacity is "committed" when a supply run is raised and despatched/committed. Handling refers to the amount of tonnes that can be loaded/unloaded by the Depot in a given hour. unfortunatley it's displaying the capacity per minute here - another bug to be fixed. [:)]

Requests shows the number of resupply requests the Depot has by status - unprocessed, suspended, despatched, aborted, returning, returned. The total is also shown by type - either routine or emergency.

Transport columns indicates how many supply runs we have and how many vehicles and personnel have been committed to these.

Drawing units indicates how many units are drawing their supplies from this Depot.

Anyway, I hope that gives you some idea. I'll post up a final in a while. cya

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RE: Progress

Post by Plodder »

The more I see,the more I'm impressed.You blokes are on to a winner[&o](and it's not often a kiwi voluntarily bows down to a bunch of bloody aussies.[;)][:D])
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RE: Progress

Post by Mr.Frag »

Here's a quick grab of the current layout for our new Depot tab view.

Hey Dave, do I get an extra big bang when I call in Arty on the Depot? [:D]
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RE: Progress

Post by oi_you_nutter »

the "chrome" of having units run out of fuel, bullets or bread is great, making the supply chain a fundamental part of the military operation is long over overdue in many games and would work great in a north africa campaigns(HINT)

will the management of the supply net become a major factor in the game ?
would the overrunning of a depot cause catasptrophic loss of ability of the units drawing supplies from it ?
how do they recover from such a loss ?
can you attach a unit to a different base unit for supply purposes ?



carry on coding lads [&o]
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RE: Progress

Post by JeF »

Arjuna,

thanks for the pic. Nice to see the progress.

That feature looks too complicated for me. Hopefully the TacAI will take his share of work on this one.
What about nice colors scheme for amateurs like me : green=all fine, orange=looks bad, red=hopeless ? [;)]

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