You can see the latest progress on the project in the most recent video diary here.
A lot of work has been going on trying to get the AI to work well, without causing too much drain on computational resources. Trying to get AI states to be more flexible so that an artillery weapon might use normal attacks if the enemy gets too close, instead of trying to do long ranged attacks on a target the other side of the map. And so on.
I also finally got around to adding an effect to the air support actions so they have an actual aircraft fly in and drop bombs or reveal the map.
It's a bi-plane because the current version of the game is set in 1936, with early war technology. The current plan is to get this one finished with a basic set of game-play options and then produce expansions or sequels with all the other great stuff I want to do; custom vehicles, procedurally generated missions and so on.
The tactical side of the game is maturing right now, with the introduction of four different types of radio set;
1. Individual radio set. This gives access to some extra actions such as aimed shots or rapid fire. It's used to reflect the extra flexibility that radio equipped tanks enjoyed.
2. Tactical radio set. This is used for offensive support actions such as marking targets (get a to-hit bonus) or identifying them (get an armor piercing bonus). It can also be used to jam enemy radios so they can't benefit from them for a time. Needs line of sight.
3. Command Radio. This one is used for defensive support actions. You can give a direct order to a friendly, radio equipped unit so that they get an extra action point, or remove shock points to improve morale, or you can change frequencies, removing the effect of radio jamming. You can also order a unit to quick march, doubling their movement speed for one turn.
4. Air Support radio. Used to call in paratroopers, air strikes or spotter planes.
Depending on how the playtesting turns out, I may include different variants of the radios (Tactical radio mkii for example) with access to one or more of the special actions at the expense of size or weight or just technological advances. In any case, more special actions are likely to be included in any expansions to the game as I tackle future eras (Vinland: 1939, Vinland: 1946 etc...)
A lot of work has been going on trying to get the AI to work well, without causing too much drain on computational resources. Trying to get AI states to be more flexible so that an artillery weapon might use normal attacks if the enemy gets too close, instead of trying to do long ranged attacks on a target the other side of the map. And so on.
I also finally got around to adding an effect to the air support actions so they have an actual aircraft fly in and drop bombs or reveal the map.
It's a bi-plane because the current version of the game is set in 1936, with early war technology. The current plan is to get this one finished with a basic set of game-play options and then produce expansions or sequels with all the other great stuff I want to do; custom vehicles, procedurally generated missions and so on.
The tactical side of the game is maturing right now, with the introduction of four different types of radio set;
1. Individual radio set. This gives access to some extra actions such as aimed shots or rapid fire. It's used to reflect the extra flexibility that radio equipped tanks enjoyed.
2. Tactical radio set. This is used for offensive support actions such as marking targets (get a to-hit bonus) or identifying them (get an armor piercing bonus). It can also be used to jam enemy radios so they can't benefit from them for a time. Needs line of sight.
3. Command Radio. This one is used for defensive support actions. You can give a direct order to a friendly, radio equipped unit so that they get an extra action point, or remove shock points to improve morale, or you can change frequencies, removing the effect of radio jamming. You can also order a unit to quick march, doubling their movement speed for one turn.
4. Air Support radio. Used to call in paratroopers, air strikes or spotter planes.
Depending on how the playtesting turns out, I may include different variants of the radios (Tactical radio mkii for example) with access to one or more of the special actions at the expense of size or weight or just technological advances. In any case, more special actions are likely to be included in any expansions to the game as I tackle future eras (Vinland: 1939, Vinland: 1946 etc...)
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