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-   -   OT: looking for zovs66 (http://forum.shrapnelgames.com/showthread.php?t=52169)

DRG February 8th, 2019 02:24 PM

Re: OT: looking for zovs66
 
I did look closely that is why I asked it be confirmed.

How is that "frontline" determined?

Is this something that is reviewed after the game is completed or during?

Kritkeen February 8th, 2019 03:01 PM

Re: OT: looking for zovs66
 
That looks awesome. I spent too much time on Excel sheets keeping track of my force turn by turn. I can't wait to try it when it is out.

zovs66 February 8th, 2019 04:01 PM

Re: OT: looking for zovs66
 
Quote:

Originally Posted by DRG (Post 844478)

How is that "frontline" determined?

Is this something that is reviewed after the game is completed or during?

I can't answer the details on how it's done (don't know), but it is calculated per turn or per saved loaded up.

ErikCumps February 8th, 2019 04:28 PM

Re: OT: looking for zovs66
 
No hard game data is used for the influence calculation, it is not as such recorded in the savegame.
At least not that I know. If it was in there I would have used it.

Instead it's a very simple heuristic where for each hex a blue and red influence value is calculated and the highest value wins.

Each blue and red unit contributes to the total blue and red influence value, with modifiers for distance, unit readiness
and relative height difference.

The frontline is basically the edge between the blue and red influence zones.

As I said it is caluclated based on data in the savegame:
the battle does not have to be concluded, nor do you need savegames for all the turns of the battle.

zovs66 February 8th, 2019 05:16 PM

Re: OT: looking for zovs66
 
What is neat, I think I did this in the past (but been busy lately) is to create a small CG, save it, and then save several turns for each battle, so for example saving 5 turns in battle one, you can click on the strategic map thing and see the progress, but its all coding magic to me I live my trial and error so in my examples I'll see differences in each saved turn, I think.

ErikCumps February 8th, 2019 06:00 PM

Re: OT: looking for zovs66
 
Yep, that's the idea.

With a savegame for each turn of a battle, it becomes possible to track the progress of the battle turn by turn:
  • By looking at the different 'Turn' tabs turn by turn.
    You can use the green left/right arrows at the top, or the Ctrl+PgUp/Ctrl+PgDown shortcut keys,
    to move from one turn to the next (or back). This works especially well for the 'Strategic map', I think.
  • But on another level, the 'Battle' tab, having savegames for each turn gives much more depth
    to the battle unit history and MMAS tabs.

ErikCumps February 9th, 2019 11:21 AM

Re: OT: looking for zovs66
 
Quick note: unit readiness is also a synthetic value, there is no such thing in the savegame data.

The calculation of the unit readiness is based on:
Code:

/*
 * A unit's readiness is influenced by:
 *    damage        more damage means less readiness
 *    headcount    less available effectives means less readiness
 *    suppression  more suppression means less readiness
 *    abandonment  means total loss of readiness (-100%)
 *    crew          means significant reduction of readiness (-90%)
 *    status        additional readiness reduction
 */

The suppression impact is calculated by deducting the unit's suppression from its morale: (morale - suppression) / morale.
The result is capped at zero, so that it cannot become negative.

Imp February 9th, 2019 03:15 PM

Re: OT: looking for zovs66
 
Nice clear presentation Erik looks Ike a great little tool. Could use info easily to modify game play slightly if wanted.
Make up some new victory conditions & in a campaign keep track of damaged vehicles if you wanted to delay replacing destroyed/heavily damaged ones by a battle or to.
Look forward to having a play with it.

kingbowl February 18th, 2019 01:48 PM

Re: OT: looking for zovs66
 
this is cool i hope in the future for the games winspmbt and winww2 is ready

MarkSheppard April 6th, 2019 06:57 PM

Re: OT: looking for zovs66
 
Question for ErikCumps:

How does SP store the scenario data; I know it's very compressed; are there areas of compressed data, followed by uncompressed "Pointer" data?

Reason I ask is that I have the code for Fred Chlanda's old SP1 to WW2 conversion program and it may be possible to make a conversion program to convert old SP1 and SP2 stuff (eventually) to modern format.


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