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April 29th, 2009, 04:14 AM
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General
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Join Date: Jul 2008
Location: Uk
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Re: Quantifying Waypoints
Right the diffrence in setoff time is due to the size of the formation on map?
I am busy at the moment only had time for a cursory read of your info waiting till get an afternoon free so can sit down & take in but looking hectic all week at the mo.
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April 29th, 2009, 09:16 AM
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Sergeant
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Join Date: Dec 2005
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Re: Quantifying Waypoints
Quote:
Originally Posted by Imp
Right the diffrence in setoff time is due to the size of the formation on map?
I am busy at the moment only had time for a cursory read of your info waiting till get an afternoon free so can sit down & take in but looking hectic all week at the mo.
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Correct. Less units on-map, smaller UIF, smaller number of deleted buffer WPs per Turn. The "effect" is as if the on-map unit is "waiting" for the off-map ones.
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April 29th, 2009, 10:12 AM
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Colonel
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Join Date: Mar 2005
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Re: Quantifying Waypoints
Actually the random probability effect should better work with sections or single units rather than platoons.
The point is to give a bigger replayability to any custom battle.
I would like to see this at an effect, in which any meeting engagement could turn out to become an offensive or defensive battle.
cheers
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April 29th, 2009, 11:02 AM
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Sergeant
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Join Date: Dec 2005
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Re: Quantifying Waypoints
Here is what I was talking about (Set "Russia" to human and formation B to computer control, repeat it, say, 5 times and note the turn the formation commences movement).
Last edited by hoplitis; April 29th, 2009 at 11:25 AM..
Reason: addition
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April 29th, 2009, 11:22 AM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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Re: Quantifying Waypoints
Quote:
Originally Posted by Pyros
Actually the random probability effect should better work with sections or single units rather than platoons.
The point is to give a bigger replayability to any custom battle.
I would like to see this at an effect, in which any meeting engagement could turn out to become an offensive or defensive battle.
cheers
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You can randomize via reinforcements.
But there is another way to "randomize" simultaneoysly the response of all formations to their waypoint paths (and especially if they include secondary (buffer) waypoints)...
...must write part 2 of "quantifying waypoints" immediately 
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May 25th, 2009, 02:35 PM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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Re: Quantifying Waypoints
OK RL has caused some delay on Part B of "Quantifying Waypoints" but I'm about half way through and moving on.
BTW has anybody gone through the attached text and test scens or am I dancing solo here?  (which would actually be the story of my life!    )
...seriously now, I'm really interested in some feedback on this one ...
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May 26th, 2009, 11:38 AM
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Lieutenant General
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Join Date: Apr 2007
Location: Salt Lake City, UT
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Re: Quantifying Waypoints
Quote:
Originally Posted by hoplitis
OK RL has caused some delay on Part B of "Quantifying Waypoints" but I'm about half way through and moving on.
BTW has anybody gone through the attached text and test scens or am I dancing solo here?  (which would actually be the story of my life!    )
...seriously now, I'm really interested in some feedback on this one ...
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I also have run face first into ML and have very limited time for doing anything "fun" at present. I still try to access the forums here once/twice a day to keep tabs on what's going on but hav't had time to actually play, or play with, WinSPMBT for a month or so.
I am however VERY interested in your project hoplitis !
__________________
Suhiir - Wargame Junkie
People should not be afraid of their governments. Governments should be afraid of their people.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." - Albert Einstein
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May 26th, 2009, 12:12 PM
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Sergeant
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Join Date: Dec 2005
Posts: 261
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Re: Quantifying Waypoints
Quote:
Originally Posted by Suhiir
...
I am however VERY interested in your project hoplitis !
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Me too! 
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