BJR rules question

PSP/DS/PC/MAC : WWII turn based grand strategy game

Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core

Celeborn
Sergeant First Class - Panzer IIIL
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Post by Celeborn »

rkr1958 wrote:
Celeborn wrote:1) Tech Upgrades: When units are eligible for upgrades it would be great to see which upgrades they are eligible for vice the generic X/Y formula. Better still would be the ability to select which upgrades to apply.
The documentation associated with our mod includes a research PDF document that shows what upgrades each unit is entitled to based on current tech levels. This has been there since our initial release of the mod and will be there is our next release (i.e., v2.00).
Celeborn wrote:2) Leader Assignment: Suggest that assigning leaders no longer count as moving the receiving unit. (don't see any historical justification for this)
I agree with Paul's answer on this. By the way, if a leader is recalled from a unit the unit can still move and fight that turn. So, I think this reinforces Paul's reasoning as to why a unit can't move on the turn it gets a new leader.
Celeborn wrote:3) Create "Undo" button to allow for correcting erroneous moves. Undo would not be available if movement included combat or provided intelligence on unoccupied hexes.
This has been discussed several times before. Besides the complicated programming logic and algorithms required to determine if a move provided intelligence or not one can make an argument that every move provides intelligence. For example, if you move a unit and that move uncovers NO additional enemy units this provides useful intelligence. If you could undo that move what would prevent an opponent from moving and undoing a move until it found the enemy. Note that a player could always do this by making a move then ending the game, reloading the game and making another move. However; this is cheating. But, if you had an undo button then players could do this within the letter of the rules (i.e., without cheating) but, in my opinion, outside the spirit of the rules. We all make unintentional moves. I just chalk that up to the confusion and randomness of war.
Celeborn wrote:4) Upgrade Images for Motorized: Poor motorized units get no love in this department yet are exceedingly important.
We have. Paul has created a wonderful set of historical images for nearly all units (including minor countries) at all tech levels. Also, his map changes are stunning! You can see the glaciers in Greenland. Like Paul said v2.00 will be like getting a different game.
Celeborn wrote:5) Elite units for Soviets, Germany and UK (an idea posted a couple months ago that has since been revised)
The CEaW game engine only allows a fix number of unit types. All of those except one (heavy tanks) are currently being used. It would be a MAJOR undertaking to increase the number of unit types.
Thanks guys for the detailed response to my suggestions. Re upgrades, the documentation is great but what would be better is a roll-over type function that tells you what upgrades you are eligible for, perhaps in the form of a simple value/capability format where the increase if value is paired with the relevant capability expressed in game symbols. That said its easy for me to clamor for something that probably involves a lot of coding, but please keep it in mind as you consider BJR 2.x

One other observation: it seems odd the Allies cannot control the convoys. In my current game I have been able to exploit the shortcomings of the AI to significantly slow the convoys by placing wolf packs in their path. I suppose you could argue that if the Allies provide DD escort this will become a potentially costly strategy for the Kriegsmarine, but given all I've read about how the convoys tried to elude the U-boats it seems more historical for the Allies to have the option of taking a more circuitous route in order to avoid taking losses. As I understand it the battle of the North Atlantic was truly a cat-and-mouse affair. :)

So looking forward to BJR 2.0 Any thoughts as to bringing 1.12 games into 2.0? (we are in Dec '42 and I suspect will have about another year under belt by the time 2.0 rolls out)

Steve
rkr1958
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Post by rkr1958 »

Celeborn wrote:Any thoughts as to bringing 1.12 games into 2.0? (we are in Dec '42 and I suspect will have about another year under belt by the time 2.0 rolls out)

Steve
That's not possible. This has to do with the fact that games saved in the newer version will contain more data fields than those save in v1.12. This will cause an error if you try to load a game saved in the an older version into the newer version.

This is one of the major issues we deal with during beta testing and making updates and refinements to the mod.

Also, you have to realized that our development and beta testing teams do this as a hobby. What's amazing about both teams is that we are spread out across North American and Europe and at least 7 to 8 different timezones. I am very impressed by the skills and professionalism of our development team (Borger, Jim, Ronnie, Tim and Paul). We each bring our own unique skill set to this mod and it amazes me how it all fits together. We all also tend to be perfectionists and it's difficult for us to say that's good enough for now. But that's exactly what we're trying to do to get BJRModVer2.00 out by November.

Also, our beta testing team does an amazing job putting the software through it paces and I'm amazed at the number of bugs and play balance issues theyt uncover and how quickly they do do that. Their testing is what will made a good mod, in my humble opinion, great.

Steve, you have posted a number of good ideas. One way to perhaps get them realized is to join our beta testing team and then evenutally make your way to our development team where you could personally get your some of your suggestions implemented.
Celeborn
Sergeant First Class - Panzer IIIL
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Location: DC/Northern Virginia

Post by Celeborn »

rkr1958 wrote:
Celeborn wrote:Any thoughts as to bringing 1.12 games into 2.0? (we are in Dec '42 and I suspect will have about another year under belt by the time 2.0 rolls out)

Steve
That's not possible. This has to do with the fact that games saved in the newer version will contain more data fields than those save in v1.12. This will cause an error if you try to load a game saved in the an older version into the newer version.
I figured that was the case...1.12 is still a huge improvement over the vanilla game. In fact, you ought to call 2.0 "chocolate" ;-)

[/quote]Steve, you have posted a number of good ideas. One way to perhaps get them realized is to join our beta testing team and then evenutally make your way to our development team where you could personally get your some of your suggestions implemented.[/quote]

While I normally pride myself on being part of the problem rather than the solution, in this case I think an exception is in order--let me know what I can do. FYI I have been told that my specialty is mindless repetitive tasks ;-)

Steve
ARTLG
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
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Post by ARTLG »

HI

In a mode 2.0 will be new units, artilery ?
Sorry , some screenshots are possible ? :oops:

Thanks
pk867
Sr. Colonel - Battleship
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Post by pk867 »

Hi,
I hate to say no new units, but we have expanded the unit images so that for the US only US equipment appears. The same for the French, Italians, British, Russians and most of the minor countries that participated. We have the IAR 80 for Romania. We have Italian FTRs, TAC, SB, Armor and Mech units. We plan to release some graphics soon.

Paul
ARTLG
Lance Corporal - Panzer IA
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Joined: Sun Aug 30, 2009 4:03 pm

Post by ARTLG »

pk867 wrote:Hi,
I hate to say no new units, but we have expanded the unit images so that for the US only US equipment appears. The same for the French, Italians, British, Russians and most of the minor countries that participated. We have the IAR 80 for Romania. We have Italian FTRs, TAC, SB, Armor and Mech units. We plan to release some graphics soon.

Paul
Thanks for the answer Paul

Good luck in work :)
pk867
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Post by pk867 »

Hi,
I have posted images from the actual game screen to show you some
of the changes in images and with the map. Please feel free to ask questions. I plan some
more images as the games progress to show the progression of the units with future tech upgrades.

URL: http://gallery.me.com/kirbyptx#100080

Paul
rkr1958
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Post by rkr1958 »

Celeborn wrote:While I normally pride myself on being part of the problem rather than the solution, in this case I think an exception is in order--let me know what I can do. FYI I have been told that my specialty is mindless repetitive tasks ;-)

Steve
Steve, PM me with your email address and I'll you to the beta testing group.
ARTLG
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun Aug 30, 2009 4:03 pm

Post by ARTLG »

pk867 wrote:Hi,
I have posted images from the actual game screen to show you some
of the changes in images and with the map. Please feel free to ask questions. I plan some
more images as the games progress to show the progression of the units with future tech upgrades.

URL: http://gallery.me.com/kirbyptx#100080

Paul
HI

Thanks Paul

Very much were pleasant new units.
Is a pity there is no artillery, which beats on distance :oops:
On a card there will be railroad lines ?

It is necessary to take all units from Panzer General II
I love CEAW, I want that it was the best game :D

Wait CEAW II in 2010 or 2011 :)

Thanks
Last edited by ARTLG on Fri Sep 25, 2009 10:05 am, edited 1 time in total.
pk867
Sr. Colonel - Battleship
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Post by pk867 »

Hi,

Artillery is incorporated into the units themselves. It represents their shock value. Remember this is a strategic level game.
Artillery pieces would only be shown if this was a tactical level game.

Rail lines will not be drawn on the map. This a method of strategic movement as in other games.
You are able to disrupt the Rail capacity movement by reducing the rail cap of the cities on the map through bombing or capture.

I don't know what you mean take units from Panzer General II ?

The unit images were either 1) rearranged for better representation of unit type.
2) We created new images for other unit types. We can not borrow or use images from another game. (copyright)

Regards,

Paul
ARTLG
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 10
Joined: Sun Aug 30, 2009 4:03 pm

Post by ARTLG »

pk867 wrote:Hi,

Artillery is incorporated into the units themselves. It represents their shock value. Remember this is a strategic level game.
Artillery pieces would only be shown if this was a tactical level game.

Rail lines will not be drawn on the map. This a method of strategic movement as in other games.
You are able to disrupt the Rail capacity movement by reducing the rail cap of the cities on the map through bombing or capture.


The unit images were either 1) rearranged for better representation of unit type.
2) We created new images for other unit types. We can not borrow or use images from another game. (copyright)

Regards,

Paul



I don't know what you mean take units from Panzer General II ?


Sorry, at me awful english :oops:
I understand all, I had in view of quantity units.

Thanks for answers
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