what new goodness cometh?

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

Moderators: Slitherine Core, BA Moderators

gib10
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what new goodness cometh?

Post by gib10 »

Just curious what you devs on the game are working on for new features/enhancements, maps or anything really.

As always, thanks for a kick ass game boys!
Wahoo!

Gib
pipfromslitherine
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Post by pipfromslitherine »

The main feature for the next update is a plugin system to allow for editor helpers which provide a GUI for some of the scripting used in missions. I'm also hoping to have a system allowing us to package user content so that everyone can enjoy it even if they don't frequent the forums.

So hopefully exciting stuff.

Cheers

Pip
junk2drive
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Post by junk2drive »

Good news. Thanks.
delusan
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Great news!

Post by delusan »

This is great news! The addition of a plugin system of editor helpers which provide a (hopefully substantial) GUI for some of the scripting is something that will greatly improve the lifespan, popularity and marketability of this fun game. Even if the first release of editor helpers is not substantial - it's a start that perhaps can be built upon in the future. If Slitherine is successful including this in an upgrade, it's going to release a lot of creativity among the devotees of BA. I'm excited! A tip of the hat to Slitherine. :D
rich12545
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Post by rich12545 »

Yeah, I stopped trying to learn the scripts in anticipation of this. Looking forward to it.
delusan
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Post by delusan »

And I'll bet some others gave up on it too, Rich12545. If Slitherine comes thru with a good add-on editor helper, this game is going to become permanent on my hard drive.
By the way Rich - I remember that you were one of the people joining in the quest for an improved editor back in August, along with Jugger. There was a lot of flak thrown at us back then. Shows that we gamers have be persistent in voicing our opinions. Slitherine needs to be thanked again - this time for providing this forum and paying attention to what we say. They (ian, pip, et al.) seem to get ticked off (overwork?) now and then, but if we stick with it, they do seem to respond.
junk2drive
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Wishlist

Post by junk2drive »

Wishlist

UNITICONS.dds I would like more that two sides for this. Preferably separate dds for each country.

Team move command. I put 3 squads and 4 support teams for a company. Having to move each one the max AP is a pain.
pipfromslitherine
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Post by pipfromslitherine »

The UNITICON file has become a little limiting, for sure. But it would need quite a lot of reworking internally to allow for more variety.

I'm not sure what you mean by a team move? If you set up an AI point they should move them there automatically?

Cheers

Pip
adherbal
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Post by adherbal »

MoveTeam(side, teamID, AIpoint, aggression) is a function in Functions.BSF that moves all units of a team to an AI point. Using aggression flag 2 makes them stick together. Is that not what you need?
junk2drive
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Post by junk2drive »

For the human player to move a group of units in the same direction.

In the editor I set 4 squads to be team 1 and place them along the edge of a map, side by side. While playing the game I now have to select each unit, move the cursor to the maximum distance and right click the square. Then I have to repeat 3 more times.

I would like to be able to click one squad in the team, and with a hotkey pressed, click the destination square of that unit and have the other team members move parallel their maximum distance.

Of course we would also have to have a way for the player to know who is part of what team.
MikeAP
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Post by MikeAP »

and dont forget!

MG42 to use the proper sound files
Sten SMG to use the proper sound files


Pip, just need you to fix the SFX file to change them to the right .wav files!
Jugger
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Post by Jugger »

:D This plugin GUI thingy for the editor is good news as I managed to semi-script a Omaha Beach scenario with victory locations and reinforcements. Not being modest, but the map I made was awesome, but the scripting was confusing and it never seemed to play right. As there hopefully will be somewhere to post these scenarios shortly I will upload it and let the forum muck around with it, as im sure someone with some scripting talent can make it into a real gem of a scenario!

Thanks for the great news.
junk2drive
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Post by junk2drive »

Add to my wishlist

Ability to review the battlefield after the victory/loss popup for screenshots or body counting. Maybe a review button on the post battle screen.
MikeAP
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Post by MikeAP »

junk2drive wrote:Add to my wishlist

Ability to review the battlefield after the victory/loss popup for screenshots or body counting. Maybe a review button on the post battle screen.
Definitely.

I'd go one step further and ask for a battle recorder to allow us realtime playback.
junk2drive
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Post by junk2drive »

Oops one more

Clickable jump map (minimap), click the minimap to jump camera to that spot.

Hotkey to enlarge minimap (helps us old folks and makes above easier)
cptkremmen
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Post by cptkremmen »

I find i play games, and maybe i win and the opponent surrenders. (ok not that often!) that's it. I never get a turn or see that he surrenders, just the game dissapears. I usually then email him and say what happened and he says oh i surrendered.

It would be nice if the player were given some kind of final message/replay etc if the game ends when other player is having their turn.
pipfromslitherine
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Post by pipfromslitherine »

You should be able to go to your Completed Games tab and kick off the game, and it will show you the final turn?

Cheers

Pip
Amaz_Ed
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Post by Amaz_Ed »

I think he might be suggesting that without email notifications there is nothing in the game to tell you that a battle has ended on your opponents turn.
MikeAP
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Post by MikeAP »

Add this to the list.

Winter textures for winter maps.
IainMcNeil
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Post by IainMcNeil »

Winter textures for what?
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