Naval Academy Mod

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

Moderators: Slitherine Core, BA Moderators

Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

I didn't say: "I will also probably change a lot. Don't start large work in modding, I'll probably change in the terrains tiles to the ports." :?: :P

I think about new tiles like harbor, jungle, airfield :?: (it is not yet clear about it.)
do we need to have other types of terrain?

I think also about harbor and airfield. Ideally, we should be able to capture. And therefore they can be used by both sides. Which may not be simple.
And as I have not yet fully understood the scripts for the MP, it promises to be fun. :P
“Take care, my friend; watch your six, and do one more roll… just for me.”
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Naval Academy Mod

Post by GottaLove88s »

Hehe... Blame my addiction, mon ami... You've created a great new engine here!

I reckon we can create harbours and airfields using BA's existing object sets. Once a key position is captured, say the Control Tower or 'Runway' for an airfield, a Crane or Harbour Office for a port, then it's use (and VP flag) would change hands.

To illustrate, have included Henderson Field in the updated Guadalcanal map above, also a smaller airfield on Tulagi.
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Well it's a more complicated than that. :mrgreen:

Because I'm mad :roll: and harbors / airfields will have a specific role and specific features.
To be honest I don't know how I'll deal with airfields. Even if I have already some (crazy) ideas.

Now I started the work on harbor:

Image

To able to repair the damaged ships.
The difficult part is to limit the use of an harbor to the side who control it.
And it works in multiplayer. :mrgreen:
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Harbor is fully operational:

An US battleship severly damaged reach an harbor:
Image

In the next turn, fires and hull leaks were automatically reduced. In addition, repair actions are available:
Image

Repair engine:
Image

Repair FFS:
Image

Repair pump:
Image

Repair turret:
Image

One repair is possible per turn. Each repair consumes all APs. And the ship shouldn't have moved.
Image

And repair turrets one by one.
So repairing a damaged ship will take a long time.
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Work of the day um night:

The Improved MG Team (see: viewtopic.php?f=104&t=41532&p=390629#p390614) adapted to my Naval Academy Mod:

As an example is better than a long speech:

Image
My MG is too far!

Image
Disassemble it!

Image
Disassembling!

Image
Moving!

Image
Next turn: Assemble MG!

Image
As I’m assemble the MG this turn I can’t fire now.

Image
Next turn: I can fire. :mrgreen:
“Take care, my friend; watch your six, and do one more roll… just for me.”
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Naval Academy Mod

Post by GottaLove88s »

Hey Amaris,

Thanks for your updates. I like your 'in port' repair functions for warships... VERY necessary! :D

As you know, I'm keen to work on 3D models so we could build Pacific campaigns to take full advantage of BA's graphics engine. I've taken a look at your (very nice) earlier 3D work and had a go at creating sample harbours and airfields... In both cases, port cranes and airfield control towers become flagged VP points, which could grant ownership over the repair facility...

Basic Harbour - ok, ok, Pearl it 'aint, lol... But even just using Sealion's 3D gunboat and MTB models gets to something reasonably convincing... If we could create US and Jap models for battleships, fleet carriers, cruisers, destroyers... and, maybe, submarines... to replace Sealion's gunboat and MTB... I'm sure it would be WOW!... Worth noting that Slith already permits large ship models to run to two squares long, centering them on their actual location.
Image

Basic Airfield - I've created some 2D Jap airfields for Guadalcanal v1, but I need a 3D model of an F4U Corsair and a Zero, to do this in 3D. However, for illustration, I've piggybacked the German Me109 and glider, to create a simple outline of what we could do for NAM/Guadalcanal.
Image
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
morge4
Brigadier-General - Elite Grenadier
Brigadier-General - Elite Grenadier
Posts: 2114
Joined: Fri Apr 29, 2011 2:56 pm
Location: Penalty Box
Contact:

Re: Naval Academy Mod

Post by morge4 »

Very cool stuff Jon!
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Naval Academy Mod

Post by GottaLove88s »

Thanks Al... Wait 'til you see the 3D icons for USS Yorktown and IJN Kongo! :shock:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

GottaLove88s wrote:In both cases, port cranes and airfield control towers become flagged VP points, which could grant ownership over the repair facility...
Well I'm sorry Jon but I have already a different system for the harbor's control. Not that it is not good!
But because I'm mad and I expected that the ports can be damaged/repaired (can you see the link with my 'improved engineer'? :mrgreen:)
So I uses an object by side to store the side (or neutral) who control the port but also the damaged of this port!
“Take care, my friend; watch your six, and do one more roll… just for me.”
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Re: Naval Academy Mod

Post by GottaLove88s »

Not sure that I can visualise Amaris... Can you show us an example? :-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Well I can try but not sure that will help ;-) :

Image

As you can see I use the watchtowers. One for each side.
That is this building who control the nearest harbor.
The screen is bad: I do it only to show the two different objects. I think there will be only one watchtower by harbor (which may be of several tiles.)

But why I don't use VP?
Because is too easy to rush and take the control of a VP.
I don't want see a transport ship reach an harbor, landing a ground unit who take the VP/harbor on the same turn!
The 'capture' of an harbor will be more sophisticated (no enemy unit near for example.)
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

The capture system is operational:

I’m on enemy harbor:
Image

So no repair!
Image

My ground force have an action to capture the harbor:
Image

Capture the harbor:
Image

Now it’s mine:
Image

Go to repair:
Image
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

I'm working on ground forces:
- harbor capture is done. And therefore the possibility of repairing ships.
- HMG/mortar teams work with assembly/disassembly system (no need a truck to move them.)
- adding improved engineer also. I think adding a more functions. Like build sandbag. Open bunker also. Perhaps with a 'material system' for construction. :wink:

To finish the ground part, remains airfields. But it depends primarily on the aerial part. I'll probably quickly test the 'complex' version to evaluate the feasibility of it. But I'm afraid that ca be either impossible or that it takes me a long time. Therefore no guarantee that the aerial part is improved for version 3.

I also look in detail at BA version 2.10. I noticed some very interesting things. :P Like minefields.
It would be nice to improve the naval part with. So with new classes of ships: minesweeper.
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Presentation of the 'material' system:

Each engineer team have 4 satchel charges use for demolition action and 2 materials for construction action. They can build some fortifications (sandbag, open bunker, tank trap.) Each construction consumes 1 material. They can demolish hedgedrow, tank trap and terraform the forest/jungle. It costs each time one satchel charge.

Image

Image

Image

Image

A new object appeared on the map: the reserve of material to recharge a team of engineers.

Image

Image

This will build defense on MP. :wink:

Next step: move the reserve of material with transport ships. :P
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Move the reserve of material with transport ships:

Transport ships can load material in ports:
Image

If the boat has not moved:
Image

Loading takes a full turn:
Image

Transport can unload material on beach:
Image

Unload takes a full turn:
Image

it creates a temporary reserve of 10 materials:
Image

Where engineers can take it:
Image

When the reserve is completed it disappears:
Image

A transport ship can only load a unit or materials. Not both simultaneously.
The material isn't set by side. So you can use an enemy reserve. :wink:
And the reserve of material placed in map in editor are infinite.
“Take care, my friend; watch your six, and do one more roll… just for me.”
jcb989
Colonel - Fallschirmjäger
Colonel - Fallschirmjäger
Posts: 1423
Joined: Fri Nov 05, 2010 12:02 am
Location: Bradenton, Florida

Re: Naval Academy Mod

Post by jcb989 »

It's Sid Meier's Civilization meets Battle Academy, lol.
Games will have to be 100 turns long to allow sides to build up their villages... =)
MrsWargamer
1st Lieutenant - 15 cm sFH 18
1st Lieutenant - 15 cm sFH 18
Posts: 818
Joined: Thu Apr 03, 2008 3:17 pm
Location: Canada

Re: Naval Academy Mod

Post by MrsWargamer »

Damned incredible, a complete verification of the worth of a good editor. I sure hope Slitherine Group is watching real careful like :)

I'd rather like to see someone offer you some respectable support and have this gain more official status.

Definite applause.
random27
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1169
Joined: Tue Dec 21, 2010 4:30 pm

Re: Naval Academy Mod

Post by random27 »

Just one word
wow!!!!
You re amazing amaris
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Thank you for the congratulations/encouragement. :oops: This is my motivation to continue. 8)
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: Naval Academy Mod

Post by Amaris »

Little progress and various scripts improvements during my 'convalescence':

Image

Image

Each side have its own icon for capturing harbor. :P

I'll also working on unloading units:
- add opportunity fire after landing unit.
- MG & mortar team will be unloaded in disassembly mode. See rules of assembly/disassembly.
- add moral malus for landing on beach. But not in harbor.

I want also to finish the work on the tiles:
- Transform the forest tiles into jungle.
- try to add reefs.

Not to mention the aerial part (probably postponed to version 4 because if it's included into the version 3, it will not be ready before long.)
By cons I'll probably improve (slightly) the naval part for version 3.
No release date. :wink:
“Take care, my friend; watch your six, and do one more roll… just for me.”
Post Reply

Return to “Battle Academy”