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Re: Naval Academy Mod

Posted: Mon Mar 18, 2013 4:36 pm
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

Re: Naval Academy Mod

Posted: Mon Mar 18, 2013 4:46 pm
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.

Re: Naval Academy Mod

Posted: Sat Mar 23, 2013 9:40 am
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:

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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:

Re: Naval Academy Mod

Posted: Sat Mar 23, 2013 11:48 am
by Amaris
Harbor is fully operational:

An US battleship severly damaged reach an harbor:
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In the next turn, fires and hull leaks were automatically reduced. In addition, repair actions are available:
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Repair engine:
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Repair FFS:
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Repair pump:
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Repair turret:
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One repair is possible per turn. Each repair consumes all APs. And the ship shouldn't have moved.
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And repair turrets one by one.
So repairing a damaged ship will take a long time.

Re: Naval Academy Mod

Posted: Sun Mar 24, 2013 11:34 am
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:

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My MG is too far!

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Disassemble it!

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Disassembling!

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Moving!

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Next turn: Assemble MG!

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

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Next turn: I can fire. :mrgreen:

Re: Naval Academy Mod

Posted: Sun Mar 24, 2013 5:51 pm
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.
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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.
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Re: Naval Academy Mod

Posted: Sun Mar 24, 2013 6:05 pm
by morge4
Very cool stuff Jon!

Re: Naval Academy Mod

Posted: Sun Mar 24, 2013 8:34 pm
by GottaLove88s
Thanks Al... Wait 'til you see the 3D icons for USS Yorktown and IJN Kongo! :shock:

Re: Naval Academy Mod

Posted: Tue Mar 26, 2013 5:12 pm
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!

Re: Naval Academy Mod

Posted: Tue Mar 26, 2013 5:59 pm
by GottaLove88s
Not sure that I can visualise Amaris... Can you show us an example? :-)

Re: Naval Academy Mod

Posted: Tue Mar 26, 2013 6:58 pm
by Amaris
Well I can try but not sure that will help ;-) :

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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.)

Re: Naval Academy Mod

Posted: Thu Mar 28, 2013 6:22 pm
by Amaris
The capture system is operational:

I’m on enemy harbor:
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So no repair!
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My ground force have an action to capture the harbor:
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Capture the harbor:
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Now it’s mine:
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Go to repair:
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Re: Naval Academy Mod

Posted: Sat Mar 30, 2013 10:25 am
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.

Re: Naval Academy Mod

Posted: Sat Mar 30, 2013 12:35 pm
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.

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

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This will build defense on MP. :wink:

Next step: move the reserve of material with transport ships. :P

Re: Naval Academy Mod

Posted: Sun Mar 31, 2013 10:09 am
by Amaris
Move the reserve of material with transport ships:

Transport ships can load material in ports:
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If the boat has not moved:
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Loading takes a full turn:
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Transport can unload material on beach:
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Unload takes a full turn:
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it creates a temporary reserve of 10 materials:
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Where engineers can take it:
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When the reserve is completed it disappears:
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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.

Re: Naval Academy Mod

Posted: Sun Mar 31, 2013 1:18 pm
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... =)

Re: Naval Academy Mod

Posted: Sun Mar 31, 2013 1:29 pm
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.

Re: Naval Academy Mod

Posted: Sun Mar 31, 2013 5:49 pm
by random27
Just one word
wow!!!!
You re amazing amaris

Re: Naval Academy Mod

Posted: Tue Apr 02, 2013 5:57 am
by Amaris
Thank you for the congratulations/encouragement. :oops: This is my motivation to continue. 8)

Re: Naval Academy Mod

Posted: Fri Apr 05, 2013 12:30 pm
by Amaris
Little progress and various scripts improvements during my 'convalescence':

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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: