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Re: Naval Academy Mod

Posted: Thu Feb 28, 2013 5:08 pm
by pipfromslitherine
Amaris wrote:I returned to a simplified version for aircraft carrier. :roll: Without UI, etc. :| But it works even in MP. :P

As I was frustrated, I added the transport ships. And so ground forces. :mrgreen:

Image

Except a 'small' scale problem :mrgreen: for graphics it works well!
Some adjustments and tests are still needed before a public release.
Now that is just freaking awesome! :)

Cheers

Pip

Re: Naval Academy Mod

Posted: Fri Mar 01, 2013 3:34 pm
by Amaris
Thanks. :oops:

For the 'small' scale problem, I've tried something:

Image

To compare:

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Then the question is simple: do you prefer the magnificent counters or the 'not to scale' silhouettes for ground forces? :mrgreen:

Re: Naval Academy Mod

Posted: Fri Mar 01, 2013 5:41 pm
by morge4
I prefer the actual unit silhouettes.

Re: Naval Academy Mod

Posted: Fri Mar 01, 2013 8:08 pm
by k9mike
Is there a link to the "Most" updated version?? Is one available for testing/playing yet? Thanks, awesome job all around...very nice. :shock:

Re: Naval Academy Mod

Posted: Fri Mar 01, 2013 8:36 pm
by GottaLove88s
I'm will Al/Morge4 on this... BA is a great strat/tactics game, played with cute videogame graphics... Unit silhouettes are more fun to play, even if they're obviously not to scale.
This is a wonderful project Amaris... Will your latest carrier version be available this weekend? Want to play?
:-)

Re: Naval Academy Mod

Posted: Sat Mar 02, 2013 3:59 am
by iandavidsmith
I would vote for the silhouettes as well , this looks great.
Ian

Re: Naval Academy Mod

Posted: Sat Mar 02, 2013 8:48 am
by Amaris
Well I noticed the remarks for silhouettes. I like the counters. But there are so many counters that man in the units (this is how it works for infantry graphics.)
So in the end the figures are not bad. ;-)
But the polling is not finished.

Regarding the release, sorry but I will not have time for that this weekend (joking: the release will be when the counters first. :P )

I must arrange the interface for ground troops: when I redid the interface for ships, I turned everything else. :roll:
I also need to test one last thing in MP, just to be sure that there are more ugly desynchronistation bug!
And finally make the scenarios.

So the release will be for next week I guess.

Re: Naval Academy Mod

Posted: Sat Mar 02, 2013 12:19 pm
by iandavidsmith
Amaris wrote:Well I noticed the remarks for silhouettes. I like the counters. But there are so many counters that man in the units (this is how it works for infantry graphics.)
So in the end the figures are not bad. ;-)
But the polling is not finished.

Regarding the release, sorry but I will not have time for that this weekend (joking: the release will be when the counters first. :P )

I must arrange the interface for ground troops: when I redid the interface for ships, I turned everything else. :roll:
I also need to test one last thing in MP, just to be sure that there are more ugly desynchronistation bug!
And finally make the scenarios.

So the release will be for next week I guess.
Thats great , worth the wait.
Fantastic work again.
Cheers
Ian

Re: Naval Academy Mod

Posted: Sun Mar 03, 2013 4:28 am
by Old_Warrior
Very nice work! Looking forward to seeing it when you finish up with it.

Re: Naval Academy Mod

Posted: Sun Mar 03, 2013 2:56 pm
by Amaris
I think keeping the silhouettes.
Adding japanese MG and coastal artillery:

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:P

I think about what to add to the ground forces. U.S. tanks can be? Any suggestions?

Re: Naval Academy Mod

Posted: Sun Mar 03, 2013 9:21 pm
by morge4
Amaris wrote:I think keeping the silhouettes.
Adding japanese MG and coastal artillery:
:P

I think about what to add to the ground forces. U.S. tanks can be? Any suggestions?
How about some Japanese knee mortars and tanks? The user Pacific campaigns have some in them.

Would be neat if you could make a Sherman Flame tank.

Re: Naval Academy Mod

Posted: Sun Mar 03, 2013 10:24 pm
by Richcat
I'm pretty sure - if my memory serves me right - that there is a Sherman flame in J2D's Pacific campaigns as well.

Re: Naval Academy Mod

Posted: Mon Mar 04, 2013 11:03 am
by Amaris
Richcat wrote:I'm pretty sure - if my memory serves me right - that there is a Sherman flame in J2D's Pacific campaigns as well.
Yes you are right!

So Sherman flame in action:

Image
Image

I will also add a tank for the Japanese.
I also add mortars for both sides.
This will give a good base for ground forces I think.

Re: Naval Academy Mod

Posted: Mon Mar 04, 2013 11:30 am
by GottaLove88s
Will the Flame Sherman have a flame range of 2? Like a Churchill Croc. Or would that make it too easy?

Easiest solution for regular infantry would be to use squads.csv data/icons for US Rangers and relabel them as US Marines... so US Marine (for US Ranger), USMC Engineer, USMC Mortar, USMC Bazooka, USMC 50cal, etc...

Am sure you know this already, but the Japanese tanks were pretty crummy... http://en.wikipedia.org/wiki/Tanks_in_the_Japanese_Army... Maybe you could piggy back on the 3D graphics from some of the early war Brit or French tanks, some of which don't look wildly dissimilar to the fairly useless IJA Chi Ha?

The graphics above are starting to look very, very good. Amazing to think you've created this using the plain vanilla BA v1 engine... It looks like a whole new game.

Can't wait!!

Re: Naval Academy Mod

Posted: Mon Mar 04, 2013 11:45 am
by Amaris
Flame Sherman have a flame range of 2. For now.

Type 95 Ha-Go:

Image

This is the work of J2D.

Re: Naval Academy Mod

Posted: Mon Mar 04, 2013 5:07 pm
by Amaris
For the next version ground forces will be:
- US Marine (infantry with perhaps demolition/engineer abilities.)
- US MG cal.50.(*)
- US Mortar.(*)
- US Coastal Artillery.
- US Sherman flame with AP capacity (gun.)
- US M3 stuart.
- US Truck or Halftrack. (*): to be able to move them.

versus:
- IJ Infantry.
- IJ MG.(*)
- IJ Mortar.(*)
- IJ Coastal Artillery.
- IJ Type 97 Chi-Ha.
- IJ Type 95Ha-Go
- IJ Truck or Halftrack. (*): to be able to move them.

This should be enough for do a landing. :P

Re: Naval Academy Mod

Posted: Tue Mar 05, 2013 11:53 am
by Amaris
Naval Academy Mod v2 – Preview of the battles:

Solo :
Image

A short naval battle / landing. Play as US. 1 CV, 1 BB, 2 CA, 2 DD and 4 transport with marines onboard.

MP-small:
Image
Image

A naval battle between two identical fleets: 2 CV, 1 BB, 3 CA, 4 DD.

MP-Big:
Image
Image
Image

The big one!
A large island to conquer in the middle of the map.
Each side have: 2 CV, 2 BB, 4 CA, 10 DD, 4 transports, 10 infantry unit, 2 coastal artillery, 3 MG team and 3 trucks.

Re: Naval Academy Mod

Posted: Wed Mar 06, 2013 1:03 pm
by Amaris
As promised here is the release of version 2! :P

Also at the same link: http://amaris-games.com/ba-amaris/naval-academy-mod/

Files for PC and Mac & iPad contain the solo and multiplayer.
Remember this mod is always under heavy development. I am far from a finished product. :wink:

You can find an overview of the battles just above.
Enjoy!

Feedbacks are welcome.

Re: Naval Academy Mod

Posted: Mon Mar 11, 2013 11:30 am
by GottaLove88s
Hey Amaris,

Really nice work mon ami!

Have just started a "big" game with Mlazar, and have some observations and questions...

1. Can land Arty units fire at ships? Is it powerful enough to have any impact? Or will it just sting and reveal position?
2. Can ships bombard land Arty or marines, etc?
3. AP of 6 for trucks seems a little mean. Could we have 3 squares (instead of 1).
4. I believe that the enemy can see where my Air Scouts fly (even if they have no units anywhere nearby) which alerts him to my intentions (unless, I'm bluffing of course, lol)
5. No scouts. Could you increase the Cover LOS of some non-scout units to provide the same visibility function?
6. Transports carry one land unit. Can you bump that up to 2? Or 3?
7. Are transports restricted to landing on beaches? (ie. are they prevented from landing on cliffs? or on higher ground?)
8. What's the range for Air Scout or Air Attacks? Can you get the Carrier LOS to show the aircraft range? (I assume carriers carry no guns and have no firing range of their own)
9. Which has better AA against incoming Air Attacks... Destroyers, Cruisers or Battleships? Is there a way of showing this on the unit icons?
10. Carriers carry two squadrons each. I can put up a squadron over my carrier, on Air Defence. But can I put up the second squadron over another ship, e.g. one of the Battleships?
11. How does the Air Defence maths work?
12. Can air squadrons be repaired?

That's it for now... No contact with the enemy yet... Will let you know!
:-)

Oh, btw, I'm seeing some sort of mottling effect on the sea units (that didn't happen with the previous version). I've attached a screenshot so you can see what I mean. Bizarrely, two of the transports show normally, and two are completely screwy. Land units are unaffected. Am using the latest non-Husky version of BA on a Mac.
Image

Re: Naval Academy Mod

Posted: Mon Mar 11, 2013 11:52 am
by Amaris
Hi,

It is true that I don't have much documented the v2...

1) Of course the coastal artillery can fire at ships. Their range is large (8 tiles I guess.)
2) All ships can bombard land unit. Finally, it is not a bombard but a direct hit (lign of sight.)
3) trucks are used to move artillery and MGs (may be the MGs can moved alone in the future.) I don't want to see the trucks charge the enemy.
4) The ennemy can see the aerial raid, scout, attack and even positioning a squadron in defense (if the ennemy carrier is visible.)
5) Must see for Scouts. As the scale is smaller than the base game ...
6) Not sure it's possible without rewriting all the scripts. But I will thinking about it.
7) for the moment we can land anywhere.

Very ugly and strange bugs! :shock:
What is the version number of BA?
Try to redownload files :?:
I need an ipad for testing. volunteers to offer me one? :P

For my part, I've sunk my first enemy aircraft carrier. :P