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Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 8:23 am
by Amaris
GottaLove88s wrote:PS. Mod lets engineers demolish tank traps that are behind them?
(ie. not in the same square)

Is that intentional?

Image
If the script do it that's is intentional. :P ('it's not a bug it's feature' song)

Effectively it seems more logical to be able to remove tank trap only on its own tile. Fixed on the next release.

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 8:34 am
by Amaris
GottaLove88s wrote:PS. The 1st two turns are taken up by a dual-side deploy mod (developed by Merr).
It's the only way I've seen that both players in an MP game can deploy their forces around preset zones of the battle map.
Which might also be rather handy for large Pacific ocean maps? ;-)
My next 'challenge': better understanding of the multiplayer mode. Then transform Battle Academy into a civ-like or 4X game. :mrgreen:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 8:34 am
by GottaLove88s
YAY!! Can't wait...
:mrgreen:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 8:50 am
by GottaLove88s
Amaris wrote:if the script do it that's is intentional. :P ('it's not a bug it's feature' song)

Effectively it seems more logical to be able to remove tank trap only on its own tile. Fixed on the next release.
Haha... Good answer... Thanks for the fix too

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 9:04 am
by GottaLove88s
Amaris wrote:
GottaLove88s wrote:PS. The 1st two turns are taken up by a dual-side deploy mod (developed by Merr).
It's the only way I've seen that both players in an MP game can deploy their forces around preset zones of the battle map.
Which might also be rather handy for large Pacific ocean maps? ;-)
My next 'challenge': better understanding of the multiplayer mode. Then transform Battle Academy into a civ-like or 4X game. :mrgreen:
Yeah, Merr has developed a lot of cunning MP code, that lets BA do things that it's really not supposed to be able to do (u'r not related to him ru? ;-)). We use most of it in GJS'44, so feel free to play n plunder...

Tbh the next version of ur Pacific series will go a long way towards the best aspects of Civ... Multiple ship types, aircraft, broad mix of land units, large scale maps, beach, jungle & fortress assaults and defences... If you ever feel u'd like some help, I'd be a happy collaborateur to work on some VERY large maps for this...
Is there a max map size in BA?

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 9:38 am
by Amaris
GottaLove88s wrote:Yeah, Merr has developed a lot of cunning MP code, that lets BA do things that it's really not supposed to be able to do (u'r not related to him ru? ;-)). We use most of it in GJS'44, so feel free to play n plunder...

Tbh the next version of ur Pacific series will go a long way towards the best aspects of Civ... Multiple ship types, aircraft, broad mix of land units, large scale maps, beach, jungle & fortress assaults and defences... If you ever feel u'd like some help, I'd be a happy collaborateur to work on some VERY large maps for this...
Um a volunteer? gladly. :P
I ask only little thing: your soul! :twisted:
Will speak on the topic dedicated.
GottaLove88s wrote:Is there a max map size in BA?
Yeah! 64x64. As the limit of 64 units per side. :roll:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 9:43 am
by Amaris
The new version (version3) is available: http://amaris-games.com/ba-amaris/improved-engineer/

- fixed remove tank trap: only avaible on this own tile
- rewrite the hedge cutting without GetUnitFacing (code is ugly, but who cares? :mrgreen:). Some quick tests: it works. but this needs confirmation. :wink:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 9:52 am
by GottaLove88s
Does it check that engineer still has AP=16 before allowing it to Add Tank Trap?

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 10:06 am
by Amaris
GottaLove88s wrote:Does it check that engineer still has AP=16 before allowing it to Add Tank Trap?
:oops:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 10:11 am
by Amaris

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 10:17 am
by GottaLove88s
Would you mind if I changed it so that AP must be 16 to permit Engineer to execute any of these new moves (ie. it can only do one of them per turn)
But these new actions only subtract 8 AP points, so that the engineer could make a one-space move immediately afterwards?

Otherwise, the enemy will know exactly which space the engineer is in... And on maps with mortars, that's going to lead to many dead engineers...

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 11:31 am
by GottaLove88s
Thanks Amaris,

Have downloaded your latest version... Good news: Everything still works, Bad news: Except the Hedgerow...

Below, three Brit engineers have blown up Hedgerow.
The two engineers on the left blew up the Hedgerow walls in front of them... Oddly, the Hedgerow has gone, but the stone walls have not (type = desert stone wall straight).
Does the wall need to be in the same square as the engineer? Or in the same square as the hedgerow? Or does where the wall is not matter too much?
Btw the engineer on the right blew up the hedgerow in the field (which did not have an accompanying wall) correctly.
Image

The Germans too, can blow up Hedgerow.
The engineer on the left has correctly blown up Wall & Hedgerow together... NICE! This is going to make Carpiquet MUCH more fun.
The engineers on the right have cut down trees to create Marsh instead of Forest. Working well.
Image

But bizarrely, BA repairs the hedgerow and wall when it shows the replay to the MP opponent (so the opponent sees the explosion, but then sees repaired hedgerow/walls)
So the following German turn, the Hedgerow/Wall that were just demolished are back in position again.
But the marsh is still marsh. How weird is that?
Image

Any ideas...? :? :? :?

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 12:17 pm
by Amaris
GottaLove88s wrote:Does the wall need to be in the same square as the engineer? Or in the same square as the hedgerow? Or does where the wall is not matter too much?
The wall must be under the hedge. But it can be in the same tile or the tile aside...
I'll check that.
GottaLove88s wrote:BA repairs the hedgerow and wall when it shows the replay to the MP opponent (so the opponent sees the explosion, but then sees repaired hedgerow/walls)
So the following German turn, the Hedgerow/Wall that were just demolished are back in position again.
But the marsh is still marsh. How weird is that?
Sounds like as my problem with complex carrier. :|
MP works strangely...

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 12:32 pm
by GottaLove88s
Amaris wrote:
GottaLove88s wrote:BA repairs the hedgerow and wall when it shows the replay to the MP opponent (so the opponent sees the explosion, but then sees repaired hedgerow/walls)
So the following German turn, the Hedgerow/Wall that were just demolished are back in position again.
But the marsh is still marsh. How weird is that?
Sounds like as my problem with complex carrier. :|
MP works strangely...
Hmmm... I was worried that, that might be the case...

But it doesn't seem to be as as simple as "you cannot code to change objects because the MP map will always put them back" because it will let us place and remove tank traps... So, there has to be a solution in there somewhere... I've posted something for Pip to see... If it's not obvious, maybe we should sleep on it?

You're sure right, BA MP does seem to work in mysterious ways...

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 12:34 pm
by GottaLove88s
Also I believe Enric has developed a mod where Rhino Shermans can remove hedgerow... But I'm not sure how he does it...?

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 1:35 pm
by Amaris
GottaLove88s wrote:Also I believe Enric has developed a mod where Rhino Shermans can remove hedgerow... But I'm not sure how he does it...?
I looked at his code.
Very similar. :P

And I think I understand what the MP problem, or rather how the MP works. :P
Well I need to rewrite a lot of stuff.
But I hope that it works.

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 2:57 pm
by GottaLove88s
Amaris wrote:
GottaLove88s wrote:Also I believe Enric has developed a mod where Rhino Shermans can remove hedgerow... But I'm not sure how he does it...?
I looked at his code.
Very similar. :P

And I think I understand what the MP problem, or rather how the MP works. :P
Well I need to rewrite a lot of stuff.
But I hope that it works.
Your coding similarity would be the Great Minds thinking alike, lol...

Glad you've figured out, MP! :-)
Sorry you have to re-write a lot of code. :-(
Fingers crossed it works. If it does, it will be AWESOME!! :shock:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 2:58 pm
by GottaLove88s
When... Not If...

I'm a Believer!
:mrgreen:

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 9:28 pm
by jcb989
Once again I am blown away by both the game's edit-ability and your guys skills to do it. Makes us real-live engineers jealous. lol.
Great work,

Re: Adding new functionality to engineers...?

Posted: Sun Mar 17, 2013 10:05 pm
by GottaLove88s
Salut Amaris,
If it's not too much trouble, please add "Burn" to remove all Dune Grass, High Corn or Tall Corn objects from the square that the engineer is in...
Same icon as the one to demolish hedgerow/walls...
:-)