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Do you own this game? Write a review and let others know how you like it.
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February 8th, 2019, 02:24 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,487
Thanks: 3,956
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Re: OT: looking for zovs66
I did look closely that is why I asked it be confirmed.
How is that "frontline" determined?
Is this something that is reviewed after the game is completed or during?
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February 8th, 2019, 03:01 PM
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Private
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Join Date: May 2018
Posts: 26
Thanks: 29
Thanked 16 Times in 12 Posts
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Re: OT: looking for zovs66
That looks awesome. I spent too much time on Excel sheets keeping track of my force turn by turn. I can't wait to try it when it is out.
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February 8th, 2019, 04:01 PM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
Posts: 788
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Thanked 576 Times in 313 Posts
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Re: OT: looking for zovs66
Quote:
Originally Posted by DRG
How is that "frontline" determined?
Is this something that is reviewed after the game is completed or during?
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I can't answer the details on how it's done (don't know), but it is calculated per turn or per saved loaded up.
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ASL
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February 8th, 2019, 04:28 PM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
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Re: OT: looking for zovs66
No hard game data is used for the influence calculation, it is not as such recorded in the savegame.
At least not that I know. If it was in there I would have used it.
Instead it's a very simple heuristic where for each hex a blue and red influence value is calculated and the highest value wins.
Each blue and red unit contributes to the total blue and red influence value, with modifiers for distance, unit readiness
and relative height difference.
The frontline is basically the edge between the blue and red influence zones.
As I said it is caluclated based on data in the savegame:
the battle does not have to be concluded, nor do you need savegames for all the turns of the battle.
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February 8th, 2019, 05:16 PM
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First Lieutenant
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Join Date: Mar 2011
Location: Ohio
Posts: 788
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Thanked 576 Times in 313 Posts
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Re: OT: looking for zovs66
What is neat, I think I did this in the past (but been busy lately) is to create a small CG, save it, and then save several turns for each battle, so for example saving 5 turns in battle one, you can click on the strategic map thing and see the progress, but its all coding magic to me I live my trial and error so in my examples I'll see differences in each saved turn, I think.
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February 8th, 2019, 06:00 PM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
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Thanked 89 Times in 29 Posts
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Re: OT: looking for zovs66
Yep, that's the idea.
With a savegame for each turn of a battle, it becomes possible to track the progress of the battle turn by turn:
- By looking at the different 'Turn' tabs turn by turn.
You can use the green left/right arrows at the top, or the Ctrl+PgUp/Ctrl+PgDown shortcut keys,
to move from one turn to the next (or back). This works especially well for the 'Strategic map', I think.
- But on another level, the 'Battle' tab, having savegames for each turn gives much more depth
to the battle unit history and MMAS tabs.
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The Following User Says Thank You to ErikCumps For This Useful Post:
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February 9th, 2019, 11:21 AM
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Corporal
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Join Date: Jan 2019
Location: Leuven, Belgium
Posts: 70
Thanks: 27
Thanked 89 Times in 29 Posts
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Re: OT: looking for zovs66
Quick note: unit readiness is also a synthetic value, there is no such thing in the savegame data.
The calculation of the unit readiness is based on:
Code:
/*
* A unit's readiness is influenced by:
* damage more damage means less readiness
* headcount less available effectives means less readiness
* suppression more suppression means less readiness
* abandonment means total loss of readiness (-100%)
* crew means significant reduction of readiness (-90%)
* status additional readiness reduction
*/
The suppression impact is calculated by deducting the unit's suppression from its morale: (morale - suppression) / morale.
The result is capped at zero, so that it cannot become negative.
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February 9th, 2019, 03:15 PM
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General
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Join Date: Jul 2008
Location: Uk
Posts: 3,308
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Thanked 602 Times in 476 Posts
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Re: OT: looking for zovs66
Nice clear presentation Erik looks Ike a great little tool. Could use info easily to modify game play slightly if wanted.
Make up some new victory conditions & in a campaign keep track of damaged vehicles if you wanted to delay replacing destroyed/heavily damaged ones by a battle or to.
Look forward to having a play with it.
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John
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February 18th, 2019, 01:48 PM
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Private
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Join Date: Aug 2014
Posts: 28
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Re: OT: looking for zovs66
this is cool i hope in the future for the games winspmbt and winww2 is ready
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April 6th, 2019, 06:57 PM
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Lieutenant Colonel
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Join Date: Jun 2005
Posts: 1,376
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Thanked 618 Times in 409 Posts
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Re: OT: looking for zovs66
Question for ErikCumps:
How does SP store the scenario data; I know it's very compressed; are there areas of compressed data, followed by uncompressed "Pointer" data?
Reason I ask is that I have the code for Fred Chlanda's old SP1 to WW2 conversion program and it may be possible to make a conversion program to convert old SP1 and SP2 stuff (eventually) to modern format.
Last edited by MarkSheppard; April 6th, 2019 at 08:42 PM..
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