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What's New - 6/20/2012 2:55:05 AM   
Arjuna


Posts: 16504
Joined: 3/31/2003
From: Canberra, Australia
Status: offline
Hi all,

I thought I would start this thread to keep you informed of new developments.

Last weekend we put out a new debug build of Cmd Ops with the converted COTA data content. The beta testers are now testing the COTA scenarios. I don't want to embark on any major code changes till we wrap up the COTA Ex Pack. So I have been focussing on doing some of the minor stuff.

One issue I noticed with the COTA scenarios is the lengthy load time. These include a lot of inactive units that have to be culled at game start, hence the long time to load. This situation arose because we designed many of the COTA scenarios from one of the templates provided. These template scenarios included standard force lists which are quite large ( with some having many hundreds of units ). So most are not used in the actual scenario. What is needed is to cull these inactive units in the ScenMaker thus making a leaner and faster loading scenario file.

So I decided that it would be good to undertake this work now. But then I realised that the necessary data to determine which units can safely be culled was not automatically available in the Scenario file. In fact the process for culling these at game startup is quite complex and varies according to the reinforcement schedule selected. Hence writing some code to determine this data was the first task.

But then I thought that if I am going to do this I might as well provide this data to the scenario designer as much of it could be useful in the scenario design process. Do I have now provided the user in the ScenMaker with a menu option to display Scenario Statistics. This opens the dialog below from which the user can select the reinf schedule for each side and it calcs the various data. Note that the combat power is an estimate that can vary on game launch if the designer has specified min and max strength variables for each reinforcement. But otherwise it provides a pretty good approximation of the likely force ratios between the sides. Hence the designer can see at a glance how balanced his scenario is.

Eventually I would like to break down the stats by day so you can quickly see how the force ratios will vary over time. But that will have to wait for now.




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Dave "Arjuna" O'Connor
www.panthergames.com
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