Crossroads
Posts: 16782
Joined: 7/5/2009 Status: online
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Here's hoping everyone's enjoying the new 2.01 UPDATE It took a while coming, with lots of effort put into the front end applications this time around, Random Battle Generation and Dynamic Campaign Games for most part. With that, there's a few changes to how things played out before. Going forward, as described in the Coder Diaries, and in preparation of the coming Modern Wars titles, the error handling and logging in general is being tightened. Common code base, remember. Happened here too. For an example, with engagement Sizes, there's been a few questions around already. In 2.00 and before, there was code in place to fish around for different levels if the game data doesn't support the requested level. There we identified problems where the code might go into an endless loop (effectively a freeze), or crash, or create mismatches: pitting a regiment vs. a brigade or even higher. Now, there's logic in code now for a level playing ground. No more Regiments vs Bridgades. Or whatever the game engine picked from the selected countries' unit data. On the other hand, the data in OOBs should now allow for level engagement sizes as well. Therefore, one can't randomly generate any battle, any combatants, any size, with a perfect chance of success where there was success with earlier versions. Some sets of choices will fail to work now. But others will do. Try try again. There's a commitment for continuous improvement on unit data, this will take time. For an example; the tricky thing with the Russians in that in 1943, there weren't a lot of division organizations. For armoured forces, they were mostly Corps, which you'll be given a notification (not an error) for in DCG's, but not in the Battle generator. So if someone picks regiment and tries to generate an armoured fight with regiments, it automatically will fail because Russian forces are organized into Brigades. So, if there's a certain era, certain nations, consider creating specific oobs for specific eras ("Random Battle Packs"). Something that adds a bit more realism to random battles, and something the community could share among themselves. Or, keep the 1.04 around if you so prefer. The good and the bad will work as they did before. As for the development team effort. The coding for Middle East, then Vietnam will now proceed. For CS, any code additions will have wait until 2.1 is out, after them. If there's a need, we can easily provide hot-fixes for data, though. And what you are seeing with 2.01, are data issues. In a couple of weeks time I will post a detail Developer Diary regarding the Battle Generator / DCG unit creation. Stay tuned.
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