8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Mar 16, 2020 0:03:37 GMT 1
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Post by Gustav6 on Mar 16, 2020 11:42:10 GMT 1
Great! If you plan to program an AI system, you can have a look at the solo system in Expansion 4.
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Mar 16, 2020 21:17:11 GMT 1
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Mar 22, 2020 15:09:30 GMT 1
Working on implementing leg units and General Purpose (GP) direct fire. I am reading the advanced game spotting rules (Page 27 - 6.1.3 Determining Spotting Ranges) for leg units. Looking at unit card G-8A (Squads, Half Squads and Sections), in the "Defensive Information" area of the card, the size is listed as "S/L".
When is it "S" and when is it "L"?
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Post by Gustav6 on Mar 23, 2020 8:27:15 GMT 1
L for cavalry units, rest S
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Mar 23, 2020 13:30:17 GMT 1
That's great. Missed that one. I searched the rule book for Cavalry. It's covered on page 63 (6.6.4.5 Cavalry). I have made some progress on GP fire. I have created the "GP Fire Modifiers" table and "GP Combat Results" table (from Game Card B). Just working on highlighting the proper modifiers and indicators on each. The cool thing about porting this game to an application means that we can specify the exact modifier relevant to each situation. For example, when displaying the GP Fire modifiers table, instead of just simply highlighting the relevant row(s)... Target Vehicle Moving IF/DF | -10/-20 |
... we can display only the relevant data, removing clutter for the user... Target Vehicle Moving IF | -10 |
I can also adjust the "GP Combat Results" table values on the fly, so it is entirely clear what you need to roll for suppression and successful results. No need to do any math. Modifiers will adjust the roll ranges automatically.
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Apr 1, 2020 19:40:45 GMT 1
I have another blog post up and available. This time we look at the organization of Panzer units and object oriented classes in my GMT Panzer SOLO project... Panzer SOLO Class Structure
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Apr 2, 2020 13:09:12 GMT 1
This is new to me...
I'm currently working on implementing "Attached Crew Served Weapons". Reading through the rules, it looks like a leg unit is able to fire more than once if it has an attached weapon. Even more than twice if it has multiple attached weapons. Each weapon can have a different target as well...
From the rulebook, page 41:
Dual Fire
If the Dual Fire weapon (see 5.14) is firing at the same target as
the unit’s primary weapon—the Dual Fire modifier is –1. However,
if the Dual Fire weapon is firing at a different target—the
modifier is –3.
Note that the Dual Fire modifier only applies to the Dual Fire
weapon, the one displayed as a reverse image, on vehicle Data
Card or any attached leg weapon.
A German Rifle squad fires both its GP small arms and an
attached Panzerfaust. The Panzerfaust must apply the Dual
Fire modifier of –1 if it fires at the same vehicle or –3 if it fires
at a different vehicle than the GP small arms.
I've only ever assigned a leg unit a single attached weapon. I have also only used the attached weapon for determining AP/GP combat results. Never the intrinsic unit weapon.
This makes things a little more complicated, but should be workable. I'll need to think about this one a little more, as it could affect quite a bit of existing logic.
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Apr 9, 2020 23:08:14 GMT 1
I've implemented attached weapons for leg units. Each leg unit can have zero or more crew served attached weapons. I have also created a data card window that opens when you select a unit on the map. I've posted a short video to demonstrate it... GMT Panzer SOLO Project Attached Weapons and Data Card DisplayIt needs some TLC, but it's looking ok.
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Apr 18, 2020 21:56:05 GMT 1
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Apr 19, 2020 23:01:27 GMT 1
I've added a "Line of Sight" tool that allows the player to view whether or not there is line of sight between two hexes. Just select a hex, click the LOS button, then roll the cursor over any hex on the map. If you have line of sight to the hex under the cursor, the hex turns green. Red if there is no line of sight. You can see this feature in a video I posted... Line of Sight Tool
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on Apr 29, 2020 22:52:37 GMT 1
After some long hours, I think me and hedgerows have come to an understanding My line of sight algorithm needed some tweaking after I developed a way to display all hexes in line of sight from any unit. It revealed some issues with my math, especially concerning hedgerows. I'm sure I'll be dreaming of hedgerows for the next couple of days. Anyway, have a look at my latest video and let me know if you spot any issues. There are a few surprises when it came to line of sight. Keep in mind that the digital version of the map might be a little off compared the the paper map. The youtube link is: Panzer SOLO weapon range line of sight
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Post by Gustav6 on May 2, 2020 18:42:39 GMT 1
Looking awesome so far!
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8traxx
Panzer God

Reading rule books and writing code :)
Posts: 28
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Post by 8traxx on May 3, 2020 4:09:47 GMT 1
Thanks! I'm currently reworking the "Fire" command screens and should have some pics soon. I had a "big" battle screen that popped up and displayed the Spotting/AP/GP and other tables relevant to each battle, but I'm looking at streamlining the interface. It had some cool features that I did have fun programming, but it was a little too much info to display all at once. It was also a tad disorienting to look at when switching from fire command to fire command, since it blocked the entire view of the map. You never really knew where the battle was occuring. It took 2 localized screen captures, one of the firing unit and one of the targeted unit. Basically it displayed just the hex that each unit was in and parts of the neighbouring hexes surrounding them. Cool at the time. But I think I've got a much better solution 
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Post by Gustav6 on May 3, 2020 7:43:38 GMT 1
I'm sure you have become a rules guru by now.
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