Battle Scale

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Janh
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Re:Battle Scale

Post by Janh »

RebBugler wrote:
GB Three Days WILL HAPPEN

Just a matter of time, adding a few more features, mainly 'Carryover Positions' and 'Carryover Captured Batteries', and, getting around the 'Multiple Map' hurtles.
And that will be the moment I buy the game! Oh, how I am waiting for that! "Carryover Positions" sounds very promising, but there is nothing like the immersion of a continuous 3 day scenario with (limited/shortened) nights. Totally different than carryover, where the scenario designer has to determine many consequences of events. Just my two cents.

I hope that you guys added in plenty of new scripting functions, eventhandlers, user stored variables, control sequences (While/do, if/then/else etc) to make such a monster scenario better scriptable than an TC2M. One thing I missed besides such control structures and functions (get_number_Men_at_location_Radius, get_name_of_Div_at...) was to make eventhandlers (like the inTrouble one) optionally permanent and have it executed each time without deleting it.

Norb, how much do you think you would have to reduce the detail in the 4 maps to merge them into 1 big one, and maybe even extend it south and east far enough (for the cav battles, or a flank tactic), but keep it playable with full armies? To TC2M level? Even less would be fine, I want to get the feel of battle, though going sightseeing also adds a bit for the first few times. Does the heightmap have a specific resolution, or can you enlarge that for larger maps?

Would a Chancellorsville to Fredericksburg be possible, at least on a simple map level (few fences etc)?
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norb
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Re:Battle Scale

Post by norb »

We were working on making the maps much larger and ran into a bug. The issue is something that I have to fix in my code, the distances were getting farther than the number storage could handle. We will fix this in a patch because we want bigger maps! We have a giant map that runs, but crashes when the guys get too far away because of the above mentioned bug.
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RebBugler
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Re:Battle Scale

Post by RebBugler »

Janh wrote:
RebBugler wrote:
GB Three Days WILL HAPPEN

Just a matter of time, adding a few more features, mainly 'Carryover Positions' and 'Carryover Captured Batteries', and, getting around the 'Multiple Map' hurtles.
And that will be the moment I buy the game! Oh, how I am waiting for that! "Carryover Positions" sounds very promising, but there is nothing like the immersion of a continuous 3 day scenario with (limited/shortened) nights. Totally different than carryover, where the scenario designer has to determine many consequences of events. Just my two cents.

I hope that you guys added in plenty of new scripting functions, eventhandlers, user stored variables, control sequences (While/do, if/then/else etc) to make such a monster scenario better scriptable than an TC2M. One thing I missed besides such control structures and functions (get_number_Men_at_location_Radius, get_name_of_Div_at...) was to make eventhandlers (like the inTrouble one) optionally permanent and have it executed each time without deleting it.
Hmmmm...Thought SMG 3 Days was three large carryovers...never modded it, just seemed obvious.

Regarding added event scripting...not too much yet. Still, this game is young and just beginning to bloom, keep those luscious events ideas coming...they may find fertile ground as this game flourishes and evolves.

Unlike TC2M, SOW has the support necessary to evolve far beyond where mods can take a game, in retaining universal and continuous appeal.
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