PGX forum has passed the 5 thousand post mark. Almost 4 thousand are about music.
The Concert Hall seems even to have developed a bit of audience, if not feedback.
But the real news is about Combat v3 being out; as Jeff says:
Combat version 3 uploaded Aug. 11th 2024.
web.utk.edu/~jcrouch/
I have been working on slopes, and elevations a lot. Still working on the basic combat rules. Most of the direct fire ordnance, and small arms seems to be working.
Still testing/working out a lot of game mechanics. graphics are still pretty darn ugly. Until I finish the actual Game itself, I think I will remove the big icons.
They are going to take a lot more effort than I thought. I was taking pictures of my Micro Armour. Shrinking the images is a pain in the back side.
Still working on how much Info to give the player during combat. Do we really want to see every die roll, dice totals, and die roll modifiers ?
When a 5 Tank platoon fires at something I am printing details on the Bow MG, Coaxial MG fire, the to-hit main armament for each of the five tanks. Exactly which unit
gets hit in the target hex can be a bit random.
Things I am trying to get in before v4. Crews. (Ordnance, and Vehicle) Crews can break and run away from their guns, or tanks.
(You will be able to capture use enemy abandoned guns or tanks.)
I am sort of retro programming BACK into Panzer General Campaign game. At the end of a battle you will be able to re-organize, re-group you command.
You will get new replacements. Hopefully enough to replace losses.
I have to add the air units back into the game. Should not be too much trouble. Air / Naval will not be part of your Normal combat units.
They will be there simply as support. (Or Support for the other side anyway.)
Watched an episode of the old Combat! TV show, and recorded a few new sound bites. I have to convert them to .wav files. I need some new gun noises. Richochets would
be nice too. Especially shells bouncing off tanks. I think the old cheap Battle of the Bulge Movie with Henry Fonda, and Robert Shaw might have some good tank sound effects.
I will re-watch.
Panzer General X news flash
Moderator: von Schweinewitz
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- Sergeant
- Posts: 396
- Joined: 2019-12-08 11:56, Sunday
- Location: Setúbal, Portugal, Europe
Re: Panzer General X news flash
WWII Combat X v4 is out:
Yes, Fury ! Pretty sure there are some 'Shell bouncing off of armor' sounds in that !
web.utk.edu/~jcrouch/
I just posted COMBAT! v04. I dropped all the Big Icons for now. Too much work. (I will get to them later after the program is coded.) I replaced all of them with
Military Symbols. (I created a few simple ones.) I think they look pretty good.
Yes, Fury ! Pretty sure there are some 'Shell bouncing off of armor' sounds in that !
web.utk.edu/~jcrouch/
I just posted COMBAT! v04. I dropped all the Big Icons for now. Too much work. (I will get to them later after the program is coded.) I replaced all of them with
Military Symbols. (I created a few simple ones.) I think they look pretty good.
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- Posts: 396
- Joined: 2019-12-08 11:56, Sunday
- Location: Setúbal, Portugal, Europe
Re: Panzer General X news flash
Uploaded Combat! v06 Sept. 18, 2024
web.utk.edu/~jcrouch/
web.utk.edu/~jcrouch/
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- Location: Setúbal, Portugal, Europe
Re: Panzer General X news flash
PGX forum reached post 100 in the history section with these two Wehrmacht training films:
https://panzergeneralx.proboards.com/th ... -subtitles
https://panzergeneralx.proboards.com/th ... -sp-htrupp
https://panzergeneralx.proboards.com/th ... -subtitles
https://panzergeneralx.proboards.com/th ... -sp-htrupp
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Re: Panzer General X news flash
PGX v808 available for downmoad.
AI fix . embarked air units.
There were two contradicting move subs - sub routines guess I - causing embarked air units to keep moving back and forth...
AI fix . embarked air units.
There were two contradicting move subs - sub routines guess I - causing embarked air units to keep moving back and forth...
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- Location: Setúbal, Portugal, Europe
Re: Panzer General X news flash
December 10, 2024
I just posted an update....it is really Version 10 ?!?! I think I got my version numbers mixed up or something.
Anyway...the new one says it is version 10 too. I have added a new equipment file for the Design Your Own scenario. Europe 1939.
Infantry are a lot cheaper. I have removed the rarity factor rules. Naval units ignore land units for stacking. Ports, and ocean hexes can hold a LOT of ships.
Numerous other AI bug fixes. Hopefully the AI is getting a bit better ??
I just posted an update....it is really Version 10 ?!?! I think I got my version numbers mixed up or something.
Anyway...the new one says it is version 10 too. I have added a new equipment file for the Design Your Own scenario. Europe 1939.
Infantry are a lot cheaper. I have removed the rarity factor rules. Naval units ignore land units for stacking. Ports, and ocean hexes can hold a LOT of ships.
Numerous other AI bug fixes. Hopefully the AI is getting a bit better ??
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- Sergeant
- Posts: 396
- Joined: 2019-12-08 11:56, Sunday
- Location: Setúbal, Portugal, Europe
Re: Panzer General X news flash
PGX version 811 uploaded Jan. 8, 2025
This version includes a simpler AI.
Basic Equipment file 1939-1950 improvements.
New unit cost formula.
Armor units ground defence modified. Now based on Armor thickness, slope, target size, open topped, and Gas v Diesel vulnerability.
Countless (I did not bother to count them. so Un-counted would probably be a better term ?) bug fixes and tweaks.
Added a couple new buttons I will need later.
Did not work on Combat, or Grenadier in a while. Wanted to, but just playing PGX too much.
web.utk.edu/~jcrouch/
This version includes a simpler AI.
Basic Equipment file 1939-1950 improvements.
New unit cost formula.
Armor units ground defence modified. Now based on Armor thickness, slope, target size, open topped, and Gas v Diesel vulnerability.
Countless (I did not bother to count them. so Un-counted would probably be a better term ?) bug fixes and tweaks.
Added a couple new buttons I will need later.
Did not work on Combat, or Grenadier in a while. Wanted to, but just playing PGX too much.
web.utk.edu/~jcrouch/
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- Sergeant
- Posts: 396
- Joined: 2019-12-08 11:56, Sunday
- Location: Setúbal, Portugal, Europe
Re: Panzer General X news flash
PGX version 813 uploaded. Jan 31, 225
web.utk.edu/~jcrouch/
Changed R/D die roll. D110 die roll...if less than the number of R/D points spent for that class. Max die roll chance = 25% no matter how much invested.
(You still get the advance in turns, and the increase in the base Production rate though. Just limiting the improvements to 25% a turn.)
I think I am getting the production, and unit cost balanced. Found a Lot of info on how much WWII weapons cost, and how much was produced by countries each
month. ( No data on all units, and countries, but enough to get a pretty good model.)
still tinkering on that. Revised vehicle ground defences. (Used vehicle size, and Armour thickness.)
Messed with the AI a bit...as always. Added some Zoom map options. Show only the selected unit, and enemy units. Selected unit, enemy units, and enemy hexes.
Fixed a bunch of bugs. The AI may be a bit 'Fort' happy now. I am watching, playtesting it.
I thought about changing the Engineers to instead of building 'Fort' class units....they would change the terrain to 'fortification' type terrain. Not actually create a unit ?
web.utk.edu/~jcrouch/
Changed R/D die roll. D110 die roll...if less than the number of R/D points spent for that class. Max die roll chance = 25% no matter how much invested.
(You still get the advance in turns, and the increase in the base Production rate though. Just limiting the improvements to 25% a turn.)
I think I am getting the production, and unit cost balanced. Found a Lot of info on how much WWII weapons cost, and how much was produced by countries each
month. ( No data on all units, and countries, but enough to get a pretty good model.)
still tinkering on that. Revised vehicle ground defences. (Used vehicle size, and Armour thickness.)
Messed with the AI a bit...as always. Added some Zoom map options. Show only the selected unit, and enemy units. Selected unit, enemy units, and enemy hexes.
Fixed a bunch of bugs. The AI may be a bit 'Fort' happy now. I am watching, playtesting it.
I thought about changing the Engineers to instead of building 'Fort' class units....they would change the terrain to 'fortification' type terrain. Not actually create a unit ?