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: 387
- Joined: 2019-12-08 11:56, Sunday
- Location: Setúbal, Portugal, Europe
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- Sergeant
- Posts: 387
- 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.
-
- Sergeant
- Posts: 387
- 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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- Sergeant
- Posts: 387
- Joined: 2019-12-08 11:56, Sunday
- 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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- Sergeant
- Posts: 387
- Joined: 2019-12-08 11:56, Sunday
- Location: Setúbal, Portugal, Europe
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...