HistWar (English zone) > General discussions

HWLG patch 03p

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JCM101:
I've been checking at least monthly. but according to the depot -
May 04, 2015  - HistWar Les Grognards : patch 03p in progress
Just over a year has passed since that message. 
Any news?    :|

zu Pferd:
It's on the burner. No definite date as the team is concentrating on HW2.
I don't have any more information then you just giving a courteous reply.

Best Regards

zuPferd

JCM101:
Thanks for the replies.

Disappointing to wait for more than 12 months whether one is prepared to do so or not.

It is also very disappointing to see other Devs taking JMMs conceptual approach & pushing out rival products faster than I can get a patch.

zu Pferd:
I get your frustration JCM 101
JMM team is very small in number and when the game engine was being tested (Ldgn) there were lots of patches on a regular basis a little less with HWN and HW2: Refining things for the most part.
A whole new and detailed graphic approach its in the making, is what is being developed right now JMM already set out a list.

From my own observation there are areas that are still not being talked about or no announcement has been made:

Simulated Unit behavior ie light infantry (all nations) none will at the moment develop
into skirmish order manually for delay, pinning, general malaise toward an opposing unit and that includes light cavalry: hussars and the like who provided some skirmishing duties.
The game AI will throw a skirmish line in front of  its parent Foot unit (observed)but in a Light Infantry unit it won't send the whole unit in skirmish formation (observed)
 Groupings say of 150 men 4 in a 600 men strength unit. (The reason they can't individually is that only a finite amount of units can be created on the battlefield : 100 units)
Graphically representing this behavior with would in my view enhance the simulation.

Physicality: a wall (building )cannot be walked through.
A steep rocky incline can't be climbed at the same rate as flat ground.
(lots of this type of ground in Portugal and Spain as well as the rest of Europe)

Path finding : Complete AI control and manual override.

Topography as in reverse slope.
Hard going areas (and Woods) which affect movement of large body of troops who are forced to maintain cohesion by drilling discipline are excluded from crossing unless there is a path/road and then only in march column. Cavalry may hide in but not move around.

No charges across marshes or wooded areas by any on 'four legs', skirmish units only (150 on 2 legs)

A actual tool to build elevation in the Map editor by increments.
(Would be great to have a TIFF imaging detection to render elevation from the real world
 but may not be practical; however a discussion of possibility was announced)

Missile trajectory and true physics as in : no missile may penetrate a hill and hit a unit
on the opposite side, (opposite to a unit behind another unit will suffer casualties from the same missile) a missile might penetrate a fortification eventually.
Destructible buildings
 Missiles shot in a/through a forested area. 
Gunners firing by hearing movement but not seeing the target (fog, black powder smoke).
Forest Fire sparked by shell explosion.

Watery impediments
Marsh, Lake, River, Brook this is all that can be simulated ?
Canals, small river branches with lots of vegetation : ideal defensive positions.

Steady as she goes Lads.










JMM:
I can understand your frustration...
That said, I continue to work on the game.. a lot.. maybe not enough but I can't.

During the last months, I modified around 100 files in the internal engine in order to delete the last bugs about the collisions of entities.
This problem was critical and it is not possible to get a good game with these issues. That said, it's a huge work to rewrite the functions in charge of the collision... and also to get a function who finds a good place for avoiding the collision. I believe the new procedure is right.

Yes.. one year... sorry for that : just I stopped during 3 months because I was a bit tired... and one month for defining/modifying the editor of figurines for the new 3D models.

I hope the final result will be fine in order to forget your present frustration...

JMM


PS : to zu Pferd : The priority is to delete the bugs for pathfinding before implementing the new 3D models. I have also to improve the Great Tactic AI.
I hope I can quickly implement the new GUI.
The new Division/Brigade AI will implemented after the new 3D Models.
After that, my activity will be on the improvement of the internal engine, not before releasing the New 3D Models.

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