Friday, December 31, 2010

Server Update: Tech Effect

You will no longer get negative construction complete percentages when your construction tech goes up.  Units in the build queue will now get their build times updated when the build tech goes up.

Wednesday, December 22, 2010

Client Update: Disembark Window

Version 1.72: Fixed the unit disembark window to highlight the target region when it populates the window with existing orders.

Monday, December 20, 2010

Server Update: Storage Unit Behavior

When you capture a region, storage units under construction will now be captured and will no longer continue to fight with zero strength.

Thursday, December 16, 2010

Client Update: Load Orders Behavior Change

When you load an organization unit onto a ship, the orders of all subordinate units are now canceled. This prevents subordinate units with move orders from moving out of the unit when it loads and leaving the empty organizations on the transport ship.

Saturday, December 11, 2010

Client Update: Travel Time Bug Fixed.

Version 1.70: Fixed a logic error that was causing travel times to be miscalculated.

The game has begun advancing turns once more.

Sunday, November 28, 2010

Server Update: Movement Bug Fix

Fixed a problem with the combat movement code that would sometimes cause units to turn around and move back the direction they came from, occasionally drowning themselves if they had been unloaded from ships.

Thursday, November 25, 2010

Game halted.

The game server is currently not incrementing turns while I track down a movement bug.

Client Update: New Score Screen

I completed the latest version of the score screen. The screen is accessed from the main menu under "View". The game now awards points for being number one in various categories.

Sunday, October 17, 2010

Client Update: Company Orders

Fixed an error that was keeping the 'None' button from canceling company nationalization orders. Thanks to Bryce for pointing this one out.

Thursday, October 14, 2010

Server Update: Message Text Correction

Fixed an error in the text of the message that is generated whenever a company goes 30 days without being sold.

Wednesday, October 13, 2010

Manual Update: Main Menu

Updated the manual page for the Main Menu. Updated the View section to include the tip of the day.

Tuesday, October 12, 2010

Client Update.

The main tree view now groups independent units under their own category instead of dumping them under the region category. This allows access to the independent region-player-unit page.

The help file has been updated to cover company construction.

Monday, October 11, 2010

Game 14 Has Started

Game 14 Has Started.

The Players:
  • Japan - Carl Cullum
  • Argentina - James Eniti
  • USSR - Dave Swan
  • Great Britain - Bryce Zimpfer
  • United States - Don Adams
The Warlord AI and I will run everything else.

The first turn is scheduled for next Sunday at Midnight.

Thursday, October 7, 2010

Client Update: Tip of the Day

Added a Tip of the Day feature to the game start.


Thanks to Hans Dietrich at The Code Project for his excellent Tip of the Day class.


Sunday, October 3, 2010

Client Update: Bomb Supply Lines

Added a relations column to the bomb supply lines target selector.

Added the following text to the "Unit Orders" section of the manual: "Bombers will only target the supply lines of enemy units within the region, allied and neutral supply lines are ignored."

Added a tool tip to the bomb supply lines target selector.


Thursday, September 30, 2010

Scenario File Updated.

Submarine attack strengths are now about twice what they were.

Starting resource storage starts filled instead of empty.

Sunday, September 26, 2010

Client Update.

Added a size column to the unit info view.
Fixed an error in the unit construction time display.

Added an explanation for the Region-Nation-Units View to the help file.

Friday, September 24, 2010

Client Update: Unit Reports

Fixed a typo in the region units report that was causing the columns to be misaligned from their headers.

Added a Region-Nation-Units View to the main view pane.  When you select a nation under a region on the unit selector tree, you now get a list of all of the units in that region belonging to that player in the main info pane with total strengths listed.

Sunday, September 19, 2010

Client Update: Cargo Bars

Set the background color of the cargo load bars to be a known color instead of relying on the players' default.

Client Update: Moving into Neurtal Regions

Giving orders to move into a neutral region will no longer cause you to declare war on the owner of the region.  You will still be attacked, but it no longer changes your relations setting.


Wednesday, September 15, 2010

Client Update: Creating New Companies

Relaxed the cash reserve requirements for issuing orders to create new companies.  You no longer have to have enough cash on hand to complete a company's construction before starting the construction project.

Monday, September 13, 2010

Server Update: Build Priority

The new unit build priority order (including halt construction) now works correctly.

Thursday, September 9, 2010

Game updates

Fixed a problem with the AI that was causing pirate fleets to move off the map.

Added "Construction Halted" to the unit notes column of the new unit page for units that it applies to.

Thursday, September 2, 2010

Sunday, August 29, 2010

Server Update: Bug Fix

Fixed the 0-Value subsidy bug that was causing an assertion on the server.

The server is back up running a test game.

Saturday Playtest Complete.

Thanks everyone for the Saturday playtest session.  We found a lot of things to fix before the next game as well a few long term changes to make.

The server is currently down.

Thanks: Bryce, Carl and James for your efforts.

Sunday, August 22, 2010

Client Update: Build New Unit Bug

Fixed an initialization problem that would show when you changed unit types in the new unit wizard.

Saturday, August 14, 2010

Game update

Updated the help file to show terrain info. 

Fixed a bug in the server that was preventing players from capturing coastal sea regions.

Thursday, August 12, 2010

Client Update: Disband Unit Orders

Disbanding organizations now disband the entire organization.

Client Update: Trade Dialog

New transactions with the market now default to "Approved".

Monday, August 2, 2010

Client Update: User Interface Changes

Fixed the map buttons so they remember their positions between sessions.

Added the map selection to the main menu.

Sunday, August 1, 2010

You can now move units out onto the ice.

Units may now move out onto ice covered seas.  Added code for drowning units when the ice melts.

Tuesday, July 20, 2010

Server Update: The Ice Caps Now Change.

The ice caps now grow and shrink according to the seasons.

Saturday, July 17, 2010

Map Changes: Reworked the Arctic Ocean

I split the Arctic Ocean region in half to create the West and East Arctic Oceans and added the Laptev and Kara seas to the map.

Sunday, July 11, 2010

Server update: Added region population increase.

The population of the regions will now vary over time.

Friday, July 9, 2010

Rewrote the economic growth code.

I just finished rewriting the economic growth code and incidentally fixed a bug where you were getting 100X the growth you should have been getting for building companies.


Thursday, July 1, 2010

Manual Update: Score

The Score Window

Selecting "Score" on the Main Menu brings up the score window.

Items counted on the score window are only what is visible to your units. For example, if one of your enemies has 100 transport ships somewhere in the pacific that you have not spotted, they will not be counted on the score window under naval cargo space.

See also Nations, Technology and Units.

Thursday, June 24, 2010

Cleaned up new icons.

I cleaned up the new icons so they look better on the new technology page.

Thursday, June 17, 2010

Manual Update: Technology

Updated the technology page in the manual today.


Technology

The types of equipment you can build for your units as well as the kinds of installations you can construct is determined by what technology you possess.

Some technology obsoletes previously researched equipment or gives new abilities to or upgrades existing equipment.

Researching new technology is done by using the Tech Tab on the Nation Info View.



See also Equipment, Nation Info View and Units.


Army Technology

Infantry Tech

Infantry technology is labeled "Small Arms-1" though "Small Arms-7". Each level grants access to new equipment that has an increase in ground combat strength (both attack and defence) over it's predecessor as well as an increase in bomber defense.

Armor Tech

Armor technology is labeled "Armor-1" though "Armor-7". Each level grants access to new equipment that has an increase in ground combat strength (both attack and defence) over it's predecessor as well as an increase in bomber defense.

Artillery Tech

Artillery technology is labeled "Artillery-18" through "Artillery-60". Each level grants access to new equipment that has an increase in ground or sea combat strength (both attack and defence) over it's predecessor

Antiaircraft Tech

Antiaircraft technology is labeled "Antiaircraft-1" through "Antiaircraft-5". Each level grants access to new equipment that has an increase in antiaircraft combat strength. The new equipment also has an increase in ground combat strength as well as bomber defense strength.


Air Force Technology


Bomber Tech

Bomber technology is labeled "Bomber-1" through "Bomber-6". Each level
grants access to new aircraft that has an increase in air-to-ground combat strength. The new aircraft will usually also have an increase in range, air-to-air combat strength and an increase to it's vision
attribute.


Fighter Tech

Fighter technology is labeled "Fighter-1" through "Fighter-5" and "Jet Fighter-1" through "Jet Fighter-3". Each level grants access to new aircraft that has an increase in air-to-air combat strength. The new aircraft will usually also have an increase in range, air-to-ground combat strength and an increase to it's vision attribute.

Recon Tech

Recon technology is labeled "Recon-1" through "Recon-5". Each level grants a +30% increase to air reconnaissance spotting of new and existing units.


Navy Technology


Battleship Tech

Battleship technology is labeled "Battleship-06" through "Battleship-50".
Each level grants access to new ship hulls that have an increase in sea defense. Increases in offensive ability is provided by the artillery tech. The new ships will also have a higher bomber and submarine defense.


Cruiser Tech

Cruiser technology is labeled "Cruiser-14" through "Cruiser-50".
Each level grants access to new ship hulls that have an increase in
sea defense. Increases in offensive ability is provided by the artillery tech. The new ships will also have a higher bomber and submarine defense.


Destroyer Tech

Destroyer technology is labeled "Destroyer-17" through "Destroyer-50".
Each level grants access to new ship hulls that have an increase in sea defense. Increases in offensive ability is provided by the artillery tech. The new ships will also have a higher bomber and submarine defense.


Aircraft Carrier Tech

Destroyer technology is labeled "Aircraft Carrier-14" through "Aircraft Carrier-60". Each level grants access to new ship hulls that have an increase in the number of aircraft that they can carry. The new ships will also have a higher sea, bomber and submarine defense.

Submarine Tech

Submarine technology is labeled "Submarine-20" through "Submarine-42",
"Electroboats" and "Fast Attack Subs". Each level grants access to new submarines that have an increase in their submarine attack and defense values. There is also a "Torpedo Upgrade" which increases the attack value of new and existing submarines and "The Schnorkel" which increases their defense value.


Antisubmarine Tech

Antisubmarine technology is labeled "ASW-30" through "ASW-50".
Each level grants an additional +50% Attack strength agianst submarines for any unit that can attack submarines.


Targeting Tech

"Advanced Optical Targeting" grants a +50% Ship's gun attack
strength for new and existing ships.


"Decimetric Naval Artillery Radar" and "Centimetric Naval Artillery Radar" each grant an additional +50% Ship's gun attack strength and double the effectiveness of antiaircraft fire for new and existing ships.



Industrial Technology


Improved Machine Tools

Grants a 5% increase in the speed manufacturing all units.

Advanced Machine Tools

Grants an additional 5% increase in the speed manufacturing all units.

Small Arms Assembly Line

Grants an additional 10% increase in the speed of construction of infantry units.

Vehicle Assembly Line

Grants an additional 10% increase in the speed of construction of armor and artillery units.

Aircraft Assembly Line

Grants an additional 10% increase in the speed of construction of all air units.

Ship Assembly Line

Grants an additional 10% increase in the speed of construction of all naval units.




Military Doctrine

All of the doctrine techs obsolete each other, so you may only have one in force at a time.

Army Supremacy Doctrine

"You don't own territory until you have stationed an 18 year old with a rifle on it." The Army gets the best and the brightest, granting a 5% bonus to land unit and antiaircraft combat strength.

Naval Supremacy Doctrine

"75% of the Earth is covered by water, if you control the oceans, you control the Earth." The Navy gets the best and the brightest, granting a 5% bonus to all naval combat strengths.

Air Supremacy Doctrine

"Control the air and you control the land below it." The Air Force gets the best and the brightest, granting a 5% bonus to all types of air combat strength.


Sunday, May 23, 2010

Artillery Tech Rework Complete

Today I completed testing the new artillery tech tree.  For the first time in about six months the server is once again in working order.

Monday, April 19, 2010

Destroyer Tech Rework Complete

The destroyers have a new tech tree and have all been updated to the new stats.

Thursday, January 21, 2010

Client Update

I cleaned up the equipment info view.  Fixed things like making sure all the columns were justified the same way and added commas to some of the large number fields to improve readability.

Fixed a math error on the unit status tab that was giving the wrong sea combat strength for unit components.  The view listed did not include the player's tech effect.

Tuesday, January 19, 2010

Cruiser Tech Rework Complete

I finished the cruiser tech rework this morning.