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What's New in 2.06 Player's Edition

 
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What's New in 2.06 Player's Edition - 11/18/2014 12:55:38 AM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
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You can download the Document here.

See the thread on What's New Compilation. Thanks.

Visit our Website to download all the latest PDFs, maps, and other 3rd party content.

< Message edited by Capn Darwin -- 12/11/2014 1:51:14 AM >


_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
Post #: 1
RE: What's New in 2.06 Player's Edition - 11/18/2014 8:52:16 AM   
Kado


Posts: 30
Joined: 5/1/2014
From: Czech Republic
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Guys, good luck with Southern Storm! Red Storm was a great game even at the release and you've kept polishing it ever since. Excellent job!

(in reply to CapnDarwin)
Post #: 2
RE: What's New in 2.06 Player's Edition - 11/20/2014 5:23:38 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
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quote:

Enhanced - Scooting/Standoff Range/Resupply AI Logic


I think I'm most interested in seeing how this enhancement play out in the new version. The whole standoff range and scooting logic is a fine balance and, for lack of specific unit SOPs or other presets, I give you guys kudos for trying to find the right balance.

(in reply to Kado)
Post #: 3
RE: What's New in 2.06 Player's Edition - 11/20/2014 7:12:57 PM   
cbelva


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Joined: 3/26/2005
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quote:

ORIGINAL: pzgndr

quote:

Enhanced - Scooting/Standoff Range/Resupply AI Logic


I think I'm most interested in seeing how this enhancement play out in the new version. The whole standoff range and scooting logic is a fine balance and, for lack of specific unit SOPs or other presets, I give you guys kudos for trying to find the right balance.


Scooting and standoff range has been one of the two biggest headaches in trying to balance. Capn D and I have banged our heads together several times and the fact that there are competing interests in what players what to see has not helped. We tried to balance it in favor of the feedback we received from most of the players. Some people will be happy with the way 2.06 balanced these things and some people won't be happy. There is only so much we can do with it as the code stands now. Going forwards Rob has some ideas to expand our options in these area in the next evolution of the game.

(in reply to pzgndr)
Post #: 4
RE: What's New in 2.06 Player's Edition - 11/20/2014 7:31:47 PM   
CapnDarwin


Posts: 8467
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Getting a SOP system into 2.1 will help level this area out. Plus we can look at some new approaches in the AI code as well.

_____________________________

OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to cbelva)
Post #: 5
RE: What's New in 2.06 Player's Edition - 11/22/2014 7:44:52 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
quote:

Enhanced - Label Changes for Better Information


I'm liking this. Also, I notice the OB tab shows units in red when they need attention and you can quickly check their status. I would add to this showing units in yellow when <50% so you can plan ahead? Also, maybe show on the OB what the unit strength is; eg, for 3 out of 4 vehicles show "(3/4)" in the space to the right. Should be doable and would be helpful as a mini-S-4 summary during orders cycle.

quote:

Scooting and standoff range has been one of the two biggest headaches in trying to balance.


So far it seems ok. I've noticed my recon and helos scooting better than before.

(in reply to CapnDarwin)
Post #: 6
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