Author Topic: Armoured Commander: WW2 Tank Commander Roguelike  (Read 172069 times)

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #165 on: May 20, 2015, 07:42:20 AM »
Depending on how often the double stunning happens in the game I may tone it down a bit - force them to take a morale test rather than automatically abandoning the vehicle. As you've noted in your LPs, the idea is that even very tough tanks can be forced to stop or have their crews bail out if they are hit by enough fire, even if they are not destroyed. In the same way, if an infantry squad or gun team is hit enough times they will either hunker down or retreat.

Adding the facings for AT guns has made it pretty interesting - if you spot a gun on a side or rear facing, you know you have one turn to hit it before it can shoot back. Do you take the chance with an 88?

I've noticed that Hidden units tend either to do nothing or to move, which eventually gets them destroyed by friendly action. I'm going to work on the AI so that Hidden units will more often try to get into a position where they are no longer hidden and can thus try to attack the player. Maybe also add a modifier to give them additional protection from friendly action; if they are in an area of the map where you have no line of sight on them, they are likely harder to see for your allies too.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #166 on: May 20, 2015, 01:07:17 PM »
The bug-squashing continues with Alpha 7rc2. I've updated the system for Pinning and Stunning enemy units, the last major feature I plan to add for Alpha 7. I'm not going to add a system for Broken units: if they break, they're considered destroyed. Changelog follows:

- Updated key commands in the campaign tank view to match those in the encounter tank view: R for Ammo Reload Type, T to Toggle ready rack usage
- All crew will now have their orders reset to default after an encounter has finished
- Fixed a bug where the asst. driver's skill activation and either the gunner or the loader's could both have an effect on the RoF roll; now only the best modifier applies for any single roll
- Fixed an ancient bug where PSW/SPW units would not actually do anything!
- Decreased chance of triggering a possible weather conditions change to 10% per 15 mins
- Using Tab to select a target map area on the campaign map, you can now hold Shift to move selection in opposite direction
- After triggering a minefield attack that disables your tank, the driver's available orders should now be immediately updated
- Hidden units that roll an attack action will now re-roll first; if another attack action is rolled, unit does nothing. Should mean that Hidden units move more often and do nothing less often.
- If unit positions change due to player tank movement, this will now reset spotted and hidden status, as well as any target acquired level on all enemy units. Also, the map display is now updated more quickly to show them in their new positions
- If there are no live enemy units on the map, the Friendly Action Phase will be skipped, as will the random events Friendly Artillery and Flanking Fire
- Fixed some rendering issues with opening the Help, and Tank and Crew Info windows in the campaign calendar view

Updates To Pinning and Stunning Enemy Units:
- Enemy infantry units (LW, MW, AT GUN) can be Pinned, and enemy vehicles can be Stunned:
  - If an infantry unit is hit by HE but not destroyed, they must take a morale test; the difference between the TK roll and score required is added as a positive modifier. If the morale test is failed, they are Pinned.
  - If a TK roll on an infantry unit is exactly equal to the number required, the unit is automatically Pinned.
  - If an already Pinned unit is pinned again, they must pass a morale test or be destroyed. Any terrain DRM for the unit is added as a positive modifier for this roll.
  - Pinned units can only do nothing or move away as their action.
  - Stunning works like pinning on vehicles, except that if you fail to destroy a vehicle with AP, they aren't subject to Stunning. The only way a vehicle can be Stunned is by rolling exactly the number required on a To Kill roll.
  - Pinned and Stunned units automatically test to recover during the enemy action phase, but if they recover they do no other action that turn. If they don't recover, infantry units can still move away from the player as their action, but remain Pinned. AT Guns can't move, so they can only do nothing if Pinned.
  - Each time a unit recovers from pinning, its morale level is reduced by one to represent fatigue, to a minimum of 2.
  - An original roll of 12 on a morale test is always a fail, regardless of modifiers.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #167 on: May 24, 2015, 07:20:31 AM »
Uploaded Alpha 7 a couple days ago, now tearing apart the campaign map and improving it for the next development release. Writing up a bit of this on the new development blog:

http://www.armouredcommander.com/blog/

panzerdiesel

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #168 on: May 26, 2015, 04:13:05 PM »
I am back to panzer drivin'. Love how it develops over the time! Go on with this!

PS: Will you add the possibility to play as a German also?


Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #169 on: May 26, 2015, 04:37:52 PM »
Absolutely! There are a few periods that would work really well for German campaigns. There's a lot to do on the core game before I can start thinking about expanding the scope, but it's in the plan.
« Last Edit: May 26, 2015, 05:23:56 PM by Rev_Sudasana »

panzerdiesel

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #170 on: May 28, 2015, 08:40:46 PM »
As I am playing on my Thinkpad with 1680x1050 - would it be possible to implement a fullscreen mode for AC?

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #171 on: May 29, 2015, 06:17:09 AM »
Fullscreen mode is no problem at all, the tricky bit is getting the display resolution scaled up correctly for the player's screen. I could implement a fullscreen mode that keeps the same display size and blacks out the rest of the screen, but that's not really helpful. I'll see what I can do, though!

Avagart

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #172 on: May 30, 2015, 12:17:17 AM »
I tried you roguelike and... It's impressive. I see that you have still a lot of work on this project, but unprecedented setting/mechanics and good implementation make me 'hungry' for more advanced versions. Good luck!

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #173 on: May 30, 2015, 07:23:21 AM »
Thanks very much! Doing some work on it today, will hopefully get the core battle mechanics a little more polished and add a few things as well.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #174 on: May 30, 2015, 06:05:02 PM »
As I am playing on my Thinkpad with 1680x1050 - would it be possible to implement a fullscreen mode for AC?

I've added a full screen mode to Alpha 7.3, one of the resolution options is 1680x1050. You'll need to enable it every time you load a saved game, but in the future it will remember your preferences and switch to full screen on load if that's what you've set it to. Let me know how it looks - the full screen functionality is a little wonky; sometimes all it does is display the window centered on a black screen. If it doesn't work I'll keep working on it.

Lots of other updates in 7.3 too - new orders, better interface, etc. No new animations or sounds, but those will be added in time.

http://www.armouredcommander.com/downloads.html

Avagart

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #175 on: May 30, 2015, 06:28:13 PM »
Hm, can you make based window size slightly less height? 5-10 px less should be good. Now, window does not fit for my 1366x768 screed and a little fragment is missing.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #176 on: May 30, 2015, 06:48:22 PM »
Hm, can you make based window size slightly less height? 5-10 px less should be good. Now, window does not fit for my 1366x768 screed and a little fragment is missing.

Should not be a problem - I can remove one column which would make the interior window (i.e. not including the window title and borders) 732 px high, removing 12 px of height.

Avagart

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #177 on: May 30, 2015, 07:49:47 PM »
732 px high, removing 12 px of height.
Should be ideal.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #178 on: May 31, 2015, 09:03:06 AM »
Just uploaded Alpha 7.4, has the shorter screen size as well as remembering your full screen setting across saved games.

Also tracks several gameplay stats over the course of the campaign and displays them either as a menu during the game, or as a final screen when your campaign is over. Will be adding a lot more detail to this in the future.

Avagart

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #179 on: May 31, 2015, 11:07:19 AM »
Fits perfectly, thank you so much! :)