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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on January 05, 2018, 01:13:39 PM »
Scenario Editor

Bug fix
For the victory conditions, you should see a list of target units to destroy under each army with a maximum based on how many are present.
These ought to be based on the enemy army.
Hence, if the red army has 8 light infantry units then under the blue army there should be a line which shows light infantry with a maximum of 8.
If you load just the red army and open the form, then you ought to only see a list of red units on the right side ( blue ).
This was previously the wrong way round - so you saw the blue totals under the blue army targets and the red under the red.
Very obvious once you know what to look for and load just one army, then open the victory conditions form.

Now fixed so the blue list of units appears under the red and vice versa.
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General Staff Support Forum / Re: On screen resolution
« Last post by Adraeth on January 04, 2018, 07:29:10 AM »
Thanks, when there are new versions of the beta engine, please inform and i will download from the link i have.

Have a nice day  :)
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on January 03, 2018, 12:48:29 PM »
Scenario Editor

Minor changes to scenario info view.
Increased height of form so stacked controls have more space.
Scenario name textbox will wrap and grow if it fills but still limited to 50 characters so it fits on the main window OK.
Increase height of Scenario Description textbox and allowed it to grow as user types.
Added a little padding to number of turns textbox so victorian font numbers don't look cramped.

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General Staff Support Forum / Re: On screen resolution
« Last post by Andy ONeill on January 03, 2018, 10:57:10 AM »
Hi,

Yes, I'm on it.

The game is written in wpf which has a mechanism called device independent pixels. Meaning the measures quoted aren't hard pixels, they're px which will change when device settings change.
I think as it stands you could change windows settings and the scenario editor will cope. So long as you have a rectangular monitor and it's not way too low res.
I've not actually tested that - because I have a bit more sophisticated plan in mind.

The map editor needs work to cope with that sort of thing.

The army editor is pretty much not sensitive to screen resolution.
I've not started on the actual game yet.

The map is currently effectively hard coded in size but will be adapted so it'll scale, so long as proportions are maintained.
I will probably also make the unit treeview on the scenario optionally slide in and out over the map. Maybe also dockable so you can drag it to either side or another monitor (like the dockable windows in visual studio).

Units are actually circular and all the same size even though some symbols are smaller. Eventually, you'll be able to set the size of a unit ( circle ) and that preference which will be persisted.
The map symbols are proportional to the unit size and hence will scale up as the unit increases in size.
The reason for this is that the map symbols are fairly small and you'd need the eyes of an eagle to make them out on small or low res monitors.

Actual game requirements will be fairly low.
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General Staff Support Forum / On screen resolution
« Last post by Adraeth on January 03, 2018, 04:33:28 AM »
As i stated before, with private messages, i would suggest to allow lower screen resolution for istance 1366x768 or even less.
The engine is not so demanding and the game can be seen very well even with lower resolutions.
Best regards
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on January 02, 2018, 12:18:58 PM »
Army Editor

These changes are intended to make it easier to work with the army editor when the window is narrowed. So you can work side by side with reference material, spreadsheets, Netflix or whatever.

Gridsplitter added between left treeview panel and right detail panel. Hover over the divider to see double headed arrow, click and hold to drag width left or right.

Items marked for copying now have saddle brown background and bottom border which is also increased to 2px.
The lime green selected item background overlays this but you can still see the bottom border and make out which are marked to copy without seeing the right part of the item.

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General Staff Support Forum / Changelog
« Last post by Andy ONeill on January 02, 2018, 12:08:07 PM »
Hi all.

The idea of this thread is to list the development work as it's done on the General Staff suite of apps.
This will be a fairly low level stuff. I expect parts will not be very easy to follow unless you know the apps well.
Version numbers will eventually start appearing.
This way it should be easier for early adopters and beta testers to see what's in each change and Kickstarter supporters can see things are being done.
Higher level descriptions of work including significant milestones will be posted to Ezra's blog.

The thread is likely to get quite long and demonstrate just how dull most development work is with numerous iterations before you see Ta Daaa.... this bit looks like it's working... oh... well now it looks like it's working.... oh, wait a minute... better fix that bit.  And so on.

If you have questions, expressions of admiration  ;D or whatever then please start a separate thread.
Thanks in anticipation.
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General Staff Support Forum / Re: Video showing the General Staff Army Design Module
« Last post by Adraeth on December 28, 2017, 07:35:13 AM »
Indeed, i was thinking about the old "battles of napoleon" for DOS , system in random armies and maps.

Random armies, and maybe maps, might be interesting when building up fast pen and paper campaigns, maybe the player might use those armies and maps as a first random scenario to work on, so editing some of the army and some of the map.

And more random armies and maps (and so scenarios combining both) will give a quick battle feature that should be interesting for a fast battle (maybe as a break from historical ones)
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It's an interesting idea.
I'm not sure how useful randomised sides would be though.
You can copy a command and it's subordinates which will usually reduce the work in building big armies.
Not knowing exactly what you face would be a plus. There's a problem there though.

You need a scenario to play a game.
To design your scenario you pick a map and 2 armies. You then position units on the map. By default they start where you position them on turn 1. You can delay that and make a unit a re-inforcement.
But the whole positioning thing means you know what both sides will be if you do that yourself.

You could share scenarios with someone and build them for each other.

An alternative would be to apply some sort of percentage chance to whether a unit turns up at all.
Make that 100% on most and 90% on a few and you could make a scenario a little more variable without running the likely imbalance from true randomisation.
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General Staff Support Forum / Re: Welcome to the General Staff crew
« Last post by Lancier on December 24, 2017, 07:43:59 AM »
Thanks.

By the way about spreading the word  as far as the play-by-email gaming is concerned "Slitherine-Matrix-Ageod" are the homeland of the turn-based (IGOUGO-WEGO) PBeM gamers' community i think...
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