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  1. #31

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    SPRUT-SD

  2. #32

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    Right now I am debugging single-player mode with basic AI which can be built on later. Current AI isn't exactly tactical, "hyper-Aggressive Zombie" more like. Basic AI model is:

    Calculate the nearest 'alive' opposing unit. If they are within range of unit's longest range weapon then attack,
    else,
    randomly pick opposing unit, and move towards their coordinates.

    For Units, currently concentrating on a Russia vs Poland/NATO scenario but it's laid out with the intention of people adding their own units, tweaking weapons, changing the sides, location of playing area etc:
    • T-90
    • Rus Inf 1 (8 men)
    • Rus Inf 2 (8 men)
    • T-55AM2 w/ AT-10
    • T-55AM2
    • Chechen SF (8 men)
    • ShKH-77 DANA
    • PT-91MA1 Twardy
    • T-72M1
    • Leopard 2A4
    • Leopard 2A6
    • Pol Inf 1
    • Pol Inf 2
    • D-30 122mm
    • 2S1 Gvozdika
    • BMP-1
    • 2S19M1 MSTA
    • TOS-1A Buratino
    • BM21 GRAD
    • BMPT
    • Krab
    • 2S25 Sprut-SD

    I've yet to figure out best way to have infantry transported by APCs/trucks etc which is why only BMP-1 is there. Currently infantry travels at 4kph and rounds represent 10 mins, whereas most vehicles are 30-40kph, i.e. 10 times faster.

    Each unit can have up to 8 weapons, which can include multiples (i.e 6 x AK-74 can be a single 'weapon')

    When a unit attacks another, both fire everything they have at eachother. Main factors:
    • Weapon firepower x ROF x minutes in playing-round (limited by magazine capacities)
    • distance (weapons have max and minimum range)
    • bearing (some weapons do not have 360 degree arc)
    • Unit fatigue
    • attacking advantage
    • armour threshold
    • Weapons have effectiveness based on category of enemy (i.e. infantry, MBT, APC, Artillery (Towed), Artillery (SP)...

    Next functionality to include is grouping your own units with short-codes for user-defined waypoints to simplify moving your units, an "advance to contact" mode for infantry (allows them to close on enemy during attack), and maybe anti-tank infantry.

    Longer term features are:
    * 3D models using SketchUp
    * Aircraft. Probably on an air-strike basis. Will also need air-defence. Complicated in terms of plotting the air package's route and potential SAM/AAA intercepts. Maybe even interceptors/fighters on CAP.
    * fixed location units like pill-boxes
    * better 2-player mode
    * longer range weapons
    * terrain maps, allowing movement and range adjustments
    * smart route planning
    * negative lat/long coordinates (opps)
    * maybe replatform on web, get a community going etc.

    Screenshot of battle against computer-player.
    [IMG]http://i29.*******.com/eukmfddotjpg[/IMG]

  3. #33
    Senior Member plato's Avatar
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    Sina.com is using planeman's graphics again. This time they claim these graphics were made by the western media. Which media do you work for?

    http://slide.mil.news.sina.com.cn/sl..._1073.html#p=6

  4. #34
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    I would get some water mark or something on those pics.. This is not the first time they were "stolen".

  5. #35

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    haha, no accounting for poor taste I guess! I don't let it bother me, in fact I'm flattered. Thanks for the link

    I could put www.militaryphotos.com across them

  6. #36

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    3-D models in Google Earth is new aspect of the game, and Bluffer's Guides in the future. T-72:
    [img]http://i30.*******.com/30hy0s2dotjpg[/img]

  7. #37

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    TOS-1 Buratino MRLS
    [IMG]http://i34.*******.com/6oidm9dotjpg[/IMG]

    Needs no intro
    [IMG]http://i35.*******.com/2vv4776dotjpg[/IMG]
    Last edited by planeman; 09-27-2009 at 11:14 AM.

  8. #38
    Sheep Whisperer ayanami_tard's Avatar
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    please consider making some research on philippines and bangaldesh armed foerces' capability


    thanks in advance

  9. #39

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    DIY strategy game project is still progressing. Just a few of the recent units introduced.

    [img]http://i33.*******.com/2rg0wnsdotjpg[/img]

  10. #40
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    Wow great work planeman. Really


    Quote Originally Posted by planeman View Post
    Right now I am debugging single-player mode

    When a unit attacks another, both fire everything they have at eachother. Main factors:
    • Weapon firepower x ROF x minutes in playing-round (limited by magazine capacities)
    • distance (weapons have max and minimum range)
    • bearing (some weapons do not have 360 degree arc)
    • Unit fatigue
    • attacking advantage
    • armour threshold
    • Weapons have effectiveness based on category of enemy (i.e. infantry, MBT, APC, Artillery (Towed), Artillery (SP)...


    [IMG]http://i29.*******.com/eukmfddotjpg[/IMG]
    My 2 cents

    May be use pre calculated tables from "Taktics" manuals?
    its seems 2 be much easer

    Cose besides ROFхmin there exist some important parameters such as
    ROFof unit VS front of attack
    Speed of attack in MH VS enemy ROF per meter of front of attack
    DAY or NIGHT combat

    and Combat ROF instead of "practise ROF"
    _____________

    btw im sorry 4 my english

  11. #41

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    thanks, good points. Certainly a complex problem.

    Right now I have other concerns tho, like balancing infantry; US fire teams are only 4 people, and a Bradley can only take 6 (why build a MICV with 6 seats??) so I can't double up fire teams (ie a small Section of 8-9 men), as then they couldn't be transported by Bradleys....
    [IMG]http://i34.*******.com/2ag20czdotjpg[/IMG]

    Whereas BMP-1 etc have room for 8-9 troops.... meaning that Russian (and Polish) sections can be 8 men or more and still get moved around easily:
    [img]http://i37.*******.com/34npjeodotjpg[/img]

  12. #42

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    There is a pic of your favorite what if plane at http://bagera3005.deviantart.com/art...1214-141590404

  13. #43

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    cheers, love that bird

  14. #44

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    World War 3.1 strategy game released.

    [SIZE=6]CLICK HERE TO GO TO THREAD[/SIZE]

  15. #45
    Senior Member JohnnyWalker's Avatar
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    WTF N. Korea has aircraft carriers?

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