Armoured Commander II

Animated title screen

I’m currently working on a sequel to my original game. The scale is larger, there’s more detail in the hex map, and it will cover more periods and theatres of the war.

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Message Console

The new animation system is working well, and everything runs smoothly except the close combat sequence which still needs a little work. I also expanded the map hex information console and turned it into a message and information console. Game messages, rather than being displayed on the map where they are difficult to follow, will always appear here, and will be saved in a message log that the player can view with the ‘m’ key. If there’s one particular unit that the message is about, it will be highlighted for the brief time that the message is being displayed. If the player misses a message, they can always check the message log.

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Rainy Battlefield

In hopes of keeping ArmCom2 mostly bug-free, I’m implementing an animation system that will handle everything from unit movement on the map to weather effects as shown here. Right now there’s a few bugs relating to the screen display, so putting everything together into a single animation handler now will help to get everything working together properly.

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ArmCom2 PoC – Hotfix

Just fixed a bug where infantry close combat against armoured vehicles would crash the game. If you re-download ArmCom2 from the link below, the bug should be fixed now.

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Armoured Commander II: Proof of Concept

I’ve put together a py2exe-packaged version of Armoured Commander II for players to try out. It is very much a work in progress, is missing a ton of important features (one example: enemy units have no movement AI at all, but they will shoot at you as best they can) but it will give interested players an idea of where the game is going.

I know there’s a handful of bugs in the game (eg. objective hex highlights disappear during attack animations) but one can play through an entire scenario. No sounds or music yet.

Download here!

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ArmCom 1.04 Hotfix

A couple of bugs have been shaken out since 1.04, so we’ve fixed them and uploaded a hot fix. Just re-download 1.04 from the downloads page and overwrite your copy of the game. Saved campaigns should have no trouble being continued in the hotfixed version.

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Armoured Commander 1.04

Version 1.04 of Armoured Commander, which brings a slew of bugfixes and interface improvements, is now available to download. Many thanks to Eric Normandeau who has worked on this update for some time. (Version 1.03 was skipped as it was an internal build and only had minor changes)

Changes in 1.04:

  • Feature: Automatically end RoF on Critical Hits
  • Feature: Infantry and MG squads easier to pin with MG fire
  • BugFix: Change ‘Armoured Carrier’ to ‘Armoured Car’
  • Feature: Add sound toggle option during play
  • Feature: Use ESC to exit tactical map unit detail screens
  • Interface: Added symbol legend to tactical map
  • Interface: Minor tweak to command highlight color
  • Interface: Made use of ENTER and SPACE more consistent
  • Feature: Add pop up “Screenshot saved as: …” for screenshots
  • Feature: Menu items (help…) are now accessible through F keys AND number keys
  • Feature: Add “On the way!” as possible gunner call upon firing
  • Feature: Add more crew talk diversity and increased odds for artillery
  • Feature: If 10 rounds cannot be added to tank, add maximum possible
  • BugFix: Also fixed a crash when trying to display a Distinguished Service Order

 

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ArmCom2 Alpha 1

I know I’m getting close to finishing a version when my bug list gets longer than my to-do list. There’s only a couple major things I need to finish before Alpha 1 is playable:

  • a proper spawn function for units that place them intelligently into the map
  • force selection tables for enemy units that will generate a random but reasonable opponent
  • AI movement action: selecting a good location on the map and moving toward there

Some things that are important but non-essential, such as animations for attacks and sound effects, will need to wait for a future version. I’ve learned that it’s better to put everything together and give players a chance to try it out, even if the interface and features are bare-bones.

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Armoured Commander version 1.04 – nearly there

We are nearly ready to release version 1.04 of the original Armoured Commander game. We just need to do some internal testing then I can package up the new binary and data files for download.

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Assaults and Close Combats

I’ve added a new work-in-progress version to the GitHub repo that includes assaults and close combats. Surprisingly they work pretty much as intended, although they are probably not balanced at all right now! Infantry have the ability to do an anti-tank attack in close combat, representing the use of grenades and molotovs at close range, but it’s not very effective and can result in the loss of an attacker step. In the future, certain units will have much better close combat anti-armour attacks, such as pioneers and units armed with panzerfausts and similar weapons.

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Nested Dependencies

I’m working on adding assaults and close combat to the game right now, which requires the addition of a new turn phase. As it happens, however, this is one of the those game mechanics that relies on another that’s not yet implemented (having the AI automatically select the best attack possible for defensive fire) which in turns relies on another (having friendly units inherit an AI instance as well, which would benefit from having a better unit spawn function) and which would greatly benefit from yet another (infantry anti-tank attacks). So it’s a bit of a jumble at the moment, but after I create all of these and get them to work well together, that’s another big chunk of the core game system finished.

Close combat will use the same basic attack as Shooting, but there will be different modifiers (eg. infantry will fare much better in dense terrain than tanks) and it has the potential to be very damaging to both the defender and the attacker. Note: normally in wargames, vehicles can’t engage in close combat with each other (are they ramming each other?) but since the scale width of each hex is about 160 meters it represents two tank platoons squaring off against each other at point blank range.

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