Monthly Archives: May 2015

Alpha 7.4

Just a couple updates for this version. I think that the previous Alpha 7.3 had a problem where the new font image file (terminal8x12_armcom.png) wasn’t being included in the zip archive because I forgot to update the py2exe script. This … Continue reading

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Alpha 7.3

Knocked off a lot of items on my to-do list today, compiled everything into Alpha 7.3, now available for download. I’ve added a full-screen mode; at present it has to be enabled every time you load a saved game, but … Continue reading

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Alpha 7.2

Just uploaded Alpha 7.2, changelog follows: – Increased the height of campaign day map slightly – Added rifle fire sound effect for enemy LW attacks – Added campaign area info console, with basic information about the map area on mouseover … Continue reading

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Artillery and Air Strikes

Made a couple last changes to how artillery and air strikes are handled. As mentioned, previously you had to attempt to call in artillery as you entered an enemy-held area. If it didn’t arrive, you still had to enter the … Continue reading

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Close Call!

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Campaign Day Actions and Air Strikes

Doing some work on finishing how campaign day actions are stored, calculated, and displayed. If there’s weather conditions that effect time required for certain actions, it’s updated automatically. Also added in Air Strikes, and ended up changing the way that … Continue reading

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Alpha 7 Bug

Alpha 7 had a nasty bug where the game would crash when your tank is knocked out. Had to do with how the sector from which the knock-out hit came from was stored. Alpha 7.1 fixes this and adds some … Continue reading

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Marshy Terrain

Added a new terrain type: Marshland. Only has a 2.7% chance of appearing in any given map area, but it’s completely impassible to you as well as enemy forces, so any path you choose must go around it. Roads are … Continue reading

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Road Pathfinding WIP

Getting better! Still need to extend some roads to the edge of the map.

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Campaign Day Map

The Campaign Day Map started out very simple – I wanted to create a map of linked nodes, but didn’t want to spend too much time on what is, essentially, a framework for the important part of the game. Initially … Continue reading

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