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 Post subject: Re: Checking pulses
PostPosted: Sat May 06, 2017 9:24 am 
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Berto wrote:
I have been authorized to share with members of the ACWGC this exclusive FYEO:

Much like Wargame Design Studio (WDS) has assumed control over future Panzer Battles development -- see http://www.wargamedesignstudio.com -- henceforth WDS will be guiding future development of the JTS Civil War Battles series.

WDS will be making a more formal announcement about this soon.

Some of the recent updates to Panzer Battles will be applied to the CWB games, and after that so much more.

I have been in possession of the CWB code for several weeks now, have successfully rebuilt all game EXEs (on a new Win10 system using a much more up-to-date version of Microsoft Visual Studio, VS2015), and am embarking on the second round of updates.

I would divulge more, and show you some screenshots, but then they would shoot me. :shock:

So don't despair, fellow ACWGC members. Things are soon to change for the better.

Cheers.


will these changes/updates work on win 7?

is it possible that Banshee artwork will find it's way into these changes also?

current Tiller artwork is very blah..........to say the least.

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 Post subject: Re: Checking pulses
PostPosted: Sat May 06, 2017 9:32 am 
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Yes, most assuredly, everything will continue to work on Win7. (And even, to the best of our ability, on WinXP and the other officially supported Windows versions also. In fact, I continue to run the latest EXEs successfully on Linux Wine.) Beyond that, I can't say at this time.

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Panzer Battles Lead Programmer, http://johntillersoftware.com/PanzerBattles.html
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 Post subject: Re: Checking pulses
PostPosted: Sat May 06, 2017 10:13 am 
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Berto,

Minor flaw with the latest updates is that it requires PoP and SN verification to install. This will remove a lot of current players from using the latest updates. As stated before, these minor changes don't justify the need to locate old CD's or PoP and will only hinder the number of players migrating from the HPS to JTS update series.

Unless the release of the Petersburg series has a lot of the desired Club programing changes, I don't see this making a big splash.

I checked out the WDS site and it looks great for WW2 EF or NA but not sure how that will develop into a prosperous ACW development site. As these updated games are soo rare and with little change outside of a few scenario/oob/map corrections, I don't see the benefit. This is the concern of the game series dying on the vine as the series is falling into the realm of the 8 track tape and cassette player....still works but nothing exiting any more and competition is overtaking them.

Would love to see more exciting things happen with this old classic but improvements are getting dry and huge gaps between any seen updates.

This is just my opinion to the latest "State of the ACWC" environment.

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BG. Derek Hampel
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 Post subject: Re: Checking pulses
PostPosted: Sat May 06, 2017 10:19 am 
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Berto wrote:
Things are soon to change for the better.

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Panzer Battles Lead Programmer, http://johntillersoftware.com/PanzerBattles.html
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 Post subject: Re: Checking pulses
PostPosted: Sat May 06, 2017 10:55 am 
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excellent points by Gen Hampel......

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Pickett's Infantry Division, I Corps,
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 Post subject: Re: Checking pulses
PostPosted: Sat May 06, 2017 9:49 pm 
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These are damned great news, thanks Berto!

How WDS will develop this series will surely also depend on us, I think it's up to the community to tell WDS how the engine could be improved, damned some here play these games since the stone age, I'm sure there is a huge pile of ideas that could improve the engine.

Personally I would like to see a more dynamic battlefield, imaging a feature like we have in the PB series were units can "produce" smoke, of course in the CWB series it would come from musket fire.

Or what about recon in general, just remember the discussion a while back about viewing distances and the general agreement that the player could just view too far and spot units and unit details too good?
If that is changed to a more realistic way, all battles would get much more interesting because you won't see a shift in the enemies preposition until it is likely too late.

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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 6:59 am 
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that 70 hex viewing has got to go.........lol

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Pickett's Infantry Division, I Corps,
Army of Northern Virginia, CSA


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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 7:00 am 
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we should all start making our list and checking it twice.............Christmas is coming.

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Pickett's Infantry Division, I Corps,
Army of Northern Virginia, CSA


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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 7:10 am 
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Our High Command should send a field dispatch to all members asking for their help and ideas to improve the system.

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Pickett's Infantry Division, I Corps,
Army of Northern Virginia, CSA


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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 1:12 pm 
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here's a few suggestions to get the ball rolling............

1. Captured cannon can be moved
2. Improve range of viewing...........seeing less....knowing less
3. Improve the artwork for troops and leaders.......Banshee
4. Improve 3d artwork...............see Banshee 3d Antietam
5. Smoke on the battlefield obscuring the view
6. Long distant movement could be improved..........something like the long distant movement that was used in CIV III. Pick a start and stop and off they go till they get there.
7. While we are at it..........the command and control system from Gary Grigsby's War in the East. This must be looked at. Has to be the best I ever saw for immediately determining who commands who.
8. I would like to see the leader rules completely re done. I don't think the really great leaders have as much impact in the game as they had in real life.

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Pickett's Infantry Division, I Corps,
Army of Northern Virginia, CSA


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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 1:37 pm 
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No, please save wish lists and suggestions for later (after the formal WDS announcement, due to happen soon). A thread marked "Checking pulses" is not appropriately named for such things.

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Panzer Battles Lead Programmer, http://johntillersoftware.com/PanzerBattles.html
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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 3:05 pm 
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Not sure if any other guys from WDS are here, in case not it would be nice if you Berto would open such a suggestion thread once WDS has made the official announcement..

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 Post subject: Re: Checking pulses
PostPosted: Sun May 07, 2017 3:24 pm 
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Sure. Strela is not a member of this forum, and quite possibly I will be deputized to post for him here. We will open other threads when appropriate and when ready.

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 Post subject: Re: Checking pulses
PostPosted: Mon May 08, 2017 3:41 pm 
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I wonder how many of us would be willing to support a new, comprehensive upgrade to the code of the existing games with our wallets. There comes a point where a game code change delivers so much innovation that it would have to be considered as a generational leap, much like the original TalonSoft Battleground series was morphed into the HPS Campaign series. :?:

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 Post subject: Re: Checking pulses
PostPosted: Tue May 09, 2017 7:42 am 
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Joe Meyer wrote:
I wonder how many of us would be willing to support a new, comprehensive upgrade to the code of the existing games with our wallets. There comes a point where a game code change delivers so much innovation that it would have to be considered as a generational leap, much like the original TalonSoft Battleground series was morphed into the HPS Campaign series. :?:


interesting question.

I for one, certainly would purchase a title and see if it was what I was looking /hoping for.

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Pickett's Infantry Division, I Corps,
Army of Northern Virginia, CSA


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