Thunderbrd
C2C War Dog
@The Team: Post what you have on the immediate plate that you're hoping to get done for v41 so we can potentially work to support each other along the way.
For me, I'm currently involved in detailing an intensive unit review. It is underway now and visible here: https://docs.google.com/spreadsheet...wMhsSyc2tnWfHO9r7MGb9qTxg/edit#gid=1224776138
Currently it's going through and placing all units according to where they are unlocked on the tech tree and you can see how some tracking, up until modern anyhow, is given on most important unit details so I can plan out changes for the sake of balance. Some new units are planned there and I've been collecting the art needed for them and it is my hope that by v41's release, the majority of this plan can be implemented.
I'm trying to do this in a streamlined fashion for now before giving it all much deeper in depth review. This is only of the most critical details at the moment. For those used to the way I usually review things, you might find this is rather crude but I've had more limited time of late so I'm doing it in a bit of a streamlined manner compared to my usual approach - but that's not where I'll stop... it will eventually get deeper.
There are a few things that have emerged as really super important to address soon. There are 2 int tags I need to add and their dynamics into play as well as an entire class to categorize unitcombats by so that certain unitcombatcategories can behave differently in regards to XP and Combat modifier applications against a unit. I just spoke to Bill today about how to best approach that part of the project and have a pretty good idea of what I need to do there.
Ultimately this is all a big part of making sure that the foundation of the game we have is on rock solid balanced design that can be further developed. I need to do this so as to prepare for the inclusion of the remainder of the combat mod stuff and for preparing for future AI designs and units to flesh out futuristic eras. A lot of this sets the stage for getting in and completing the Naval review implementation as well.
So that's MY focus since I can relax a little on some of the deeper complexities in the coding since we have a much more qualified team in that regard than just myself. I feel I should be putting what I'm good at to the most use and application here so we can really start making headway.
Much of this is my own way of preparing for Multimaps and Nomadic Starts, both projects that are clearly alive in the minds of our design team as we've had them both under some discussion of late and the paths to them are being cleared through the jungle by other cleanup tasks that have been taking place.
I'm heavily optimistic about what we can achieve still... the vision for the mod as a whole is really starting to come alive!
For me, I'm currently involved in detailing an intensive unit review. It is underway now and visible here: https://docs.google.com/spreadsheet...wMhsSyc2tnWfHO9r7MGb9qTxg/edit#gid=1224776138
Currently it's going through and placing all units according to where they are unlocked on the tech tree and you can see how some tracking, up until modern anyhow, is given on most important unit details so I can plan out changes for the sake of balance. Some new units are planned there and I've been collecting the art needed for them and it is my hope that by v41's release, the majority of this plan can be implemented.
I'm trying to do this in a streamlined fashion for now before giving it all much deeper in depth review. This is only of the most critical details at the moment. For those used to the way I usually review things, you might find this is rather crude but I've had more limited time of late so I'm doing it in a bit of a streamlined manner compared to my usual approach - but that's not where I'll stop... it will eventually get deeper.
There are a few things that have emerged as really super important to address soon. There are 2 int tags I need to add and their dynamics into play as well as an entire class to categorize unitcombats by so that certain unitcombatcategories can behave differently in regards to XP and Combat modifier applications against a unit. I just spoke to Bill today about how to best approach that part of the project and have a pretty good idea of what I need to do there.
Ultimately this is all a big part of making sure that the foundation of the game we have is on rock solid balanced design that can be further developed. I need to do this so as to prepare for the inclusion of the remainder of the combat mod stuff and for preparing for future AI designs and units to flesh out futuristic eras. A lot of this sets the stage for getting in and completing the Naval review implementation as well.
So that's MY focus since I can relax a little on some of the deeper complexities in the coding since we have a much more qualified team in that regard than just myself. I feel I should be putting what I'm good at to the most use and application here so we can really start making headway.
Much of this is my own way of preparing for Multimaps and Nomadic Starts, both projects that are clearly alive in the minds of our design team as we've had them both under some discussion of late and the paths to them are being cleared through the jungle by other cleanup tasks that have been taking place.
I'm heavily optimistic about what we can achieve still... the vision for the mod as a whole is really starting to come alive!