D. Hampel wrote:
I would like to see ammo as a number in the OOB file so units use and run out based on the individual unit supply and not a random percentage. I would also like to add engineering units to create or repair rail lines. I would also like the ability to create a low level water unit and a naval or sea unit for deep water.
In regards to the terrain, I would like to see the ability to change the terrain based on a weather condition. from green to mud to snow. Something like that. Those would be my early wishes to help complete my Grand Scenario of the full CW.
I would also like to see that units are able to replenish their forces with recruits; if needed. This would be specific to the grand scenario version. Maybe have the ability to have rail and navel transport option as well. Just my early thoughts and input.
The CWE currently allows all graphics used to be altered by the player/developer. That was one of the reasons I wanted some of the people who made graphics for the Banshee site on board. The image I posted below is what I am using now but I have actually tried a number of types and sometimes the mix shows up in the screen shots. All hex terrain is handled currently through 100x100 pixel gif files. Like wise all hex-side graphics. Unit graphics are different. They use a small gif file representing a single man (although the man represents about 10 men). I then build the lines and column formations from this creating a bitmap overlay for the different strengths.
I haven't reach the point that I have time to implement specialty units like engineers and boats but there is no reason I can't.
Seasons are; however, supported. I have folders currently for four seasons but the graphics right now are all the same. Another job for someone with graphic skills. There is no reason seasons with specific weather conditions couldn't be added. The Scenario designer just selects the season to use. Right now they can't change during a scenario although I do support in a limited way modifiable terrain. The only implementation of this is the Cornfields in Antietam picture I attached earlier. Firefights and movement in the cornfield hexes slowly reduce their ability to block LOS.
Units themselves had a large number of parameters attached to them that are configurable through the OOB including ammo. Most are now defaulted to things like 40 rounds per man and the standard artillery load outs. The OOB file is actually an XML file which can be edited with any XML utility like xmlnotepad. There the initial values of the Unit can be set like formation, facing, quality, fatigue, ammo, weapon type, location on map, etc.
Something I haven't mentioned is that I use 12 direction facing in the game as well as the unit being forward or back of hex which means that a Unit has 24 positions within a hex. These are taken into account when calculating fire effects due to angle, altitude, and distance. I actually track the pixel position of the unit when I calculate LOS and fire. Relative altitude affects vertical angle of fire which is included in calculations on penetration. Downward fire will cause more casualties than upward fire.