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The game itself, which I refer to as CWE for Civil War Engine, is already written. It is in the debugging stage which is very tedious. Since all the code is in the free version of Visual Studio 2015, anyone could take a copy and debug a section of it. The coding itself is in Visual Basic which is a relatively easy language for anyone who has programming experience.
I am considering one major change but it is one that I would want feedback on to see if people really want it. Right now the map is drawn using a system which is somewhat like what HPS uses with some of the methods used in Brother Against Brother thrown in. Although I probably used it before BaB did since I started working on this game on and off as early as 2010. Mostly testing which direction to go. The first version actually used 3D graphic engine but they changed how they licensed it which made me afraid to use it because of possible problems later.
The big map question is do we want a map built up using hex graphics like HPS does or have a hand drawn map like Talonsoft did? Jus remember back when Talonsoft did them the game scenarios were a lot smaller. Something like the new HPS Gettysburg large map would require a gigabyte bmp file.
Now back to the game and its design:
As I said it a Grognard game. Hex size is 50 yards. A Regiment is simulated with up to five sections so can have a frontage of five hexes. Artillery is in sections of 1-4 guns. Line frontage is based on the actual length of a line for the density of troops. For example, if a 600 man regiment deploys in line in a single hex it would be considered to use 3-4 rows of men. If a 600 man regiment deploys in line in five hexes it would probably be in single line. Fire from a hex is based on how many are in the front lines. Effect of fire depends on the density of the formations in the hex receiving fire. Formations include Route Column, Column of Companies, Column of Divisions, Line (1,2, or more). In Column of Company you can put almost a whole brigade into a single hex. If that hex takes artillery fire everyone in it would take casualties and it would be terrible to see. Terrain includes about twenty types so far. More can be added. Hexside terrain likewise includes about dozen types right now. Some terrain are matter of degree: Light Woods, Medium Woods, Heavy Woods. Terrain graphics can be set up seasonal: Spring, Summer, Fall and Winter. Terrain can be destroyable like Cornfields. As fighting occurs they deteriorate. Weapon types are basically unlimited. Weapons fire is simulated. For example a gun firing a canister round produces a cone filled with a set number of balls that extend out in front of it. Based on the range it will have a killing area. Based on the target it will have a depth penetration and density factor. Based on the spread and these other factors it will have a probability of hitting one or more targets. Likewise for a rifled gun. It has a trajectory that determines it probably of a hit based on the target. In other words, all weapons are described by equations and the parameters are what define how effective they are. There is possibility of fire penetration into hexes behind the hex fired on by artillery. Artillery can fire Canister, Case, Shell or Shot. Ammo is tracked by each gun and soldier. An artillery gun includes the gun, caissons, limbers and horses as well as crew. All can take damage. Regiments include both the soldiers and officers represented by a regimental HQ. Headquarters for high organizations include their staff. The list goes on but that is what I can come up with off the top of my head without going to my ten binders of documentation and code.
The game is a WEGO system. You give you units orders but they are not executed immediately. You can see where they will move to based on your orders but you don't know how long it will take to get there or if something will happen during movement to prevent them. WEGO has the advantage that you can actually go through the equivalent of a 20 minute turn in our current games in the same number of mailings. This is strictly a PBEM game right now, no AI.
A game turn consists of a 10 minute move that is actually executed in six second increments. The reason you don't know how far your units will move is because it is really difficult to predict how what terrain they will cross or how their formation might effect that cost. The game has two fatigues, normal being tired from doing to much and battle fatigue. Both increase the cost of movement. If a regiment is moving as an extended line then the hex most difficult to move through sets the rate.
For example you could order a large regiment to advance in two rank line which would require three hexes. Because you know there are enemy units on the right that will be firing at you, you can choose to refuse the right section so they won't take fire along the length of their line. But that regiment no longer faces the direction of movement so move slower than the rest of the regiment. This will slow the whole regiments movement. Putting the regiment in column of companies will make it move much faster without accumulating as much fatigue. But if it gets fired on by close range rifles or artillery you will pay a price.
When a turn executes control of the regiment goes to the Virtual Colonel. He may decide the fire is to hot especially if someone fires into his flank and stop, or retreat. This is an almost continuous evaluation as the unit moves in six second increments. A unit also has place in a hex. It can be in the rear or the front. So movement along a hex diagonal consists of moving from rear to front, then to rear of next hex, etc.
A large regiment can occupy up to five hexes. It can refuse either one or both of its flank sections. I am considering adding refusing two sections which would allow it to have a line almost covering a right angle corner. It can also assume a prone position (lay down). In Route Column a regiment might extend backward 3-5 hexes. Multiple regiments can be in line in the same hex but will affect density.
When a multi hex regiment turns it actually has to go through the movement pivoting on its right or left end. The far end of the line will move through multiple hexes changing facing as it goes while the stationary end only changes facing.
Graphic wise I took a top down view only. This makes uniforms other than identifying gray or blue difficult to do but it allows visually representing the formations and density easier. The unit graphic is built up from a single image of a man at about 10 to 1 density. So a 150 man line will be shown as two rows of about 15 icons.
That's enough for now.
_________________ General Kennon Whitehead Chatham Grays AoT II/1/3 (CSA)
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