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Implementation of the board game PanzerBlitz, including Panzer Leader and fan-made content
Not all info pertinent to a unit is on the counter. There should be a pop-up pane that displays "hidden" info such as overrun, close-assault, and anti-aircraft, armor, movement restrictions, mounted status, etc...
PanzerLeader maps are available on the imaginative strategist site. The only major issue will be map B, which has transitions from 0-1 elevation without any slopes (and therefor no elevation penalty).
The biggest blocker of this is the UX when setting up online games. I have no idea right now what this should look like.
The one screenshot right now is very old. Labeling this as blocking release because there should be up-to-date screenshots provided with the release.
Some work has been done to this effect, but it is preliminary. This is a precursor to setting up matches with custom armies.
The Germans have a lot of units...
Implement Japanese units from the imaginative strategist.
Some are not appearing. Some passengers are getting left behind by their carriers.
ronen.log
During positional deployments units should be able to load/unload (like in convoy deployment) and mount/dismout. Units that can not re-mount should be able to do so during deployment.
During convoy deployment units should not be able to mount/dismount (they must enter the board mounted first).
Currently the gully movement override the base tile movement, allowing vehicles to travel along them through swamps.
These units cannot use the road movement rate. Aerosans additionally pay twice as much move cost.
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
The code in there is getting too complicated with the different requirements for each kind of attack. It would be much easier to just make AttackOrder an abstract class with Normal, CloseAssault, Overrun, and Minefield being children of it.
Something like
AttackOrder
- AttackOrderBase<T> : AttackOrder, T is SingleAttackOrder
-- NormalAttackOrder : AttackOrderBase<NormalSingleAttackOrder>
-- CloseAssaultAttackOrder : AttackOrderBase<CloseAssaultSingleAttackOrder>
-- OverrunAttackOrder : AttackOrderBase<OverrunSingleAttackOrder>
-- MinefieldAttackOrder : AttackOrderBase<MinefieldSingleAttackOrder>
These can be found at http://gregpanzerblitz.com/scenarios.htm
Mutating configuration objects is a bad practice and could cause issues when running the same scenario multiple times.
They should be able to because of the road.
Some aerosan units are "lightly" armored, so they get treated as armored targets, but do not leave wreck counters when destroyed.
This can be a simple boolean flag in UnitConfiguration that defaults to IsArmored.
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
You would only know the victory conditions by looking at the scenario configuration. They should be visible (potentially along with deployment descriptions) from the scenario select screen and during the match.
Wheat fields should conceal units with a low profile, eg. infantry and forts.
http://www.imaginative-strategist.layfigures.com/PDFs/Arvold%20on%20New%20Terrain.pdf
This is a feature of PanzerLeader infantry units
Minefields should stop movement when they are entered. For some reason this isn't happening.
Stop loading image from disk every time a faction symbol is displayed.
Instead of having a mostly duplicate set of boolean flags for each terrain feature, use boolean arrays indexed by a feature enum.
Some game mechanics/scenarios allow for capturing enemy units
Amphibious units may spend their entire movement allowance to enter water and swamp hexes (effectively a HARD_BLOCK).
While in water they
Amphibious units are treated as normal armored vehicles in regards to frozen water and swamps.
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
It would be nice for the probability of each combat result to be shown in the pane when building an attack. The CRT isn't shown anywhere in the program, and die modifiers can make figuring the probabilities mentally more difficult.
Infantry, CPs, 81/82mm mortars, AT and AA guns under 50mm.
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
In winter conditions trucks, limbers, and wagons cannot leave roads and infantry cannot use road movement.
This should probably be implemented as part of environments rather than unit movement rules.
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
The scenario selection screen is pretty bad right now. Improve it to include the following if possible.
Finnish and British armies are missing a few units. For the British, those from the early war (available alongside French units), and for the Finnish some of those used in Winter War scenarios (supposed to have been captured from the Russians).
Some units cannot close assault on their own, but can support other units' close assaults. In order for these units to close assault they must occupy the same tile as another unit within the close assault.
Currently there are 2 toggles for vehicular and truck movement which are switched to get different movement rules per unit. Units such as Skis, Aerosans, and Bicycles break this convention. To keep the number of toggles from going out of control units should be able to specify custom movement costs and restrictions to some degree.
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
Add a counter/track/something somewhere that shows the number of the current turn and how many turns there are in the match. Without this its hard to tell when a match will end.
Add British units from PanzerLeader
Add American units from PanzerLeader
Boards on the imaginative strategist site include terrain types not in the base game (wheatfields, forts, copses, etc...). These need to be added before the new boards.
http://www.imaginative-strategist.layfigures.com/PDFs/Arvold%20on%20New%20Terrain.pdf
This will allow both for match replays to be watched afterwards, and for E2E debugging.
France needs everything that makes a faction
The Russians also have a lot of units...
Bicycle troops are mounted infantry with
Special movement rules
Blocked by #4
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
Some attack methods require a result to be rolled for each defender:
Air units do not fit very well within the current model because
The imaginative strategist site has 14 more boards for PanzerBlitz, but they require new special terrain types.
Blocked by #8
When automating orders, sometimes an entire turn is completed resulting in another NextTurnOrder being sent. The result is that the turn started callback gets called recursively for each automated turn. This is going to be a real issue if an AI player is ever implemented since the program will keep recursively calling the AI. If AIs are playing against each other this gets even worse.
Also only keep corrected counters when available for other factions
http://gregpanzerblitz.com/Winter%20War/WinterWarRevised2015.pdf
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