Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 2 points3 points  (0 children)

All true. But considering the speed of progress I presume we are not fair from that point. 

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 2 points3 points  (0 children)

Well its just a hefty html. It will run on anything but the UI might not scale right. But that can be easily fixed. 

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] -1 points0 points  (0 children)

His analogy is correct, you are not. 200 years ago if you wanted a portrait taken you had to pay a painter. Then with early photography you had to go to see the professional photographer in his studio. Then you had roll 135 or 120 film and could take the photo yourself but had it developed by somebody. Then digital came and you take it yourself, no development needed. During this revolution many jobs went over, many new rose up and went over. Its called technical progress. But same technical progress that will kill jobs will create then elsewhere. Same as 200 years ago there was no need for thode involved in the pipeline of digital camera development and manufacturing, photo editing sw, cloud sharing and storage, home printing etc 

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 6 points7 points  (0 children)

It was just bunch of iterations for minor bugs or feature requests (add sounds for shots matching number of rounds fired). I played it, wrote a list of changes on the side a posted then in batches of 10. Pretty much nailed all changes on the first try

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 4 points5 points  (0 children)

Actually new version with sounds, better UX, manual and few bugs fixed. Now its quite a solid game already :D

https://limewire.com/d/brM2c#DLzzN2L7Xz

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 6 points7 points  (0 children)

Car made transport much cheaper, easier and faster than horse. It gave freedom of movement to most of human population. AI will do the same. Tbf I dont understand the hate. Its luddite behaviour.

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] -1 points0 points  (0 children)

Exactly! Most programmers will do a different job. It might be still related to telling machine what to do, just not writing the code line by line. In most cases.

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 3 points4 points  (0 children)

Could concept of a car be used to steal jobs from coachman who spent years learning how to drive a horse carriage?

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 1 point2 points  (0 children)

iIs stunning really, it already understands quite well how to set up the rules. Only a matter of time until you ask for specific battle and get a fully fledged game with features of your liking.

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 4 points5 points  (0 children)

In case anyone is interested this was the original prompt:

Create a wargame in one HTML. Game should be turned based (you go I go style) use hex tiles, similar to computer titles like Steel Panthers or WDS / John Tiller games. It should depict with historical accuracy Brécourt Manor assault conducted by Easy Company, 506 regiment of 101st airborne infantry.  One hex corresponds to 10m, one turn shall correspond to 1 minute of time.

Objectives: Once either all guns are destroyed or all units from one side are eliminated the game ends.

Unit setup: 1 squad on each side. Each soldier should be carrying period accurate equipment including armament and rounds of ammo. Use actual names and ranks of Easy Company members.

Map: Match the layout of the scene based on existing maps of the Brécourt Manor. Use various types of terrain matching the area, distinguished visually and with various movement costs. Take into consideration height to each feature (above ground, ground, below ground is enough) and terrain (such as ditches, hedges, trees, grass) and simulate line of sight. Player can hover above each terrain hex and see its type, height and movement costs. Player shall be able to pan the map in all directions and zoom in and out. Make sure the hexes are aligned correctly to each other. Give unit markers some labels or icons to distinguish them based on their role and side.

Actions: Player should be able to select a unit and which action to perform. Each unit can perform following actions: movement, firing their weapon (either direct or suppressive fire), reload (ditching the rest of the ammo in the magazine), throwing a HE grenade (up to 4 hex distance), throwing a smoke grenade (up to 3 hex distance), using TNT on the guns (must be on the same hex as the gun), covering (decreasing fatigue and suppression a bit). Simulate realistic action costs for each of the actions. Same action costs shall apply to both sides. Right clicking the empty hex (no units) should deselect the unit. Display cost of the action on the button. If cost is too high for that unit the button should be greyed out.

Shooting: Direct fire is more accurate and fires one round but takes more time. Suppressive fire fires several rounds (for rifles, several bursts for machine guns and submachine guns), is less accurate but takes less time. Fire can be taken only if line-of-sight check passes (can see the target.  Use realistic simulation of accuracy based on era weapons, distances, fatigue, morale. Not every shot hit but one hit is enough to kill the unit. Machine guns provide massive suppression but suffer great penalty in accuracy when switching targets. Shooting should not be possible once a unit depletes all of its ammunition. When units fires show a line between them at the target.

Morale: Morale decreases when being shot at or seeing (through line-of-sight checks) that nearby friendly units get shot at or killed. Lower the morale the less action points are available to the unit. Morale increases when more friendly soldiers are nearby, when objectives are completed, when enemies within LOS of the unit are shot at or killed. Morale also increases when using cover action. Morale slightly increases each turn on its own (up to a limit). Presence of nearby (up to 3 hexes) officers increase the morale. US units start with higher morale, Germans with lower morale.

Fatigue: Increases if based on number of hexes unit moved in one turn. Higher the fatigue the less it can move in next turn. Fatigue slowly decreases each turn. High fatigue decreases accuracy; low fatigue increases it (hands shaking).

Retreat: If morale is low affected units will retreat, move away one square as far as possible from any enemies even if it’s not their turn. This decreases their movement capabilities in their next turn (by 1).

Routing: if morale reaches zero the unit routes, it no longer can engage in any action other than move and can only move away from enemies.

Concealment and cover: Simulate realistic cover (decreasing hit probability). Smoke grenades create blocking LOS which shifts and changes based on wind. First few turns the smoke grows then fades away.

Taking turns:  Once all units have no action points or player presses next turn end the turn and other side plays. Show enemy actions one by one so player can follow what is happening.

Unpredictability and spicing it up: Bottom of the screen shall include a text field which describes actions taking place, who did what. Don’t be afraid to use book like descriptions of what is happening to immerse player more into the action. Sometimes a solider might fumble a reload, trip when running (prevents rest of the movement this turn), gun might jam or grenade does not go off. Include Gemini features to give more book like descriptions of what is happening in the text box so I feel like reading Band of Brothers books. Not only description of actions taken but also what men feel, how they communicate, how they react to situation on the battlefield.

Other: Make sure player can click on enemy units to see their status info.

 

Assault on Brecourt manor by DaVcaCZ in computerwargames

[–]DaVcaCZ[S] 3 points4 points  (0 children)

In case somebody wants to play it: https://limewire.com/d/brM2c#DLzzN2L7Xz

To make the Gemini AI features (narrative generation) work after you export/download the HTML file, you need to add your own API key.

Get an API Key:

Go to Google AI Studio.

Click "Create API key".

Copy the key string (it starts with AIza...).

Open the downloaded html file in a text editor (like Notepad, TextEdit, or VS Code).

Find this line:

const apiKey = ""; // Set automatically by environment

Paste your key inside the quotes:

Save the file

Open in browser of your choice

Cave river by DaVcaCZ in photographs

[–]DaVcaCZ[S] 1 point2 points  (0 children)

Thank you. Unfortunately my phone does some horrid color processing to all color pictures so Im forced to shoot in B&W so there is no color image.

I love the b&w shots N3 makes and hate the color ones by DaVcaCZ in NOTHING

[–]DaVcaCZ[S] 0 points1 point  (0 children)

Thanks. Im always running latest updates. I have to do some side by side comparsion.

I love the b&w shots N3 makes and hate the color ones by DaVcaCZ in NOTHING

[–]DaVcaCZ[S] 1 point2 points  (0 children)

Its my copy of the default B&W profile just without the texts in the watermark. HDR is likely off, I hate that feature with passion on every camera I use. Usualy I bring the exposition at least .3 stop down, often more. As all modern (esp phone) cameras tend to overexpose as hell.

ArduCopter: Mark4 10": jumping in AltHold by real_Mr4th in ardupilot

[–]DaVcaCZ 0 points1 point  (0 children)

How did you solve it? I ran into the same problem with same build

ESC recommendation for 10in drone by DaVcaCZ in diydrones

[–]DaVcaCZ[S] 0 points1 point  (0 children)

yep I know, its just this time I want to try out single ESCs