What changed
1 fix0 additions5 changes0 removals
- Maps
- Gameplay
- Fixes
- UI and audio
changedComputer opponent (CO) land, air, and naval combat – I am working on the land portion of the computer opponent. I am trying to develop a system that requires few map orders and scripting. The CO should be able to attack and defend mostly on its own. The system can be applied to any scenario without much work. This process is very slow. I want to get the CO up and running so the play testers can start testing land balance. The best games go down to the last turn in 1945.
changedScripting – Event and CO scripting still need to be created. The code is already done. These codes handle detailed situations within the game. I just need to create the text files that interact with the game.
fixedConvoys – You have two types: between allies, and between minor/major neutrals and major powers. Neutral minor powers will drop the trade if their entry for the nation alliance drops below 1%. Major powers at 100% entry can give production to other allies in the same alliance up to a fixed amount of their production.
changedMinefields – They are now common on the map. Their control goes to the country that owns the most hexes within a 4 hex radius of the minefield.
changedOther small things that need to be done are CV air missions, partisans, submarine pen protection, air interception against naval units, some UI things that I am sure players .
changedIf you want to follow the testing please go on the Discord channel. Store page, right side, below the languages.
Total Victory: World Conflict 1939-1945 changes
changedComputer opponent (CO) land, air, and naval combat – I am working on the land portion of the computer opponent. I am trying to develop a system that requires few map orders and scripting. The CO should be able to attack and defend mostly on its own. The system can be applied to any scenario without much work. This process is very slow. I want to get the CO up and running so the play testers can start testing land balance. The best games go down to the last turn in 1945.
changedScripting – Event and CO scripting still need to be created. The code is already done. These codes handle detailed situations within the game. I just need to create the text files that interact with the game.
fixedConvoys – You have two types: between allies, and between minor/major neutrals and major powers. Neutral minor powers will drop the trade if their entry for the nation alliance drops below 1%. Major powers at 100% entry can give production to other allies in the same alliance up to a fixed amount of their production.
changedMinefields – They are now common on the map. Their control goes to the country that owns the most hexes within a 4 hex radius of the minefield.
changedOther small things that need to be done are CV air missions, partisans, submarine pen protection, air interception against naval units, some UI things that I am sure players .
The game has most of its features in place. Below is a list of what remains.
Computer opponent (CO) land, air, and naval combat – I am working on the land portion of the computer opponent. I am trying to develop a system that requires few map orders and scripting. The CO should be able to attack and defend mostly on its own. The system can be applied to any scenario without much work. This process is very slow. I want to get the CO up and running so the play testers can start testing land balance. The best games go down to the last turn in 1945.
Scripting – Event and CO scripting still need to be created. The code is already done. These codes handle detailed situations within the game. I just need to create the text files that interact with the game.
Alliances – The game features 3 alliances: Allies, Comintern, and Axis. Nations may only cooperate with a nation within their alliance. Nations get entry into each alliance. The combination of entries may not exceed 100%.
Convoys – You have two types: between allies, and between minor/major neutrals and major powers. Neutral minor powers will drop the trade if their entry for the nation alliance drops below 1%. Major powers at 100% entry can give production to other allies in the same alliance up to a fixed amount of their production.
Minefields – They are now common on the map. Their control goes to the country that owns the most hexes within a 4 hex radius of the minefield.
Other small things that need to be done are CV air missions, partisans, submarine pen protection, air interception against naval units, some UI things that I am sure players .
The testers are very giving of their time finding bugs, making suggestions, verifying force pools. Panzer Mike has created some graphics for me. He makes many of the mods for Strategic Command and has made them for WarPlan. As the game improves I will keep updating the screenshots.
The game should be available for sale in the second half of 2026.
If you want to follow the testing please go on the Discord channel. Store page, right side, below the languages.