I've restarted from scratch using a new library, new mapping techniques and a smaller scale.
Here's a quick overview of the new game:
1) Mission based movement and combat.
All movement and combat is mission based. Missions can be either active or reactive. Active missions (move, transport, attack, etc.) are executed during player’s turn. Reactive missions (intercept, hold, delay, blockade, etc.) are performed during enemy’s turn.
2) Realistic navy model.
The mission based system allows for much more realistic naval interaction. No more floating divisions. Naval units have a port, mission and area of operation. Sighting, evasion and combat are handled realistically depending on missions of opposing units, combat capabilities and weather.
3) Realistic air model.
Air units perform realistic historic missions using the mission based system.
4) Stacking.
Both enemy and friendly units may occupy and even finish their turn in the same strategic hex. This allows for more realistic battles especially where land area is small (amphibious invasions, island hopping, etc.)
5) Detailed land battles.
In addition to mission based land movement, land units can engage in detailed combat (optional). In this case, a zoomed in view of the combat hex is loaded with operational level units available to maneuver on the operational map.
6) Learning AI.
The AI watches what you do game after game and attempts to learn from successful behaviour. Launch an especially effective Overloard as the Allies and you may find yourself facing a similar invasion the next time you play the Axis. This unique ability allows you to essentially ‘train’ the AI by beating it.
7) Global AI server.
Each customer will have the ability to enable the global AI server. This will cause your saved games to be uploaded to a global server where they can be analyzed. In exchange, your own AI will ‘learn’ from the AI server. This allows the accumulation of a great number of playing styles from different players around the world.
All movement and combat is mission based. Missions can be either active or reactive. Active missions (move, transport, attack, etc.) are executed during player’s turn. Reactive missions (intercept, hold, delay, blockade, etc.) are performed during enemy’s turn.
2) Realistic navy model.
The mission based system allows for much more realistic naval interaction. No more floating divisions. Naval units have a port, mission and area of operation. Sighting, evasion and combat are handled realistically depending on missions of opposing units, combat capabilities and weather.
3) Realistic air model.
Air units perform realistic historic missions using the mission based system.
4) Stacking.
Both enemy and friendly units may occupy and even finish their turn in the same strategic hex. This allows for more realistic battles especially where land area is small (amphibious invasions, island hopping, etc.)
5) Detailed land battles.
In addition to mission based land movement, land units can engage in detailed combat (optional). In this case, a zoomed in view of the combat hex is loaded with operational level units available to maneuver on the operational map.
6) Learning AI.
The AI watches what you do game after game and attempts to learn from successful behaviour. Launch an especially effective Overloard as the Allies and you may find yourself facing a similar invasion the next time you play the Axis. This unique ability allows you to essentially ‘train’ the AI by beating it.
7) Global AI server.
Each customer will have the ability to enable the global AI server. This will cause your saved games to be uploaded to a global server where they can be analyzed. In exchange, your own AI will ‘learn’ from the AI server. This allows the accumulation of a great number of playing styles from different players around the world.
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