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Added by Thomas A Stevenson on July 10, 2013 at 11:59am — 35 Comments
Question for everybody,
Would you be more likely to buy a wargame program if it came in box rather than as a download?
The cost difference would be on the order of ~$10 for the download versus ~$20+shipping for the boxed version.
The box version would include;
- 9x11x1 (ca.) full color box
- A 8x11 full color reference map
- 4-8 page player guide (b\w, 11x17 Folded)
- Cardstock piece with charts and table (b\w)
-…
ContinueAdded by Thomas A Stevenson on March 21, 2013 at 9:13am — 8 Comments
I am considering doing "The Battle of Sharpsburg" publish by Wayne Wesenberg in 1975 via DTP as a free computer game. Questions;
Does anyone know how to contact Mr. Wesenberg?
Would anyone like to redo the map, without hexnumbers, and preferably with and without hexes.
…
ContinueAdded by Thomas A Stevenson on February 10, 2013 at 11:28pm — No Comments
WarMap has gone through 3 more updates since my last post here at Comsimworld. A download link and further info can be found at www.facebook.com/War1624.
Added by Thomas A Stevenson on February 6, 2013 at 9:30pm — No Comments
Warmap: version 0.50 released for testing. Feature set mostly complete.
DDAOB: Determining feasibility.
Civil War: Design Stage
Iraq 41: Starting soon.
Zulu: Dead
Bardia: Code complete? Publishing plan to be determined.
SFGE: programing completed and accepted by DG. To be published.
NAW: programing completed and accepted by DG. Publication?
Leningrad: Available at wargamedownloads.com, looking for new…
ContinueAdded by Thomas A Stevenson on January 27, 2013 at 8:32pm — No Comments
Warmap is an object orientated map creator program for hexagon based wargames. Think MacDraw rather than MacPaint. The program runs under Windows 7 and is probably OK under Vista and XP.
The following type of Map objects are supported, area, bezier (line),Text, icon (image), hexside, hex filling.
Everything is editable either by dragging on the map or from a properties window.
All features of the hexgrid (grain, rows, columns, shape, color, line width background…
ContinueAdded by Thomas A Stevenson on January 27, 2013 at 8:14pm — 6 Comments
Battle of Moscow version 1.2 is now available at war-game-programming.com. This version incorporates a number of suggestions from Chris Gammon while fixing some bugs he found.
* Automatic game save at start of each phase. Disabled manual game save.
* Gameload() opens to save folder
* Fixed Exit game save crash (hopefully).
* Fixed restart phase button and start hex issues.
* Added a Confirm…
Added by Thomas A Stevenson on May 11, 2012 at 8:31am — 2 Comments
SFGE is now at version 0.50. No real new features but plenty of important bug fixes. The game still lacks a setup phase and scenarios but I believed all rules and other required features have been implemented. There's still quite a few 'nice to have' features that I plan to implement in the next couple of weeks.
Automating the Chaos forces really speeds up game play. A 10 turn game takes about an 45-90 minutes. The increase resource option seems to be really powerful, assuming I…
ContinueAdded by Thomas A Stevenson on May 11, 2012 at 8:28am — No Comments
Here's a link for the almost ready to publish "Siege of Leningrad" based on the 1977 Jagdpanther Game but greatly modified and done with Stephen Coles permission. Any bug reports would be greatly appreciate or even if you were able to play the game and you could be listed as a play tester (whoopee!).
Link to website.…
Added by Thomas A Stevenson on May 6, 2012 at 11:15pm — No Comments
http://war-game-programming.com/Moscow.html
I just completed an update to "Battle of Moscow" which can be downloaded through the above link. Once on the page click on image to start the download.
The improvements are;
- Runs on any screen size.
- Added an overview map
- Added Game help
- Added undo move function
- Fixed window resizing to not 'flash'
- Better NATO tank symbol
It was a bit…
ContinueAdded by Thomas A Stevenson on May 5, 2012 at 10:21pm — 3 Comments
Version 0.30 has been submitted to DG for testing. The game is playable at this point although missing a few features. Except for increase resources and two Expedition events all rules have been implemented.
Added by Thomas A Stevenson on April 27, 2012 at 7:30pm — No Comments
Added by Thomas A Stevenson on April 18, 2012 at 10:21pm — 1 Comment
The Imperial combat phase is now working. As there are no stacking limits in SFGE I had to deal with the possibility of ever unit in the game being involved in a single stack. This is principally a display issue. My solution was to use horizontial and vertical scroll bars.when needed with one force (e.g. Imperial, rebel, usurper, invader, or independent empire) per row. Only Imperial and rebel units can be selected individually, other forces are selected on a all or nothing basis so…
ContinueAdded by Thomas A Stevenson on April 15, 2012 at 11:04pm — No Comments
Chaos Event, Chaos Operations, Usurptation, Chaos Colonization,Independent Empire Recruiting, Imperial Resource Collection, Imperial Expenditure and Imperial Movement phases are fully functional. The first two are the heart of the game and were bear to complete. Imperial Combat etc I suspect will fall into place quickly.
Added by Thomas A Stevenson on April 12, 2012 at 7:55pm — No Comments
"Crassus in Aquitinia" is now available from wargamedownloads.com
"Siege of Leningrad" is undergoing blind and newbie playtesting. Based on the feedback so far I will link some of the error messages to the help system and make first time user watch a slide show on some of the key game actions eg;
- How to bring up a map overview.
- How undo a move
- How to end/restart a phase.
I also want to add a few more sound effects and maybe some explosion…
ContinueAdded by Thomas A Stevenson on April 4, 2012 at 11:18am — No Comments
The Designer of "Crassus in Aquitinina" put together a very well done play though of the game and covers background and some of the rules, tactics and strategy. The pdf (8 pages, 3.1 mb) is attached here. Crassus example game.pdf Crassus is available for $12 from…
Added by Thomas A Stevenson on March 31, 2012 at 10:12pm — 1 Comment
For computers with Windows OS (XP or later), 800x600x32 or screen resolution, 8mb disk space, 1mb RAM. Between the playtesting of the designer (Craig Johnston) and myself we must have played 150 games (solitare) to the end yet the games stayed entertaining and engaging every time thaqnks to the secert variable setup and OBs and battleboard system. The game was also blind (i.e. no help from me on the interface) tested successfully.
The interface has (hopefully) been improve over…
ContinueAdded by Thomas A Stevenson on March 25, 2012 at 9:12pm — No Comments
I am almost done with a highly revised computer version of Stephen Cole's "Siege of Leningrad". "March on India" or Jacksonville: Beaches of Doom" have been suggest as the next candidate for conversion to PC format. What would like to see?
Added by Thomas A Stevenson on March 19, 2012 at 10:47am — No Comments
A interesting thought experiment, what would the results look like from 'rolling' a 7 and 5 sided dice together as oppose to using two d6's.
Answer;
One 2 and 12
Two 3's and 11's
Three each of 4 and 9
Four each of 5 through 8!
And only 35 total outcomes.
Of course this would have to be done with a computer rather than physical dice (unless your willing to re-roll a higher sided…
ContinueAdded by Thomas A Stevenson on March 11, 2012 at 10:17pm — 1 Comment
I am toying with ideas for better supply rules for WWII divisonal level computer game.
The concept so far;
Units need supply points (SPs) to move or attack at full strength, or to use artillery in any capacity.
Armies have a limited pool of supply movement points (SPMs).
e.g. a 100 SPMs could move 10 Sps 10 hexes or 5 twenty
Option - SPMs suffer attrition depending on utilization rate.
Supplies are delivered at the instant of movemnt…
ContinueAdded by Thomas A Stevenson on February 17, 2012 at 3:37pm — 4 Comments
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