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KFS1When Campaign #46 went live, we slipped in a little feature. I'd coded these a long time ago but never enabled them because I didn't get a chance to test them. While I was waiting on the scoring processing for today's campaign reset I decided to run my little test battery. Chat shortcuts are 5 letter codes you can type into a chat message that the server will swap out for meaningful information. Each starts with a '$' symbol followed by a four character "subtitution name"

    $orig
    $targ
       Are replaced with the name of your mission's origin or target respectively.
    $lead
       Is replaced with the callsign of your mission's current leader.
    $unit
       Is replaced with the short form of your current brigade, e.g. 1.Division/1.Brigade
    $miss
       Is replaced with your "mission" name, which is the same as $unit/$miss... E.g. 1.Division/1.Brigade/KFS1

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Ok boys and girls, it's time for a quick word about current (v1.29) production tasks. We're hard at it as usual, and since this is such a large development cycle with the Chinese (client/host localization) requirements creating a huge amount of work we otherwise wouldn't be involved in (translating everything and creating that client compliancy is enormous just by itself!) but things are humming along, if humming means tearing your hair out. 8]

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KFS1On Monday we changed a setting on the servers that will now allow the number of AOs to drop to 2 per-side instead of staying at 3. There have been a lot of erroneous claims as to why this was done, so I'd like to clarify what we changed and why... 

In April of this year, at the start of Campaign #44, we changed the way Attack Objective (AO) numbers are calculated. We pay very close scrutiny to population trends, and what we were seeing was that when too many AOs were placed people became bored and stayed online for much, much shorter periods of time. We kept the previous rule that if the number was less than 3, we would call it 3 anyway.

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DOCGophur's been away for a bit, so this production update will not include his news or participation. We've been working away on the wide range of goals we have for 1.29 and beyond. Some discrete things are finished or nearly so, and other new systems are also nearing completion, while core infrastructure changes, such as those underway for our future render solution and also gamewolrd instancing, remain significant and complicated tasks for which there are few incremental achievements to share with you at this time.

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Most of you haven't heard of it but a lot of you are probably already using it: Wiretap. This is an experimental service we are developing that exposes dynamic game world data via the web -- like town ownerships, recent captures, even the TOE sheets!

The data isn't intended to be viewed directly, although the site does have some tools like the live captures feed; it's there for our artful community members who have always found ways to extract game data from the gazette, CS&R or even Doc's posts in the forums!

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