Just a quick note from us here at Historical Software wishing you all a happy and prosperous new year!
If it’s been a little quiet around here lately it’s because we’ve been busy with some great developments behind the scenes that should bring Battle Command to new levels of depth and scope. We can’t say much more at this point, but 2017 should be a truly groundbreaking year for Battle Command and with that for you, the military simluation enthusiast! In the meantime, thank you for your patience.
On that note, please be advised we have been experiencing sustained and almost daily DDOS attacks on our web hosting server for the last several months. Despite our best efforts these attacks occasionally succeed in crashing our servers. We’re on the problem but please bear with us if you experience the occasional site outage. We’re always back up within a few hours.
All the best from Historical Software and stay tuned!
We’re back again already with some big news on the AI front:
The Battle Command AI engine now supports pre-defined plans. This means the scenario designer can define (currently up to 100) possible plans of action with their own groups and paths and scripted orders. The AI will then select one of these plans, follow the given orders and transition to full-AI mode when the plan has run its course.
Here’s how it works:
- The scenario designer or player can define multiple scripting plans in saved AI or non-AI groups ( 00 – 99; up to 100 plans).
- If available, a pre-defined plan is selected randomly by the AI, otherwise the AI will make it’s own plan based on the existing group file.
- If the AI detects pre-saved scripting orders, it will not issue new orders until these orders complete. When the scripting completes, it will take control.
We’re currently taking leaps and bounds on the AI front and I’m happy to announce a new AI version. It should bring the folowing bug fixes and enhancements:
Major bug Fixes:
- Fixed the bug that was causing the middle game to trigger much too late in the game.
Further improvements on the AI responses to enemy contact. These more granular micro-strategies and SOPs are reflected in the AI status window with, among others, the following messages:
- Direct Advance… 50% (50 percent distance toward enemy),
- Direct Attack on Nearby Unit,
- Left Flank Attack,
- Right Flank Attack
Attackers will now also sometimes call for help from nearby group, shown as “Flank Assist Attack” in the AI status window.
Overall we’re coming closer and closer to a fully autonomous simulation AI that acts and reacts intelligently and in accordance with military principles and SOPs!
Of course nothing can entirely replace a human opponent, but we believe our AI will come as close as is realistically possible, something this release already serves to demonstrate.
We hope you enjoy it as much as we do!
Just a quick update that there’s a new AI version out!
This version adds improvements to the tasking of units, making sure all the units support the main effort in useful and realistic ways.
Most notably however, the AI will now close and attack enemy units more agressively and dynamically. Cover your flanks now because they really come at you!
Beta testers should be receiving a link to the new AI executable soon, please get in touch if you don’t hear from us in the next 48 hours. To anybody else interested in testing out the AI, please let us know directly or post your interest in this thread.
Just a quick teaser animation of the current AI Beta. What you see here is the AI setting up for its attack at the start of the game. The AI has made its battle plan and is moving units into position for execution.
You can see the three recon units scouting ahead along the frontline while the support and HQ units are moved to the safety in the rear. The red dots that pop up on the lower right are enemy unit sightings. Once the attack begins, the AI will call in artillery on such sightings.
All of this is done with no user input and no scripting at all! It plays out differently every time.
Hello fellow Battle Commanders!
I am thrilled to report that I just heard from the dev team that the AI has reached beta and the engine now includes all the core functionality of the full release.
To celebrate, we’ll be running a little series over the next few weeks that will hopefully shed some light on both the design side and the gameplay side of the AI to tide you over until it’s ready for prime time.
I can’t overstate what a huge leap this is both conceptually and from a pure entertainment perspective and I’m really looking forward to putting it through its paces and sharing some insights in the coming weeks until release. Until then, thanks for hanging tight!
Just a quick post to let you all know that the gameplay and tutorial videos are back up!
Please take a look if you’re interested in Battle Command or are getting started with the simulation, there is a lot of very useful, sometimes crucial information packed into these vids.
Whew, what a way to start the new year! Our hosting provider accidentally deleted our entire website, which naturally had us running like crazy for a moment there. Luckily we had backups of most of the stuff, but it will be a while until it all gets back up. Especially as we’re making the best of the situation by re-vamping our website a bit and spiffing a few things up in the process. Don’t worry, it’s all fine, these things just take time!
The ‘BC cloud’ service will be back eventually as well, as will the download pages of course. Please bear with us and thank you for your patience!
Meanwhile, if you’re interested in purchasing Battle Command, please send a PM to the user ‘admin’ in the forums and we’ll get you set up. Again, sorry for the inconvenience.
Update to the update: purchase page is back up!