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    1. COMMUNITY TECH & BILLING SUPPORT

      Players Helping Players. Windows & Mac trouble shooting in here. Billing Support contact forum.

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    2. GAMEPLAY SUPPORT/TRAINING

      Tips and Tricks to make you a machine of warfare in WWII Online. This is where your gameplay questions will be answered.

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  2. QUALITY ASSURANCE

    1. TESTING AND BUG REPORTING

      Repository for reports from pre-release testing and live game bugs.

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  3. DISCUSSIONS

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    2. GENERAL DISCUSSION

      General discussion for all players of WWII Online. Includes Premium, Starters and Free Players.

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    3. PLAYER AWARDS

      Player to Player awards! Whether you're Allied or Axis, check this forum to see who has been recognized for outstanding effort!

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    4. FREE PLAY SUPPORT AND INFO

      New to Battleground Europe? Here's a great place to learn more. (trial or premium subscription required)

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    5. GAME IDEAS / SUGGESTIONS

      Help us make WWII Online better with your ideas / suggestions!

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    6. SPECIAL EVENT FORUM

      WWII Online special events.

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    8. MINI-CONS

      Listing of player hosted Mini-cons

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    9. WAR STORIES

      Player-written stories from the virtual battlefield

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    10. SQUAD RECRUITMENT

      Squads are the backbone of the game - JOIN UP! Axis & Allied squads who are currently recruiting.

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    1. Squads

      Player created squads

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  • Posts

    • zebbeee, thanks for shining a light on this. Awesome work m8!     FWIW: Numbers should get a little a better in the coming weeks with high school/college kids out of school for the summer.
    • I said it in my post : I drawed the graph myself, doing the maths from campaign stats accoring to said formula with some hypothesis : It gives more a trend than useful values. In 2002 I am pretty sure there have been peaks of 2000 players online.
    • Trains are for resupply  and troop movement-- this game does auto supply to individual brigades and already has a unit relocation process.  Making trains relevant requires a complete change in game play.  
    • Doc said at one point that the single bushes in otherwise open areas were algorithmically placed, based on a seed. (An algorithm starting-number, not a bush-vegetation seed.) I don't recall if he said whether the seed was per tile or for the whole world. He however did spend a lot of time fixing bushes that the algorithm put in buildings or the middle of roads.
    • Nope, no algorithms.
      The forests are lovingly planted by hand and fertilized with powdered unicorn horn by tiny little elves
      (Who of late have taken to painting tar on the elm tree trunks) 
    • One idea I posted a long time ago that I believe might be doable would be to vary the algorithms used to place certain objects. I believe that, for instance, the trees in the big forests are placed via algorithms. Using a variety of algorithms, as well as objects, in different parts of the map might liven things up just a little: forests like we have now over here, more pine trees over there, some with more glades perhaps covered in grass, others with more stumps and rocks, yada.  
    • The best thing they could possibly do to make this game play like a war, and not like a grand match of cap-the-flag, would be to evolve the MS tech, until all spawning is from player prepped positions. With that you wouldn't even need any sort of capture mechanism, just rules regarding supply lines. 
    • So, where did this pic come from and what data is it pulling from way back?

      I used to see this on average in 2002/03/04 or so
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