I gave a presentation on Thursday to discuss the customization and “mod-ability” of the game. This covered:
The database editor to create new weapons and platforms, fbdata
The OOB editor to create force structures, fbobe
The Chart Editor to create maps, with characteristics of water depth, “clutter” (propensity for false contacts”, land elevation and with “stubs” for terrain types for possible expansion into basic land interactions. fbchart
The scenario editor that lets you pick a chart, force structure and create ports, airfields and static land units (SAM, ASCM, or Radars), and place minefields. fbedit
The “rules” file that gives the user a “window” into the combat system code to change the “Combat Results Tables”, some basic “trigger and response” behaviors (i.e. “when you exceed 50% casualties, a strike mission returns to base”). You can also create new “missions” with associated aircraft loadouts, or even create new kinds of interactions. Some of the more complicated things require some knowledge of C# to ensure work properly). Rules24x3
We have finished the “beta” version of the game with basic functionality – though as with all Beta software, some bugs to squash – and we will be getting the word out in about a week as to where to go to get involved and help us refine the game over the next 6 months of the development period. fbs
Ellie Bartels has a great post on the talk I gave over at PAXSIMS.