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RE: Admiral's Edition General Thread - 12/7/2007 9:59:21 PM   
aztez

 

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quote:

ORIGINAL: DD696

Are we going to be provided with an editor that will edit the data for a game in progress? Or will we simply be left with 1) the endless restarting of the game with everyone being an expert on the first six months of the war, or 2) having to continue play with the data errors? Providing us with a improved editor is great, but without the ability to do so to a game in progress this improved editor is not so very much improved. I know you will bring up the PBEM argument, but can you not also consider the AI player or the PBEM player who would like to repair a game without having to restart?

I constantly change scenario data and I do make mistakes doing so. Can you guarantee that the new scenarios will be free of all data errors and of errors that creep into the database due to programming problems? If not, why cannot they be repaired?



This is way too harsh. Personally I have moved into 1945's and 1946's twice and there really has not been any reason to restart.

Just wanted to say that good work and definately will be looking for this one.

(in reply to DD696)
Post #: 61
RE: Admiral's Edition General Thread - 12/7/2007 10:08:02 PM   
JamesM

 

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Just noticed the screen shots. I use Sub Chasers map mod and I find the the factory, repair yards, resources,etc makers that placed next to the base that has these types of things a very useful quick check display. I would like to suggest that this be added to the new map.

(in reply to aztez)
Post #: 62
RE: Admiral's Edition General Thread - 12/7/2007 10:46:14 PM   
Andy Mac

 

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Ummm this had to be cut from scope if we were to have any chance

The ORBATS have a special designated range which we are using for West Coast/India and Aus/NZ invasion scenarios and these areas will have a few ahistoric units allocated in them at release in case we get time to code it in the exe after release - but no promises on this one its hard.

i.e. the database will be ready for this functionality but it probably wont make the release code. The intent for example was if Japanese invade NZ then 2nd NZ Div appears at Aden within 30 days - that kind of thing

But as I said its hard and out of scope for now

Andy
Post #: 63
RE: Admiral's Edition General Thread - 12/7/2007 11:06:57 PM   
Knavey

 

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Question:

Has the ability to toggle ON/OFF port/airfield repairs been implemented?

Thanks,

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Post #: 64
RE: Admiral's Edition General Thread - 12/7/2007 11:10:50 PM   
DD696

 

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quote:

ORIGINAL: aztez


quote:

ORIGINAL: DD696

Are we going to be provided with an editor that will edit the data for a game in progress? Or will we simply be left with 1) the endless restarting of the game with everyone being an expert on the first six months of the war, or 2) having to continue play with the data errors? Providing us with a improved editor is great, but without the ability to do so to a game in progress this improved editor is not so very much improved. I know you will bring up the PBEM argument, but can you not also consider the AI player or the PBEM player who would like to repair a game without having to restart?

I constantly change scenario data and I do make mistakes doing so. Can you guarantee that the new scenarios will be free of all data errors and of errors that creep into the database due to programming problems? If not, why cannot they be repaired?



This is way too harsh. Personally I have moved into 1945's and 1946's twice and there really has not been any reason to restart.

Just wanted to say that good work and definately will be looking for this one.



I don't believe anything I said was "harsh" and was dealing with the realities here. An example is the type 13 radar that failed to work since the release of the game until one of the last patches. This was due to a data error and players had no way to handle it. There was no mechanism to change the data, so a decision was made to hardcode the change - which is a bad way to handle it. Errors should be correctable unless you are willing to accept them, and there is no reason to be forced to have to accept errors. Data updates should be allowed to a game in progress and not require a restart in order to take advantage of an advance in the data.

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Post #: 65
RE: Admiral's Edition General Thread - 12/7/2007 11:20:08 PM   
Brady


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Portland...is it now a port in game?

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Post #: 66
RE: Admiral's Edition General Thread - 12/7/2007 11:22:04 PM   
Knavey

 

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I noticed a screenie with a DD bombarding.  Looks like we will be given more information during bombardment attacks.

Will bombardments be more like (10) 155 mm howizers engage DD Kamikaze or is it still generic?

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Post #: 67
RE: Admiral's Edition General Thread - 12/7/2007 11:26:26 PM   
Don Bowen


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quote:

ORIGINAL: Brady

Portland...is it now a port in game?


Hint - I grew up there.



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Post #: 68
RE: Admiral's Edition General Thread - 12/7/2007 11:34:00 PM   
Knavey

 

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Are the Soviets getting "the love" or is it pretty much as was for them?

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Post #: 69
RE: Admiral's Edition General Thread - 12/7/2007 11:35:24 PM   
Brady


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lol, Well, you will be happy to hear then it is presently raining

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Post #: 70
RE: Admiral's Edition General Thread - 12/8/2007 12:05:55 AM   
Captain Cruft


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This is a "Map" question but since we don't have a thread for that yet ...

In the screenshots there is a variation in the way the "dot" bases are represented. On the South Pacific one they look as they do now, but on the Singapore area shots they seem to be crosses, with something of a glow around them.

Is this meaningful or just different icon sets that are being tried out?

(in reply to Brady)
Post #: 71
RE: Admiral's Edition General Thread - 12/8/2007 12:08:37 AM   
blam0

 

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Can I get a pony?

(in reply to Jim D Burns)
Post #: 72
RE: Admiral's Edition General Thread - 12/8/2007 12:09:37 AM   
Terminus


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quote:

ORIGINAL: Captain Cruft

This is a "Map" question but since we don't have a thread for that yet ...

In the screenshots there is a variation in the way the "dot" bases are represented. On the South Pacific one they look as they do now, but on the Singapore area shots they seem to be crosses, with something of a glow around them.

Is this meaningful or just different icon sets that are being tried out?



Neither; the screenshot is smudgy...

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Post #: 73
RE: Admiral's Edition General Thread - 12/8/2007 12:10:51 AM   
Captain Cruft


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Ah ... Silly me lol.

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Post #: 74
RE: Admiral's Edition General Thread - 12/8/2007 12:13:38 AM   
Grotius


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Also, on some screenshots we see the stock-map version of the Japanese flag (with the Rising Sun and no stripes), and on others we see the naval ensign (with the rising sun and 16 red rays). Do Japanese bases now have affiliation with the IJA or IJN? Or is this just a cosmetic thing?

(in reply to Terminus)
Post #: 75
RE: Admiral's Edition General Thread - 12/8/2007 12:14:33 AM   
Terminus


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Some of the screenies are a bit older than others; that's why...

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Post #: 76
RE: Admiral's Edition General Thread - 12/8/2007 12:14:54 AM   
Apollo11


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Hi all,

One more thing just come to my mind (it is always like that when you wait long time for something and then there are just too many questions to ask)...

Are leaders still "teleportable" (i.e. moved from one location in an instant) or they require movement by transport ships/planes during turn itself (HINT: the historic Yamamoto departure for example)?

Same thing with aircraft movement from base to base (in WitP player can load/reload endlessly to avoid transport casualties because that movement is done inside turn instantly)?


Leo "Apollo11"

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Post #: 77
RE: Admiral's Edition General Thread - 12/8/2007 12:29:34 AM   
Sardaukar


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About AI, can it be "edited"/"scripted" by players/modders or will it remain "inside code" ?

Another, will AI have choise of different "Grand Strategies" or will it "follow single historical plot" ? I kinda liked old Pacific War later versions where AI could choose between 3 "strategies". Would also be nice to see AI being able to have mid-war choises based on what it controls etc.

I can dream


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Post #: 78
RE: Admiral's Edition General Thread - 12/8/2007 12:30:14 AM   
Terminus


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Don't ask about the AI yet; it's still a work in progress.

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Post #: 79
RE: Admiral's Edition General Thread - 12/8/2007 12:31:16 AM   
Sardaukar


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Just wondering if anything like that would be considered.

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(in reply to Terminus)
Post #: 80
RE: Admiral's Edition General Thread - 12/8/2007 12:34:14 AM   
Dili

 

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Will it be possible for modders to make War in Mediterranean? Like WITM42 made by Fremen?

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Post #: 81
RE: Admiral's Edition General Thread - 12/8/2007 12:35:00 AM   
Terminus


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quote:

ORIGINAL: Sardaukar

Just wondering if anything like that would be considered.


We're doing all that we can; or I should say, some very brave team members are... I'm too cowardly and dumb to try...

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We are all dreams of the Giant Space Butterfly.

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Post #: 82
RE: Admiral's Edition General Thread - 12/8/2007 12:42:05 AM   
Captain Cruft


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Dili,

Yes of course mods will be possible. It's just an enhanced version of the current engine. They will have to be re-done though, there will be no import facility.

< Message edited by Captain Cruft -- 12/8/2007 12:43:02 AM >

(in reply to Terminus)
Post #: 83
RE: Admiral's Edition General Thread - 12/8/2007 12:46:41 AM   
Terminus


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quote:

ORIGINAL: Captain Cruft

Dili,

Yes of course mods will be possible. It's just an enhanced version of the current engine. They will have to be re-done though, there will be no import facility.


But it'll be easier to re-do them now. Check the editor screenshot that was posted and tell me if it doesn't look familiar...

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Post #: 84
RE: Admiral's Edition General Thread - 12/8/2007 12:47:09 AM   
HMS Resolution


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Will any of the internal security forces/problems the British had in India be represented? Will the mighty Albacore and the high-speed fighter flights of some British CVs be represented? Will we have the option of some leaders that were historically in the European theater?

(in reply to Terminus)
Post #: 85
RE: Admiral's Edition General Thread - 12/8/2007 12:48:43 AM   
Terminus


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quote:

ORIGINAL: HMS Resolution

Will any of the internal security forces/problems the British had in India be represented? Will the mighty Albacore and the high-speed fighter flights of some British CVs be represented? Will we have the option of some leaders that were historically in the European theater?


Yes, yes, yes and I'm not sure what you mean?

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Post #: 86
RE: Admiral's Edition General Thread - 12/8/2007 12:59:38 AM   
Akos Gergely

 

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I know Jon said it was an early writew off but I'm sure many of the gamers would agree that we would definitely would like to see some higher reolutions.

I'm not a programmer, but still back in UV a switch was implemented where yoou could choose between 800X600 or 1024X768. Nowadays even 22" wide screen TFTs are really affordable, so you might consider at least 1280X1024 and 1680X1050. I know it might involve a lot of work but it would GREATLY enhance the visual feeling of the game. It is really laughable to look at the game on a larger monitor with the current resolution. It's way too small and you have to browse a lot. Now this coupled with an even larger map could be a rail pain... I hope others do agree.


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Post #: 87
RE: Admiral's Edition General Thread - 12/8/2007 1:02:19 AM   
Terminus


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To quote Joe from the beginning of this thread:

quote:


No, changing the resolution was an "Engine" change and this bordered on a "start over again" rewrite, so this got axed fairly on. Note that AE is "not" to be considered the sometimes mentioned "WITP_II" in the sense that WITP_II usually means a complete re-write. For AE we are sticking with the original WITP engine(which means "UI" in witp code speak) but just adding piles and piles of enhancements to the game code. Some of us still have the idea of doing a WITP_II one day, but wanted to first crawl (do some patches) then walk (do this enhancement add-on pack) then run (do WITP_II).




< Message edited by Terminus -- 12/8/2007 1:05:56 AM >


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Post #: 88
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