Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: your dreams about witp 2 :)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: your dreams about witp 2 :) Page: <<   < prev  1 2 [3] 4 5   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: your dreams about witp 2 :) - 12/26/2013 1:07:17 AM   
sunjiafu

 

Posts: 2
Joined: 7/31/2009
Status: offline
Time to uncover the truth




Attachment (1)

< Message edited by sunjiafu -- 12/26/2013 2:59:22 AM >

(in reply to LargeSlowTarget)
Post #: 61
RE: your dreams about witp 2 :) - 12/26/2013 2:00:59 AM   
sunjiafu

 

Posts: 2
Joined: 7/31/2009
Status: offline
2nd




Attachment (1)

(in reply to sunjiafu)
Post #: 62
RE: your dreams about witp 2 :) - 12/26/2013 5:23:36 AM   
Feltan


Posts: 1160
Joined: 12/5/2006
From: Kansas
Status: offline
All that first line says is that eggrolls are on a 2-for-1 special today, and bunch of other menu type items follow.

Jeeeeesh

Regards,
Feltan

(in reply to sunjiafu)
Post #: 63
RE: your dreams about witp 2 :) - 12/26/2013 1:48:21 PM   
Misconduct


Posts: 1864
Joined: 2/18/2009
From: Cape Canaveral, Florida
Status: offline
I really don't have many complaints about WITP, I've done my share of PBEM and AI games, the only thing I could ask is a better AI. I think I attemped only two AI games, first one the Japanese navy decided to attack Pearl Harbor in early 1942 only to get sunk by shore batteries. It literally sent 1 ship after another to get sunk. Second game I don't remember what happened, I think I was practicing playing the Japanese and the AI did absolutely nothing (quit playing in 1943).

I took the usual bases without over extending or seeking out ships. nothing at all. I know not all players are PBEM oriented like me, but for example I wanted to practice against the AI as a japanese player (to learn the production as i have really never learned the Japanese except for in wITP).




_____________________________

ASUS Maximus IV Extreme-Z Intel Core I7 2800k Corsair Hydro Heatsink Corsair Vengeance DD3 24GB EVGA GTX 580 Western Digital 1.5TB Raid 0 Windows 7

(in reply to LargeSlowTarget)
Post #: 64
RE: your dreams about witp 2 :) - 12/26/2013 2:18:32 PM   
AW1Steve


Posts: 14507
Joined: 3/10/2007
From: Mordor Illlinois
Status: offline

quote:

ORIGINAL: sunjiafu

Time to uncover the truth






It's the wrong ship/hull number. The world war 2 ship of that name should be AE1. The one they list (with the earlier AE1 silhouette)was just recently scrapped. (I've been aboard her when she was in the mothball fleet).

_____________________________


(in reply to sunjiafu)
Post #: 65
RE: your dreams about witp 2 :) - 12/26/2013 4:04:34 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: Misconduct

I really don't have many complaints about WITP, I've done my share of PBEM and AI games, the only thing I could ask is a better AI. I think I attemped only two AI games, first one the Japanese navy decided to attack Pearl Harbor in early 1942 only to get sunk by shore batteries. It literally sent 1 ship after another to get sunk. Second game I don't remember what happened, I think I was practicing playing the Japanese and the AI did absolutely nothing (quit playing in 1943).

I took the usual bases without over extending or seeking out ships. nothing at all. I know not all players are PBEM oriented like me, but for example I wanted to practice against the AI as a japanese player (to learn the production as i have really never learned the Japanese except for in wITP).




The Ironman series by Andy provide pretty good AI challenge ... of course not PBEM, but still not bad.

_____________________________

Pax

(in reply to Misconduct)
Post #: 66
RE: your dreams about witp 2 :) - 12/27/2013 12:05:57 AM   
guytipton41


Posts: 351
Joined: 2/26/2011
From: Houston, TX
Status: offline
Lets see...

First we open source it. Base the front-end on Google maps and associated tools. Use Python scripting for just about everything, does it really matter if a turn take 5 minutes to resolve? Look around for a good open source game engine to start work from... With a good team lead and a dozen part-timers a non-AI could be beta'ed in two years.

Cheers,
Guy

Ps. Of course I always underestimate the size of a software development job at the start. Need to build a real project plan and do three iterations of requirements to come up with a realistic development schedule.



< Message edited by guytipton41 -- 12/27/2013 1:07:27 AM >

(in reply to Numdydar)
Post #: 67
RE: your dreams about witp 2 :) - 12/27/2013 1:15:36 AM   
wdolson

 

Posts: 10398
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
Considering what needs to be processed, chunking through a turn with a Python based engine would likely take an hour.

C/C++ is the language of choice in the gaming business because if you write it correctly it can be the fastest final program (short of writing in assembly). There are no open source game engines. Or at least none that would come anywhere close to fitting the bill. Using some kind of open source mapping system is a possibility, but it could make the internal calculations very complex and thus slow everything down. The mapping systems available out there are generally fairly slow to render, which could be a problem in a game this size.

Bill

_____________________________

WitP AE - Test team lead, programmer

(in reply to guytipton41)
Post #: 68
RE: your dreams about witp 2 :) - 12/27/2013 10:31:35 AM   
catwhoorg


Posts: 686
Joined: 9/27/2012
From: Uk expat lving near Atlanta
Status: offline
My only request would be a 'learning AI', one that actually was capable of modifying its behavior based on experience with a player.

Not that such a thing exists, but hey we are dreaming.


(in reply to wdolson)
Post #: 69
RE: your dreams about witp 2 :) - 12/27/2013 10:45:32 AM   
urtel


Posts: 125
Joined: 9/6/2013
Status: offline
I'm new here but i still dream few things for AE and they are more on level of dlc or huge patch than of new game.

1. Exclusion zones, so i can mark hex(s) on map which mine ships/subs/planes will avoid(but i can override that with order for specific group/TF etc)

2. Target priority, so i can order some air group to go after landing forces and ignore combat ships or escorts (off course fow affecting pilots is still there), or i can order SCTF to go after CVEs and ignore other ships in hex (if they can), or in naval bombardements i can choose to go after airfield in one case or to soften coastal defence before landing in other etc...

3. Separate OOB from Paying PPs to transfer unit between fronts..so change HQ of division from one corps (army) to other will cost just couple of PPs(10-40) but transfer of unit from theatre to theatre cost 1000+PPS...this way i can make proper local OOB for any operation and in same time prevent total unreal scenarios...for this we need 1 change in base and code so every unit belong to HQ(we already have this) and belong to theatre (to be added) and then moders can do rest of job...

4. Stances, this is good for AI but also for me on example i put on some base(Jolo) group of Betties and Zeros give them Naval attack order and rage and give stance cautions(from caution,normal,aggressive) and i know they will not fly to Manila into 40 plane cap but will chase all ships in rage with calculated low air cover..stances(on example)
caution - avoid any expected air opposition
normal - like it work now
aggressive - ignore cap and go for most valuable target in rage (this is good to try to overcome defense with numbers from multiple bases)

5. Operations, and this is hard this is for new game...
Ability to define operations (type of operation, stance, exclusion zones, etc) and then leave AI to do job...this is hard to do but it will heavy improve AI play and it can lower clickfest for PvP...
on example i define operation air suppress give zone of targets, exclusion zones, add air groups and that it is, from there AI choose what target to attack with which groups and do his job turn by turn, so i not need to check every turn every group etc...this also affect ability to play multiple days per turn...

For witp AE2 main goal by me, is to make gameplay such that grand campaign can be finished in 6 real time months of normal play. And i not want to lose any details we already have so way to do that is trough 5.Operations...

(in reply to catwhoorg)
Post #: 70
RE: your dreams about witp 2 :) - 12/27/2013 11:11:07 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
So you want the same level of detail, lots of new features, better AI AND you want it to play faster?

Ooookaaaay...

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to urtel)
Post #: 71
RE: your dreams about witp 2 :) - 12/27/2013 11:28:44 AM   
Rising-Sun


Posts: 2082
Joined: 11/5/2009
From: Clifton Park, NY
Status: offline
Well the reasons i wasnt happy with WitP:AE, number one is that lack of AIs and it will cheat, if you havent noticed it. The hard parts is finding the right players to stick with the game without dropping out. So i quit playing, because allied bombers was switching targets everytime i rest/move/upgrade my fighters in that areas.

What i really want to see is some really nice 3D effects on the battlefields. During Naval Engagement, would like to see ships and planes compare to Silent Hunter to watch them fight it out. Samn for Air Combats, but not sure about Land Combats.

No more 2D or old graphics please!

_____________________________


(in reply to czert2)
Post #: 72
RE: your dreams about witp 2 :) - 12/27/2013 11:56:58 AM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
The game has a better AI for its scale than any other. And it only cheats on higher difficulty levels.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to Rising-Sun)
Post #: 73
RE: your dreams about witp 2 :) - 12/27/2013 12:05:02 PM   
urtel


Posts: 125
Joined: 9/6/2013
Status: offline

quote:

ORIGINAL: Terminus

So you want the same level of detail, lots of new features, better AI AND you want it to play faster?

Ooookaaaay...

You see how modest i'm?

(in reply to Terminus)
Post #: 74
RE: your dreams about witp 2 :) - 12/27/2013 1:57:10 PM   
czert2

 

Posts: 508
Joined: 2/10/2013
Status: offline
well, is anyone willing to start making it open source ? as completly new game with all wanted new features ? because it looks it will be onlyest way to have witp 2 :).
And after all, it is here LITTLE chance that open-source project will be snaped by game devs and maked full-time payed game as few times happened.

(in reply to urtel)
Post #: 75
RE: your dreams about witp 2 :) - 12/27/2013 2:02:08 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
AE will never be open source.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to czert2)
Post #: 76
RE: your dreams about witp 2 :) - 12/27/2013 2:34:31 PM   
Grfin Zeppelin


Posts: 1515
Joined: 12/3/2007
From: Germany
Status: offline
My most important issue would be to have more detail in resources like rubber or avitation gas and keeping the nice 2D artwork. especially the map. It might be hard to understand but I simply love the map and the icons in this game.

Maybe better political structures, command structures and some improvements in large scale land combat.

< Message edited by Gräfin Zeppelin -- 12/27/2013 3:35:36 PM >


_____________________________



(in reply to Terminus)
Post #: 77
RE: your dreams about witp 2 :) - 12/27/2013 2:44:03 PM   
Mobeer


Posts: 662
Joined: 1/17/2007
Status: offline
1) A clean sheet of paper for game engine and interface design.

2) A new look at what a theatre commander should and should not see and control. For example, assign submarines to a patrol area, but then don't give any orders between turns, and maybe also get very little information back. Assign priority targets to a carrier air wing, but don't control who commands individual squadrons, or how high each individual squadron flies.

3) A better land combat system, that recognises combat over large areas (China, Burma) as different from small atolls. Higher level formations (such as Corps) that can be created and deployed along a front.

4) A more advanced form of withdrawals, where for example good early allied progress leads to large withdrawals (to fight Germany), but then earlier availability of reinforcements like Tiger Force.

5) Testing to cover the later war years as well as the early period.

6) A improved AI, which is integral to the design rather than an afterthought.

7) Downloadable content (via Steam) to add scenarios, aircraft types etc to generate more revenue.

(in reply to Grfin Zeppelin)
Post #: 78
RE: your dreams about witp 2 :) - 12/27/2013 2:52:45 PM   
catwhoorg


Posts: 686
Joined: 9/27/2012
From: Uk expat lving near Atlanta
Status: offline

quote:

ORIGINAL: Terminus

So you want the same level of detail, lots of new features, better AI AND you want it to play faster?

Ooookaaaay...



you forgot for $10...


(in reply to Terminus)
Post #: 79
RE: your dreams about witp 2 :) - 12/27/2013 3:37:31 PM   
Numdydar

 

Posts: 3211
Joined: 2/13/2004
Status: offline
No $1.99 on an iPad

(in reply to catwhoorg)
Post #: 80
RE: your dreams about witp 2 :) - 12/27/2013 4:27:54 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Terminus

AE will never be open source.


Terminus' second job . . .

http://www.hulu.com/watch/19280

_____________________________

The Moose

(in reply to Terminus)
Post #: 81
RE: your dreams about witp 2 :) - 12/27/2013 6:04:43 PM   
Moose

 

Posts: 58
Joined: 4/29/2002
Status: offline
Someone mentioned more of a command simulation. I do think moving in that direction could lead to the easier UI that is my primary desire. I didn't think I would like command simulation type games, but I have found that in reality I actually do like games that lean that way.

(in reply to Bullwinkle58)
Post #: 82
RE: your dreams about witp 2 :) - 12/29/2013 2:16:04 PM   
LeeChard

 

Posts: 1099
Joined: 9/12/2007
From: Michigan
Status: offline
I would like to see:

1. Tracker or something like it integrated into the base game.

2. Windows to allow aircraft data screens to be comparable next to each other.

3. Target assignment lists i.e. 'Target Munda' then list all units training for Munda and where they are located.
Linked so you can click on it and be taken to it's base for adjustment or loading.

4. Filtering for combat reports. Tf's of than 5 ships sighted, Ships not repairable as assigned, etc.

5. A warning displayed if you are assigning a ship that will need to be withdrawn before the mission will be completed.
(that one has cost me more than a few points)



(in reply to Moose)
Post #: 83
RE: your dreams about witp 2 :) - 12/30/2013 6:27:03 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
A TF builder tool. So, when you plan your next Saipan invasion, this tool will allow you to assign ships to each type of TF: SAG screen, fleet CV, CVE, amphib first wave, amphib second wave (i.e. with base forces and the like), bombardment and replenishment. You'd simply add ships to each task force and the game would use them properly provided a leadership roll is met. For instance, if an enemy SAG showed up at night, the SAG screen would take care of it first, provided the overall commander and SAG commander passed a die roll (other factors could be added to this die roll--strength of air search coverage during the daytime approach, for instance).

Also, has anyone considered Kickstarter for WITP2?

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to LeeChard)
Post #: 84
RE: your dreams about witp 2 :) - 12/31/2013 12:34:36 AM   
Moose

 

Posts: 58
Joined: 4/29/2002
Status: offline
Hey, the Kickstarter idea sounds good. I usually think it's a pretty lame concept, but for a wargame, I think it might actually work pretty well.

(in reply to CaptBeefheart)
Post #: 85
RE: your dreams about witp 2 :) - 12/31/2013 12:59:28 AM   
zuluhour


Posts: 5244
Joined: 1/20/2011
From: Maryland
Status: offline
I don't have to worry about it. By the time I know this inside out, I'll be to senile to remember my password.

(in reply to Moose)
Post #: 86
RE: your dreams about witp 2 :) - 12/31/2013 5:23:18 AM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: sunjiafu

Time to uncover the truth



The semi-humorous comments of others aside, that really is pretty cool. Especially in light of how many said it wasn't possible. And assuming this isn't a beautifully done photo shop.

If there was a game file in which, say, all the IJN units were in English and the IJA was in kanji, that would give us Japan fanboys a better appreciation of the real-life coordination issues between the two!

_____________________________


(in reply to sunjiafu)
Post #: 87
RE: your dreams about witp 2 :) - 12/31/2013 7:46:27 AM   
championzhao


Posts: 51
Joined: 8/13/2008
From: Ningbo,China
Status: offline
quote:

ORIGINAL: Kull

quote:

ORIGINAL: sunjiafu

Time to uncover the truth



The semi-humorous comments of others aside, that really is pretty cool. Especially in light of how many said it wasn't possible. And assuming this isn't a beautifully done photo shop.

If there was a game file in which, say, all the IJN units were in English and the IJA was in kanji, that would give us Japan fanboys a better appreciation of the real-life coordination issues between the two!


NO PS,See here my reply http://www.matrixgames.com/forums/tm.asp?m=2937305&mpage=1&key=�







Attachment (1)

< Message edited by championzhao -- 12/31/2013 9:16:21 AM >


_____________________________

The most persistent sound which reverberates through man's history is the beating of war drums.


(in reply to Kull)
Post #: 88
RE: your dreams about witp 2 :) - 12/31/2013 8:20:44 AM   
championzhao


Posts: 51
Joined: 8/13/2008
From: Ningbo,China
Status: offline
oil center






Attachment (1)

< Message edited by championzhao -- 12/31/2013 9:22:11 AM >


_____________________________

The most persistent sound which reverberates through man's history is the beating of war drums.


(in reply to championzhao)
Post #: 89
RE: your dreams about witp 2 :) - 12/31/2013 8:26:56 AM   
championzhao


Posts: 51
Joined: 8/13/2008
From: Ningbo,China
Status: offline
LCU






Attachment (1)

< Message edited by championzhao -- 12/31/2013 9:28:44 AM >


_____________________________

The most persistent sound which reverberates through man's history is the beating of war drums.


(in reply to championzhao)
Post #: 90
Page:   <<   < prev  1 2 [3] 4 5   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> RE: your dreams about witp 2 :) Page: <<   < prev  1 2 [3] 4 5   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.453