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Quick, dumb question - 8/20/2003 5:46:45 AM   
Pascal_slith


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Hi,

when the computer is calculating the turn, what do the large red circles with a red slash across an aircraft over bases and certain units mean? Sorry, couldn't find the symbol in the manual.

Regards,

Pascal
Post #: 1
no fly - 8/20/2003 5:48:29 AM   
mogami


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Hi, No fly hex. No take off/ no attack.

_____________________________






I'm not retreating, I'm attacking in a different direction!

(in reply to Pascal_slith)
Post #: 2
- 8/20/2003 6:17:49 AM   
pasternakski


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Mog, for once I'm disappointed in ya.

The "ghostbusters" no-plane symbol is Matrix's idea of a way to depict weather effects on air missions. When you see one, it means (supposedly) that no flights in or out are permitted ... of course, you can still fly transports in or out, and naval search and recon don't seem to be affected. They change from phase to phase during the turn, too, so it's impossible to figure out what their real effect is (other than to screw you when you least expect it).

The weather model is one of my biggest gripes with the UV engine, and this is one evidence of why. It seems that bad weather pops up randomly, and your forecasters have no idea what tomorrow's weather might be (just like the TV talking heads today).

I wanted fronts and some degree of predictability so that strategic planning (hey - strategic planning. That was supposed to be part of this game, wasn't it?) could take weather effects into consideration.

Someone (I forget who) created an alternate symbol that looks like either a cloud with rain underneath or a sheep with stilt legs. Someone else improved on that to show Jabba the Hutt with lightning coming out of his nostrils.

Gimme a real weather system, willya, fer chrissake? I already know that WITP's system won't be much of an improvement.

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to Pascal_slith)
Post #: 3
- 8/20/2003 3:08:59 PM   
Drongo

 

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From: Melb. Oztralia
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Posted by Pasternakski
[QUOTE]Gimme a real weather system, willya, fer chrissake? I already know that WITP's system won't be much of an improvement.[/QUOTE]

Due to the esteem in which you are held....

We are about to start testing a new feature in WitP Alpha which is intended to show a location's weather forecast for the following turn. It will most likely be part of the finished game.

[QUOTE]The "ghostbusters" no-plane symbol is Matrix's idea of a way to depict weather effects on air missions.[/QUOTE]

Since you seemed dissatified with the existing "no fly" symbol, 2x3 are considering a change to that as well.

Cheers

_____________________________

Have no fear,
drink more beer.

(in reply to Pascal_slith)
Post #: 4
Great news! - 8/20/2003 3:35:30 PM   
Apollo11


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From: Zagreb, Croatia
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Hi all,

[QUOTE]Originally posted by Drongo
[B]Posted by Pasternakski


We are about to start testing a new feature in WitP Alpha which is intended to show a location's weather forecast for the following turn. It will most likely be part of the finished game.


[/B][/QUOTE]

Great!

BTW, will this be in manner of weather wront (high pressure / low
pressure) or just local forecast for the next day for each HEX?


Leo "Apollo11"

(in reply to Pascal_slith)
Post #: 5
Re: Great news! - 8/20/2003 5:52:13 PM   
Mike Wood


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From: Oakland, California
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Hello...

The local forecast, only. Although there are eight weather zones and we account for malaria, temperate and seasonal cold climates, the weather front calculations are somewhat limited.

In the area covered by UV, there was little in the way of weather fronts. Just a lot of small swirling fronts that came and went in a matter of hours, except in the far western and southern regions of the map. In WIP, the map covers half of the planet. Trying to account for all the currents, wind patterns, rain shadows and thousands of other phenomenon is quite daunting.

If any of our posters feel the weather routines are not "realistic" enough and have a complete set of the thousands of equations, optimized to run at an acceptable speed, we would consider recoding the weather routines to include them.

Thanks...

Michael Wood

(in reply to Pascal_slith)
Post #: 6
Thanks - 8/22/2003 2:39:24 AM   
Pascal_slith


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From: back in Commiefornia
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Hello,

thanks for the answers.

BTW, the game 'Carriers at War' had weather (i.e. cloud groups) on the screen if you wanted, with movement in a weather type pattern during the game. How about trying this as an option for WitP?

Regards,

Pascal

(in reply to Pascal_slith)
Post #: 7
Thanks again for info! - 8/22/2003 4:12:11 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
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Hi all,

[QUOTE]Originally posted by Mike Wood
[B]Hello...

The local forecast, only. Although there are eight weather zones and we account for malaria, temperate and seasonal cold climates, the weather front calculations are somewhat limited.

In the area covered by UV, there was little in the way of weather fronts. Just a lot of small swirling fronts that came and went in a matter of hours, except in the far western and southern regions of the map. In WIP, the map covers half of the planet. Trying to account for all the currents, wind patterns, rain shadows and thousands of other phenomenon is quite daunting.

If any of our posters feel the weather routines are not "realistic" enough and have a complete set of the thousands of equations, optimized to run at an acceptable speed, we would consider recoding the weather routines to include them.

Thanks...

Michael Wood [/B][/QUOTE]

Thanks again for info Mike!


Leo "Apollo11"

(in reply to Pascal_slith)
Post #: 8
- 8/22/2003 4:20:46 AM   
pasternakski


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Joined: 6/29/2002
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[QUOTE]Originally posted by Drongo
[B]Posted by Pasternakski


Due to the esteem in which you are held....

We are about to start testing a new feature in WitP Alpha which is intended to show a location's weather forecast for the following turn. It will most likely be part of the finished game.



Since you seemed dissatified with the existing "no fly" symbol, 2x3 are considering a change to that as well.

Cheers [/B][/QUOTE]

Bless you, drongo, and all the rest of the Inquisition. Now, could you please arrange to send me something other than swill down through the oubliette to my cell, considering the "esteem in which I am held?"

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to Pascal_slith)
Post #: 9
Re: Thanks - 8/22/2003 4:24:37 AM   
pasternakski


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[QUOTE]Originally posted by Pascal
[B]Hello,

thanks for the answers.

BTW, the game 'Carriers at War' had weather (i.e. cloud groups) on the screen if you wanted, with movement in a weather type pattern during the game. How about trying this as an option for WitP?

Regards,

Pascal [/B][/QUOTE]

Yep. I mean, even silly old "War in the South Pacific" had a depiction of weather systems moving across the map, and a way (based on cloud area overlaps) of showing storm areas. It was crude, but it was workable and gave you some idea of "actual" weather. It seemed to be based to a degree on the system from the old board game "Flattop," which had a lot wrong with it, including the need to move cardboard cloud counters across the map that represented weather systems. Now that we have entered the computer age, maybe the electronics could take care of that part for us ...

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to Pascal_slith)
Post #: 10
Re: Re: Great news! - 8/22/2003 4:29:08 AM   
pasternakski


Posts: 6565
Joined: 6/29/2002
Status: offline
[QUOTE]Originally posted by Mike Wood
[B]Hello...

The local forecast, only. Although there are eight weather zones and we account for malaria, temperate and seasonal cold climates, the weather front calculations are somewhat limited.

In the area covered by UV, there was little in the way of weather fronts. Just a lot of small swirling fronts that came and went in a matter of hours, except in the far western and southern regions of the map. In WIP, the map covers half of the planet. Trying to account for all the currents, wind patterns, rain shadows and thousands of other phenomenon is quite daunting.

If any of our posters feel the weather routines are not "realistic" enough and have a complete set of the thousands of equations, optimized to run at an acceptable speed, we would consider recoding the weather routines to include them.

Thanks...

Michael Wood [/B][/QUOTE]

Well, Michael, I've only been asking (and not very often or vociferously) for basic depictions of weather systems moving in the general way (and possessing the generic characteristics of) those seen in real Pacific and surrounding land mass meteorology. I don't need an "ask the weather man" game, but I sure would like to see a way of sending my main body toward Midway under the cover of a weather front ... that might evaporate at any time and spoil my plan ...

I think "squalls" and "fronts" would be enough for detail purposes, with the possibility of the occasional "typhoon."

Thanks for the weather system improvements, though. I really appreciate the effort and the addition to the game they will make.

_____________________________

Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.

(in reply to Pascal_slith)
Post #: 11
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