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Vic -> Hi everybody! (6/27/2007 9:54:54 AM)

I am very pleased that today is announced that Advanced Tactics is being released by Matrix.
I will be around here to answer any questions.

Kind regards,
Victor Reijkersz




Charles2222 -> RE: Hi everybody! (6/27/2007 10:06:16 AM)

Hello Vic. I have read up somewhat on PTi and this game, yet I'm not completely sure of one thing. This game is focused on WWII, so maybe there is some possibility of this, but what I am wondering is if there are individual rankings for each nation's units. By that I mean that German armor for example isn't exactly the same cost and ratings as any other armored unit. Is there also a way to make your medium or heavy tanks (assuming there are both) somewhat specialized so that they by that means end up being somewhat different from other nations attributes for the same units? If these things are not possible, do individual campaigns that come with the game (East Front '41) make for some difference in the same basic unit per side? Thanks.




Zakhal -> RE: Hi everybody! (6/27/2007 10:10:36 AM)

Does this game have a tough AI or is mainly dependant on how heavily the scenario's AI is scripted (like in toaw where many scenarios are pbem only)? How does the 9 player multiplayer work? Is it like in vga planets where a host machine does the turns on set days or do you have to manually send pbem from player to player (could take a week for a single turn)? Does it have widescreen support?

The screenshots look amazing btw [:D] Pacific theater, icon graphics, battlescreen, actioncards, map graphics wow!




goodwoodrw -> RE: Hi everybody! (6/27/2007 10:58:11 AM)

yes the unit level brigade division corps? historical unit names or generic? is this game a bit like the PG series?




piekat -> RE: Hi everybody! (6/27/2007 12:03:13 PM)

Congratulations Vic!
I'm happy you gone "commercial" with your new game, Peoples Tactics was so good[&o][&o][&o]!
I'll buy Advanced Tactics for sure!
For those who don't know, Vic created some years ago a game called Peoples Tactics (he did everything but some graphic iirc) and that game was exceptionally good even if free of charge (I would say even better than some "commercial" games).




Vic -> RE: Hi everybody! (6/27/2007 1:03:29 PM)


quote:

ORIGINAL: Charles_22
Hello Vic. I have read up somewhat on PTi and this game, yet I'm not completely sure of one thing. This game is focused on WWII, so maybe there is some possibility of this, but what I am wondering is if there are individual rankings for each nation's units. By that I mean that German armor for example isn't exactly the same cost and ratings as any other armored unit. Is there also a way to make your medium or heavy tanks (assuming there are both) somewhat specialized so that they by that means end up being somewhat different from other nations attributes for the same units? If these things are not possible, do individual campaigns that come with the game (East Front '41) make for some difference in the same basic unit per side? Thanks.


Hi Charles,

The different sides (Allies,Axis,Sovjets) have their own graphics for the counters and the subformationtypes (things like light tanks, medium tanks, mortars, artillery, trucks). But thats just representation.

The difference is there in the different tech levels sides have. All tanks, and for that matter all subformationtypes, come in level I, II, III and IV.

There are also other differences in initial conditions like very low XP for sovjet staff at the start of Barbarossa, Or a lower base morale for Italian units in the Afrika Korps scenario.

The way in AT how you make your formations (units) special is how you mix subformationtypes in them. Are you going for mobile panzer formations or for infantry heavy formations with tank destroyers? You can put up to 8 different subformations in each formation.

Kind regards,
Victor






Vic -> RE: Hi everybody! (6/27/2007 1:08:02 PM)


quote:

ORIGINAL: Zakhal

Does this game have a tough AI or is mainly dependant on how heavily the scenario's AI is scripted (like in toaw where many scenarios are pbem only)? How does the 9 player multiplayer work? Is it like in vga planets where a host machine does the turns on set days or do you have to manually send pbem from player to player (could take a week for a single turn)? Does it have widescreen support?

The screenshots look amazing btw [:D] Pacific theater, icon graphics, battlescreen, actioncards, map graphics wow!


Hi Zakhal,

There is a generic AI with very limited scripting per scenario. You can set some extra Victory Points for the AI and change its basic stand. I would classify the AI myself as moderate. There are a few very complex PBEM only scenarios, but almost all scenarios are playable by the AI.

Playing with 9 human players will indeed be a bit cumbersome, but it also possible to play with 2 humans and for example 7 AIs. It works by passing on the turn you-go-i-go.

The game will work with any screen resolution above or equal to 1024x768. It uses your current screen resolution.

Kind regards!




Vic -> RE: Hi everybody! (6/27/2007 1:10:16 PM)

quote:

ORIGINAL: BASB
yes the unit level brigade division corps? historical unit names or generic? is this game a bit like the PG series?


Hi BASB,

Some scenarios are Corps level (Russia, End Sieg), others are Regimental Level (Ardennes, Gothic Line).
The HQs are named historically, but the units are genericly named.

Kind regards,
Vic




Vic -> RE: Hi everybody! (6/27/2007 1:14:06 PM)


quote:

ORIGINAL: piekat

Congratulations Vic!
I'm happy you gone "commercial" with your new game, Peoples Tactics was so good[&o][&o][&o]!
I'll buy Advanced Tactics for sure!
For those who don't know, Vic created some years ago a game called Peoples Tactics (he did everything but some graphic iirc) and that game was exceptionally good even if free of charge (I would say even better than some "commercial" games).


Hi Piekat,

Thanks for the compliments. Though old People's Tactics feels really obsolete to me now :)

Kind regards,
Vic




Charles2222 -> RE: Hi everybody! (6/27/2007 2:14:53 PM)


quote:

ORIGINAL: Vic


quote:

ORIGINAL: Charles_22
Hello Vic. I have read up somewhat on PTi and this game, yet I'm not completely sure of one thing. This game is focused on WWII, so maybe there is some possibility of this, but what I am wondering is if there are individual rankings for each nation's units. By that I mean that German armor for example isn't exactly the same cost and ratings as any other armored unit. Is there also a way to make your medium or heavy tanks (assuming there are both) somewhat specialized so that they by that means end up being somewhat different from other nations attributes for the same units? If these things are not possible, do individual campaigns that come with the game (East Front '41) make for some difference in the same basic unit per side? Thanks.


Hi Charles,

The different sides (Allies,Axis,Sovjets) have their own graphics for the counters and the subformationtypes (things like light tanks, medium tanks, mortars, artillery, trucks). But thats just representation.

The difference is there in the different tech levels sides have. All tanks, and for that matter all subformationtypes, come in level I, II, III and IV.

There are also other differences in initial conditions like very low XP for sovjet staff at the start of Barbarossa, Or a lower base morale for Italian units in the Afrika Korps scenario.

The way in AT how you make your formations (units) special is how you mix subformationtypes in them. Are you going for mobile panzer formations or for infantry heavy formations with tank destroyers? You can put up to 8 different subformations in each formation.

Kind regards,
Victor





But each portion of those subformations, such as a platoon of tanks, if they were level two for example, would be the exact same capability as a USSR tank platoon level two, correct? So the only ways to make them different would be if you had higher level units, alongside how you built the subformation in units?

I see you have experience and morale. Do these fall or rise according to how they do in battle and the number of green replacements?

Do captured cities render any production to the victorious?




dave74 -> RE: Hi everybody! (6/27/2007 2:17:45 PM)



Hello Vic,

Nice looking game!!

Is this game finished? When will we be able to purchase??




kafka -> RE: Hi everybody! (6/27/2007 2:26:49 PM)

is the game moddable and if it is, is there a way to introduce country-specific units, so that say a level 2 german tank has different attributes than a russian level 2 tank?




Vic -> RE: Hi everybody! (6/27/2007 2:36:56 PM)

quote:

ORIGINAL: Charles_22
But each portion of those subformations, such as a platoon of tanks, if they were level two for example, would be the exact same capability as a USSR tank platoon level two, correct? So the only ways to make them different would be if you had higher level units, alongside how you built the subformation in units?

I see you have experience and morale. Do these fall or rise according to how they do in battle and the number of green replacements?

Do captured cities render any production to the victorious?


Yes a USSR and a German Medium Tank Level II would have the same statistics.

You also mention green troops. And yes green troops start with 0 XP and 50 MORALE (base) and it is not smart to send them to the frontline immediatly in any large numbers. XP grows automaticly up to about 40XP points. After that you need to do combat to increase XP any further. Morale of a formation (unit) increases after victories and decreases after defeats.

Captured cities dont render any production in most ww2 scenarios.

Kind regards,
Vic

p.s: Its good to be finally able to chat about my new game!




Vic -> RE: Hi everybody! (6/27/2007 2:38:21 PM)


quote:

ORIGINAL: kafka

is the game moddable and if it is, is there a way to introduce country-specific units, so that say a level 2 german tank has different attributes than a russian level 2 tank?


The editor of Advanced Tactics is very flexible. So yes you would be able to mod that sort of thing if you would want to.




Vic -> RE: Hi everybody! (6/27/2007 2:41:46 PM)

quote:

ORIGINAL: dave74
Is this game finished? When will we be able to purchase??


Well we are in the final phase of development. It should be soon. Maybe 2 months. Dont pin me down on any estimate please.




kafka -> RE: Hi everybody! (6/27/2007 3:12:25 PM)

great, thanks Vic

just to clarify

quote:

Yes a USSR and a German Medium Tank Level II would have the same statistics


is this true of the vanilla version only as this is exactly what I want to mod so to have different statistics for country specific units on the same tech level, i.e. level 2 medium tanks

btw can I add more tech levels?




Vic -> RE: Hi everybody! (6/27/2007 3:15:30 PM)

quote:

ORIGINAL: kafka
btw can I add more tech levels?


The editor is very flexible. It can do that.




freeboy -> RE: Hi everybody! (6/27/2007 3:35:56 PM)

congrats! looks promissing.. Can the wold be devided up, player playing us/ united kingdom  for example against either another player. axis.. or the ai?




seille -> RE: Hi everybody! (6/27/2007 3:44:52 PM)

Hello,

Iīm one of the AT alpha (and beta) testers and like Vic iīm very happy the game was finally announced.
I played Peoples Tactics for a longer time and there i already had several features that i missed in the wargames
i played before. Vic collected many wishes from the PT community and implemented the most features in
Advanced Tactics. As i often say compared to AT PT is like a toy. AT is much better and has MUCH more depth.

The things of the most worth for me are the combat engine with all the factors that can influence the
result and that the player can edit nearly everything. The flexibility is unbelievable !

You can add own subformationtypes and edit existing.
But this is not really needed. If you want to give the russians better tanks than the germans for example
you give them just a higher tech level which usually comes with more hitpoints and more punch.
4 levels are normally more than enough. Usually you have to pay for the tech levels and level III and IV
stuff is already really expensive :) , but who ever used a fighter IV knows itīs worth to pay for developing
whatever it costs [:D]

A great game. I enjoyed every day of testing so far.




tweber -> RE: Hi everybody! (6/27/2007 4:55:31 PM)

Hi,

I am also one of the testers and I wrote several of the scenarios (e.g., Europe 1939, Russia, Pacific 1941). 

Sides can be divided up as much finely as desired by the scenario designer.  In Europe 1939, for example, there is roughly 11 regimes.  Most get folded into the three main regimes (Germany gets Italy and the Axis Minors, the West gets Allied Minors, Poland, and the Balkan Minors).  In Pacific 1941, there are 4 main regimes (Japan, US, Britain, and China).  I chose to limit the number of sides for playability purposes.





tweber -> RE: Hi everybody! (6/27/2007 5:10:24 PM)


quote:

ORIGINAL: Vic

quote:

ORIGINAL: kafka
btw can I add more tech levels?


The editor is very flexible. It can do that.


While you can add more tech levels, there is considerable cost. In the Europe 1939 scenario, it costs 40 pp to get a Fighter II, 80 pp to get a Fighter III, and 160 pp to get a fighter IV. A cities worth of production is 5 pp per month. Upgrading to Fighter IV (or Light Tank IV) would consume the entire typical German monthly production in 1941. Note that powers also have to buy supply (takes roughly 25-33% of production normally, 50% during the winter) and units. Therefore, you have to carefully balance what you would upgrade vs other requirements. However, you could have many levels and also change the cost per level.

I have found that in Europe theater game, I normally get fighters to level 3 or 4, infantry and light tanks to level 2 or 3, artillery and divebombers to level 2 and have a couple of other upgrades.





freeboy -> RE: Hi everybody! (6/27/2007 5:14:09 PM)

tweeber,
Can you play more than one side.. ie I play the us and china and the ai plays japan?




tweber -> RE: Hi everybody! (6/27/2007 6:05:39 PM)


quote:

ORIGINAL: freeboy

tweber,
Can you play more than one side.. ie I play the us and china and the ai plays japan?



In most scenarios, you can set up to play as many sides as you want and let the AI play the rest. You can also give the AI a production advantage but selecting AI+ (100%) and AI++ (250%).

Some of the theater scenarios are very complicated (e.g., those with action cards) and the AI cannot play them. They are listed in the 'human only' directory.

The front and battle scenarios are less complicated (e.g., no action cards) and allow for AI play.




dave74 -> RE: Hi everybody! (6/27/2007 6:10:06 PM)

tweber,

how do action cards work/ what are they??




seille -> RE: Hi everybody! (6/27/2007 6:37:02 PM)

quote:

ORIGINAL: dave74

tweber,

how do action cards work/ what are they??


I answer for him [:D]
These cards represent events coded by the scenario designer.
You can for example choose to buy something.
Player can pick these cards (when available) and he can pay for in case they have
political point costs (PPīs).

In 1939 scenario you have lots of different action cards.
You can play cards to get a limited offensive bonus, buying troops, set up strategic
war units (subs or bombers in offense, destroyers and interceptors in defense),
or just to declare war. Often these cards have a big impact in the game.

I like buying troops for example. You choose the arrival hex via action card and then choose the premade
unit you want ( i prefer light armor and any planes i can get my hands on [:D] ). The unit arrives then in the hex you want.

edit:
"arrival hexes" Off course the units donīt arrive in any hex the player want. They can only arrive in some defined city hexes
the player must own. The russians for example have Leningrad, Moscow, Stalingrad and Kiev.
Troops are still away from the front, but already in the sector the player need them.

But pls remember what i wrote here about "arrival hexes" or "buying troops" are no game features
that are special action cards for the 1939 scenario. More examples what you can do with the action cards
as scenario designer.




JAMiAM -> RE: Hi everybody! (6/27/2007 6:53:39 PM)

Welcome all involved, to Matrixgames. This looks like an interesting title, with some really neat concepts. Best of luck with the final development wrap up, and I look forward to seeing it released when it's ready.

Regards,
James A Mathews
TOAD Team




tweber -> RE: Hi everybody! (6/27/2007 7:02:37 PM)


quote:

ORIGINAL: seille


quote:

ORIGINAL: dave74

tweber,

how do action cards work/ what are they??


I answer for him [:D]
These cards represent events coded by the scenario designer.
You can for example choose to buy something.
Player can pick these cards (when available) and he can pay for in case they have
political point costs (PPīs).

In 1939 scenario you have lots of different action cards.
You can play cards to get a limited offensive bonus, buying troops, set up strategic
war units (subs or bombers in offense, destroyers and interceptors in defense),
or just to declare war. Often these cards have a big impact in the game.

I like buying troops for example. You choose the arrival hex via action card and then choose the premade
unit you want ( i prefer light armor and any planes i can get my hands on [:D] ). The unit arrives then in the hex you want.





I would add that you play an action card by going to the action card tab of the reports menu. Only the theater wide scenarios use cards (e.g., Europe 1939, Pacific 1941). Most action cards has a polictical point (or pp) cost. Political points are the currency of the game. You can build pp's in cities that allow production. Also, some sides get pp that represent off map production (e.g., USA, Siberia).

Additionally in Europe, you can build units that attack and defend pp (e..g, uboats, dd escorts, bombers, and interceptors). Note that most of the West's production comes through pp so you have to manage strategic warfare carefully. Note also that the price of the action card was set so that a player gets no benefit from building units via cities or via action cards.








seille -> RE: Hi everybody! (6/27/2007 7:24:57 PM)

I think we go too much in detail here, Tom.
1939 is a very good scenario, but not the only [:)]

For example there is also a nice Africa scenario where any production is closed
and the reenforcements arrive (scripted by events) in the HQ. Player can send these
fresh troops to the places they are needed.
Both sides have to work carefully with these limited fresh troops.

As you see many different ways to design a scenario alone from the point of
production and reenforcements.




Arditi -> RE: Hi everybody! (6/27/2007 11:21:56 PM)

Gents,[:)]
For those of you that are not familiar with "People's Tactics" I believe you guys will be pleasantly surprised by this title. People's Tactics reminds me of the old paper and chit games I played back in the 1970's. It's addicting to the extreme. From what game additions Victor has listed on his website, and his observed accomplishments with Peoples Tactics, this new title will surpass the earlier game! With the game being highly modible; modders/artists out there are going to create some scenarios out there that will be outstanding. I really can't contain my excitement. Congrats to Victor for the release and Matrix for taking on this class act and game!
Regards, Arditi www.ironlegions.net




Whytfyjrd -> RE: Hi everybody! (6/28/2007 3:12:51 AM)

quote:

ORIGINAL: piekat
Congratulations Vic!
I'm happy you gone "commercial" with your new game, Peoples Tactics was so good[&o][&o][&o]!
I'll buy Advanced Tactics for sure!
For those who don't know, Vic created some years ago a game called Peoples Tactics (he did everything but some graphic iirc) and that game was exceptionally good even if free of charge (I would say even better than some "commercial" games).

I also really, really enjoyed People's Tactics. Very fun to play: excellent balance between a limited mix of unit types and formations and capabilities, which makes for an excellent tactical/operational game. With FoW, it all comes down to how you use your forces and the terrain.

I expect some folks will complain about "generic" units, but it's great to play a game where you can't excuse a defeat by saying, "you had Tigers, no fair."

In any case, knowing who the designer is means AT is a "must-buy" for me.




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