Desert War 1940-3 (Full Version)

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marcpennington -> Desert War 1940-3 (2/27/2015 11:53:34 PM)

Has anyone had any experience with Desert War 1940-3, based seemingly heavily on the WeGo V4V system, and available for download free here:

http://members.upc.ie/jeanette.kelly/index.html

It's discussed on today's Rock Paper Shotgun Flare Path:

http://www.rockpapershotgun.com/2015/02/27/the-flare-path-draftees-and-deserters/

I gotta say, after booting it up quickly, it has a graphic design that puts many, many war-games to shame, but can't comment on the game much more than that.




Missouri_Rebel -> RE: Desert War 1940-3 (2/28/2015 12:29:40 AM)

Thanks for the heads up but I avoid RPS like the plague. It was one of my favorite sites at one time though.

Thanks for the games link.




Missouri_Rebel -> RE: Desert War 1940-3 (2/28/2015 1:07:54 AM)

Their site has some good screens on it. Gonna check this out when I get home.

Thanks again.

mo reb




marcpennington -> RE: Desert War 1940-3 (2/28/2015 1:43:10 AM)

No prob--- very curious to here feedback on the game as it does look very solid from a grand total of about 5 minutes of messing around with it.




MrsWargamer -> RE: Desert War 1940-3 (2/28/2015 12:48:54 PM)

Anything WEGO has my attention.

Wandered through the manual. Hmm there seems to be quite a lot of design work to this program.

Quite a lot of game to be offering it for free access.




aaatoysandmore -> RE: Desert War 1940-3 (2/28/2015 4:06:28 PM)


quote:

ORIGINAL: MrsWargamer

Anything WEGO has my attention.

Wandered through the manual. Hmm there seems to be quite a lot of design work to this program.

Quite a lot of game to be offering it for free access.



Did yah ever hear the phrase: never look a gift horse in the mouth? [:'(]




Alan Sharif -> RE: Desert War 1940-3 (3/1/2015 9:16:39 AM)

Thanks for the link. This looks VERY interesting indeed. Downloading now.




Alan Sharif -> RE: Desert War 1940-3 (3/1/2015 9:25:59 AM)

Going to need to study the manual, but first impressions are very positive.




SeaMonkey -> RE: Desert War 1940-3 (3/2/2015 3:21:43 AM)

Been reading the rules and there are some very unique concepts here. I like that readiness takes combat consequences before unit strength does. The air interdiction features coupled with anti-air seem very realistic. Meeting engagements, overruns, and unit integrity are what you would expect, not to mention the recon, minefields, flanking and shock mechanics that all seem relatively intuitive. Lots of stuff under this hood, it just goes on and on with flexible zones of control, hexsides, and ambushes. No doubt, a superior design in the making!

Ohhh, did I forget to add the "extremities of battle" relation to the severity of casualties. Wow![:)]




Alan Sharif -> RE: Desert War 1940-3 (3/2/2015 12:37:24 PM)

Managed to easily beat the Allied AI at First Alamein. Playing the Allied side may present a bigger challenge so shall be trying that next.




Saint Ruth -> RE: Desert War 1940-3 (3/2/2015 5:50:12 PM)

Hi, I'm the Brian Kelly who wrote that game. [;)]
If you've any feedback / suggestions for improvements, it'd be great to hear them!

The AI was written a while back so it's out of date, as it doesn't handle the newer features like artillery, counter-air, interdiction etc. But once the rules themselves are all finished, it's up for a revamp.




SeaMonkey -> RE: Desert War 1940-3 (3/2/2015 7:25:29 PM)

Hey Brian, thanks for your endeavors, I'll be getting into the game a little later on when I can find the time. One thing I would like to caution you on is "feature creep", especially if you want the AI to be of decent quality.

You've developed a very eye pleasing game with outstanding features and mechanics, but complication can be the AI's undoing, so ask yourself what you really want to accomplish and take a note out the MWiF evolution.




Tejszd -> RE: Desert War 1940-3 (3/3/2015 1:23:14 AM)

Definitely interested in the game as someone who bought all of Atomic's V for Victory games (4) and World at War games (3) which were all WEGO based WWII board game style games too.

The only thing holding me back is the requirement to install JAVA.




warspite1 -> RE: Desert War 1940-3 (3/3/2015 3:48:55 AM)

OT but this is the second comment I've seen re Java in the last few days. Can someone tell me (a computer illiterate) what the concern with this software is please?

Many thanks.




76mm -> RE: Desert War 1940-3 (3/3/2015 5:07:45 AM)

Ooh, just found this thread. This game looks interesting, but can anyone tell us what the scale is? Hexes/units/time?

Also, what can you do with the editor--can you make new maps?

I'm very interested in any game with WEGO movement but would appreciate feedback on these issues before installing the game.




Tejszd -> RE: Desert War 1940-3 (3/3/2015 6:44:46 AM)

quote:

ORIGINAL: warspite1

OT but this is the second comment I've seen re Java in the last few days. Can someone tell me (a computer illiterate) what the concern with this software is please?

Many thanks.


My concern with java is that it automatically runs when your computer starts up, at minimum it calls home looking for an update, and it hooks into your installed browsers increasing your risk surfing the Internet. There has been many vulnerabilities which makes it a risk and means many updates for the Java auto updater to apply.




gradenko2k -> RE: Desert War 1940-3 (3/3/2015 8:16:00 AM)

quote:

ORIGINAL: warspite1
OT but this is the second comment I've seen re Java in the last few days. Can someone tell me (a computer illiterate) what the concern with this software is please?

Many thanks.


From a performance perspective, the thing that makes Java near universally compatible is also the thing that makes it much slower than most other programming languages.

From a security perspective, Java has a bit of a reputation of being a vulnerability magnet (because it is universally used, so that like Windows, it is also universally targeted)




waverick -> RE: Desert War 1940-3 (3/3/2015 8:19:37 AM)


Java in combination Desert War 1940-3 will not be a problem.
The game can be bundled with a suitable Java engine in a way that Java doesn't have to be installed.
So no security risk at all.
I can help the developer in doing this (he knows my address ;-)).

I use also Java for my upcoming wargame and I know that this won't be a problem.





waverick -> RE: Desert War 1940-3 (3/3/2015 8:25:21 AM)


quote:

.... much slower than most other programming languages.


[:)] that's sooo '90 [;)]

Java nowadays has a very good performance model. It is almost as fast as C++. In some place even faster (due to the small footprint which can fit in the CPU cache).

Looking at the GFX area. There is OpenGL support with good performance.
I use JavaFX for my development and it's performance can be compared to native GUI libraries.

But then... I am biased.... being a Java programmer since the... '90 [8D]




Saint Ruth -> RE: Desert War 1940-3 (3/3/2015 4:16:27 PM)

quote:

ORIGINAL: weertj
Java in combination Desert War 1940-3 will not be a problem.
The game can be bundled with a suitable Java engine in a way that Java doesn't have to be installed.
So no security risk at all.
I can help the developer in doing this (he knows my address ;-)).

I use also Java for my upcoming wargame and I know that this won't be a problem.

Also I believe Commander: World At War is in Java and does just that, packages the java with the game.
Cheers for the offer!





Saint Ruth -> RE: Desert War 1940-3 (3/3/2015 4:20:06 PM)


quote:

ORIGINAL: SeaMonkey
Hey Brian, thanks for your endeavors, I'll be getting into the game a little later on when I can find the time. One thing I would like to caution you on is "feature creep", especially if you want the AI to be of decent quality.

You've developed a very eye pleasing game with outstanding features and mechanics, but complication can be the AI's undoing, so ask yourself what you really want to accomplish and take a note out the MWiF evolution.

I know what you mean. I'm a sucker for the "wouldn't it be nice if...". I'm trying to halt new features (after supply) and do the gui / ai updates.
Just to say, the eye-pleasing maps are by John Duquette (who did the scenarios with map images too).




warspite1 -> RE: Desert War 1940-3 (3/3/2015 5:05:16 PM)

Thanks for the responses weertj, gradenko and Tejszd




dazoline II -> RE: Desert War 1940-3 (3/3/2015 7:50:38 PM)

That's configurable.
Start Menu -> Control Panel -> Java -> Security Tab. Uncheck Enable Java content in the browser. No more Applets, no more vulnerability.

quote:

ORIGINAL: gradenko_2000

From a security perspective, Java has a bit of a reputation of being a vulnerability magnet (because it is universally used, so that like Windows, it is also universally targeted)



[image]local://upfiles/26972/8DC13D7F288F40C0B017F2F5F7B97145.gif[/image]




bcgames -> RE: Desert War 1940-3 (3/3/2015 9:35:54 PM)


quote:

ORIGINAL: 76mm

...can anyone tell us what the scale is? Hexes/units/time?

Also, what can you do with the editor--can you make new maps?

The game includes an editor. You can make your own maps. The current terrain types in the editor limit locations of battlefields to those found in North Africa, Sicily, Southern Italy, Crete, Ukraine--Southern Russia/Caucasus maybe. I can see Korean War scenarios being made quite easily.

You can create your own land, air, and sea units. Units can be built from the ground up using the editor tabs or create and import csv files. You decide on attack, defense, movement factors, range, names, icons used for a particular unit, etc., etc.

I think most graphics (maybe 95% plus) are moddable/build your own; it’s totally open. I think you can change most if not all of the GUI to suit a different theater of operations (Russian Front, Korean War especially).

Ground scale can be anything you want above direct fire range...I use 3km per hex in the Battleaxe, Beda Fomm, and 2nd Battle of Bardia scenarios. Mortars/Artillery can be assigned ranges by the scenario designer so you could have 30km per hex or greater if you so desire. Unit scale ranges from company/battery to division level.

Time scale is open: choose 3 turns per day, 1 turn per day/week/month/year. At this point in development, the editor/game system best supports short, land-centric, operational-level WWII scenarios; where the scenario designer is responsible for setting/accounting for the strategic arena and the conditions therein.

About the only thing you can't mod in this engine is the sequence of play and the CRTs.




Alan Sharif -> RE: Desert War 1940-3 (3/3/2015 10:08:41 PM)

Love what you done so far Brian, excellent work.




Agathosdaimon -> RE: Desert War 1940-3 (3/3/2015 11:59:51 PM)

thats great to see Desert War mentioned here - i made that battle scene picture in the last screenshot




Tejszd -> RE: Desert War 1940-3 (3/4/2015 1:37:30 AM)

Thanks for the tip dazoline II

Must admit I haven't had it installed for a long time so it makes that concerns like having it automatically hook into your browser is now an option.




76mm -> RE: Desert War 1940-3 (3/4/2015 3:57:06 AM)

bcgames, thanks for the detailed response. I'll download and install in the next couple of days, sounds very interesting!




bcgames -> RE: Desert War 1940-3 (3/4/2015 4:33:38 AM)

If anyone wants to do a PBEM of Desert War 1940-43, send me a PM.

The Battleaxe scenario is the most mature and best maintained playtest scenario. Those new to the system who are playing a live opponent for the first time should try playing the Allies using the Battleaxe (No Operation Exporter) scenario. I'm in the process of re-writing the game manual so I am very interested in learning what your questions are about how to play the game. I'll play whichever side you prefer. I will do quick turn-arounds on turns and will play to the very end of the scenario. Let's learn from each other at your convenience. We want your input on how to make the game better.

If you have the time to spare, give it a try.

v/r

bcgames




bcgames -> RE: Desert War 1940-3 (3/4/2015 5:06:06 AM)


quote:

ORIGINAL: Agathosdaimon

...i made that battle scene picture in the last screenshot

Indeed. An excellent, thematic work. Very nice!

[image]http://www.rockpapershotgun.com/images/15/feb/desert09.png[/image]




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