Few questions (Full Version)

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NikolayB -> Few questions (5/10/2018 3:25:09 PM)

Hey, really enjoying the free version of the game, can't wait for the full release!
I have some questions:
1) Are you planning on adding some kind of a spectator mode? It would be fun to watch AI vs AI battles, at least for me[:D]
2) Have you considered some kind of an "encirclement" game mode, you know, have one side deployed in the middle of the map and the other side to spawn on all edges of the map, so that the encircled side has to defend objects inside deployment zone or not far away from it? Could be fun...
3) I know it may be too early to think about, but it would be nice to have a DLC with African or Asian countries, because you have jungle terrain already.
Wish you luck with the game! It will surely be something special!





Veitikka -> RE: Few questions (5/15/2018 10:04:56 AM)


quote:

ORIGINAL: NikolayB

1) Are you planning on adding some kind of a spectator mode? It would be fun to watch AI vs AI battles, at least for me[:D]


It's not really possible to have the AI setup forces for the both sides, but there's a special mode that allows the player to see the AI units. It's intended mainly for scenario development.

quote:



2) Have you considered some kind of an "encirclement" game mode, you know, have one side deployed in the middle of the map and the other side to spawn on all edges of the map, so that the encircled side has to defend objects inside deployment zone or not far away from it? Could be fun...


With some tricks it may be possible to setup a situation that's a bit like an 'encirclement', but the basic idea has not changed: the forces start from the opposite sides of the map.

quote:



3) I know it may be too early to think about, but it would be nice to have a DLC with African or Asian countries, because you have jungle terrain already.


What factions/maps/era would you suggest?

quote:



Wish you luck with the game! It will surely be something special!


Thanks!




ETF -> RE: Few questions (7/18/2018 9:58:40 PM)

What options for MP games? I take it this will be WEGO......Any chance of COOP commands? Hate just 1 vs 1 games at times :)




Veitikka -> RE: Few questions (7/22/2018 9:31:00 PM)


quote:

ORIGINAL: ETF

What options for MP games? I take it this will be WEGO......Any chance of COOP commands? Hate just 1 vs 1 games at times :)


Currently there are no plans for a multiplayer mode.




exsonic01 -> RE: Few questions (8/2/2018 4:35:40 AM)


quote:

ORIGINAL: Veitikka


quote:

ORIGINAL: ETF

What options for MP games? I take it this will be WEGO......Any chance of COOP commands? Hate just 1 vs 1 games at times :)


Currently there are no plans for a multiplayer mode.


Oops... it would be great if this game consider MP in the future...




Hexagon -> RE: Few questions (10/18/2018 7:09:39 PM)

A little question, i notice that nations "stats" training and morale are fixed, is possible in future give player the option to decide these values??? at least in battle generator, of course invest in quality means pay more for same hardware.

Thanks.




Veitikka -> RE: Few questions (10/19/2018 9:00:28 AM)


quote:

ORIGINAL: Hexagon

A little question, i notice that nations "stats" training and morale are fixed, is possible in future give player the option to decide these values??? at least in battle generator, of course invest in quality means pay more for same hardware.

Thanks.


Yes, everything is customizable, and the faction and formation values affect the purchase cost. You can even adjust the player and opponent training and morale levels for each battle at the startup, if you want to make it easier or more challenging.




Hexagon -> RE: Few questions (10/19/2018 10:05:58 AM)

Thanks for the reply [&o]




drillerman -> RE: Few questions (10/21/2018 7:41:50 AM)

Hi,
A couple of questions:

1. Can units be moved using the 3D iso view?
2. Do the units show up as 3D models in the 3D iso view?

Thanks




Searry -> RE: Few questions (10/21/2018 9:59:45 AM)

Wait what, no multiplayer? Wow, that's a big deal breaker for me. That's very disappointing as AI in games gets boring very quickly.




kevinkins -> RE: Few questions (10/21/2018 2:03:34 PM)

I believe the primary mode of play is real time. But, the video preview I saw mentioned some way to play WEGO but did not elaborate. Is this true?

Kevin




nikolas93TS -> RE: Few questions (10/21/2018 3:18:25 PM)


quote:

ORIGINAL: Searry

Wait what, no multiplayer? Wow, that's a big deal breaker for me. That's very disappointing as AI in games gets boring very quickly.


I wrote this elsewhere, but it shows why we opted for that.

To quote Ben Kuchera: "Making video games is hard. Making online multiplayer games is even harder. This is a fact of life that’s obvious to developers, but sadly is often lost on players and some members of the press.".

I don't know how many people realize how hard it is to integrate multiplayer, particularly so after you have based your whole architecture over the single-player mode. From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But what is actually going on underneath is quite different from what you see on surface. However, those issues (latency, desynchronization, remote peer networking etc.) are solvable like any other obstacle with sufficient time on hand and possibly some more resources.

But the largest problem is client base itself: the silent majority of players in this gaming niche are single-player only, and the number of players we are likely to get with multiplayer simply isn't there to support it.

Since we are a very small indie team, imagine investing enormous amount of time and other extremely limited resources only to get a half-baked single-player and likely initially empty servers, that will only discourage others from jumping on, creating a self-perpetuating problem.

That is why we have concentrated all our forces on creating a dynamic and workable AI, core of which was developed and tested for years already. If this game sells well and there is sufficient demand, we will consider implementing multiplayer with pleasure, but until then we shall keep concentrating on more humble objectives.

quote:

ORIGINAL: kevinkin

I believe the primary mode of play is real time. But, the video preview I saw mentioned some way to play WEGO but did not elaborate. Is this true?

Kevin


Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.

We got several requests to illustrate this better, so it is likely we might produce a short video or something.




Searry -> RE: Few questions (10/21/2018 3:50:13 PM)

I understand why you have chosen to omit multiplayer but that's where the real challenge has always been. Two human brains against each other. This game seemed perfect for this so I am very disappointed about this decision.




msinnot1 -> RE: Few questions (10/21/2018 10:42:31 PM)


quote:

ORIGINAL: nikolas93TS

Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.

We got several requests to illustrate this better, so it is likely we might produce a short video or something.


I am very interested in this title. Regarding playing using timed rounds. Can a round be "replayed" before progressing to the next round? This would allow a player to review the action in detail across various parts of the battlefield. I'm thinking of a system similar to Battlefront's Combat Missions.




drillerman -> RE: Few questions (10/22/2018 9:17:16 AM)

I'm bumping my question, bit naughty!!!


quote:

ORIGINAL: drillerman

Hi,
A couple of questions:

1. Can units be moved using the 3D iso view?
2. Do the units show up as 3D models in the 3D iso view?

Thanks





nikolas93TS -> RE: Few questions (10/22/2018 3:43:17 PM)

Sorry about that, sometimes a comment or two slip our attention.

The answer on both questions is actually no. One of the reasons we call it ISO and not 3D mode is not to mislead players.




varangy -> RE: Few questions (11/2/2018 11:26:35 PM)

quote:

ORIGINAL: msinnot1


quote:

ORIGINAL: nikolas93TS

Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.

We got several requests to illustrate this better, so it is likely we might produce a short video or something.


I am very interested in this title. Regarding playing using timed rounds. Can a round be "replayed" before progressing to the next round? This would allow a player to review the action in detail across various parts of the battlefield. I'm thinking of a system similar to Battlefront's Combat Missions.


Also interested in this. (if rounds can be replayed)




Veitikka -> RE: Few questions (11/3/2018 2:41:38 AM)


quote:

ORIGINAL: varangy

quote:

ORIGINAL: msinnot1


quote:

ORIGINAL: nikolas93TS

Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.

We got several requests to illustrate this better, so it is likely we might produce a short video or something.


I am very interested in this title. Regarding playing using timed rounds. Can a round be "replayed" before progressing to the next round? This would allow a player to review the action in detail across various parts of the battlefield. I'm thinking of a system similar to Battlefront's Combat Missions.


Also interested in this. (if rounds can be replayed)


There's no replaying before the AAR phase.




Hexagon -> RE: Few questions (11/3/2018 10:21:21 AM)

Units have a "kills panel"??? i dont see it in the videos about game, something like in CM with the kills made by a specific unit (vehicle-squad) and if not is possible add it??? apart this could be great have to a platoon/company kills panel, if you select the HQ unit you can see his individual kills and the formation kills to.

I notice the buttons to control game speed under pause button is possible see whats the speed used in game when you acelerate or slow the simulation speed???

I dont find very good have a round system but not the option to review the turn ala CM, i think is something necesary to have all good things from the round system for a game in real time.

Thanks.

EDIT: with kills panel i refer go to X unit and see it kills 1 MBT, 10 soldiers and 1 gun, not simple the actual total number of kills you can see now.





wodin -> RE: Few questions (11/8/2018 9:50:01 PM)

Another vote for AI vs AI spectator mode. Maybe also be able to have it where you controlled the UK force, allied AI controlled US force, against enemy AI force.




balto -> RE: Few questions (11/9/2018 1:18:17 AM)

Hi, as the scenario and battle beings, can you at all times right click (both friendly units and enemy units) on them and get their full stat screens? Or are these stats only accessable when setting up scenarios, etc..,,

Can you obtain a description of what the abbreviations mean in the unit screen via the GUI, or do you have to pull out the manual to find out what each stat does?

I have to say, I am kind of shocked there is no multiplayer, but whatever. Looks neat.

Thanks




Hexagon -> RE: Few questions (11/9/2018 10:10:01 AM)

I see in certain videos that leave pointer over buttoms give you a full description but is true i dont see yet this over abbreviations for things like ammo type and other ones.

Something i dont find in videos, if you kill a vehicles not fully spoted (track-wheeled type spots) is possible know what specific type was the destroyed vehicle later if you move closer or with more light you can recon the wreck???

Ummm spectator mode is interesting but talking about it... what about give AI the control of player troops??? i refer activate AI for some units or formations, this could be interesting in big scens when you want focus attention in the area you are attacking and you want AI deal with the more static front.

And something related with scens, now you have individual scens not linked but in future is possible create campaigns like in "Steel Panthers" with a core force + support units per scen in a linked scens campaign mode???, if not maybe in same map play actions with a duration of days with reinforcements for both sides BUT this maybe is more complex because AI has a lot of objetives to take-defend and sure is needed some kind of resupply system.

Thanks.

EDIT: damn i dont remember ask this, in night scens are ilumination in roads and city areas, this ilumination is decorative or has impact to spot enemy vehicles when you dont have the best night vision or simple your units lack it??? because i see a video where a brad was killed at range over the 1000m of soviet night vision systems (700m was the vision in scen) and only explication i can find is the presence of lights in the city.




Veitikka -> RE: Few questions (11/9/2018 1:12:55 PM)


quote:

ORIGINAL: Hexagon

I notice the buttons to control game speed under pause button is possible see whats the speed used in game when you acelerate or slow the simulation speed???


I think currently the time compression rates are not shown in the UI. They're 0.25x (slow), 4x, 7x and 10x.

quote:



I dont find very good have a round system but not the option to review the turn ala CM, i think is something necesary to have all good things from the round system for a game in real time.


It's not a small task to implement a system that stores all the game events and later shows them as real-time action.

quote:



EDIT: with kills panel i refer go to X unit and see it kills 1 MBT, 10 soldiers and 1 gun, not simple the actual total number of kills you can see now.


This is something that may be implemented in the future.




Veitikka -> RE: Few questions (11/9/2018 1:15:12 PM)


quote:

ORIGINAL: wodin

Another vote for AI vs AI spectator mode. Maybe also be able to have it where you controlled the UK force, allied AI controlled US force, against enemy AI force.


AI vs AI is a very interesting idea, but at this point of development it's not easy to add.




Veitikka -> RE: Few questions (11/9/2018 1:27:04 PM)


quote:

ORIGINAL: balto

Hi, as the scenario and battle beings, can you at all times right click (both friendly units and enemy units) on them and get their full stat screens? Or are these stats only accessable when setting up scenarios, etc..,,


During a battle, you can see full stats of the friendly units, and limited stats of hostile units. Limited stats are shown when purchasing units, but there are plans to improve this.

quote:



Can you obtain a description of what the abbreviations mean in the unit screen via the GUI, or do you have to pull out the manual to find out what each stat does?


There are hints and tooltips in the game, but currently the in-depth explanations of the unit attributes must be read from the manual.

quote:



I have to say, I am kind of shocked there is no multiplayer, but whatever. Looks neat.


The project's programming department (that's me!) invested its time and resources in other features than multiplayer. I wanted to make a game that I want to play, and I don't play multiplayer games.




Veitikka -> RE: Few questions (11/9/2018 1:39:22 PM)


quote:

ORIGINAL: Hexagon

Something i dont find in videos, if you kill a vehicles not fully spoted (track-wheeled type spots) is possible know what specific type was the destroyed vehicle later if you move closer or with more light you can recon the wreck???


Yes, the wrecks can be identified. All enemies on map and in the OOB menu are revealed in the AAR phase, if the 'show hidden in AAR' scenario option is enabled.

quote:



And something related with scens, now you have individual scens not linked but in future is possible create campaigns like in "Steel Panthers" with a core force + support units per scen in a linked scens campaign mode???, if not maybe in same map play actions with a duration of days with reinforcements for both sides BUT this maybe is more complex because AI has a lot of objetives to take-defend and sure is needed some kind of resupply system.


A branching campaign system is planned for the DLCs. Here's some discussion: http://www.matrixgames.com/forums/tm.asp?m=4404445

quote:



EDIT: damn i dont remember ask this, in night scens are ilumination in roads and city areas, this ilumination is decorative or has impact to spot enemy vehicles when you dont have the best night vision or simple your units lack it??? because i see a video where a brad was killed at range over the 1000m of soviet night vision systems (700m was the vision in scen) and only explication i can find is the presence of lights in the city.


Currently the lights are just an atmospheric effect and they don't affect spotting rules. Perhaps in the future they can be used for something else.




Hexagon -> RE: Few questions (11/9/2018 5:23:02 PM)

Thanks for the reply.

Good info, interesting the lights in cities behing only atmospheric, then you dont need care about them in night combat scens... but if you made them work as spotting feature give us the chance to shot lights [:D]

Nice know is planned expand the kills info and add a real kill panel, this is something that add inmersion.

The campaign DLC is solo campaign system or is going to add more things to made it valuable??? for me something like a campaign is core in a game like this but...

Again thanks for the info.







Hexagon -> RE: Few questions (11/13/2018 11:03:02 AM)

One question, is very hard show in the action sumary when you destroy/retreat/surrender an enemy unit the distance to this unit??? and same in your units but here only show the distance if enemy is detected by the victim.

Thanks.




Phoenix100 -> RE: Few questions (11/13/2018 11:12:40 AM)

I will certainly buy this anyway, of course, because what a fantastic, ambitious project - certainly deserves to be supported in the hope of future life. It looks excellent, and assuming the developer is a one-man, part-time developer (as most seem to be,sadly,in this niche market) then a it's a really tremendous achievement. Hats off to you, Veitikka.

But can I ask - you can zoom in close enough to see the units, to see if they're behaving tactically or not - so DO they behave tactically at the individual level? I would prefer to command at formation level - so if I give some kind of attack order to a formation will it visibly use, for example, covered lines of approach? Will it separate off elements to provide a base of fire, to attempt to suppress the target, and then use other elements to advance? If the game does not physically do these kinds of things it's not a killer for me (indeed, since no other game does such things using the AI I would be astonished if it did), but then I would prefer not to see individual unit sprites - so is there an option to just view nato type symbols at closest zoom levels (instead of modelled tanks and planes etc)?

Thanks.




Veitikka -> RE: Few questions (11/13/2018 11:53:34 AM)


quote:

ORIGINAL: Hexagon

One question, is very hard show in the action sumary when you destroy/retreat/surrender an enemy unit the distance to this unit??? and same in your units but here only show the distance if enemy is detected by the victim.

Thanks.


It's possible to measure distances with the LOS tool. Or do you mean something different?




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