From the Testing Trench (Full Version)

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EricLarsen -> From the Testing Trench (3/5/2004 6:19:29 PM)

We are working on build .15 and the game is progressing nicely. The CLGA game will indeed be put out before the WW1 game as it was actually released over a year ago by Adanac, but only a few of us got that release at a great price. [:D]

We're actually in pre-beta testing as the WW1 game evolves from Frank's original concepts written up on his website long ago to now. We were making great progress going through a build a week or better but this last build had a problem with the retreat routine that kind of brought testing to a temporary halt. Frank is also reworking the AI to record what we do to it better so it will learn how to play the game better. Plus Frank is hunting down a hex ownership bug or bugs that are causing some problems in many different areas of the game. That has given us pre-beta testers a little break and has finally given me some time to write up a little blurb to let those interested in the game know what's happening.

After all 4 of us pre-beta testers agreed that airpower was needed for recon purposes Frank had that in his next build in a rough form and it is coming along nicely. It allows players to sneak a peek at enemy hexes to see what's in the hex, rather than having no clue as to whether that hex has just an HQ or arty unit in it or has a full stack of corps. Frank has even added a nice recon touch by modeling radio interception which will reveal Russian HQ's and what's stacked with them for about a year. One big reason why the Germans were able to trap and annihilate a Russian army at Tannenberg was the fact that they intercepted the Russian attack orders over the radio which were sent in the clear with no encryption allowing the Germans to set up the trap.

The naval game is just starting to come into testing as the first priority has been to get the ground game working fairly well before taking on the naval system. It too has gone through an evolution from Frank's first concepts and it will be a gas to play.

One of the fun things we're working on is getting the 1914 scenarios set and balanced. That scenario will undoubtedly be everyone's favorite, especially with free-deployment for the setup. Two humans playing each other are going to have loads of fun thinking through the initial setup and what particular strategy they wish to employ and then watching those plans collide. Central Power players will be able to try out attacking Russia first while defending against France, or even attacking France in the south while not attacking through the low countries.

Getting combat to have the proper feel has been challenging as well. Combat is bloody, especially when attacking well entrenched positions. In my last test game on the first impulse of the first turn I was playing the Entente side and lost about 300,000 troops to almost 500,000 for the AI CP player. But as the retreats unfolded the AI CP side lost another 900,000 troops to my 50,000 as a retreat bug caused units to disappear rather than retreat back to where they came from! While frustrating it was actually kind of funny to watch how the bug affected retreats and the irony was that Frank had actually tried to fix retreats so that units would retreat back to where they came from first before picking alternate retreat routes.

It has been a lot of fun getting a game at the .00 build and being able to help influence it to make it a better game. WW1 has not been gamed to death so this game has the novelty of breaking new ground in the computer gaming realm. Granted there have been boardgames done in the past, but never have any covered the ground, sea and air the way Frank's game will.

The research and development part of the game is a gas as well as you can research your way to better trenches and artillery while also researching poison gas, assault infantry, tanks, and airplanes. I really like the poison gas and love that "phosgene green" glow my artillery units get when they get gassed up. [X(] The other excellent aspect of R&D is that it has historically reasonable limitations on how much can be spent on R&D, one R&D point per R&D project per turn. That way players can't gimmick the game by cranking up R&D to ahistorically unrealistic levels as some games have unfortunately allowed.

Economics will also play a key role as you get to produce what you want but you'll also be looking hard at enemy resource hexes as prime targets to dampen down your enemy's economic capability and to increase your own. As you conquer countries, especially major ones, you'll not only get some territorial gains but an economic shakedown as well as you collect your "reparations" turn by turn. You'll also want to engage in trade as resource rich countries send resources to resource poor countries or countries with a big production capacity that chews up raw materials in ever increasing quantities.

I have no idea when the game will be ready, but when it is it will be well debugged as any that know me know I hate buggy games upon release. One thing I like about Frank's games are that I spend more time thinking about what I want to do than actually clicking the mouse to get it done. My only advice is to have patience as this game will be worth the wait. Even in it's unfinished state it is a gas to play and I for one can't wait to play it when it's done so I can truly enjoy the fruits of my labors as well as the labors of those who are helping make it come to life.
Eric




kram -> RE: From the Testing Trench (3/5/2004 7:32:37 PM)

Thank you very much for the report Eric , I hope you will have the time to post more reports as the testing of the game progress.




Hanal -> RE: From the Testing Trench (3/6/2004 3:23:07 AM)

Thank you for the update....this has been one of my most anticipated games to play and you have only whetted my appetite further!




pasternakski -> RE: From the Testing Trench (3/6/2004 4:09:37 AM)

I dunno, Eric, I'm kinda worried about you with all the "it's a gas to play" and "phosgene green" and "I like the gas" comments ...

Actually, I am just about as interested in this game seeing the light of day as I am in seeing WitP. This wargaming subject has been ignored far too long, and I hope that this simulation is successful and satisfying.




elmo3 -> RE: From the Testing Trench (3/6/2004 1:32:04 PM)

Thanks for the update Eric. How about an alpha screenshot to go with your next post?




EricLarsen -> Just a Sick Puppy (3/6/2004 4:26:09 PM)

quote:

ORIGINAL: pasternakski

I dunno, Eric, I'm kinda worried about you with all the "it's a gas to play" and "phosgene green" and "I like the gas" comments ..


pasternakski,
What can I say except that I'm a Sick Puppy! Don't worry you'll be passing the gas once you learn the joys of those "phosgene green" glowing arty units when trying to assault level 4 trenches.

WitP has been anxiously awaited for a long time since UV was put out to whet our appetites. While not quite the monster that game will be "Trench" will be quite playable as a game and the PBEM mode ought to be a barrel of laughs. I remember the great old boardgame Avalon Hill "Third Reich" and all the articles that got written up in The General magazine about different strategies and perfect first moves. I think this game will get the same kind of analysis as players will develop those spiffy strategies not tried by the historical participants. The free deployment setup really gives the beginning of the game special signifigance and players will develop many different winning setups and strategies for each side.
Eric




EricLarsen -> The Graphically Challenged (3/6/2004 4:32:51 PM)

elmo3,
Man talk about sending me on "Mission Impossible" to figure out how to get a picture posted on the forum! [;)] Actually I'll ask Frank first for permission and then I'll have to figure out how to get a good picture posted up here. I'm glad you guys liked my update and I'll try to post some regular updates to keep you posted on how the game is coming along. I'll also try to answer questions about the game, but things are still changing as we work on bugs and trying to get the proper "feel" for WW1 combat.
Eric




elmo3 -> RE: The Graphically Challenged (3/6/2004 6:05:52 PM)

Eric

Take a screen shot with Alt - Print Screen.
Open Paint and hit Ctrl - V to copy it. Save it with the JPG file extension so it's not too big.
Open the post reply window here.
Click at the bottom of the screen where it says "Click here to upload".
Browse your hard drive to find the screenshot.
Select the file and click OK.
The file should appear in your message when you click OK to post it.

elmo3




MikeH1952 -> RE: The Graphically Challenged (3/6/2004 11:03:25 PM)

Thanks for the update. It seems that the game has a lot of very interesting features.
I'm as keen as mustard to get my hands on it.
Oh no the gas thing is catching[sm=00000289.gif]




sol_invictus -> RE: The Graphically Challenged (3/7/2004 2:24:43 AM)

I have been waiting for a Strategic WW1 computer game ever sice I purchased "Guns of August", back in highschool. I was only able to get two other people together once to play about half a year of the full campaign. I still own a copy and can remember spending countless hours setting up the counters and staring at the map and deployments. Really looking forward to this game shipping. Should be a very good e-mail experience.




mbatch729 -> RE: From the Testing Trench (3/7/2004 4:42:50 AM)

Hi Eric,

Thanks for throwing us some red meat. This one is sounding really great. I know Frank's been busy putting the finishing touches on his Nappy games, but this one has really got my interest. Looking forward to it later this year.




mereman -> RE: From the Testing Trench (3/7/2004 3:29:48 PM)

Thanks Eric

I'm looking forward to this game. I have studied the Great War for years and am looking to trying some of my ideas.




wodin -> RE: From the Testing Trench (3/8/2004 2:28:06 AM)

I will buy this game without even seeing anything else about it.

WW1 is where Im currently obsessed at the moment and after buying the abysmal The Entente my hunger has not been satisfied.

One thing will this game be released in the UK?

Please,please release it here!




Fred98 -> RE: From the Testing Trench (3/8/2004 3:41:32 AM)

As for recon, infantry could do a reasonable job.

Aircraft took some good photos but they could not tell the diference between a HQ unit and an infantry company




wodin -> RE: From the Testing Trench (3/8/2004 2:44:41 PM)

Air Recon I feel is important but in WW1 the generals seemed to dismiss anything of note on the pictures.

Also aircraft destroyed observation balloons whichwould hinder recon of a particular area.

Maybe aircraft could hinder the enimies recon ability?




EricLarsen -> Airpower & Recon (3/9/2004 5:25:34 PM)

wodin,
Each side can put airplanes up on several different fronts and then the program decides if there's a mismatch which allows one side to see. If that's the case then a player may get one or more "views" of what's in enemy hexes. The player gets to choose which hexes he wants to recon. When one side gets a mismatch in airpower R&D then the mismatch can be really big and the other side may lose quite a few planes so keeping up on airpower R&D is important in gaining that airpower recon. When you recon a hex you get a popup dialogue box that shows you corps and size plus HQ's and arty and tanks, though tanks are tough to recognize as they are just small looking corps.
Eric




mbatch729 -> RE: Airpower & Recon (3/9/2004 7:35:27 PM)

Simple, but effective. Well done.

On a side note, it is amazing that a few comments from the testers seems to have revived this forum. It was dead for a long time, but now there's at least some activity. Hopefully there will be more excitement for this one once it gets closer to being finished.




EricLarsen -> A little info goes a long way (3/10/2004 5:09:54 PM)

mbatch729,
Yeah I saw the forum never got off to a good start so I figured I'd help get the ball rolling by giving some testing info and answering questions. Tough to be interested in a game's forum if no one is giving out any dope on the game.
Eric




*Lava* -> RE: A little info goes a long way (3/10/2004 7:22:40 PM)

Hi!

Indeed there has been a pause in the action and this has caused me to flood the forums with my proverbial, insightful and somtimes, down right dumb posts. (Thanks for explaining that Eric, I thought I had been fired!)

The thing I like most about this game is the command system. HQ's have "impulses" which you must spend (and replenish) in order for your units to advance into enemy territory or attack. These impulses represent the General Staff planning and logistical requirements required to operate an army in the field. As your troops move and fight, their readiness will be effected as will their combat effectiveness, especially if they take heavy casualties. PBEM is going to be a kick in the pants.

As Eric said, this game is still in the preliminary phase of testing and the art work which is being used is nothing like what you will see when the game is finished (especially after the Matrix's maestros work their magic). Might have to wait awhile for screens, that's up to Frank.

Ray (alias Lava)




mbatch729 -> RE: A little info goes a long way (3/10/2004 9:16:06 PM)

I have to admit the HQ impulses is what got my attention most, from a design standpoint. I'm sure it is a little different from what is presented on the Adanac site, but the idea that it takes much longer to build them up than it does to burn them in offensive actions just "sounds right". It sounds like your testing is showing this too, which is a good thing. I'm really looking forward to this one, along w/a boatload of other Matrix games.




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