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Norm Koger's Distant Guns: Russo-Japanese War sets sail

 
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Norm Koger's Distant Guns: Russo-Japanese War sets sail - 7/28/2006 11:09:10 PM   
Vyshka


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Last night Storm Eagle Studios released Distant Guns. A 30 day demo is downloadable, and the game is purchasable via the download. I haven't had much chance to play it yet, but it sure does look nice and it seems to work pretty well. I am anxious to see where he takes this series. After playing the Ulsan scenario I am looking forward to seeing some World War I action in this engine. I would say that Norm has another hit on his hands.
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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/28/2006 11:41:22 PM   
Vyshka


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Here are some screenshots for people to enjoy. I had to reduce them to about %50 size to get them to show up without stuff being cut off in the armchair general blogs. So I apologize if some of the detail is lost.

Initial screen when game is loading:



main menu:



Start of the Ulsan scenario as the Russians:



Gromoboi firing on the Japanese:



Damage status of the Ryurik:



Ryurik on fire:



Ryurik falls out of formation:



Edit: I really like the interface. In the last picture you see some yellow strips along
the 4 edges of the screen. If you mouse there you will move your view right, left, forward, or backward. If you mouse in the other areas along the the edge of the screen you will rotate the view right, left, up, and down. You can zoom in and out as well. You hear sounds based on your camera position. The interface for giving orders is pretty simple as well. It makes it easy to get things done and then be able to watch the action unfold. There also is a shell cam, that will sometimes take you for a ride with one of your shells as it heads towards and enemy ship.

I will post some more when I have played later today.



< Message edited by Vyshka -- 7/29/2006 2:19:43 AM >

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 2:17:22 AM   
sabre100

 

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I just bought it this morning, the game is nice but I hate the purchase and activation scheme, that is why Matrix Games still rock they provide the best way to buy and play PC games.

< Message edited by sabre100 -- 7/29/2006 2:19:01 AM >

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 2:24:06 AM   
Vyshka


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What didn't you like about the purchase/activation scheme? It seemed pretty quick, and painless to me. The Matrix method is nice because as long as you keep your SN# stored somewhere safe, you can always get the game installed again. On the other hand it is a PITA to have to enter the SN# every time you install a patch. The DG method does restrict you to having it installed on one machine at a time, which some people will not like. There is a utility for moving the license between computers. I thought it was nice though that the download starts out as a demo, with just one scenario visible, Ulsan. Once you activate the game though, it is already on your system and unmasks everything else. So people get a chance to play the game and see if they like it, and if they do it is a short step to fully activating the game.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 2:54:40 AM   
Terminus


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The campaign game isn't a part of it, though, is it? I found the description a bit vague. You have to buy it separately, or am I mistaken?

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 2:58:33 AM   
Vyshka


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Yeah, that was vague. At some point I guess it is going to cost $ for the campaign game, but right now it is free. It is in the game right now, it is not some future vaporware product. So it is a separate item in your shopping cart, but it doesn't cost anything. I am not sure how it would work if you buy the game now, and the campaign stuff later. When you activate the game you use the license id they give and the password you chose. That in turn unmasks the portions of the game you paid for. So perhaps they will give another license id, and you have to activate again? I'd buy it up front while it is free (normally $25). I haven't played around with it yet, but some people on SZO have.

< Message edited by Vyshka -- 7/29/2006 3:02:31 AM >

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 3:05:52 AM   
Terminus


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I've only downloaded the trial version, and I'm not sure I'm interested enough to spend my money. But hey, that might come yet...

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 3:29:19 AM   
WITPgamer

 

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Interesting, thanks for posting the information Vyshka!

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 7:52:26 AM   
TheHellPatrol


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Downloading it now, after purchase of the "bundle" main/campaign which is the only available option for now @$64.95. 2 hours to go......
P.S. I neglected to add the "free campaign" to my cart even though i bought the bundle. It wasn't very clear and i was too hasty. I hope it doesn't cost me double!

< Message edited by TheHellPatrol -- 7/29/2006 9:10:51 AM >


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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 3:50:20 PM   
Terminus


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I can't quite decide if this is going to push me into or out of buying the game.





Attachment (1)

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 6:30:54 PM   
Terminus


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Well, I bought the thing. Looking forward to running something bigger than armoured cruisers...

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 8:18:41 PM   
pad152

 

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I'm really trying to like this game.

I'm having major problems with the pan & zoom controls. On my system I have to pause the game to issue orders otherwize things jump all over the place (there is no pause in multiplayer).

Whats with the fly on/fly off crap I think the interface is poor.

The game seems more about controlling a line of ships, this may be historical but, the lack of control you have over individual ships just isn't doesn't do it for me. You can only set course, speed, and select which ship to target. There is no ammo type selection, you can't ever order a torpedo attack, no input or control over damage control.

If you read the release notes that came with the demo you'll see
Build 955
* Easter eggs...

Easter eggs in a wargame - What were they thinking!!!

Reading the docs that came with the demo, the campaign seems kind of weak, you can't move troops, or capture anything, no control over coastal guns, you can only sink ships. Ships missions seem limited to patrol, supply, or minelaying.

I'll give the demo a few more tries this weekend, but so far the game is a big disapointment.
All I was hoping for was a 3D version of Action Stations or an upgraded version of Great Naval Battles.

I wish matrix would pick up the Great Naval Battles and give them an upgrade.







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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 9:16:33 PM   
Grouchy


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Having issues with the campaign, after the scripted starting sorties the other side isn't going to sortie anymore. Already have 'won' 2 campaigns without any fleetbattles in both of them.

Furthermore i saw russians AI ships colliding with eachother but don't know if that is working as designed or not

< Message edited by Grouchy -- 7/29/2006 9:21:50 PM >


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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 10:30:45 PM   
Brigz


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quote:

ORIGINAL: pad152

All I was hoping for was a 3D version of Action Stations or an upgraded version of Great Naval Battles.

I wish matrix would pick up the Great Naval Battles and give them an upgrade.


I wish Matrix would do a facelift of Action Stations. Now that was a great naval game, except that it was limited by prehistoric graphics. The game engine was excellent. The graphics were so bad that I had to develope a way to plot ship movement on graph paper. But it sure was a fun game.

Sorry to hear that Norm's latest program appears to be a less than stellar game.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/29/2006 11:54:24 PM   
pad152

 

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Action Stations
quote:

The graphics were so bad that I had to develope a way to plot ship movement on graph paper. But it sure was a fun game.


I guess you never seen John Tillers naval games like Jutland? Same graphics as Action Stations but half the fun!

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 12:02:17 AM   
pad152

 

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quote:

ORIGINAL: Grouchy

Having issues with the campaign, after the scripted starting sorties the other side isn't going to sortie anymore. Already have 'won' 2 campaigns without any fleetbattles in both of them.

Furthermore i saw russians AI ships colliding with eachother but don't know if that is working as designed or not


Please explain, I thought victory was based on ships sunk or tons sunk?

Are you saying the campaign is scripted, doing the same thing each time?

< Message edited by pad152 -- 7/30/2006 12:03:42 AM >

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 3:18:26 AM   
martxyz

 

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If you play Action Stations in DosBox and use D-Fend to tweak it, in terms of size and resolution, you can get it to look a bit better. Also you can make it run lightning fast, whereas, on my old Amiga, I could have made a cup of coffee while each turn was playing out. I can't get sound, but I don't THINK there was any in the first place. There is a basic land graphic, which affects LOS etc. The only problem is that the interface is a bit on the old side, too say the least, and whenever you pull up the stats on an individual ship, the amount of information provided is just mind-boggling. I'd love to say that, because of it's excellence, I still play it, but I'm afraid it seems I've got lazy over the years with new user-friendly GUI's. But, if it's control you want, and you do, then it's brilliant. If you're looking for games with a similar ethos to Action Stations, NWS has some home-grown games, and are in the process of producing a massive new simulator called Navies at War which looks ike it will be fantastic. They seem to go for oodles of well-researched details and control, but combined with a really easy interface. They are also friendly, very responsive to users, and have a very straightforward activation system similar to Matrix. They also sell Matrix games.    

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 5:05:07 AM   
Banquet

 

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quote:

ORIGINAL: pad152

Please explain, I thought victory was based on ships sunk or tons sunk?

Are you saying the campaign is scripted, doing the same thing each time?


Campaign victory/defeat is based on merchant shipping sunk. Nothing to do with warships sunk. Hence you could potentially win/lose the campaign without ever engaging in a suface battle with an enemy combat fleet. (In practise, highly unlikely!) Alternatively you could win the campaign whilst losing all your ships. The campaign judges how many merchant ships Japan gets through to Manchuria.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 10:21:17 AM   
Grouchy


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Pad152,

No don't think the campaign is scripted, and I wished the AI did do something. Seems the ships at the start have some orders already (go to port x, patrol area x). After those missions are finished, the russian AI isn't coming out anymore. The japanese and neutral merchants can bring in their supplies uninterrupted to Manchuria and Japan. Result: Victory as the japanese without doing anything.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 3:54:03 PM   
Oleg Mastruko


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quote:

ORIGINAL: Grouchy
Furthermore i saw russians AI ships colliding with eachother but don't know if that is working as designed or not


How did it happen? I played betas, preview copies etc. since last autumn/fall and version 0.908 or something. I haven't played the release version because I am on a vacation behind ancient analog modem and can't download the release version right now.

In couple months of playing every scenario available in the beta I have never ever seen ships collide, except in realistic situations, ie. when one ship was hit and suddenly lost speed or had its rudder damaged, so that the next behemoth in line could not avoid it (realistic I think) and/or when bigger ship deliberately rammed small one, to sink it.

In fact I am very positive this game has the best AI and pathfinding of any naval game I can think of (not that there are too many tactical naval games anyway). I am not saying collisions can't happen, only that I haven't seen a single one that could be ascribed to bug or bad AI.

Oleg


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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 4:39:44 PM   
Grouchy


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Happened 2 times now and since the purchase 1 day ago.
Both times torpedoboats/destroyer divisions at the start of a campaign battle against single aux cruisers far out of gunnery range. The divisions start to manouvring and then shortly followed by the "manouvring to avoid a collision" message only those times followed by a....boink.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 4:52:55 PM   
Terminus


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Guess they failed to maneuver out of it.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/30/2006 9:20:57 PM   
pad152

 

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Still playing with the demo, my interface problems where solved by deleting the DG.cfg file, there is something in the video settings my card/driver didn't like. Funny that it would effect my mouse? I like the ship combat but still wish for more control over ships, the player needs more things do, like control of torpedo attacks and some input/control over damage control on ships. Once you set your ship or division to free fire the only things you control are to set/change course and speed.

Sorry to hear a about the poor campaign. Without the campaign there is just not a whole lot to do in the game. I get the feeling this game was designed and play-tested by historians, not gamers.






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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/31/2006 6:54:47 PM   
Vyshka


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I ended up spending most of the weekend switching out my mail/web server with a newer system so I didn't get
a chance to play around more. From what I have read many people have been having issues in the campaign. From
what I understand this was one of the last pieces added to the game by Norm, and it obviously needs some more
work to get the bugs ironed out.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 7/31/2006 8:41:32 PM   
pad152

 

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Campaign Issues - if anybody is having issues with the campaign you may want to post on the Distant Guns forum http://www.strategyzoneonline.com/forums/forumdisplay.php?f=245. Norm himself has said he is debugging the campaign may contact some players who are having issues.


< Message edited by pad152 -- 7/31/2006 8:45:26 PM >

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 8/2/2006 11:39:46 PM   
BlackVoid


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In its current state this game is a mess. The campaign is broken, the interface is inconsistent and confusing.

I bought DG 2 days ago. Tried to play the campaign, but it ends up in frustration most of the time :( It is buggy and the interface is very confusing. It is much WORSE THAN WITP. Witp has a clean and easy-to grasp interface. Some things require too many mouse clicks, but it works and it is logical.
I have been trying to launch a mine-laying mission in DG without any success.
Camera controls in tactical battles are also hard to manage. It is simple enough, but it is way too sensitive and not intuitive enough. Since I had trouble with the campaign I launched a historical mission. At night, the enemy force was already close, in 30 seconds my lead ship was sinking. Hmmm. not too much fun. So I decided to load a random battle. In this the japanese simply ran away => no battle.

The campaign game is not playable in multiplayer which is a big disappointment (to me at least). Witp still remains the best naval game around.

I advise people to wait some before buying..... Hopefully the game will be patched up soon., it has a lot of promise but even more problems.


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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 8/2/2006 11:55:07 PM   
Terminus


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It really is too bad, the state this game is in...

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 8/3/2006 12:22:02 AM   
Grouchy


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I hope Norm will life up to his fame and patch it. Sadly at this moment the game has stability issues, a campaign not working and graphical glitches.

On the plus side the battles are fun with lots of details. Looking at the logs there is a lot going on under the hood. If the above issues are solved and the UI will be improved then it will be a great navalsim.

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 8/3/2006 12:24:28 AM   
Terminus


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I like the battles, but I'm really disappointed that the campaign isn't working properly. This is what I basically bought the game for, and I don't really feel like starting one, when I can read here how badly it works...

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RE: Norm Koger's Distant Guns: Russo-Japanese War sets ... - 8/3/2006 12:25:29 AM   
Tankerace


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I took the plunge last night and bought it. I really don't have time to play it with WPO's super patch, but I knew (even if it was a bad game) I would buy it, and I wanted to pay $65 versus $90.

What little I did play of it, I already encountered an issue, with my rig I can turn the graphics full up, but the ships movement is jerky. I had to disable one of my dual core's CPUs to get the ships to move smoothly. At all times the frame rate was in the 80s-100s.

I tried the campaign as the Russians, starting with the Port Arthur attack. While the game is beautiful to look at, it took me a while to figure out how to get ships to turn to a different course. While Fighting Steel was buggier than all get out, the interface was easier to figure out.

As to historical results....  Port Arthur, in retrospect, was a failure, but at least the Japanese got out unscathed.  In my game, the Armored Cruiser Novik, Protected Cruiser Pallada were both sunk quickly by torpedos, and two or three other ships each took a torpedo, but did not sink. The Battleship Tsaeravitch took one or two torpedos, and foundered after about half an hour.

As to Japanese damage, four destroyers were damaged, seven were sunk. One ran on to a friendly torpedo and blew up, three (either damaged or not, I don't know) ran aground and sank, and three were sunk by gunfire once I got the Squadron underway.

I think the game is fun, but I feel that with the condition the AI is in, plus if the campaign is as buggy as people say, I am afraid that it was released somewhat to early.

While I don't want to criticize, when looking at the manual there are only two beta testers who did not design something in the game. If anything, WPO taught me that when you work on the game, you tend to get blinded to obvious problems. God knows the WPO Beta team pointed out a ton of stupid "Duh" mistakes. I would be willing to bet that if DG had a bigger beta team, or at least five people NOT in connection to developing the game, it would be less buggy.

Still, I do have faith it will all be resolved. A patch was put out yesterday, and I'm sure there is more to come.

< Message edited by Tankerace -- 8/3/2006 12:26:18 AM >


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