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Hello! I have a few questions..

 
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Hello! I have a few questions.. - 7/8/2007 1:32:35 PM   
tormy

 

Posts: 29
Joined: 7/8/2007
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Hello to all, this game looks interesting.
However I am more into fantasy strategy games, but as Ive seen it will be possible to create a fantasy themed game from this with modding. [Am I correct?]
So my questions are:
1. Everything is moddable? Like unit icon graphics, sounds, weapons, equipment, terrain, etc.?
2. Do we have "close combat" in the game? I mean if I want to make a fantasy themed mod with orcs, goblins, etc, it will be mainly all about close combat. [The units will use swords, axes etc.]
3. Can we make campaigns? [Scenarions linked together, so if you win Scenario A, you will be able to play Scenario B etc.]
4. Will it be possible to have more sides on a map? [Like 5 "races" in Scenario A: humans, dwarves, elves, goblins, orcs]
5. Will it be possible to set alliances between the sides for a scenario? [For example make the orcs + goblins allied etc]

These are my questions for now,

regards, Chris.
Post #: 1
RE: Hello! I have a few questions.. - 7/8/2007 2:15:03 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Hi Tormy,

The engine is optimized for operational/strategic WW2, but since the modding is so flexible you can make almost anysort of hex & counters game. Though you should keep in mind the engine is operational/strategic so there is no Line of sight, facing or that sort of tactical things.

It is possible to use events that auto load another scenario of choice.

You can have many players/sides as you want, but the diplomatic model is very basic (either peace or war).

Kind regards,
Victor

< Message edited by Vic -- 7/8/2007 2:16:31 PM >

(in reply to tormy)
Post #: 2
RE: Hello! I have a few questions.. - 7/8/2007 2:33:53 PM   
tormy

 

Posts: 29
Joined: 7/8/2007
Status: offline
quote:

ORIGINAL: Vic

Hi Tormy,

The engine is optimized for operational/strategic WW2, but since the modding is so flexible you can make almost anysort of hex & counters game. Though you should keep in mind the engine is operational/strategic so there is no Line of sight, facing or that sort of tactical things.

It is possible to use events that auto load another scenario of choice.

You can have many players/sides as you want, but the diplomatic model is very basic (either peace or war).

Kind regards,
Victor


Thanks for the answer! Awesome, so basically all answers are "yes" to my questions.
No line of sight and facing is not important to me, so its all cool.
The very basic diplo model is also enough to make war scenarions/campaign.
I am really excited!


1 more question! It is possible to make all sides unique, am I correct? [IE. Side A wont be able to recruit Side B's units etc.]


< Message edited by tormy -- 7/8/2007 2:36:23 PM >

(in reply to Vic)
Post #: 3
RE: Hello! I have a few questions.. - 7/8/2007 3:52:11 PM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Yes. You can even have different locationtypes (towns) that have different kinds of things they can produce.
However as a warning dont expect the AI to cope with everything you can change. It is pretty versatile but it has its limits.

(in reply to tormy)
Post #: 4
RE: Hello! I have a few questions.. - 7/8/2007 6:00:28 PM   
tormy

 

Posts: 29
Joined: 7/8/2007
Status: offline

quote:

ORIGINAL: Vic


However as a warning dont expect the AI to cope with everything you can change. It is pretty versatile but it has its limits.



What is this means? The AI wont use the units what I will add?..or it wont use them properly?

(in reply to Vic)
Post #: 5
RE: Hello! I have a few questions.. - 7/8/2007 6:33:21 PM   
Vic


Posts: 8262
Joined: 5/17/2004
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It depends on how much you change. The AI does analyze all subformationtypes in a scenario. It is not hardcoded to the ww2 subformationtypes. But as you might expect i have not tested the AI to be able to cope with any sort of scenario that can be crunched out by the editor. But basicly if you dont change the actual rules and dont work with action cards the AI should be able to cope pretty well.

(in reply to tormy)
Post #: 6
RE: Hello! I have a few questions.. - 7/8/2007 7:19:50 PM   
tormy

 

Posts: 29
Joined: 7/8/2007
Status: offline

quote:

ORIGINAL: Vic

It depends on how much you change. The AI does analyze all subformationtypes in a scenario. It is not hardcoded to the ww2 subformationtypes. But as you might expect i have not tested the AI to be able to cope with any sort of scenario that can be crunched out by the editor. But basicly if you dont change the actual rules and dont work with action cards the AI should be able to cope pretty well.



AFAIK we cant play vs the AI if there are action cards in the game...at least I read something like this. Am I correct?
Also what "actual rules" means?

(in reply to Vic)
Post #: 7
RE: Hello! I have a few questions.. - 7/9/2007 3:04:38 AM   
tormy

 

Posts: 29
Joined: 7/8/2007
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Vic can you please answer one more time? I wont bug you again

(in reply to tormy)
Post #: 8
RE: Hello! I have a few questions.. - 7/9/2007 11:40:54 AM   
Vic


Posts: 8262
Joined: 5/17/2004
Status: offline
Listen tormy,

It is hard to explain everything. Using the editor to make something completly different is not that simple. The AI will be able to cope mostly. But it might involve some testing, especially if you change engine variables like:
-how far away from a HQ supply can be delivered
-howmany HQs can be in chain of command
-etc..

kind regards,
Vic

(in reply to tormy)
Post #: 9
RE: Hello! I have a few questions.. - 7/9/2007 4:10:10 PM   
tormy

 

Posts: 29
Joined: 7/8/2007
Status: offline

quote:

ORIGINAL: Vic

Listen tormy,

It is hard to explain everything. Using the editor to make something completly different is not that simple. The AI will be able to cope mostly. But it might involve some testing, especially if you change engine variables like:
-how far away from a HQ supply can be delivered
-howmany HQs can be in chain of command
-etc..

kind regards,
Vic



Ah I got it. Thanks!

(in reply to Vic)
Post #: 10
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