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RE: New screens for SC3 - 11/18/2015 12:02:02 AM   
Rosseau

 

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The map reminds me of a cross between DoomTrader's Time of Fury and Operation Barbarossa. Thank God you didn't stick with the same "figurines" as all other SC3 games.

I have all of them, including WW1 games - a significant investment and haven't played much so far. So this will be a very difficult buy for me.

For others without all these games, it is a must-buy (imo), as long as they include the famous SC3 editor

(in reply to Texican)
Post #: 31
RE: New screens of the game - 11/27/2015 1:59:05 PM   
Tac2i


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City graphic reminds me of deer poop lying on the ground. Hope that changes before release.

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Post #: 32
RE: New screens of the game - 11/30/2015 9:47:35 PM   
welk

 

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Waiting Strategic Command 3, I am working on a "OPERATIONNEL COMMAND mod" named "Barbarossa".
It uses some graphs from my old and venerable SC1

Now, the mod is worked on a 100% free downlodable PC wargame I founded on the web but I will adapt it for SC3 when released. It covers Great Patriotic War, from Mai-Juni 1941 to juli-Sept 1944, or just from Juni 41 to December 1942 (2 versions)

It work great and very funny : IA plays his turn very quickly

I think SC3 will be moddable as same for "east front only scenario", with great scale

[image][/image]

< Message edited by welk -- 11/30/2015 10:52:57 PM >

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Post #: 33
RE: New screens of the game - 12/6/2015 1:14:24 PM   
xwormwood


Posts: 1149
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From: Bremen, Germany
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Hi Hubert, hi Bill.

Any chance that the upcoming Christmastime might inspire you guys to share some new info & pictures about the current status and appearance of the game?



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Post #: 34
RE: New screens of the game - 12/7/2015 3:21:58 PM   
AZKGungHo


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Yes, that would be a WONDERFUL Christmas present!!

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Post #: 35
RE: New screens of the game - 12/7/2015 9:46:22 PM   
snowstorm

 

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Betatesting would be even grander.

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Post #: 36
RE: New screens of the game - 12/19/2015 9:49:23 AM   
Mountaineer

 

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Hubert and Bill, been working my way through my own articles (War Diary/Compass) and game publications (HBG), but I am ready to report back to duty with the team! Happy holidays.

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Post #: 37
RE: New screens for SC3 - 2/10/2016 1:05:04 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
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Does anyone know the scale of the hexes?

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Post #: 38
RE: New screens for SC3 - 2/10/2016 9:11:20 PM   
xwormwood


Posts: 1149
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Hi Michael.

Best would be to wait for Hubert or Bill to answer your question. Right now there are no details published about map sizes (at least as far as i know), probably because the game is still in development.





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Post #: 39
RE: New screens for SC3 - 4/2/2016 2:42:35 PM   
chuotconk41a

 

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Con cac anh ne

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Post #: 40
RE: New screens for SC3 - 4/7/2016 7:48:57 PM   
EdwinP


Posts: 179
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I would like to see the WWII campaign offered in 2 map sizes. The map as shown in the previews and a smaller map as was used in SC1. Why? The smaller map offers faster game play with more miles per hex and fewer units.

(in reply to chuotconk41a)
Post #: 41
RE: New screens for SC3 - 4/16/2016 2:35:42 AM   
cdcool


Posts: 660
Joined: 1/25/2005
From: United States
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What type of Reports can you pull up? and what information do they display?

< Message edited by cdcool -- 6/3/2016 6:10:39 AM >

(in reply to welk)
Post #: 42
RE: New screens for SC3 - 6/2/2016 12:14:15 AM   
SilentHunter


Posts: 216
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From: United States
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I have to say these hex wargames are a dime a dozen, while some stand out from others, most are just rehashes on what's been done time and time again. Hex games simply are not big enough either in my view, in the screenshot way above the English Channel is one hex wide, a single icon to take up an entire hex, what kind of strategy is that? There were hundreds of ships in that part. Why can't they make hex games much bigger so true war planning and movements can go on, this relative combat simulation in hexes is getting old. I hope they can pull off something innovative but another hex game does not excite me, I still own and have not played enough of the ones I already have, SC global conflict comes to mind for one.

- What I'd love to see is a grand hex game where unit movements and tactics can be fully utilized
- A full land/air/and sea invasion system include sub ops
- Fully functional supply system - I think War in the pacific does it best, not looking for that level of detail-
- New look to hex gaming, all the hex games now look alike, someone has to come up with something different. The maps are
too static and it puts off a potential audience who otherwise might get interested. Hex war gaming is about numbers, I get that but I want more. War in the Pacific was innovative often felt like it was pushing the hex game envelope. I want the map to change or be interesting all the time, an example of this might be instead of just displaying a city icon or unit icon you have a popup window that displays a video or picture that changes from turn to turn depending upon weather condition, damage, and so on when you click on it. A dynamic hex map that changes would be cool too and would be a first.
- Combat animation similar to war in the pacific, more immersion during combat
- I like what Decisive Campaigns did with the decisions and how they influence battle, something similar would be welcomed

I'd love to see someone take the strategic number game of hex war gaming and push it to the next level, it would certainly open these types of games up to a new level.




< Message edited by SilentHunter -- 6/2/2016 12:32:09 AM >

(in reply to Texican)
Post #: 43
RE: New screens for SC3 - 6/2/2016 9:17:43 AM   
IainMcNeil


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I think you'll be surprised by Strategic Command. It has literally the best AI I've ever seen, making it a pretty unique experience. Hubert has studied tactics of human players and made the AI replicate it with impressive results. The way it handles the build up before D-Day, the convoy protection, winning the sea war, air war, troop build ups, masking its operations from the human player, and then hitting a landing all in one turn is better than I've seen any other game handle it. Its very hard to appreciate it till you see it so watch out for some lets play videos!

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Post #: 44
RE: New screens for SC3 - 6/3/2016 1:13:24 AM   
solipsismMatrix

 

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quote:

ORIGINAL: SilentHunter

Why can't they make hex games much bigger so true war planning and movements can go on,

Because it would be unplayable for most people in both time and complexisty. SC hits a "beer and popcorn" note with reasonably good realism and great playability. Don't worry, someone will come out with a mod that covers the entire world at 1km/hex, with thousands of units, one turn representing a single day, and taking half an hour to crunch a single turn and a year to play through.


< Message edited by solipsismMatrix -- 6/3/2016 1:16:50 AM >

(in reply to SilentHunter)
Post #: 45
RE: New screens for SC3 - 6/3/2016 2:58:01 AM   
vaalen

 

Posts: 387
Joined: 1/13/2008
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quote:

ORIGINAL: Iain McNeil

I think you'll be surprised by Strategic Command. It has literally the best AI I've ever seen, making it a pretty unique experience. Hubert has studied tactics of human players and made the AI replicate it with impressive results. The way it handles the build up before D-Day, the convoy protection, winning the sea war, air war, troop build ups, masking its operations from the human player, and then hitting a landing all in one turn is better than I've seen any other game handle it. Its very hard to appreciate it till you see it so watch out for some lets play videos!

Very exciting news about the AI. I have enjoyed Strategic Command, World War one, for some time. That game has very good AI, but it sounds like this AI will be considerably better. I am very interested to learn more about this game.

(in reply to IainMcNeil)
Post #: 46
RE: New screens for SC3 - 6/3/2016 8:29:03 AM   
djxput

 

Posts: 19
Joined: 8/31/2004
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quote:

ORIGINAL: Iain McNeil

I think you'll be surprised by Strategic Command. It has literally the best AI I've ever seen, making it a pretty unique experience. Hubert has studied tactics of human players and made the AI replicate it with impressive results. The way it handles the build up before D-Day, the convoy protection, winning the sea war, air war, troop build ups, masking its operations from the human player, and then hitting a landing all in one turn is better than I've seen any other game handle it. Its very hard to appreciate it till you see it so watch out for some lets play videos!


Wow - I cant wait! cant wait for some vids of it in action. Really looking forward to a tough computer opponent and not by just giving them extra 'money/stats' etc

(in reply to IainMcNeil)
Post #: 47
RE: New screens for SC3 - 6/3/2016 12:53:15 PM   
The Guru

 

Posts: 94
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Any idea when it is due for?

Any details about what level of detail is included?

< Message edited by The Guru -- 6/3/2016 12:55:52 PM >

(in reply to djxput)
Post #: 48
RE: New screens for SC3 - 6/3/2016 4:25:36 PM   
TheGreatRadish

 

Posts: 121
Joined: 1/21/2006
Status: offline
I'd be more than happy for the time being with the let's plays. Any idea when we might start to see some of those, Iain?

(in reply to The Guru)
Post #: 49
RE: New screens for SC3 - 6/10/2016 11:54:34 PM   
solipsismMatrix

 

Posts: 55
Joined: 12/13/2013
Status: offline

quote:

ORIGINAL: The Guru[...]

Any details about what level of detail is included?

quote:

Any details about what level of detail is included?

Some Beta testers will know soon. But they'll be under NDA!

(in reply to The Guru)
Post #: 50
RE: New screens for SC3 - 6/11/2016 10:25:51 PM   
Konflict

 

Posts: 13
Joined: 2/1/2016
Status: offline

quote:

ORIGINAL: SilentHunter

I have to say these hex wargames are a dime a dozen, while some stand out from others, most are just rehashes on what's been done time and time again. Hex games simply are not big enough either in my view, in the screenshot way above the English Channel is one hex wide, a single icon to take up an entire hex, what kind of strategy is that? There were hundreds of ships in that part. Why can't they make hex games much bigger so true war planning and movements can go on, this relative combat simulation in hexes is getting old. I hope they can pull off something innovative but another hex game does not excite me, I still own and have not played enough of the ones I already have, SC global conflict comes to mind for one.

- What I'd love to see is a grand hex game where unit movements and tactics can be fully utilized
- A full land/air/and sea invasion system include sub ops
- Fully functional supply system - I think War in the pacific does it best, not looking for that level of detail-
- New look to hex gaming, all the hex games now look alike, someone has to come up with something different. The maps are
too static and it puts off a potential audience who otherwise might get interested. Hex war gaming is about numbers, I get that but I want more. War in the Pacific was innovative often felt like it was pushing the hex game envelope. I want the map to change or be interesting all the time, an example of this might be instead of just displaying a city icon or unit icon you have a popup window that displays a video or picture that changes from turn to turn depending upon weather condition, damage, and so on when you click on it. A dynamic hex map that changes would be cool too and would be a first.
- Combat animation similar to war in the pacific, more immersion during combat
- I like what Decisive Campaigns did with the decisions and how they influence battle, something similar would be welcomed

I'd love to see someone take the strategic number game of hex war gaming and push it to the next level, it would certainly open these types of games up to a new level.





I think I must agree with you on this.

What makes this game different than Commander - Europe at War Gold
Maybe a bit more complex, I don't know.

(in reply to SilentHunter)
Post #: 51
RE: New screens for SC3 - 6/20/2016 1:56:59 AM   
trebcourie

 

Posts: 301
Joined: 2/16/2007
Status: offline

quote:

ORIGINAL: SilentHunter

I have to say these hex wargames are a dime a dozen, while some stand out from others, most are just rehashes on what's been done time and time again. Hex games simply are not big enough either in my view, in the screenshot way above the English Channel is one hex wide, a single icon to take up an entire hex, what kind of strategy is that? There were hundreds of ships in that part. Why can't they make hex games much bigger so true war planning and movements can go on, this relative combat simulation in hexes is getting old. I hope they can pull off something innovative but another hex game does not excite me, I still own and have not played enough of the ones I already have, SC global conflict comes to mind for one.

- What I'd love to see is a grand hex game where unit movements and tactics can be fully utilized
- A full land/air/and sea invasion system include sub ops
- Fully functional supply system - I think War in the pacific does it best, not looking for that level of detail-
- New look to hex gaming, all the hex games now look alike, someone has to come up with something different. The maps are
too static and it puts off a potential audience who otherwise might get interested. Hex war gaming is about numbers, I get that but I want more. War in the Pacific was innovative often felt like it was pushing the hex game envelope. I want the map to change or be interesting all the time, an example of this might be instead of just displaying a city icon or unit icon you have a popup window that displays a video or picture that changes from turn to turn depending upon weather condition, damage, and so on when you click on it. A dynamic hex map that changes would be cool too and would be a first.
- Combat animation similar to war in the pacific, more immersion during combat
- I like what Decisive Campaigns did with the decisions and how they influence battle, something similar would be welcomed

I'd love to see someone take the strategic number game of hex war gaming and push it to the next level, it would certainly open these types of games up to a new level.





I too would love much of that in a wargame.

But I also like a nice strategic game that doesn't bog me down in the details. It lets me focus on the big decisions (i.e., when to invade the USSR, if/when to invade North Africa, etc.), without all of the piddly details. It makes for a nice "light" game--and by that I mean light in the details, but still deep in the planning and thought.

Strategic Command is that type of brand.

(in reply to SilentHunter)
Post #: 52
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