Jump to content

Retributar

Members
  • Posts

    1,646
  • Joined

  • Last visited

Everything posted by Retributar

  1. Yes there will be!...again,...those in the 'testing department' will hopefully explain it.
  2. There should be!!!,...one of the Game-Tester's will need to reply to that question.
  3. If im not mistaken,...i think we will be able to 'Edit' the game map...so that we can modify it to suite our personal preferences.
  4. Personally, i have nothing against that myself...as that feature is common in many 'Operational' or 'Tactical' wargames...but, here with 'STRATEGIC-SC2'...they are trying to simplify the game to reduce 'complexity clutter'.
  5. 'Aggression' should be balanced with realistic 'Capability'. It would serve no one to have an aggressive German AI who does not have the where-with-all to meaningfully carry out its aggression without a good chance of success. If that factor can be dealt with in some manner,...then i see no problem with a more aggressive German AI player.
  6. I think we might have our "Von Arnims" confused...or i have the wrong General, Yes...a quick web-search shows a Von Arnim captured in North Africa...true enough. But, i also know that i was watching this particular 'History Channel' WW2 Documentary more than once'...and that particular General who wanted a Long-Range-Bomber-Force...was 'Killed' in a...supposed airplane crash...of that i am sure of!. [ December 08, 2004, 02:24 PM: Message edited by: Retributar ]
  7. Arnim, Hans-Jürgen von This is the fellow who advocated a long-Range-Bomber program...and was killed in an airplane crash shortly after he pushed for the long range bombers (6-Engine Bombers in this case). http://www.luft46.com/fw/fwta400.html In 1943, work was begun on the Focke-Wulf Ta 400 by the Technique de Chatillon, a construction community of over 300 French technicians (controlled by Focke-Wulf) who were accomodated in Chatillon sur Bagneux, a southeast suburb of Paris. A number of firms in France, Germany and Italy were commissioned to design and construct the major components. The Ta 400 was envisioned as a bomber/ longe-range reconnaissance aircraft, and was to be at least partly used to help the U-Boat services. The wing was shoulder mounted and had a 4 degree dihedral on the outer wing panels. Six BMW 801D radial engines each providing 1700 horsepower were mounted on the wing leading edge. A later design featured two Jumo 004 jet engines beneath the outer most radial engines. There were two pressurized sections in the fuselage, one in the forward section which encompassed the cockpit and one in the fuselage rear section for the operator of the rear rotating turrets. Two view domes were mounted on the fuselage sides to facilitate remote-controlled gun aiming. The tail was of a twin fin and rudder design, and the tailplane incidence could be adjusted hydraulically. The fuel was stored in 32 tanks, 12 in each wing and 8 in the fuselage, for a total of 27000 liters (7133 gallons). The undercarriage was of a tricycle arrangement, with a single nose wheel that retracted to the rear and four main wheels (one under each engine) that retracted forwards. A crew of nine manned the plane, and the defensive armament consited of one remote-controlled turret beneath the fuselage (two MG 151 20mm cannon), two remote-controlled turrets on the upper fuselage (two each MG 151 20mm cannon) and a remote-controlled tail turret mounting four MG 151 20mm cannon. The range was to be 4800 km (2981 miles) with a bomb load (see table below for possible bomb loads) of 10000 kg (22000 lbs). Span: 42 m (137' 10") Length: 29.4 m (96' 5") Max. Speed: 535 km/h (332 mph) w/two Jumo 004: 720 km/h (447 mph) Focke-Wulf Ta 400 windtunnel models This could have been the 'Ural-Bomber' that could have been used to bomb Russian Industry...earlier in the war when Germany had Air Superiority. http://luft46.volga.ru/fw/fwta400.html [ December 08, 2004, 02:23 PM: Message edited by: Retributar ]
  8. Can you create more than one map for use in a single Campaign in SC2?. Meaning that can you use your 256X256 map template to create several regional maps...but, where only one map could be used at a time. Here, you would do each map in turn until they were all completed...then continue on to the next round. Units would also be transferrable from map to map.
  9. You could hide your game install somewhere in the Windows Directory under some existing boring folder... that no-one would ever want to waste their time opening it.
  10. All good idea's...what else can i say?. Keep ' Think-Tanking'... and hopefully these ideas and others can be included in the game. I think it is absolutely necessary to have as many additions-options to increase the depth - play-ability - interest & longevity of SC2!.
  11. Excellent Picture Desert Dave and great commentary!...i enjoyed laughing as i read it!.
  12. We've covered this ground before in previous topics...what your talking about is more 'Micro-Managing'...which is a disdain here,...they have this area in hand!. The "Expert's" ( Definition:'Has - Been',...who is a drip-under-pressure )... should be able to fill you in as regard's what is being done about your concern.
  13. Yes...would you like to have a shower now???. ---- Added:---EASTERN POLITICS: Yes, a shower is/was/would be offered upon relocation to your new home,...but then the Gas-Chamber is used instead. Over 6,000,000 Jew's and 2-4,000,000 other's were gassed...then reduced to ashes in the crematoriums. You don't think that after they took care of the Jew's, that this process/practice would stop there and then. Whole areas would need to be depopulated to provide 'Living-Room' for Germany's citizens. [ November 26, 2004, 10:44 AM: Message edited by: Retributar ]
  14. I agree with you Tim The Enchanter i also dislike click-fest races or tech races...as it seems to take the joy out of a good game. What is needed is for the AI programming to help temper the tech-Race...so that it doesn't go out of control...meaning that you can do Tech-Advances...but...never will your Tech-Advances be so far ahead of everybody else as to allow a major destabalization in the game. I , personally would appreciate that!. Hopefully---Hubert might include an EDITING RESTRICTION for this situation, as well as other situations that can ruin the game ...such as and like overbuilding beyond one's means or resonable mean's or Historical mean's if one so wishes!...for that NOT!!! to happen!.
  15. Look's like im the only one interested in this topic subject!...so be it!!!. Now!!!...imagine instead of Space > Destroyer's - Cruiser's & Battleship's in those pictures above...that we had Tank - Aircraft & Ship's instead research & design screen's instead!!!. The above screen-shot's are illustrating example's of how to simplify a Research & Design process to Upgrade or Design New Units of any type. Illustrations & Explanations are given with information on the Research Tech required as well as what previous research is required to eventually research what it is that you wish to research!. Not only that...but you can... VISUALLY see what project you are working on...you can rotate it, repostion it, add new accoutrement's to it and then see what the new-end-result is...these Hungarian Developer's deserve a BIG-HAND!!!!!! for their contribution to the gaming industry...., they have Brain's & Forsight to know how to design a game that is entralling and interesting and easy to use...with a little patience while learning it...as it really is a complex game!. Their method is visually appealing - entertaining and informative...it leaves no blanks in your face!...no, fog of war here!. There is that what i have already said about these 'Grande-Master's-Of-Game-Design' ... and there is also much more i can comment on...but, what matter's most is what the rest of this community has to say...NOT what i have to say!. RJB - Retributar ------ Nov 11-2004: With this Research & Design system you can moniter with ease...every single unit you have in your Military-Arsenal...from a few to 10's of thousands if you wish...and it only takes a few moments to do it all!. You can Upgrade older units with new technology...but, only so far!. You can construct Technologically Advanced units...then, incorporate the latest Tech-Improvement's as you can afford them!. If...you can't afford to make a 'General' Upgrade for all units of a particular category...you can Upgrade that Particular unit in what-ever specific formation you desire. For example...you can do a General Upgrade in your Design Screen...for all Pzkwgn IV's for the entire Reich...but,then see that you dont have enough Credits or what-ever to do a system wide upgrade of all of your Tank-Units,...so then you can elect to goto a specific formation...and only upgrade the equipment in that formation...and then upgrade the rest as you are able to later!. [ November 26, 2004, 03:52 PM: Message edited by: Retributar ]
  16. You have the beginning's of a Great Game there Victor ... a testament to your vision and skills. Whynot publicly ask us here for suggestions and critisims... . I think Hubert wont mind too much...he has big shoulders...and who else can best him anyway with his project???...its the best thing since TOAW & Panzer General. What would be good if you could manage it...would be to set up a Web-Site for us to goto...so that we can voice Our opinions / Critisizm's etc over there instead of here. Again ... ask here for assistance to do that...im sure that there are quite a few here that know just exactly how to do that. Just off-Hand i find understanding and implementing your command structure to operate and work easily for the user ...is just not so... im not stupid by any means...and ive had a hard time making it work at all. The game system needs 'a good shake up' to shape it up for ease of use to the end user. What is also needed is more selection to screen display...as even after i turned off the display for larger print...the game screen was still overlapping onto my 2nd monitor...but, at least i could see the bottom of the game screen which i couldn't see before!.
  17. Rockets (Intercontinetal Missiles) are just Mabey only now starting to be interceptable...never mind in WW2!.
  18. cosmin why, such an extreme untruthful reply? That is NOT!!! at all what i inferred or meant, are you so easily swayed into such misunderstanding?. When a unit is an older variant...you simply remove it from the front line...upgrade it a bit if you like...and now put your newer units in place of where the older ones were. I was just disagreeing with changing an apple into an orange...nothing else!...maybe this analogy will be easier to understand for you!.
  19. http://www.battlefront.com/products/sc2/faq.html When is it going to be released? When it's ready! We are planning for a 2nd Quarter 2005 release. Will there be a demo? Yes, we will release a demo when the game is finished, like we do for all of our other games. We want you to make an informed purchase decision. We pride ourselves in making great games that stay on your HD for years, so we’re not afraid to show you and let you try out what we offer. Where can I buy SC2? What if I’m from Europe/Africa/Asia…? SC2 will only be available from this website, www.battlefront.com and not sold in retail stores. We have two warehouses that we ship games out of – one located in the US (East Coast), the other in Europe (Ireland). Depending on where you are from, the quickest shipping route is chosen by us automatically, so no matter if you live in the US, in Europe, or in Asia or anywhere else on the globe, you’ll get your game in the mail within a few days usually. Why is it not available in stores? Well, that’s a long story. For some more details about the background that has lead to this decision (and to the foundation of Battlefront.com itself!), please read our About Us page. How much will SC2 cost? The price isn’t decided yet, but most likely somewhere in the range of $35-$45. How long will SC2 take to ship? Usually customers in the US and in Europe will get their game within 2-3 business days. You can review our order and shipping details page HERE. Will SC2 come with a box and a manual? Yes to a manual, no to a box. Boxes only increase the cost of shipping (and production) and since the game is not available in retail, they serve no real purpose. Instead of artificially increasing the price for the game, we’d rather give you great gaming value for your money. Why are you not offering game downloads? We’re actually working on offering full-game downloads, but it’s not a high priority at this point. Downloads are in no way cheaper than shipping the game to you (bandwidth and support cost money), and in fact have a number of disadvantages, too. We are evaluating various options at the moment and as soon as we’re happy with one we will be offering downloads. However, don’t count on it for the release of SC2. What exactly will the default campaigns cover and will I be able to edit them? The default campaigns will naturally cover the major operations from 1939 to 1945 in the European Theater and yes, with the advanced Editor, you will be able to edit almost any aspect of the campaigns to suit your liking. For example, if you are not satisfied with the initial US production values, with a few clicks of the mouse you could easily add resources and/or adjust the US industrial modifier value. Not satisfied with any of the combat values, simply open up the unit Combat Target Values Table and adjust them to your preferred specifications. This and many other easy editing options are all possible. Can I create my own custom campaigns, and/or worlds with the SC2 Editor? Yes, in fact, the exact same editor has been used to build all the default campaigns for SC2. In general, there may exist some natural limitations tied to the game engine, after all it has to at least make sense for a WWII grand strategy game, but other than that the only limitation really is your imagination. With the editor you will be able to change unit and country names, edit unit combat values, create custom alliances, custom maps, set weather zones, edit terrain, resource and unit placements, customize research and diplomacy rules per country, edit/create any number of scripts that can control specialty items like convoys, lend-lease, annexation and surrender rules and much, much more. The sky really is the limit! So are you saying that I can edit just about everything in the game? Yes So are you saying that I can also make a Pacific Theater campaign if I want to? Yes! So are you saying that I could even make an entire WW2 “whole world” campaign, too? YES! Why are you not including a Pacific Theater campaign by default? The reason not to include the Pacific War in a pre-made scenario is because it would entail a long process of play-balancing that Hubert rather invests in improving the game engine as such. Especially since with the powerful editor there will be tons of excellent Pacific and other campaigns on the net in no time, no doubt about it! So instead of investing time into “marketing” the game to you, Hubert chose to spend the time where it will do the most good in gameplay value. What changes will be made to the turn lengths in SC2? Since SC2 offers a variety of custom ability it only made sense to provide several turn length and economic options. A Seasonal turn length will still be available, i.e. longer summers and shorter winters, but now players can set turn lengths to any number of weeks as well as set each turn to be either Simultaneous or Alternate. In this case, Simultaneous simply means that the date will not advance until players have completed their respective turns. As an additional option, Seasonal turn lengths can also be set to have a Normalized production calculation. This was proposed for players who would like to see MPP collection doubled for the quicker winter turns when using the Summer turn length as the base standard for MPP collection. What are some of the new unit types for SC2? Some of the new unit types that will be found in SC2 include Engineers and Paratroops. With Engineers, players can build fortifications to help strengthen defenses against enemy attacks and amphibious operations. While fortifications are not as strong as fortresses like the Maginot line, they will represent a substantial improvement to any foreseeable defensive situation. Paratroops will also create some new attack options, as they could be especially useful when combined with amphibious assaults and/or for securing rear areas from enemy units. Will Morale be included this time around as a unit characteristic? Yes. Morale has been introduced as a factor based on a unit’s strength and supply that will also affect overall readiness for combat. Primarily since Morale is formulated to drop over time for a unit that is suddenly cut off or low on supply, so too will the unit’s readiness. Morale = MoraleOld (0.75) + (Strength - MoraleOld (0.75))(%Supply) Readiness = ((Strength + HQ Rating) / 2 + Morale) / 2 Will I be able to keep track of the number of Battle Honors of any particular unit? Yes. Each unit will have a list of successful campaigns it has participated in as well as a list of captured cities or resources. For example, Poland ’39, Stalingrad ’42. What changes will there be for Unit Reinforcement? There will now be two separate options for reinforcement, Regular Reinforcement and Elite Reinforcement. Regular Reinforcement will only allow you to reinforce a unit up to a maximum of strength 10 subtracted by the number of adjacent enemy units. Experience loss per reinforcement point will still occur. On the other hand, Elite Reinforcement will allow you to reinforce a unit up to 10 plus the number of full experience bars for that particular unit. While there will be no experience point loss when using Elite Reinforcement, it will of course be more expensive and will only be available if there are no adjacent enemy units. What changes will there be for Transporting units? SC2 now offers two options for transporting units, Regular Troop Transport as well as Amphibious Transport. While regular Transport will only be possible from friendly port to friendly port, Amphibious Transport will allow you to perform amphibious landings and/or assaults anywhere on enemy coastal areas. Amphibious defence planning will also have to be modified, as an amphibious assault will more likely be a surprise when executed properly. One turn for building of force, but on the next turn landings can commence at any point within the Amphibious Transports reach, which can potentially really surprise the enemy. To counter Amphibious Transport abuse, the landing supply of units will be based on the number of turns at sea, i.e. a lower readiness the longer it is at sea. What changes will I find with Research and Development? For Research and Development, one big change is that there will no longer be automatic upgrades for each research level. Players will now have the ability to customize each unit and with several research categories offered for most units, the number of customizations, and/or specializations will create some interesting situations indeed. For example you may want to have a specialized mobile Corps for penetrating deep into enemy lines with high motorization and infantry weapons levels while having several basic level Corps held in reserve for garrison duty. Or you could find yourself with a long range Air Fleet on the coast for spotting and reconnaissance while the bulk of your air power is advanced jets for interdiction or general attack. Many options and combinations will be possible. What is Diplomacy going to be like? For Diplomacy, each country will have an activation percentage as well as either an Axis or Allied major parent indicating their current political association. While general game play will still affect the activation percentages of many countries (via scripts), players will also have the option to directly influence the political leaning of any country by investing in and assigning diplomatic points. Diplomatic points represent the political efforts as well as the promise of trade, military equipment, and/or economic packages that were often used to influence another country during the war. Once a diplomatic point has been purchased and assigned, each turn after that there will be a random chance of an increase in activation percentage towards your side where the more diplomatic points you have assigned the greater your chances. To counter this, opposing players can also participate in active counter diplomacy whereby they can effectively decrease or nullify your diplomatic efforts by placing their own diplomatic points directly against yours. When playing with the fog of war, diplomacy and counter diplomacy will have a realistic and frustrating feel as you may never be sure of what your opponent is doing and why your diplomatic efforts may have failed. In addition, and to increase the importance of diplomacy, various activation levels will also enable other events to occur. For one example, Lend Lease between the US and its Allies will only occur once an activation percentage > 30% has been achieved. Events like this will greatly increase the importance of general game play as well as calculated diplomatic efforts where applicable. Each of these events can also be scripted, so with the combination of game play, general diplomatic actions as well as scripted events there will indeed be many diplomatic options available to the player! What sort of Weather effects will there be? Each weather zone will have Primary Seasonal Effects such as Clear, Mud and Snow as well as Secondary Seasonal Effects such as Overcast and Storms. Each weather effect can have an influence on a variety of factors such as limiting Air and Amphibious operations as well as increased costs for Operational movement or Transport. Primarily, with Weather Effects enabled, some year round operations will have to be carefully planned and considered well ahead of time in order to take the changing seasons into account. What other cool things will I see in SC2? Enhancing the game play for SC2 was always under consideration and to this end several new options and features have been included. In the original SC, clicking on an HQ would highlight all the units under that particular HQ’s command. With SC2 the following highlights have also been added: highlighting of the parent HQ for every unit selected, as well as new intercept and attack/escort range highlights for Air Fleets. The latter highlights can be especially useful when trying to quickly ascertain the current defensive air cover of an Air Fleet, and/or to determine the strike range for general attack or escort duty.
  20. *** Some Basics for playing this game for those who might be interested *** General Building Construction: Small House: -- 7000 Colonists Large House -- 12000 Colonists Food Factory -- 9000 Colonists Auto-Food Factory -- 18000 Colonists Hospital -- 8000 Colonists Supposedly! i would say closer to 6000 Police Station -- 15000 Colonists Trade Center -- 5000 Credits with Demo & 10000 with Full-Game Bank X 1.5 Of Trade Revenue (Increase Trade Revenue by 50% more) Trade Port -- Attracts traders to visit your planet more often & gives you access to the Trade Screen to Purchase or Sell equipment!. *** STARTING CHECKLIST: -- At the start of the game it is a good idea to Try to have these buildings to start-with for 15000 + Colonists or every portion thereof!: - 3 Fusion Power Plants - 2 or 3 Small Houses - 2 Food Factories - 3 Hospitals - 1 Police Station - 1 Park at least...or even 2 if you think you can afford it...Place this huge ugly thing somewhere out of the way *** Later on, the Bar & Recreation Centre & Stadium will help to improve morale and keep population levels growing *** *** As soon as you have nearly up to 2500 spare population...and for every new batch of 2500 spare colonists...you will need to decide whether to Construct > Ship-Research Buildings or Construct > Building Research Buildings... . At this point you either strengthen your Warships to defend what you have from hostile Empires ...or first use your precious research to improve planet infrastructure *** Power Plants: Fusion Plant -- 600 GW \ H Solar Plant -- 1000 GW \ H Magma Plant -- 1500 GW \ H Mezon Plant -- 2000 GW \ H Start-Up Check-List: -Immediately put your Spy on Counter-Intelligence Work to help with his training and to thwart hostile spy's from stealing your researched technology or-also to prevent them from sabotaging ships and facilities. Within a few months try to build more Spy-Centre's. With-out available Spy-Centers...one cannot hire more Spy's -Set Tax-Rate on home planet from 'Medium' to 'Low' or 'None' in order to speed up Planetary Population Growth for a Larger Future Tax-Base & to have the Manpower for Research and Construction facilities -In your Ship Construction Quey....construct a Colony Ship in the 1st construction box and a Terraformer in the 2nd construction box -Goto your Research Button & set the research rate to Double!....the greyed background will now show darkened letters -Go to the Lightening Arrow Icon in the 'Upper-Right' corner of the screen and construct 'Hyper-Drive 1' Straight-Away. Additional Stategy Notes: - At the start of the game you may or may not be able to put Ship & Tank construction facilities on separate planets...if you cannot...then, in the short term have them on one planet...if you must!. Usually when you have only 1-planet...you will probably need this 1st planet for research purposes. - Try to find planets with 200% to 250% construction capacity for your Ship & Tank (Ground Unit) Production Plants - In a pinch you can also use planet's with 150 construction capacity for Ship & Tank Production Plants - Use planets that have Low-Production-Potential for your Research and Spy Facilities. These typically have 50% - 75% -!00% production potential...try in the game to colonize 1 or 2 of these planets to start with...to start your research...as you do not want to use your good planets for this purpose. - Later...colonize 1 good planet for Ship construction and Another planet for Tank construction. -By this stage you should have your original planet with 1 Space-Ship-Factory and 2 or 3 research facilities...and 2 new planets for more research buildings and 2 more planets for Ship & Tank Production -Play well and live!... Play poorly and Die!. ------- KEYBOARD COMMANDS: 'Left/Right' Arrows...Rotate View 'Up/Down' Arrows...Tilt View 'Page Up'...view next planet 'Page Down'...go back to view previous planet '+/-' Zoom in/out 'SHIFT' + 'Right Click' - Set Waypoints 'END' ... Building Names ON/OFF 'ESC' Options 'O' Options '0' Options 'I' Planet Info 'A' Select All Units [ November 23, 2004, 09:49 PM: Message edited by: Retributar ]
  21. Level of B.S....for example the Germans only built 500 King Tigers...and for much else of their first line equipment...the numbers were equally limited. So you cant in the game...just upgrade to King Tigers...then have 3000 - 5000 King Tiger Tanks in your armoured divisions...just because you upgraded!.
  22. No!!!...incorreCt statement...what you say is a 'Non-Sequiter'...it is you who may have the headache!. This game looks like it may be reverting to a certain level of Bull-****!!!...pardon my ENGLISH!.
  23. Download the demo for "Imperium Galactica II Alliances" here and check out their RESEARCH & DESIGN (UPGRADES) buttons to see how they dealt with this item. Disable Gator and GMT in your start up manager, IF you have them or the Demo will not work. http://www.3dgamers.com/dlselect/games/imperiumgalactica2/ig2_english.zip.html The download takes 3-4 minutes to begin and the same to download. Let me know what you think of their system!. ------- When you have installed the game...do Tutorials 1 & 3...this will deal mainly with Research & Development & Design as well as Upgrading!. Tutorial 5 deals with Trading...which includes buying Equipment from other Empires. ------- RESEARCH Screen: DESIGN Screen: [ November 23, 2004, 12:38 PM: Message edited by: Retributar ]
  24. There has already been much information posted previoulsy on Germany's Resources, Manpower and Industrial capacity...bombed and unbombed...if you want an absolute Historical Campaign. So it shouldn't be too overly difficult to extapolate a theoretical maximum limit of Industrial Capacity...based on what quantity was originally produced as a benchmark..., then adjusting that original benchmark as circumstances dictate...such as less industry destroyed or put out of commission. Who want's to do that???...Not Me!!!. As new lands, Resources and Industrial Infrastructure / Capacity are captured --- damaged or undamaged...these would also effect the max-production limit on war materials.
×
×
  • Create New...