advanced squad leader

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sabreman1966mcs
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RE: advanced squad leader

Post by sabreman1966mcs »

Here is another project that is sort of "in development", I still get a few mails regarding the progress being made on it;
 
http://www.thuring.com/asl/jasl/index.html
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Sarge
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RE: advanced squad leader

Post by Sarge »


Have any of you tried any of the Squad Battles from HPS, I personally have not played them but Advance Of The Reich looks good, and looks to have board game feel.
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RE: advanced squad leader

Post by Hertston »

ORIGINAL: Sarge

Have any of you tried any of the Squad Battles from HPS, I personally have not played them but Advance Of The Reich looks good, and looks to have board game feel.

Yup. Good games as long as (as usual) you don't expect too much from the AI. Board game feel, certainly, just as with most of the rest of Tiller's stuff. I'd actually recommend both the Vietnam games as being the best of the bunch; partly because there isn't much else that covers Vietnam at that scale and partly because the system actually handles helicopters surprisingly well. The scenarios are just more fun to play than those in AotR or Eagle Strike IMHO.
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Sarge
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RE: advanced squad leader

Post by Sarge »

I might take another look at SB’s by HPS someday, but I have never been a big fan on squad scale tactical games represented on the PC in the manner of board game graphics.

But I am enjoying the hell out of Minsk PC, and expecting First Blitz Mon or Tue .
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Neilster
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RE: advanced squad leader

Post by Neilster »

ORIGINAL: pad152

One thing you can say about computer ports of Squad Leader is the two greatest failures of all time (Close Combat, Combat Mission) both started out as ports of ASL. Funny, the only computer game to carry the SL title (hasbro version) was total crap!

Combat Mission a failure? Are you on the drugs? Given its consistently high high ratings (over 3 iterations), staying power and hordes of fans, in what way is this system one of the "grateatest failures of all time"?

I'd have another look at the grammar and internal logic of your first sentence if I were looking for failures, matey.

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Oleg Mastruko
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RE: advanced squad leader

Post by Oleg Mastruko »

ORIGINAL: Marc Schwanebeck

As a matter of interest, have you ever played competitive chess? There ain't no 'at leisure' there, just the pressure of the clock. Maybe the kid that would prefer CC is the one who can handle the pressure to make the right decisions within severe time constraints - the same constraints you have in most of the real world. Not least on a battlefield.

You mean "clickfest" chess, LOL [;)]

Clickfest chess => [:D]

Turn based tactical games are for wussies - period. At tactical level you have to feel constant, relentless pressure of the "clock", as in competitive/clickfest chess. Any game that does not represent this on *tactical* level, is a failure as far as realism is concerned. Thus, any turn based tactical system is a failure by definition. There is *absolutely* no reason why in this age of mega-powerful CPUs we should settle for anything less than continuous time, continuous terrain representation of *tactical* battles. Close Combat did this the first time back in 1996 (if my memory is not wrong?), so what's the problem?
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RE: advanced squad leader

Post by junk2drive »

What's the problem? Getting to the age where all that fast paced stress causes pain down your left arm and the adrenaline keeps you awake on a work night.
 
That's why I gave up Mariokart [:D]
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Sarge
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RE: advanced squad leader

Post by Sarge »


You guys are WACKED !

First ,CM is a complete failure, now its all turn base games are failures.

Realism in a video game , get serious [8|]

Lets start using historical accuracy as a subject , and then lets see who stands out from the crowd [;)]
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Erik Rutins
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RE: advanced squad leader

Post by Erik Rutins »

Peter,
ORIGINAL: Peter Fisla
I'm working on computer version of Advanced Squad Leader Stater Kit (I call it for now XASL)...head to head play and at some point I want to implement SASL II - scale it down for ASLSK. I have American, German and Russian infantry all in at this point and including support weapons like machine guns, DC and FT. I'm currently doing some testing then I will move on to ordnance like bazooka/panzerschreck and mortars before I got guns and finally armor - by that time hopefully MMP will release Starter Kit #3.

That looks quite good, definitely brings back memories. [8D]
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RE: advanced squad leader

Post by Les_the_Sarge_9_1 »

I can only imagine he meant "failure" to indicate they "failed" to entirely port ASL to the computer in a way that would leave no opening for debates as to which did the job perfectly.

As for CM or CC being "failures" in any other way, well heck, I would likely not want to espouse that notion myself. Not that my reputation is near and dear and valuable, but, I don't want to shoot holes in whatever credibility I might have :)
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Ocelotl
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RE: advanced squad leader

Post by Ocelotl »

because they look like bookcase games it doesn't necessarily mean they always play like them
Yes, that is a good point. I have yet to play many of the games at this site (just not enough time).

I am not opposed to turn based games nor even bookcase games for that matter. I just like a some variety and change every now and then. Hell, some of the best games I own are in that category.True to is the fact that a grand strategy game probably wouldnt translate all that great without a turn based system

However, I have yet to be wowed by any games since ASL or CC for that matter, but I will always be looking...
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RE: advanced squad leader

Post by Hertston »

ORIGINAL: Ocelotl

However, I have yet to be wowed by any games since ASL or CC for that matter, but I will always be looking...


Try CotA, if nothing else.
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Oleg Mastruko
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RE: advanced squad leader

Post by Oleg Mastruko »

ORIGINAL: Sarge
You guys are WACKED !

First ,CM is a complete failure, now its all turn base games are failures.

Well we need to define "failure". CM is not a commercial failure - it has thousands of fans, many fan sites, leagues, whatnot, apparently Battlefront sold many copies and is firmly still in business, planning new additions to this series, and I am happy for them.

However, I personally never liked the game, I respected it for all new stuff it brought to the genre all the new things it boldly did first, but I never liked it, and as far as realism goes it's a joke. The very sight of grogs arguing in mile long threads about penetration of some gun vs some armored vehicle, while *completely* ignoring the fact that game gives you *unlimited* time to think for your next turn - how very funny and symptomatic of "grog disease" [8|]

Finally, whether CM is a failure as far as ASL rules are concerned, I abstain from voting, as personally I couldn't care less about original ASL rules [:D]
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RE: advanced squad leader

Post by Sarge »


ORIGINAL: Sarge

Lets start using historical accuracy as a subject , and then lets see who stands out from the crowd [;)]
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old man of the sea
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RE: advanced squad leader

Post by old man of the sea »

CC and CM a failure, hmmmm, well, they don't look like ASL so they must be.
 
This is one funny thread ya got here
 
E
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RE: advanced squad leader

Post by Les_the_Sarge_9_1 »

I sometimes think individuals like Oleg Mastruko, would only be satisfied with the reality of live fire real life wargames with the real thing military.

No turns there eh. And you don't get to ponder what you are going to do next.
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RE: advanced squad leader

Post by Sarge »

I don’t know if that is indeed what the argument is Les, although we have argued the same thing over and over again. I still am not sure exactly what the RTS community is try to convey. On one hand the biggest qualifier is the use of continuous time implemented in the game engine. But on the other they have no concept or show evidence of time scale or better yet how and what scale is used in the engine,

Is it real world ?

I once beta team for a RTS title and ran a test . IIRC it was a 200 meter dash, the game engine did it in 15 seconds never mind the fact the troops showed no fatigue as it was not even modeled . But anyway the world record is something like 22 seconds, in running apparel , not 10-20 pounds of battle-rattle in combat boots clutching a rifle in tall grass.

After posting my findings and calling them absurd , I received silence, not one of the designers replied.

With the absences of real word physics in a continues time engine, how is any level of realism achieved. After all wouldn’t you think this element would take the lead in development on this so-called quest of realism.

But as we see time after time, this small insignificant technicality is brushed aside in this repetitive debate. Substituted with a quick jab at the intelligence of the turn base player along with the denial that the whole foundation of the game engine is flawed in its most basic building block.
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RE: advanced squad leader

Post by Les_the_Sarge_9_1 »

ORIGINAL: Sarge

I don’t know if that is indeed what the argument is Les, although we have argued the same thing over and over again. I still am not sure exactly what the RTS community is try to convey. On one hand the biggest qualifier is the use of continuous time implemented in the game engine. But on the other they have no concept or show evidence of time scale or better yet how and what scale is used in the engine,

Is it real world ?

I once beta team for a RTS title and ran a test . IIRC it was a 200 meter dash, the game engine did it in 15 seconds never mind the fact the troops showed no fatigue as it was not even modeled . But anyway the world record is something like 22 seconds, in running apparel , not 10-20 pounds of battle-rattle in combat boots clutching a rifle in tall grass.

After posting my findings and calling them absurd , I received silence, not one of the designers replied.

With the absences of real word physics in a continues time engine, how is any level of realism achieved. After all wouldn’t you think this element would take the lead in development on this so-called quest of realism.

But as we see time after time, this small insignificant technicality is brushed aside in this repetitive debate. Substituted with a quick jab at the intelligence of the turn base player along with the denial that the whole foundation of the game engine is flawed in its most basic building block.

Almost feel like filing this quote away when I feel like kicking around the deluded portion of the RTS crowd :)

Myself, I often wonder, how much time is required to impregnate a female, raise the resulting male to military age, train in basic training with an army till qualified and then deploy to a unit.

In the real world, that's about 18 years from start to finish (assuming the woman cooperates :)).

In an RTS game, it takes about 20 seconds.

Now granted, not all RTS games feature resource management, and unit production.
Still your above example illustrates, that reality and some RTS games get along like oil and water.

I know my turns are just turns. They're an expediant to reflect it's just a game of minds after all. I'm not deluded by notions of my game being "realistic". I much rather prefer the term "simulation" be kept in proper perspective.

ASL is a game where each turn is mere slices of time. A full game, just a matter of a small slice of time as a whole.

And everyone that has ever held a rifle and walked in the footsteps of an infantryman knows, war is a dulldrum of monotony, broken up by bursts of mere minutes of sheer hell and death.

I LIKE that my life bothers them,
Why should I be the only one bothered by it eh.
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old man of the sea
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RE: advanced squad leader

Post by old man of the sea »

Ran the 200 meter test in Squad Assault. Took the fastest guy out of a 5 man group 90 seconds to run 200 meters down a road. The slowest, the one with the BAR, ran it in 150 seconds. Not all RTS's are so bad after all.
 
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Fred98
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RE: advanced squad leader

Post by Fred98 »

Over the years I had all versibns of Close Combat. And upgraded the PCs along the way.
 
The first thing I didm, was to check how long it would take for a man to run 100 meters. About 20sec fully laden is about right.
 
And then set the game speed to fast, medium or slow to achieve it.
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