Missing Submarines!

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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zuikaku
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RE: Missing Submarines!

Post by zuikaku »

Is there any way to add german pilot pool in the scenario editor?
We'll need them if we add two of the german raiders that historically operated in the Pacific...
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Japan
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RE: Missing Submarines!

Post by Japan »

[:)]Well, if you want to create a WW2 Simulator or Game, based on Historicle facts, it will be incorrect to not have it in there.
And yes you should also have had the Liz, and all the other factors (on both sides) that was included.


Now I of course understand the problem, it is a question about Budget and how many hours shall be dedicated to programming ect ect,  but for modders or others who does not have a budget limit and things like that it could be interesting if some of them would be interested in making it.

Now i may be called "Japan" in my Forum name, and indeed i prefere to play them, but I still do think that the Allies as well as the Japanese should have had a few more unit types and to be moddeled correct, and im very happy you are working on this. (reference, TheElf mantioning the Kate would get correct range ect).. so im pritty sure the Programmers also are doing what thay can, the only consern I personaly have (if i shall admit that) -- is that "balance" is prioritated in favure of historicle facts and the historicle situation.

Im personaly not in favure of Game Balance at all, I think the Historicle start situation should be re-created and then let the players take it from there. Add in the reinforcements as comed historicly, take it +/- 60 days... and then start the fight...

Is btw the Biggest market for this game in the USA?
And does that have an effect on this cainds of decissions?



Anyway, im happy you are making this game, it is IMHO no doubdt its the most realistic WW2 Simulator out there,  but evan the best can always be improved. [:)] 


Regardless, I need to add one thing, as far as i know, not many Game Developers talk directly with the custemers, and especialy not about how the product shall be, on this area i need to give you a huge credit... as we should give you also on so many other areas. [;)]


[:)][:)]
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zuikaku
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RE: Missing Submarines!

Post by zuikaku »

Well, since the Japan got the point in his last post, I have nothing further to say.
A few units that are absent woul'd certainly add some flavour, but the most important to me is to get
decent AI- which can react properly, make surprises and... not make stupid things all the time. [:D]
But not including those german subs and raiders is a bad decision (now I at least have something to rubb
your nose with) [8D]
Oldguard1970
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RE: Missing Submarines!

Post by Oldguard1970 »

Wow!  This thread sure makes me glad I am not on the AE team. 
 
Let's see, a bunch of guys are putting in monstrous hours to polish up a game that is huge and complex.  In the process, they (and the original designers and coders) make trade-offs and simplifications.  Then we come along and bash them because:  A) they did not correctly simulate the fact that tires on the wobble-wibble aircraft were more prone to damage on PSP runways,  B) the USS something-or-other was sunk by the Japanese but raised and reused by them, so it should be in the game, C)  nobody thought to include the boost to morale that happens when a new Betty Grable film got delivered to the fleet, and so on.
 
OK, I am exaggerating, and I did see the smiley faces used by the critics in this thread.  I guess I am ranting about a bunch of the moaning I have seen in the forum.
 
I think we got some pretty good answers about why the order of battle is not going to be altered.  I think we have gotten a clear picture that the AE team has addressed a bunch of issues, (not all of the issues), and they are now trying to test/refine what they have done to ensure it works pretty well when released.
 
So, ... Thanks AE guys... I appreciate what you are doing.  
 
Edited:  Obviously, none of my nice words apply to Terminus.  I understand it is improper forum etiquette to say anything kind about him... no matter how much good work he does.  [;)]
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bradfordkay
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RE: Missing Submarines!

Post by bradfordkay »

"Edited:  Obviously, none of my nice words apply to Terminus.  I understand it is improper forum etiquette to say anything kind about him..."


As long as you undersand the rules...[:D]
fair winds,
Brad
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witpqs
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RE: Missing Submarines!

Post by witpqs »

Scope creep is an almost certain way to snatch defeat from the jaws of victory. I would love a bunch more things included, both large and small, but the attempt would have more negative consequences than positive ones.

They've made commitments to do as much as practical in patches. That's a good strategy. We'll get an AE that is greatly improved over base WITP, probably some more improvements in patches, and additional stuff will have to wait for Mark II. Even so, the improved editor promises to make mods easier during the decade or so between AE and Mark II.

Looking forward to AE most impatiently...[:D]
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Terminus
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RE: Missing Submarines!

Post by Terminus »

ORIGINAL: bradfordkay

"Edited: Obviously, none of my nice words apply to Terminus. I understand it is improper forum etiquette to say anything kind about him..."


As long as you understand the rules...[:D]

Ah, admit it... You guys love me for my cuddly-toy personality and my people skills...[:'(]
We are all dreams of the Giant Space Butterfly.
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Japan
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RE: Missing Submarines!

Post by Japan »

witpqs yep i agree with you in that.
 
Im also very very impressed that the developers actualy comunicate with the users, as in direct comunication.. via systems like the forum.
 
I havent hered about any other company doing that, so Im anyway personaly in love with this system and Matrix games [;)]
 
Thay also make alot of Patches... I remember the UV days, think it got up to vertion 2.xx something, anyway in the days i played it..   So it is defenetly a great company / system. [&o]
 
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wworld7
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RE: Missing Submarines!

Post by wworld7 »

ORIGINAL: Terminus

Ah, admit it... You guys love me for my cuddly-toy personality and my people skills...[:'(]

It is almost like you are asking to be the featured entre of a BBQ.

OK boys, let's fire up the grill...
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Andrew Brown
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RE: Missing Submarines!

Post by Andrew Brown »

Just for the record, there were some (well, one, to be more accurate) that pushed for the U-boats to be added to AE (given that they were in the Pacific and sinking ships there), but it was not to be. The stumbling block was the need to add an entire new nationality - the Germans - along with the AI for them. It was deemed to be too much work.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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m10bob
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RE: Missing Submarines!

Post by m10bob »

Well....that tears it!..I guess there won't be room for that Polish family in Shanghai!....
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Kull
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RE: Missing Submarines!

Post by Kull »

ORIGINAL: Andrew Brown

Just for the record, there were some (well, one, to be more accurate) that pushed for the U-boats to be added to AE (given that they were in the Pacific and sinking ships there), but it was not to be. The stumbling block was the need to add an entire new nationality - the Germans - along with the AI for them. It was deemed to be too much work.

Andrew

I find it very interesting that it was even POSSIBLE to add a new nationality to the game! Realizing that we are too far down the road for major alterations to the AE, would it be possible (perhaps as part of the patch) to code in a non-functional nationality, but one with links that modders could use in order to "bring it to life"? If the workload is 90% "coding the nationality" and 10% "making it work", then that's a lousy idea. But if it's the reverse......
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zuikaku
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RE: Missing Submarines!

Post by zuikaku »

Didn't know that every nation needs it's own AI to function...
And I definitely can live without U-boats and raiders in AE.
Biu since I0m a raider fan, I'll miss them...
So, I am going to use Kuma and Katori class cruisers to harras shipping lanes. [:D]
With mid ocea intercept working, It woul'd be fun [8|]
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RUPD3658
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RE: Missing Submarines!

Post by RUPD3658 »

ORIGINAL: Andrew Brown

Just for the record, there were some (well, one, to be more accurate) that pushed for the U-boats to be added to AE (given that they were in the Pacific and sinking ships there), but it was not to be. The stumbling block was the need to add an entire new nationality - the Germans - along with the AI for them. It was deemed to be too much work.

Andrew

If you added the Germans then you could add German LCUs that arrive after the fall of the Suez Canal, Russia, and India. [:D]
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jwilkerson
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RE: Missing Submarines!

Post by jwilkerson »

ORIGINAL: Kull
<snip> ... would it be possible (perhaps as part of the patch) to code in a non-functional nationality, but one with links ... <snip>

It would be easy to add a non-functional nationality ... it would not be easy to add one with (functional) links ...

[:)]
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Don Bowen
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RE: Missing Submarines!

Post by Don Bowen »

ORIGINAL: Andrew Brown

Just for the record, there were some (well, one, to be more accurate) that pushed for the U-boats to be added to AE (given that they were in the Pacific and sinking ships there), but it was not to be. The stumbling block was the need to add an entire new nationality - the Germans - along with the AI for them. It was deemed to be too much work.

Andrew

To be devil's advocate, were we to add Germany as a nation we would also need Italy, Vichy France, Thailand, Manchuko and (I think) the Chinese Puppet Government, and the Indian National Army. Then probably Portugal, Norway, Greece and a number of the Allied Nations from Mexico on south. There is a good an argument for every one of these - better for a few of them.



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jwilkerson
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RE: Missing Submarines!

Post by jwilkerson »

Oh yeah - at one point I had a list of about 100 "nationalities" I wanted to add. It did not fly ...


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witpqs
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RE: Missing Submarines!

Post by witpqs »

ORIGINAL: jwilkerson

Oh yeah - at one point I had a list of about 100 "nationalities" I wanted to add. It did not fly ...

Ha! Mr. Scope Creep is unmasked! [:D]
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Terminus
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RE: Missing Submarines!

Post by Terminus »

The Artist Formerly Known As Mr. Scope Creep... He was brought to his senses...
We are all dreams of the Giant Space Butterfly.
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Kull
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RE: Missing Submarines!

Post by Kull »

ORIGINAL: jwilkerson

ORIGINAL: Kull
<snip> ... would it be possible (perhaps as part of the patch) to code in a non-functional nationality, but one with links ... <snip>

It would be easy to add a non-functional nationality ... it would not be easy to add one with (functional) links ...

[:)]

I'll certainly defer to someone who's actually working with the source code, but you've definitely got me thinking. From 50,000 feet it appears like the WitP nationalities are almost completely undifferentiated. The various Allied nations appear to share everything (bases, stacking of units, etc) and take their turns as a single entity. On the other hand, the British have a special withdrawal code and the Soviets coexist peacefully with Japan for most of the game, so clearly there's something going on under the hood. Since the Japanese are unitary in every sense, is the problem confined to adding an "ally" for them or is it equally difficult to add (for example) the Free French for the Allies? Can you provide one of more examples of the "functional links" that would have to be added and why that would be difficult?
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