
your dreams about witp 2 :)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: your dreams about witp 2 :)
Time to uncover the truth


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RE: your dreams about witp 2 :)
All that first line says is that eggrolls are on a 2-for-1 special today, and bunch of other menu type items follow.
Jeeeeesh
Regards,
Feltan
Jeeeeesh
Regards,
Feltan
- Misconduct
- Posts: 1851
- Joined: Wed Feb 18, 2009 2:13 am
- Location: Cape Canaveral, Florida
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RE: your dreams about witp 2 :)
I really don't have many complaints about WITP, I've done my share of PBEM and AI games, the only thing I could ask is a better AI. I think I attemped only two AI games, first one the Japanese navy decided to attack Pearl Harbor in early 1942 only to get sunk by shore batteries. It literally sent 1 ship after another to get sunk. Second game I don't remember what happened, I think I was practicing playing the Japanese and the AI did absolutely nothing (quit playing in 1943).
I took the usual bases without over extending or seeking out ships. nothing at all. I know not all players are PBEM oriented like me, but for example I wanted to practice against the AI as a japanese player (to learn the production as i have really never learned the Japanese except for in wITP).
I took the usual bases without over extending or seeking out ships. nothing at all. I know not all players are PBEM oriented like me, but for example I wanted to practice against the AI as a japanese player (to learn the production as i have really never learned the Japanese except for in wITP).
ASUS Maximus IV Extreme-Z Intel Core I7 2800k Corsair Hydro Heatsink Corsair Vengeance DD3 24GB EVGA GTX 580 Western Digital 1.5TB Raid 0 Windows 7
RE: your dreams about witp 2 :)
ORIGINAL: sunjiafu
Time to uncover the truth
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It's the wrong ship/hull number. The world war 2 ship of that name should be AE1. The one they list (with the earlier AE1 silhouette)was just recently scrapped. (I've been aboard her when she was in the mothball fleet).
RE: your dreams about witp 2 :)
The Ironman series by Andy provide pretty good AI challenge ... of course not PBEM, but still not bad.ORIGINAL: Misconduct
I really don't have many complaints about WITP, I've done my share of PBEM and AI games, the only thing I could ask is a better AI. I think I attemped only two AI games, first one the Japanese navy decided to attack Pearl Harbor in early 1942 only to get sunk by shore batteries. It literally sent 1 ship after another to get sunk. Second game I don't remember what happened, I think I was practicing playing the Japanese and the AI did absolutely nothing (quit playing in 1943).
I took the usual bases without over extending or seeking out ships. nothing at all. I know not all players are PBEM oriented like me, but for example I wanted to practice against the AI as a japanese player (to learn the production as i have really never learned the Japanese except for in wITP).
Pax
- guytipton41
- Posts: 351
- Joined: Sat Feb 26, 2011 4:01 am
- Location: Houston, TX
RE: your dreams about witp 2 :)
Lets see...
First we open source it. Base the front-end on Google maps and associated tools. Use Python scripting for just about everything, does it really matter if a turn take 5 minutes to resolve? Look around for a good open source game engine to start work from... With a good team lead and a dozen part-timers a non-AI could be beta'ed in two years.
Cheers,
Guy
Ps. Of course I always underestimate the size of a software development job at the start. Need to build a real project plan and do three iterations of requirements to come up with a realistic development schedule.
First we open source it. Base the front-end on Google maps and associated tools. Use Python scripting for just about everything, does it really matter if a turn take 5 minutes to resolve? Look around for a good open source game engine to start work from... With a good team lead and a dozen part-timers a non-AI could be beta'ed in two years.
Cheers,
Guy
Ps. Of course I always underestimate the size of a software development job at the start. Need to build a real project plan and do three iterations of requirements to come up with a realistic development schedule.
RE: your dreams about witp 2 :)
Considering what needs to be processed, chunking through a turn with a Python based engine would likely take an hour.
C/C++ is the language of choice in the gaming business because if you write it correctly it can be the fastest final program (short of writing in assembly). There are no open source game engines. Or at least none that would come anywhere close to fitting the bill. Using some kind of open source mapping system is a possibility, but it could make the internal calculations very complex and thus slow everything down. The mapping systems available out there are generally fairly slow to render, which could be a problem in a game this size.
Bill
C/C++ is the language of choice in the gaming business because if you write it correctly it can be the fastest final program (short of writing in assembly). There are no open source game engines. Or at least none that would come anywhere close to fitting the bill. Using some kind of open source mapping system is a possibility, but it could make the internal calculations very complex and thus slow everything down. The mapping systems available out there are generally fairly slow to render, which could be a problem in a game this size.
Bill
SCW Development Team
RE: your dreams about witp 2 :)
My only request would be a 'learning AI', one that actually was capable of modifying its behavior based on experience with a player.
Not that such a thing exists, but hey we are dreaming.
Not that such a thing exists, but hey we are dreaming.

RE: your dreams about witp 2 :)
I'm new here but i still dream few things for AE and they are more on level of dlc or huge patch than of new game.
1. Exclusion zones, so i can mark hex(s) on map which mine ships/subs/planes will avoid(but i can override that with order for specific group/TF etc)
2. Target priority, so i can order some air group to go after landing forces and ignore combat ships or escorts (off course fow affecting pilots is still there), or i can order SCTF to go after CVEs and ignore other ships in hex (if they can), or in naval bombardements i can choose to go after airfield in one case or to soften coastal defence before landing in other etc...
3. Separate OOB from Paying PPs to transfer unit between fronts..so change HQ of division from one corps (army) to other will cost just couple of PPs(10-40) but transfer of unit from theatre to theatre cost 1000+PPS...this way i can make proper local OOB for any operation and in same time prevent total unreal scenarios...for this we need 1 change in base and code so every unit belong to HQ(we already have this) and belong to theatre (to be added) and then moders can do rest of job...
4. Stances, this is good for AI but also for me on example i put on some base(Jolo) group of Betties and Zeros give them Naval attack order and rage and give stance cautions(from caution,normal,aggressive) and i know they will not fly to Manila into 40 plane cap but will chase all ships in rage with calculated low air cover..stances(on example)
caution - avoid any expected air opposition
normal - like it work now
aggressive - ignore cap and go for most valuable target in rage (this is good to try to overcome defense with numbers from multiple bases)
5. Operations, and this is hard this is for new game...
Ability to define operations (type of operation, stance, exclusion zones, etc) and then leave AI to do job...this is hard to do but it will heavy improve AI play and it can lower clickfest for PvP...
on example i define operation air suppress give zone of targets, exclusion zones, add air groups and that it is, from there AI choose what target to attack with which groups and do his job turn by turn, so i not need to check every turn every group etc...this also affect ability to play multiple days per turn...
For witp AE2 main goal by me, is to make gameplay such that grand campaign can be finished in 6 real time months of normal play. And i not want to lose any details we already have so way to do that is trough 5.Operations...
1. Exclusion zones, so i can mark hex(s) on map which mine ships/subs/planes will avoid(but i can override that with order for specific group/TF etc)
2. Target priority, so i can order some air group to go after landing forces and ignore combat ships or escorts (off course fow affecting pilots is still there), or i can order SCTF to go after CVEs and ignore other ships in hex (if they can), or in naval bombardements i can choose to go after airfield in one case or to soften coastal defence before landing in other etc...
3. Separate OOB from Paying PPs to transfer unit between fronts..so change HQ of division from one corps (army) to other will cost just couple of PPs(10-40) but transfer of unit from theatre to theatre cost 1000+PPS...this way i can make proper local OOB for any operation and in same time prevent total unreal scenarios...for this we need 1 change in base and code so every unit belong to HQ(we already have this) and belong to theatre (to be added) and then moders can do rest of job...
4. Stances, this is good for AI but also for me on example i put on some base(Jolo) group of Betties and Zeros give them Naval attack order and rage and give stance cautions(from caution,normal,aggressive) and i know they will not fly to Manila into 40 plane cap but will chase all ships in rage with calculated low air cover..stances(on example)
caution - avoid any expected air opposition
normal - like it work now
aggressive - ignore cap and go for most valuable target in rage (this is good to try to overcome defense with numbers from multiple bases)
5. Operations, and this is hard this is for new game...
Ability to define operations (type of operation, stance, exclusion zones, etc) and then leave AI to do job...this is hard to do but it will heavy improve AI play and it can lower clickfest for PvP...
on example i define operation air suppress give zone of targets, exclusion zones, add air groups and that it is, from there AI choose what target to attack with which groups and do his job turn by turn, so i not need to check every turn every group etc...this also affect ability to play multiple days per turn...
For witp AE2 main goal by me, is to make gameplay such that grand campaign can be finished in 6 real time months of normal play. And i not want to lose any details we already have so way to do that is trough 5.Operations...
RE: your dreams about witp 2 :)
So you want the same level of detail, lots of new features, better AI AND you want it to play faster?
Ooookaaaay...[8|]
Ooookaaaay...[8|]
We are all dreams of the Giant Space Butterfly.
- Rising-Sun
- Posts: 2203
- Joined: Thu Nov 05, 2009 10:27 am
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RE: your dreams about witp 2 :)
Well the reasons i wasnt happy with WitP:AE, number one is that lack of AIs and it will cheat, if you havent noticed it. The hard parts is finding the right players to stick with the game without dropping out. So i quit playing, because allied bombers was switching targets everytime i rest/move/upgrade my fighters in that areas.
What i really want to see is some really nice 3D effects on the battlefields. During Naval Engagement, would like to see ships and planes compare to Silent Hunter to watch them fight it out. Samn for Air Combats, but not sure about Land Combats.
No more 2D or old graphics please!
What i really want to see is some really nice 3D effects on the battlefields. During Naval Engagement, would like to see ships and planes compare to Silent Hunter to watch them fight it out. Samn for Air Combats, but not sure about Land Combats.
No more 2D or old graphics please!

RE: your dreams about witp 2 :)
The game has a better AI for its scale than any other. And it only cheats on higher difficulty levels.
We are all dreams of the Giant Space Butterfly.
RE: your dreams about witp 2 :)
You see how modest i'm?ORIGINAL: Terminus
So you want the same level of detail, lots of new features, better AI AND you want it to play faster?
Ooookaaaay...[8|]
RE: your dreams about witp 2 :)
well, is anyone willing to start making it open source ? as completly new game with all wanted new features ? because it looks it will be onlyest way to have witp 2
.
And after all, it is here LITTLE chance that open-source project will be snaped by game devs and maked full-time payed game as few times happened.

And after all, it is here LITTLE chance that open-source project will be snaped by game devs and maked full-time payed game as few times happened.
RE: your dreams about witp 2 :)
AE will never be open source.
We are all dreams of the Giant Space Butterfly.
- Grfin Zeppelin
- Posts: 1514
- Joined: Mon Dec 03, 2007 2:22 pm
- Location: Germany
RE: your dreams about witp 2 :)
My most important issue would be to have more detail in resources like rubber or avitation gas and keeping the nice 2D artwork. especially the map. It might be hard to understand but I simply love the map and the icons in this game.
Maybe better political structures, command structures and some improvements in large scale land combat.
Maybe better political structures, command structures and some improvements in large scale land combat.

RE: your dreams about witp 2 :)
1) A clean sheet of paper for game engine and interface design.
2) A new look at what a theatre commander should and should not see and control. For example, assign submarines to a patrol area, but then don't give any orders between turns, and maybe also get very little information back. Assign priority targets to a carrier air wing, but don't control who commands individual squadrons, or how high each individual squadron flies.
3) A better land combat system, that recognises combat over large areas (China, Burma) as different from small atolls. Higher level formations (such as Corps) that can be created and deployed along a front.
4) A more advanced form of withdrawals, where for example good early allied progress leads to large withdrawals (to fight Germany), but then earlier availability of reinforcements like Tiger Force.
5) Testing to cover the later war years as well as the early period.
6) A improved AI, which is integral to the design rather than an afterthought.
7) Downloadable content (via Steam) to add scenarios, aircraft types etc to generate more revenue.
2) A new look at what a theatre commander should and should not see and control. For example, assign submarines to a patrol area, but then don't give any orders between turns, and maybe also get very little information back. Assign priority targets to a carrier air wing, but don't control who commands individual squadrons, or how high each individual squadron flies.
3) A better land combat system, that recognises combat over large areas (China, Burma) as different from small atolls. Higher level formations (such as Corps) that can be created and deployed along a front.
4) A more advanced form of withdrawals, where for example good early allied progress leads to large withdrawals (to fight Germany), but then earlier availability of reinforcements like Tiger Force.
5) Testing to cover the later war years as well as the early period.
6) A improved AI, which is integral to the design rather than an afterthought.
7) Downloadable content (via Steam) to add scenarios, aircraft types etc to generate more revenue.
RE: your dreams about witp 2 :)
ORIGINAL: Terminus
So you want the same level of detail, lots of new features, better AI AND you want it to play faster?
Ooookaaaay...[8|]
you forgot for $10...
[:D]

RE: your dreams about witp 2 :)
No $1.99 on an iPad [X(]