Few questions

Armored Brigade is a real-time tactical wargame, focusing on realism and playability
balto
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RE: Few questions

Post by balto »

Hi, as the scenario and battle beings, can you at all times right click (both friendly units and enemy units) on them and get their full stat screens? Or are these stats only accessable when setting up scenarios, etc..,,

Can you obtain a description of what the abbreviations mean in the unit screen via the GUI, or do you have to pull out the manual to find out what each stat does?

I have to say, I am kind of shocked there is no multiplayer, but whatever. Looks neat.

Thanks
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Hexagon
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RE: Few questions

Post by Hexagon »

I see in certain videos that leave pointer over buttoms give you a full description but is true i dont see yet this over abbreviations for things like ammo type and other ones.

Something i dont find in videos, if you kill a vehicles not fully spoted (track-wheeled type spots) is possible know what specific type was the destroyed vehicle later if you move closer or with more light you can recon the wreck???

Ummm spectator mode is interesting but talking about it... what about give AI the control of player troops??? i refer activate AI for some units or formations, this could be interesting in big scens when you want focus attention in the area you are attacking and you want AI deal with the more static front.

And something related with scens, now you have individual scens not linked but in future is possible create campaigns like in "Steel Panthers" with a core force + support units per scen in a linked scens campaign mode???, if not maybe in same map play actions with a duration of days with reinforcements for both sides BUT this maybe is more complex because AI has a lot of objetives to take-defend and sure is needed some kind of resupply system.

Thanks.

EDIT: damn i dont remember ask this, in night scens are ilumination in roads and city areas, this ilumination is decorative or has impact to spot enemy vehicles when you dont have the best night vision or simple your units lack it??? because i see a video where a brad was killed at range over the 1000m of soviet night vision systems (700m was the vision in scen) and only explication i can find is the presence of lights in the city.
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Veitikka
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RE: Few questions

Post by Veitikka »

ORIGINAL: Hexagon

I notice the buttons to control game speed under pause button is possible see whats the speed used in game when you acelerate or slow the simulation speed???

I think currently the time compression rates are not shown in the UI. They're 0.25x (slow), 4x, 7x and 10x.

I dont find very good have a round system but not the option to review the turn ala CM, i think is something necesary to have all good things from the round system for a game in real time.

It's not a small task to implement a system that stores all the game events and later shows them as real-time action.

EDIT: with kills panel i refer go to X unit and see it kills 1 MBT, 10 soldiers and 1 gun, not simple the actual total number of kills you can see now.

This is something that may be implemented in the future.
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Veitikka
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RE: Few questions

Post by Veitikka »

ORIGINAL: wodin

Another vote for AI vs AI spectator mode. Maybe also be able to have it where you controlled the UK force, allied AI controlled US force, against enemy AI force.

AI vs AI is a very interesting idea, but at this point of development it's not easy to add.
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Veitikka
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RE: Few questions

Post by Veitikka »

ORIGINAL: balto

Hi, as the scenario and battle beings, can you at all times right click (both friendly units and enemy units) on them and get their full stat screens? Or are these stats only accessable when setting up scenarios, etc..,,

During a battle, you can see full stats of the friendly units, and limited stats of hostile units. Limited stats are shown when purchasing units, but there are plans to improve this.

Can you obtain a description of what the abbreviations mean in the unit screen via the GUI, or do you have to pull out the manual to find out what each stat does?

There are hints and tooltips in the game, but currently the in-depth explanations of the unit attributes must be read from the manual.

I have to say, I am kind of shocked there is no multiplayer, but whatever. Looks neat.

The project's programming department (that's me!) invested its time and resources in other features than multiplayer. I wanted to make a game that I want to play, and I don't play multiplayer games.
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Veitikka
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RE: Few questions

Post by Veitikka »

ORIGINAL: Hexagon

Something i dont find in videos, if you kill a vehicles not fully spoted (track-wheeled type spots) is possible know what specific type was the destroyed vehicle later if you move closer or with more light you can recon the wreck???

Yes, the wrecks can be identified. All enemies on map and in the OOB menu are revealed in the AAR phase, if the 'show hidden in AAR' scenario option is enabled.

And something related with scens, now you have individual scens not linked but in future is possible create campaigns like in "Steel Panthers" with a core force + support units per scen in a linked scens campaign mode???, if not maybe in same map play actions with a duration of days with reinforcements for both sides BUT this maybe is more complex because AI has a lot of objetives to take-defend and sure is needed some kind of resupply system.

A branching campaign system is planned for the DLCs. Here's some discussion: tm.asp?m=4404445

EDIT: damn i dont remember ask this, in night scens are ilumination in roads and city areas, this ilumination is decorative or has impact to spot enemy vehicles when you dont have the best night vision or simple your units lack it??? because i see a video where a brad was killed at range over the 1000m of soviet night vision systems (700m was the vision in scen) and only explication i can find is the presence of lights in the city.

Currently the lights are just an atmospheric effect and they don't affect spotting rules. Perhaps in the future they can be used for something else.
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Hexagon
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RE: Few questions

Post by Hexagon »

Thanks for the reply.

Good info, interesting the lights in cities behing only atmospheric, then you dont need care about them in night combat scens... but if you made them work as spotting feature give us the chance to shot lights [:D]

Nice know is planned expand the kills info and add a real kill panel, this is something that add inmersion.

The campaign DLC is solo campaign system or is going to add more things to made it valuable??? for me something like a campaign is core in a game like this but...

Again thanks for the info.



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Hexagon
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RE: Few questions

Post by Hexagon »

One question, is very hard show in the action sumary when you destroy/retreat/surrender an enemy unit the distance to this unit??? and same in your units but here only show the distance if enemy is detected by the victim.

Thanks.
Phoenix100
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RE: Few questions

Post by Phoenix100 »

I will certainly buy this anyway, of course, because what a fantastic, ambitious project - certainly deserves to be supported in the hope of future life. It looks excellent, and assuming the developer is a one-man, part-time developer (as most seem to be,sadly,in this niche market) then a it's a really tremendous achievement. Hats off to you, Veitikka.

But can I ask - you can zoom in close enough to see the units, to see if they're behaving tactically or not - so DO they behave tactically at the individual level? I would prefer to command at formation level - so if I give some kind of attack order to a formation will it visibly use, for example, covered lines of approach? Will it separate off elements to provide a base of fire, to attempt to suppress the target, and then use other elements to advance? If the game does not physically do these kinds of things it's not a killer for me (indeed, since no other game does such things using the AI I would be astonished if it did), but then I would prefer not to see individual unit sprites - so is there an option to just view nato type symbols at closest zoom levels (instead of modelled tanks and planes etc)?

Thanks.
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Veitikka
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RE: Few questions

Post by Veitikka »

ORIGINAL: Hexagon

One question, is very hard show in the action sumary when you destroy/retreat/surrender an enemy unit the distance to this unit??? and same in your units but here only show the distance if enemy is detected by the victim.

Thanks.

It's possible to measure distances with the LOS tool. Or do you mean something different?
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Veitikka
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RE: Few questions

Post by Veitikka »

ORIGINAL: Phoenix100

I will certainly buy this anyway, of course, because what a fantastic, ambitious project - certainly deserves to be supported in the hope of future life. It looks excellent, and assuming the developer is a one-man, part-time developer (as most seem to be,sadly,in this niche market) then a it's a really tremendous achievement. Hats off to you, Veitikka.

I'm the original founder and the programmer of this project, but there are three others who make most of the content for the game.

But can I ask - you can zoom in close enough to see the units, to see if they're behaving tactically or not - so DO they behave tactically at the individual level? I would prefer to command at formation level - so if I give some kind of attack order to a formation will it visibly use, for example, covered lines of approach? Will it separate off elements to provide a base of fire, to attempt to suppress the target, and then use other elements to advance? If the game does not physically do these kinds of things it's not a killer for me (indeed, since no other game does such things using the AI I would be astonished if it did), but then I would prefer not to see individual unit sprites - so is there an option to just view nato type symbols at closest zoom levels (instead of modelled tanks and planes etc)?

The recommended way to play the game is to command formations, not individual units. The AI opponent plays it like this, but many players seem to favor micromanaging. Currently there's nothing as complex as automated bounding overwatch, but for example tanks know to scan different directions (forward-left-right) depending on the formation shape. There's an option to hide the unit sprites.
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Hexagon
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RE: Few questions

Post by Hexagon »

Yes, i notice you can see distance over a target BUT you need select the attacker and move mouse over target to see distance.

My point is show this info without need player do extra clicks or invest time to see it, using settings you can activate show distance to targets over the target (ala Combat Mission) and as bonus you can activate to show the distance when an unit is destroyed-routed-captured-under enemy fire in the log.

In wargames reduce clicks to find info is for me a must have.

Thanks.

Phoenix100
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RE: Few questions

Post by Phoenix100 »

ok. Thanks, Veitikka.
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