Turns per year moddable?

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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Reverend Zombie
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Turns per year moddable?

Post by Reverend Zombie »

Will there be any option to allow players to increase the number of turns per year (to 6, or 12, for example)?

Any thoughts on how research and production would scale to a year with more turns?

Will research and production rates be moddable to be slower to scale correctly, if year turn-length is moddable?
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Becket
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RE: Turns per year moddable?

Post by Becket »

Only Joel would be able to say for sure whether that's moddable or hard coded. In either event, my sense is that turns that short are out of scale with the game. You'd need a lot more provinces (i.e., new map art and map data) to address the change in scale.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
wdirons
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RE: Turns per year moddable?

Post by wdirons »

Nice idea, but I can imagine how difficult it would be to support and test. 4 turns a year over a 7 year period, doesn't sounds like it takes a long time to play a game. That was my main concern when I first heard about 3 month turns, but the game looks like it has enough detail to keep you busy each turn (and you can't waste a turn.) How long does turn take? How long does a game take?

-Billy
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Becket
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RE: Turns per year moddable?

Post by Becket »

Turns take varying amounts of time. I tend to obsess over my turns (moreso in PBEMs).

You could take one country and probably finish a game in a night if you rushed through it. My game against the AI (posted in the AAR forum) has, on the other hand, probably taken over 9 hours just to get to the halfway point, because I'm obsessive and I'm also posting the AAR.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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MButtazoni
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RE: Turns per year moddable?

Post by MButtazoni »

ORIGINAL: Reverend Zombie

Will there be any option to allow players to increase the number of turns per year (to 6, or 12, for example)?

Any thoughts on how research and production would scale to a year with more turns?

Will research and production rates be moddable to be slower to scale correctly, if year turn-length is moddable?


turn length is not moddable, Research and Production costs are moddable.
Maurice Buttazoni
Project Coordinator, Playtest Coordinator

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vonTirpitz
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RE: Turns per year moddable?

Post by vonTirpitz »

I may have missed this information in the other postings (if so I apologize). Will the end of game turn be moddable (i.e. extend out to 1950+)?
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Becket
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RE: Turns per year moddable?

Post by Becket »

You can turn on an option that removes the turn/time limit.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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Joel Billings
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RE: Turns per year moddable?

Post by Joel Billings »

You can also mod the end date if you want to have a different end date. I've taken as long as 60-90 minutes to make an alliance move in a tense 2 player PBEM game (but I can obsess too). I've also played entire games against the AI as one player in 4-5 hours (that's about 10 minutes per complete turn).
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pzgndr
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RE: Turns per year moddable?

Post by pzgndr »

Could we get a primer on what is moddable and how to do it? Maybe give us some ideas for a 1939 scenario, or a Cold War game, or whatever. What can we do and what can't we do?
Bill Macon
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