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RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 12:12 am
by Mad Russian
ORIGINAL: Capn Darwin
And your tanks will be busy dealing with the enemy tanks. Lots and lots of them.

Please define "lots of them"!

Does this Soviet column qualify? [X(]


Good Hunting.

MR

Image

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 12:15 am
by Mad Russian
ORIGINAL: Richie61

Steve,

Any idea when this is going to be released? Roughly that is.


Hint....Hint...Hint...

The war starts in July. I would think it needs to be ready for the war to start on time. [&o]

Good Hunting.

MR

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 6:24 am
by wodin
Quick question..what are the stacking limits? I prefer games with as little stacking as possible.

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 9:16 am
by Mad Russian
Stacking limits are usually not an issue. You stack and you die in this game. Because everything is normally spread out, if you stack a hex to gain some concentration your opponent, AI included, help you have a bad day.

Having said that you can stack units in a hex. After all, these hexes are 500 meters across.

Good Hunting.

MR

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 2:00 pm
by CapnDarwin
Wodin, stacking limits are based on type of movement and there are values in the database that set limits based on country.

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 2:04 pm
by CapnDarwin
MR's picture shows a new addition to the game. Detected air defense radars. The graphic in the picture is not showing totally right though. Fix that tonight.

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 3:13 pm
by Panta_slith
Nice icons, but something I didn't read about yet, have you considered resupplying options?

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 3:42 pm
by Panta_slith
A comment about the graphics: IMO the plough fields icons are too obvious compared to the town markers, suggesting that the coverage might be thicker. Perhaps you could desaturate them a little to make them less visible, otherwise the towns look too tiny beside them.
(sorry for the remark, I am a visual artist and go always looking for those things)

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 6:21 pm
by CapnDarwin
@Panta - The game has an abstracted supply model. Units can and do run out of ammo. There is a rest and resupply order for units. In some cases units can do emergency resupply getting a small amount of ammo from local units. We may look at deeper logistics down the road.

As for the map art, we have a reason for the look and color of the various elements. In order to speed up map making we added an automated routine to populate the various map values. That being said, you will be able to make your own custom maps using custom elements. Downside will be the need to enter all of the map values by hand. A bit time consuming but doable.

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 6:33 pm
by Panta_slith
Thanks for the info, Cpt.

The question raised because I am currently playing several email battles using Tacops and real Fulda maps in a period around the 70-80s, one of my favorites, and the sensible use of supply adds an extra dimension to the game (Ammo dumps can be infiltrated/bombed/shelled, therefore you must be specially careful about their placement). I know the abstract supply system, it is used in FPG1, and it works, but lacks the increased logistic layer.

As per the map art, if you can modify certain aspects of the terrain, it will be fine. Absolutely nothing can be worse than making a full 30x30 klicks map from scratch with the TacOps tool! [:'(]

Best regards,

Panta

RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 7:29 pm
by CapnDarwin
At 20km x 15km maps you are reallying in the thick of the battle space. Most log assests are sitting another good map or so away. That is not to say you could not make a scenario with fixed "depot" locations to capture/protect using various units and VP markers.


RE: Better Get to Know Red Storm...

Posted: Tue Mar 12, 2013 9:54 pm
by Panta_slith
Yes, you are right, though I do not remember the WP doctrine concerning the SP arty of armoured regiments.

RE: Better Get to Know Red Storm...

Posted: Wed Mar 13, 2013 10:51 pm
by midgard30
ORIGINAL: Capn Darwin

We love questions.
[8D]

Is this game realtime pausable or turn base?

RE: Better Get to Know Red Storm...

Posted: Thu Mar 14, 2013 12:29 am
by Mad Russian
Turn based.

Good Hunting.

MR

RE: Better Get to Know Red Storm...

Posted: Thu Mar 14, 2013 1:03 am
by midgard30
And is it like FPG where you give orders to a HQ that will direct sub-units? (I never played FPG, I've just read the features on Matrix web site).
If so, can we still give orders to all units?

RE: Better Get to Know Red Storm...

Posted: Thu Mar 14, 2013 10:17 am
by CapnDarwin
Yes, you give orders to all of your units. As the local commander you need to tell your forces where to go, how to get there (fast road movement or slower combat movement), direct fire missions, call air support, and deal with stopping the enemy.

RE: Better Get to Know Red Storm...

Posted: Thu Mar 14, 2013 11:53 pm
by midgard30
Thanks! I'm really looking forward for this game. Can't fly an heli in ww2 games [8D]
Also the two major powers of the second half of the 20th century and the theatre of operation are really appealing to me.

RE: Better Get to Know Red Storm...

Posted: Fri Mar 15, 2013 12:37 am
by Mad Russian
Since I spent time there dressed in green, the time frame and location are appealing to me as well. [8D]

Good Hunting.

MR

RE: Better Get to Know Red Storm...

Posted: Sat Mar 16, 2013 8:29 am
by Hexagon
Nice, but something i never remember ask... how is the "time" question??? i refer the time needed to see a turn, sometimes in wargames resolve a turn needs a lot of time even in not big scens with tons of units on map.

Thanks.

RE: Better Get to Know Red Storm...

Posted: Sat Mar 16, 2013 6:09 pm
by CapnDarwin
Hexagon,

A turn can depend on a great number of factors both in the game and on your system. There are settings in the game to speed up or slow down the time between certain events. On my machine even with debug stuff still in code the game moves at a decent clip. I don't think you will be sitting there twiddling thumbs. Units are moving or shooting or getting shot. The orders phases are more driven by the player and situation. If you want to check every last detail, LOS and loss it could take several minutes. On the other hand if things are in motion and don't need your Command level inputs it can be as fast as you can push the go button.

I will see if I can get some feedback from testers as to the fell and flow of game time and post that to help.