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RE: WitE 2

Posted: Mon Dec 12, 2016 6:10 am
by Nix77
Is there possibly a "passive mode" being planned for multiplayer Slitherine games for Wite2?

I mean a feature that would let you observe a multiplayer game on your opponents turn, without being able to make any changes to game state? This would be absolutely great for making notes, extracting data, writing AARs and constructing plans for future turns.

RE: WitE 2

Posted: Mon Dec 12, 2016 8:42 am
by Kantti
Even a local copy of the last save (with only a restricted access to the side that the person is playing) would be great to check up things without having plethora of screenshots taken every single turn.

RE: WitE 2

Posted: Wed Dec 14, 2016 8:24 pm
by Slarty
Would it be possible to build WitE2 in such a way that it is easier for the players to experiment more with what if scenarios such as the make up of the OOB? I would like to take the historic equipment/leaders and build my own units, corps and armies, deploy them on the map where I wanted and then play the game. I suspect that this is probably possible with WitE but would be a little like building a large scale model of the Taj Mahal out of matchsticks. If this sort of option could be made easier that would be great.

I know that it's supposed to be a historical simulation, but as soon as the current scenarios start history goes out of the window as the players can move the forces how they want (which is as it should be and is the fun of the game). But why not extend this aspect into the planning of the campaign and the positioning of the units?

If the opponent was allowed to do the same it would make for a very interesting game as the conflict might follow quite a different course and players would have to learn what worked and what didn't as they went along and be prepared for some very nasty surprises.

RE: WitE 2

Posted: Thu Dec 15, 2016 3:59 am
by morvael
With a bit of work and trust this can be achieved using the editor.

RE: WitE 2

Posted: Thu Dec 15, 2016 2:31 pm
by Slarty
Great news I might have a go at some point, although I suspect it would be a lot of effort. Would it be possible to outline the steps required? I would hate to spend hours and hours only to find that I needed to do something different or to find that I had crashed the game

RE: WitE 2

Posted: Thu Dec 15, 2016 3:31 pm
by RedLancer
In WitE, WitW and eventually WitE2 all the official scenarios are created with the same editor that is released with the game. It is unlikely that we'll make it 'easier' as it is complex. It need to be so to match the rest of the game.

We (Dev Scenario Designers) do have the benefit of asking for code changes but anything we get is also available for those who follow and wish to create their own setups. It's how I started and led to my joining the Dev Team.

Learning the nuances of the editor takes effort like learning the game but seeing an AAR of your work makes it worthwhile.

RE: WitE 2

Posted: Fri Dec 16, 2016 1:04 pm
by TomaszPudlo
ORIGINAL: Red Lancer
We (Dev Scenario Designers) do have the benefit of asking for code changes but anything we get is also available for those who follow and wish to create their own setups. It's how I started and led to my joining the Dev Team.

Napoleon was right. Every corporal does carry a field marshal's baton in his knapsack.

RE: WitE 2

Posted: Fri Dec 16, 2016 1:34 pm
by swkuh
If you can use the editor, then your baton is well earned.

RE: WitE 2

Posted: Mon Dec 19, 2016 3:23 pm
by Zort
Any chance that development is far enough along to show screenshots or an AAR? I know things will change with further development but would be interesting to see pics of the air opening ops. Thanks for your hard work.

Special rules are not liked from what I have read above. But will there anything to simulate the political decisions that handicapped both sides? One suggestion would be a scaling VP for certain cities, ie if it falls before it did historically more VPs then if it holds out longer.

RE: WitE 2

Posted: Mon Dec 19, 2016 6:30 pm
by RedLancer
No chance of an AAR yet. Those we do are for testing feedback and are not for public consumption. What sort of screenshot were you after - the AD Summary?

As to the last question you'll have to wait until Christmas...[;)]

RE: WitE 2

Posted: Tue Dec 20, 2016 6:43 pm
by Zort
I just wanted to see what the Axis would see in planning it's first turn air strikes. But figure it probably looks a lot like WitW air ops screens.

RE: WitE 2

Posted: Wed Dec 21, 2016 9:26 am
by RedLancer
It does look a lot like WitW but things are improving. A big change in the control of air groups is the ability to group air units within Air Divisions. Air Divisions will allow you control the air units collectively. There is still work to be done but the screenshot shows T1 with the Air Division visible.
I'm not going to try and explain further but it does show how things have changed.

Image

RE: WitE 2

Posted: Wed Dec 21, 2016 12:01 pm
by Zort
Thanks. A few other questions.

Do you plan on doing videos like you did for WITW?

Will there be more admin points or a pre first turn to allow the Axis to reorg it's corps?

Will Corps HQs have a range limit to their Army HQs (I might be mistaken but currently the range between them isn't that important).

RE: WitE 2

Posted: Wed Dec 21, 2016 12:37 pm
by RedLancer
Do you plan on doing videos like you did for WITW? There is no plan not to if that makes sense.

Will there be more admin points or a pre first turn to allow the Axis to reorg it's corps? We are using the WitW rules so you can change HHQ once per turn with no cost so no need for extra APs. There is no pre turn currently planned.

Will Corps HQs have a range limit to their Army HQs (I might be mistaken but currently the range between them isn't that important). No Change; but remember that unlike WitE range is only about die rolls and not supply which goes through the depots.

RE: WitE 2

Posted: Wed Dec 21, 2016 12:52 pm
by M60A3TTS
Things do appear to be progressing.

RE: WitE 2

Posted: Wed Dec 21, 2016 4:22 pm
by Joel Billings
Things are progressing. Pavel has just added to the weather system first used in War in the West. He's added more possible weather fronts, so weather can move into the USSR from several directions. There is much more variability in this system, as it matters whether the blizzard is coming down from the north in which case it may impact only a small part of the active battlefield, or coming from the east sweeping through most of the central USSR. What you see in this screenshot are the general starting locations and target locations for each of the possible weather fronts. For those not familiar with WitW, you can view the ground weather or the air weather by clicking in the boxes on the right. This screenshot is showing the weather zones which interact with the fronts to produce the weather. You can also display the quality of the road system.

Image

RE: WitE 2

Posted: Wed Dec 21, 2016 4:23 pm
by Joel Billings
And here is the road system.

Image

RE: WitE 2

Posted: Wed Dec 21, 2016 4:34 pm
by Joel Billings
Here is a Nov 16 turn showing the air weather, with two new fronts moving in from the north and east and one holding fairly stable over Western Europe.

Image

RE: WitE 2

Posted: Wed Dec 21, 2016 4:39 pm
by Joel Billings
And finally the ground weather on the Nov 16 turn showing mud in the west and various levels of snow in the east.

Image

RE: WitE 2

Posted: Wed Dec 21, 2016 5:34 pm
by Commanderski
Thanks for the preview! Looks great! [:)]