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RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:33 pm
by ctangus
1. In addition to the grand campaign, can you reveal any/all of the other scenarios being worked on?
2. Will there be functionality similar to Bodhi's utility and Woos' witpdecoder incorporated into the game?
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:45 pm
by USSAmerica
ORIGINAL: ctangus
2. Will there be functionality similar to Bodhi's utility and Woos' witpdecoder incorporated into the game?
These ROCK! We NEED them in AE! [8D]
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:47 pm
by n01487477
ORIGINAL: ctangus
2. Will there be functionality similar to Bodhi's utility and Woos' witpdecoder incorporated into the game?
I'd like to second that question as I and another guy are working on a database program, much in the vein of witpdecoder, but highly enhanced & for both sides to use... summer is a long way away, but are we plugging away at something that might be useless in 8-9 months?
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:55 pm
by jwilkerson
ORIGINAL: Jim D Burns
Will bases have a toggle in the editor that alows designers to make airbases immune to naval bombardments? BB's are far too powerful currently as they are more effective at closing airfields than a large carrier force. Only a small number of airfields should even be within naval bombardment range, but due to the map scale chosen, BB's are far more important in game than they should be.
Jim
Well as this one involves both air and naval aspects I will comment.
In stock, both LBA and bombardments are too powerful, however, these two act as offsets. So there is somewhat of a balance in stock between them. In AE we are trying to tone tone both a bit, but still retain the balance.
And a map aspect is that it is easier to make "inland ports" now, connected to the sea by rivers, and rivers can be BB navigatable or not.
BBs are also "powerful" in stock as "Naval Air Attack Protection" for carriers because if in the carrier TF the BBs will absorb many attacks that would otherwise hit the carriers. It would be a naval team question as to whether target prioritization has been tweaked, but I am not aware that it has.
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:57 pm
by jwilkerson
ORIGINAL: ctangus
1. In addition to the grand campaign, can you reveal any/all of the other scenarios being worked on?
2. Will there be functionality similar to Bodhi's utility and Woos' witpdecoder incorporated into the game?
We are still finishing the grand campaign, that obviously has to come first, that should be done soon. And we are still tossing around ideas for the other scenarios so we should probably with hold comment until work on those has progressed across the starting line!
As to reporting enhancements, we are working on that and will provide details as they become clearer.
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:57 pm
by herwin
I'm very pleased. I'm sure you've picked out my comments in the past that make sense
<http://www.matrixgames.com/forums/tm.asp?m=1382302&mpage=1&key=herwin�> and ignored the nonsense. [:)] Here's the card-play posting:
Card Play Posting
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:58 pm
by jwilkerson
ORIGINAL: n01487477
ORIGINAL: ctangus
2. Will there be functionality similar to Bodhi's utility and Woos' witpdecoder incorporated into the game?
I'd like to second that question as I and another guy are working on a database program, much in the vein of witpdecoder, but highly enhanced & for both sides to use... summer is a long way away, but are we plugging away at something that might be useless in 8-9 months?
The save file formats are very different, so anything that relies on reading the current stock save file will not work with AE.
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 4:59 pm
by jwilkerson
Yeah but which were the sensibles and which were not? I guess we will see if we picked right!
[:D]
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:02 pm
by jwilkerson
ORIGINAL: treespider
Congrats Joe!!! Glad to see this finally official.
BTW treespider was our original land team lead up through summer 2007.
He had two major accomplishments before he had to leave the team due to RL considerations.
(1) Designed the complete revamp of land movement, LCU modes and hexside attributes. We think this is one of the major improvements in AE.
(2) Hired his replacement. Of course AndyMac was originally signed up to do Brit/Indian LCU OOB only, but after treespider departed, Andy stepped up to the team lead slot and also completed many of the smaller nation OOBs.
So two major accomplishments for treespider for which we thank him greatly!
[&o][&o][&o]
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:03 pm
by Jim D Burns
ORIGINAL: jwilkerson
Well as this one involves both air and naval aspects I will comment.
In stock, both LBA and bombardments are too powerful, however, these two act as offsets. So there is somewhat of a balance in stock between them. In AE we are trying to tone tone both a bit, but still retain the balance.
And a map aspect is that it is easier to make "inland ports" now, connected to the sea by rivers, and rivers can be BB navigatable or not.
BBs are also "powerful" in stock as "Naval Air Attack Protection" for carriers because if in the carrier TF the BBs will absorb many attacks that would otherwise hit the carriers. It would be a naval team question as to whether target prioritization has been tweaked, but I am not aware that it has.
Hi Joe,
So all coastal base airfields can still be hit by naval bombardments?
It’s great to hear bombardments are being toned down, but most airfields in the Pacific other than on Atolls should not be within reach of naval guns. Most islands airbases were too far inland or obscured by terrain too much for any ships guns to reach except for perhaps a BB. The game makes them too powerful in their ability to hit ANY costal base airfield.
Jim
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:04 pm
by jwilkerson
ORIGINAL: Coupon
Will you improve the interface? Bigger buttons please [:)].
And its great that you will take a swing at the AI. I'm not getting my hopes up, but the thought you will even try, makes me warm and fuzzy inside [:D].
I don't think we are doing bigger bootawns, but we are certainly adding MORE bootawns for us all to fumble over!
[:D]
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:17 pm
by 1EyedJacks
Hi Joe,
Will there be changes in how leadership affects units in battle? Are there plans to expand on leaders and their impact in admin work, access to supplies, and repairs/reinforcements/replacement equipment?
From what I see there is a new training process for pilots to gain expereience. Is there anything different than the current standard in WiTP that will allow naval and LCUs to train up with? I was just thinking that it would be cool to train for combat in certain terrain features or maybe train for night ops with a tf of DDs & CAs...
Will there be any changes to the reports? Is there any way to capture all of the text generated during a turn that list info like "G4M1 Betty attacks S-31" or "PBY reports 3 enemy ships?" Also, on the same subject, is there a way to list the hex referenced in the text?
Man, I can hardly wait for the Summer of '08; it's gunna be a long, long winter <grin>.
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:27 pm
by Brady
Madagascare, Panama?
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:30 pm
by jwilkerson
ORIGINAL: Brady
Madagascare, Panama?
No.
Yes.
Andrew's map thread will have much more data on the map changes going forward ...
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:33 pm
by jwilkerson
ORIGINAL: 1EyedJacks
Hi Joe,
Will there be changes in how leadership affects units in battle? Are there plans to expand on leaders and their impact in admin work, access to supplies, and repairs/reinforcements/replacement equipment?
From what I see there is a new training process for pilots to gain expereience. Is there anything different than the current standard in WiTP that will allow naval and LCUs to train up with? I was just thinking that it would be cool to train for combat in certain terrain features or maybe train for night ops with a tf of DDs & CAs...
Will there be any changes to the reports? Is there any way to capture all of the text generated during a turn that list info like "G4M1 Betty attacks S-31" or "PBY reports 3 enemy ships?" Also, on the same subject, is there a way to list the hex referenced in the text?
Man, I can hardly wait for the Summer of '08; it's gunna be a long, long winter <grin>.
Oh boy this is a huge pile of questions .. most of which belong in their specific team threads, but I'll make some comments.
I'm sure there are changes as to how leaders affect battles, but these would have been promulgated by the individual functional teams and I am not aware of many of them.
For LCUs there is a new "reserve mode" that has as one of its purposes easier accepting of replacements, recovery of fatigue and training, Andy would have more on that in the land thread.
Yes, the sighting reports are different as are other reports, In general FOW has been increased. I think hexes are referenced in some messages but probably not all.
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:34 pm
by bradfordkay
Joe, please push for a disk version of the AE release. There are still some of us troglodytes who use dial-up and so will not be able to dl the game... thanks.
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:34 pm
by Brady
Would of been fun to use British troops to fight French one's, but how would one do that I wounder, with some Free fench forces in game at the same time, so I supose their are no Vicy French forces modeled?
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:37 pm
by jwilkerson
ORIGINAL: Brady
Would of been fun to use British troops to fight French one's, but how would one do that I wounder, with some Free fench forces in game at the same time, so I supose their are no Vicy French forces modeled?
There are only two "sides" in the game. Allied and "Japanese". We are adding troops representing a number of Japanese Allies, but these will not show as different flags. There is at least one new flag on the Allied side (French).
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:38 pm
by Mike Solli
ORIGINAL: jwilkerson
We are adding troops representing a number of Japanese Allies...
That's exciting. [:)]
RE: Admiral's Edition General Thread
Posted: Fri Dec 07, 2007 5:42 pm
by Brady
Cool(French) Cant't wait to see how this all works[:)], no Portugise though right?