Page 2 of 2
RE: Axis and Allies
Posted: Sat Feb 28, 2004 8:23 pm
by bmodified
Rather more reminds me of "Blitzkreig General" (UDGG) than "Axis and Allies".
And that is not a bad thing.
RE: Axis and Allies
Posted: Tue Mar 09, 2004 12:17 am
by Hanal
I wonder if there will be commanders available which could influence combat results?
RE: Axis and Allies
Posted: Tue Mar 09, 2004 1:34 am
by bmodified
Joel said no commanders. Too bad, but not a gamekiller, certainly.
RE: Axis and Allies
Posted: Tue Mar 09, 2004 2:00 am
by mbatch729
Without having played this one yet, I'd say that's too bad also. That was one of the neat features that hooked me on Panzer General II. Was always an exciting moment to see what attributes the commander would get.
RE: Axis and Allies
Posted: Sun Mar 14, 2004 7:43 pm
by HobbesACW
It was the commander attributes that put me off Panzer General II. Some of them were
very bizarre as was the way they were created. Rather not have commanders if they are
handled as badly.
speaking of Panzer General II
Posted: Mon Mar 15, 2004 8:01 pm
by MemoryLeak
I just switched to Windows XP on a brand new machine. I can't get Panzer General II to work. (or UV either). PGII loads but when I attempt to start a game, it will not display the map(main screen).
Not trying to hijack the thread, just looking for a quick suggestion/answer if anyone has one. I know that more info is probably required. I am using Direct X 9+.
Thanks
Larry
RE: speaking of Panzer General II
Posted: Mon Mar 15, 2004 8:55 pm
by elmo3
Try setting your color to 16 bit. That fixed a problem some folks had with Russo-German War. Might work for you.
RE: Looks like Axis and Allies to me.
Posted: Wed Sep 08, 2004 3:13 am
by GR
Why not use the Hex system for the map instead of the big land states like i see on the map? it would make the game more complex.
RE: Looks like Axis and Allies to me.
Posted: Wed Sep 08, 2004 4:42 am
by Joel Billings
ORIGINAL: GR
Why not use the Hex system for the map instead of the big land states like i see on the map? it would make the game more complex.
Fair question. Actually we want the game to be simple to play and accessible to general strategy gamers, not just serious wargamers. Hexes can turn some people off. In this case, we didn't need hexes because of the strategic scope of the game and the desire to keep it easy to learn how to play. At the same time, don't be fooled. This game has a lot more detail, and hopefully replayability because of it, than A&A. I enjoyed A&A, and the more recent A&A Europe, and A&A Pacific, but we wanted to go further without losing the potentially wider audience that an area movement game could draw in. Simple, hot and deep, as Trip Hawkins used to say. That's our goal with GGWaW.