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RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 10:14 am
by GaryChildress
ORIGINAL: Alikchi
ORIGINAL: Gary Childress
Alikchi-san! Welcome back!
Thank you Gary!! How've you been, sir? [:)]
Couldn't be better now that there's a new WITP coming out. [8D]
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 10:50 am
by Alikchi2
ORIGINAL: Gary Childress
ORIGINAL: Alikchi
ORIGINAL: Gary Childress
Alikchi-san! Welcome back!
Thank you Gary!! How've you been, sir? [:)]
Couldn't be better now that there's a new WITP coming out. [8D]
I'm feeling the same way! [:)]
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 11:43 am
by Alikchi2
And here's yet another question. Will all factions in the Allies be hardcoded "at war"? Or can this be edited as well? Example: I want to make a scenario where Japan attacks only the British, Commonwealth and Dutch, and the US stays out of the war until either a) Japan attacks or b) June 42.
Also, will we be able to add new factions?
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 11:58 am
by DuckofTindalos
Alikchi-sama, remember that the AE is not a completely built-from-scratch product. We've widened the boundaries of what stock WitP can do enormously (and those new boundaries are creaking at the seams), but it's still built on the product we know today.
Additionally, the features set we've got at the moment is the result of severe shrinkage; I think we started out with 400+ ideas for new features and had to shrink those down to (IIRC) something like 70 or 80 new things that will make it into the gold master. There'll be patches, obviously, but still...
So, to answer your questions:
Earliest start date is still 12/7/41, but the game will work properly past the current stock end game date.
You can't edit the sides, and there is no way to keep one nation (say, the US) out of the war until it's attacked. That's still house rules territory.
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 12:09 pm
by Alikchi2
Oh, I didn't really expect you guys to have the time to rummage through the code for such far-reaching changes. I expect a new, more moddable product within two years though. [;)]
All acceptable answers, sir. Thank you. [:)]
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 1:35 pm
by jwilkerson
ORIGINAL: Terminus
Alikchi-sama, remember that the AE is not a completely built-from-scratch product. We've widened the boundaries of what stock WitP can do enormously (and those new boundaries are creaking at the seams), but it's still built on the product we know today.
Additionally, the features set we've got at the moment is the result of severe shrinkage; I think we started out with 400+ ideas for new features and had to shrink those down to (IIRC) something like 70 or 80 new things that will make it into the gold master. There'll be patches, obviously, but still...
So, to answer your questions:
Earliest start date is still 12/7/41, but the game will work properly past the current stock end game date.
You can't edit the sides, and there is no way to keep one nation (say, the US) out of the war until it's attacked. That's still house rules territory.
Yes the 400 down to 70 things is a correct view of the "start up" process we went through for enhancement ideas ... but we have added in at least 100 more since starting with the 70 ... though many of these are "minor" enhancements ... which we never intended to capture in the initial list. Those were supposed to be "medium" to "high" complexity items only. Our hope (and expectation) is that everyone will find at least a few things on their list that match up with things we did. Of course there will also be at least few that do not match up. But we could not do everything on everyone's list and still finish.
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 4:01 pm
by Dili
For WITM mod this would be desirable:
-possible to start in 1940
-aerial mining not yearly hardcoded but by device
-ship speed limit not hardcoded(to be possible to use a 20 mile scale per hex)
-possible to edit the map like in WITP
The last two are essential.
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 5:40 pm
by DuckofTindalos
No.
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 7:05 pm
by Speedysteve
Hi all,
Any comments on Allied production (apologies if already mentioned)? As in it atill irks me sometimes seeing the Japanese outproduce the US (in particular) on planes. Will Allied production be increased?
Thanks
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 9:26 pm
by Dili
No.
Didnt you wrote you were out of AE team?
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 9:42 pm
by Andy Mac
We are not able to do much in this area Dili we need to focus on WITP and that means a game in the Pacific starting 7/12/41.
If you want WITM then you will need to lobby 2by3 but thats not something that we can work to enable we have enough to do geting AE ready - sorry.
Andy
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 11:29 pm
by jwilkerson
ORIGINAL: Dili
No.
Didnt you wrote you were out of AE team?
T. did leave the team in January ... finished his Masters ... and then came back to do one scenario for us .. the "Ten Thousand Mile War" .... i.e. the Aleutians campaign ... hence his "sig" line.
While "no" is a rather short answer .... it is actually is correct for the four items listed .... this being said .. the Editor offers an extreme amount of additional capability over the current stock editor and the map data file format has been enhanced. Both of these capabilities dramatically widen the scope for scenario designers with a focus on the WITP period Dec 7 through 31 Mar 46 ( though the exact end date is still under discussion).
A few of the new editor features:
(1) Land: "in editor" unit break downs with in game recombining still possible. TOE upgrades (not just device upgrades), unit renames, unit withdrawals.
(2) Naval: Classes - rich upgrade/conversion system ... allowing almost anything to convert to almost anything.
(3) Air: Upgrades and withdrawals per land.
(4) General: More of almost everything, more planes, devices, groups, LCUs, HQs, bases, etc.
(5) AI Modules in the editor
RE: Admiral's Edition General Thread
Posted: Sun Apr 13, 2008 11:31 pm
by jwilkerson
ORIGINAL: Speedy
Hi all,
Any comments on Allied production (apologies if already mentioned)? As in it atill irks me sometimes seeing the Japanese outproduce the US (in particular) on planes. Will Allied production be increased?
Thanks
Aircraft rates will be "adjusted" ... definitely ... in some cases raised in some cases lowered. I think the Air Team are working on the numbers.
RE: Admiral's Edition General Thread
Posted: Mon Apr 14, 2008 12:37 am
by Flying Tiger
Another suggestion....
Could we add some Harpoon-esque 'zone' markings to the game. Let me explain... could we include some toggles on the map screen to turn on/off rings (VERY technical term!!) indicating total air search coverage, total air ASW coverage, CAP coverage, nav attack coverage, air search radar coverage, surface search radar coverage, etc..?? And ideally the rings would be color coded to show good coverage, fair coverage, poor coverage, etc.
Does that make sense? If not i can explain further.
cheers
RE: Admiral's Edition General Thread
Posted: Mon Apr 14, 2008 6:00 am
by Speedysteve
Thanks Joe
RE: Admiral's Edition General Thread
Posted: Mon Apr 14, 2008 1:53 pm
by Dili
Thank you jwilkerson and for that matter terminus, and i dont have problem with his sterse answer, i like that clear making me possible to invest in other projects since AE will be unworkable for what i want, no map no game. I am not intelectualy interested in Pacific War. Regards.
RE: Admiral's Edition General Thread
Posted: Mon Apr 14, 2008 5:51 pm
by pad152
AI Modules in the editor - there are AI modules in WITP, but they didn't allow you to mod the AI for a campaign. Will the new AI Modules allow this?
RE: Admiral's Edition General Thread
Posted: Mon Apr 14, 2008 6:00 pm
by pad152
ORIGINAL: Dili
Thank you jwilkerson and for that matter terminus, and i dont have problem with his sterse answer, i like that clear making me possible to invest in other projects since AE will be unworkable for what i want, no map no game. I am not intelectualy interested in Pacific War. Regards.
Dili - hopefully the experience the AE team gains will be put to good use for future projects like War in the Med, North Atlantic 86, and WITP II!
RE: Admiral's Edition General Thread
Posted: Mon Apr 14, 2008 11:06 pm
by jwilkerson
ORIGINAL: pad152
AI Modules in the editor - there are AI modules in WITP, but they didn't allow you to mod the AI for a campaign. Will the new AI Modules allow this?
Yes.
RE: Admiral's Edition General Thread
Posted: Tue Apr 15, 2008 1:58 am
by Alikchi2
I know this is probably a 'no', but will we be able to modify the effects of December 7th Surprise? For instance, be able to check a box in the editor on a unit determining whether it can be "surprised" or not?