Page 1 of 2
Few questions
Posted: Thu May 10, 2018 12:25 pm
by NikolayB
Hey, really enjoying the free version of the game, can't wait for the full release!
I have some questions:
1) Are you planning on adding some kind of a spectator mode? It would be fun to watch AI vs AI battles, at least for me[:D]
2) Have you considered some kind of an "encirclement" game mode, you know, have one side deployed in the middle of the map and the other side to spawn on all edges of the map, so that the encircled side has to defend objects inside deployment zone or not far away from it? Could be fun...
3) I know it may be too early to think about, but it would be nice to have a DLC with African or Asian countries, because you have jungle terrain already.
Wish you luck with the game! It will surely be something special!
RE: Few questions
Posted: Tue May 15, 2018 7:04 am
by Veitikka
ORIGINAL: NikolayB
1) Are you planning on adding some kind of a spectator mode? It would be fun to watch AI vs AI battles, at least for me[:D]
It's not really possible to have the AI setup forces for the both sides, but there's a special mode that allows the player to see the AI units. It's intended mainly for scenario development.
2) Have you considered some kind of an "encirclement" game mode, you know, have one side deployed in the middle of the map and the other side to spawn on all edges of the map, so that the encircled side has to defend objects inside deployment zone or not far away from it? Could be fun...
With some tricks it may be possible to setup a situation that's a bit like an 'encirclement', but the basic idea has not changed: the forces start from the opposite sides of the map.
3) I know it may be too early to think about, but it would be nice to have a DLC with African or Asian countries, because you have jungle terrain already.
What factions/maps/era would you suggest?
Wish you luck with the game! It will surely be something special!
Thanks!
RE: Few questions
Posted: Wed Jul 18, 2018 6:58 pm
by ETF
What options for MP games? I take it this will be WEGO......Any chance of COOP commands? Hate just 1 vs 1 games at times

RE: Few questions
Posted: Sun Jul 22, 2018 6:31 pm
by Veitikka
ORIGINAL: ETF
What options for MP games? I take it this will be WEGO......Any chance of COOP commands? Hate just 1 vs 1 games at times
Currently there are no plans for a multiplayer mode.
RE: Few questions
Posted: Thu Aug 02, 2018 1:35 am
by exsonic01
ORIGINAL: Veitikka
ORIGINAL: ETF
What options for MP games? I take it this will be WEGO......Any chance of COOP commands? Hate just 1 vs 1 games at times
Currently there are no plans for a multiplayer mode.
Oops... it would be great if this game consider MP in the future...
RE: Few questions
Posted: Thu Oct 18, 2018 4:09 pm
by Hexagon
A little question, i notice that nations "stats" training and morale are fixed, is possible in future give player the option to decide these values??? at least in battle generator, of course invest in quality means pay more for same hardware.
Thanks.
RE: Few questions
Posted: Fri Oct 19, 2018 6:00 am
by Veitikka
ORIGINAL: Hexagon
A little question, i notice that nations "stats" training and morale are fixed, is possible in future give player the option to decide these values??? at least in battle generator, of course invest in quality means pay more for same hardware.
Thanks.
Yes, everything is customizable, and the faction and formation values affect the purchase cost. You can even adjust the player and opponent training and morale levels for each battle at the startup, if you want to make it easier or more challenging.
RE: Few questions
Posted: Fri Oct 19, 2018 7:05 am
by Hexagon
Thanks for the reply [&o]
RE: Few questions
Posted: Sun Oct 21, 2018 4:41 am
by drillerman
Hi,
A couple of questions:
1. Can units be moved using the 3D iso view?
2. Do the units show up as 3D models in the 3D iso view?
Thanks
RE: Few questions
Posted: Sun Oct 21, 2018 6:59 am
by Searry
Wait what, no multiplayer? Wow, that's a big deal breaker for me. That's very disappointing as AI in games gets boring very quickly.
RE: Few questions
Posted: Sun Oct 21, 2018 11:03 am
by kevinkins
I believe the primary mode of play is real time. But, the video preview I saw mentioned some way to play WEGO but did not elaborate. Is this true?
Kevin
RE: Few questions
Posted: Sun Oct 21, 2018 12:18 pm
by nikolas93TS
ORIGINAL: Searry
Wait what, no multiplayer? Wow, that's a big deal breaker for me. That's very disappointing as AI in games gets boring very quickly.
I wrote this elsewhere, but it shows why we opted for that.
To quote Ben Kuchera: "Making video games is hard. Making online multiplayer games is even harder. This is a fact of life that’s obvious to developers, but sadly is often lost on players and some members of the press.".
I don't know how many people realize how hard it is to integrate multiplayer, particularly so after you have based your whole architecture over the single-player mode. From the outside it seems magical: two or more players sharing a consistent experience across the network like they actually exist together in the same virtual world. But what is actually going on underneath is quite different from what you see on surface. However, those issues (latency, desynchronization, remote peer networking etc.) are solvable like any other obstacle with sufficient time on hand and possibly some more resources.
But the largest problem is client base itself: the silent majority of players in this gaming niche are single-player only, and the number of players we are likely to get with multiplayer simply isn't there to support it.
Since we are a very small indie team, imagine investing enormous amount of time and other extremely limited resources only to get a half-baked single-player and likely initially empty servers, that will only discourage others from jumping on, creating a self-perpetuating problem.
That is why we have concentrated all our forces on creating a dynamic and workable AI, core of which was developed and tested for years already. If this game sells well and there is sufficient demand, we will consider implementing multiplayer with pleasure, but until then we shall keep concentrating on more humble objectives.
ORIGINAL: kevinkin
I believe the primary mode of play is real time. But, the video preview I saw mentioned some way to play WEGO but did not elaborate. Is this true?
Kevin
Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.
We got several requests to illustrate this better, so it is likely we might produce a short video or something.
RE: Few questions
Posted: Sun Oct 21, 2018 12:50 pm
by Searry
I understand why you have chosen to omit multiplayer but that's where the real challenge has always been. Two human brains against each other. This game seemed perfect for this so I am very disappointed about this decision.
RE: Few questions
Posted: Sun Oct 21, 2018 7:42 pm
by msinnot1
ORIGINAL: nikolas93TS
Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.
We got several requests to illustrate this better, so it is likely we might produce a short video or something.
I am very interested in this title. Regarding playing using timed rounds. Can a round be "replayed" before progressing to the next round? This would allow a player to review the action in detail across various parts of the battlefield. I'm thinking of a system similar to Battlefront's Combat Missions.
RE: Few questions
Posted: Mon Oct 22, 2018 6:17 am
by drillerman
I'm bumping my question, bit naughty!!!
ORIGINAL: drillerman
Hi,
A couple of questions:
1. Can units be moved using the 3D iso view?
2. Do the units show up as 3D models in the 3D iso view?
Thanks
RE: Few questions
Posted: Mon Oct 22, 2018 12:43 pm
by nikolas93TS
Sorry about that, sometimes a comment or two slip our attention.
The answer on both questions is actually no. One of the reasons we call it ISO and not 3D mode is not to mislead players.
RE: Few questions
Posted: Fri Nov 02, 2018 8:26 pm
by varangy
ORIGINAL: msinnot1
ORIGINAL: nikolas93TS
Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.
We got several requests to illustrate this better, so it is likely we might produce a short video or something.
I am very interested in this title. Regarding playing using timed rounds. Can a round be "replayed" before progressing to the next round? This would allow a player to review the action in detail across various parts of the battlefield. I'm thinking of a system similar to Battlefront's Combat Missions.
Also interested in this. (if rounds can be replayed)
RE: Few questions
Posted: Fri Nov 02, 2018 11:41 pm
by Veitikka
ORIGINAL: varangy
ORIGINAL: msinnot1
ORIGINAL: nikolas93TS
Indeed, Armored Brigade can be played by using custom length ‘rounds’. The game still runs in real-time engine, but it is not possible to pause the game manually. Time stops automatically when a round ends, and the player can start the next round when he wants to. It’s not possible to save the game when a round is in progress. The round length is adjusted in the scenario launch options. It can be 30, 60, 90, 180 or 360 seconds. New orders can be issued anytime, during the round or between the rounds.
We got several requests to illustrate this better, so it is likely we might produce a short video or something.
I am very interested in this title. Regarding playing using timed rounds. Can a round be "replayed" before progressing to the next round? This would allow a player to review the action in detail across various parts of the battlefield. I'm thinking of a system similar to Battlefront's Combat Missions.
Also interested in this. (if rounds can be replayed)
There's no replaying before the AAR phase.
RE: Few questions
Posted: Sat Nov 03, 2018 7:21 am
by Hexagon
Units have a "kills panel"??? i dont see it in the videos about game, something like in CM with the kills made by a specific unit (vehicle-squad) and if not is possible add it??? apart this could be great have to a platoon/company kills panel, if you select the HQ unit you can see his individual kills and the formation kills to.
I notice the buttons to control game speed under pause button is possible see whats the speed used in game when you acelerate or slow the simulation speed???
I dont find very good have a round system but not the option to review the turn ala CM, i think is something necesary to have all good things from the round system for a game in real time.
Thanks.
EDIT: with kills panel i refer go to X unit and see it kills 1 MBT, 10 soldiers and 1 gun, not simple the actual total number of kills you can see now.
RE: Few questions
Posted: Thu Nov 08, 2018 7:50 pm
by wodin
Another vote for AI vs AI spectator mode. Maybe also be able to have it where you controlled the UK force, allied AI controlled US force, against enemy AI force.