Yet more questions....
Yet more questions....
Is there multiplay, and if so is it internet as well as PBEM ?
Are there individual (customisable) scenarios, as well as the campaign ?
Is there a scenario editor ?
Can you customise the make-up of your army in those scenarios, and multiplay, according to assigned points values as in DBA ? (or most other miniatures systems) ?
Are there individual (customisable) scenarios, as well as the campaign ?
Is there a scenario editor ?
Can you customise the make-up of your army in those scenarios, and multiplay, according to assigned points values as in DBA ? (or most other miniatures systems) ?
RE: Yet more questions....
ORIGINAL: Hertston
Is there multiplay, and if so is it internet as well as PBEM ?
There will be a multiplay option. Right now, the plan is to support Network and Internet only -- no PBEM. However, we think that the simultaneous turn feature of the game elimintes the tedium associated with other approaches where PBEM would be better suited. (You both plan your turn at the same time, so no waiting for the other player while nothing is happening.)
ORIGINAL: Hertston
Are there individual (customisable) scenarios, as well as the campaign ?
To be perfectly honest, at this point we are mostly interested in balancing the campaign maps as they exist. We would like to add in additional maps that are not part of the campaign and provide these as "set battles" where troop placement is already set. This really comes down to time and how well our beta tests go. (So far, we have had a number of alpha testers who have provided a lot of great feedback.)
ORIGINAL: Hertston
Is there a scenario editor ?
Not yet, no. We actually store all map data as XML internally. Assuming you have a knowledge of XML, have a map image you want to use and follow some basic rules, adding in new levels should be fairly straight forward. This is something that we would likely want to work with the community to build.
ORIGINAL: Hertston
Can you customise the make-up of your army in those scenarios, and multiplay, according to assigned points values as in DBA ? (or most other miniatures systems) ?
Somewhat. During the campaign, you will start with an army that parallels the makeup of Alexander's real army. As you progress, you will have the option to buy new units (we limit the type), train the old ones and buy cards, etc. This is based on a money system that is based on your results from the previous battle. The biggest reason why we decided to do it this way is so that you fight the battles as Alexander would have himself. We want the game to be historically acurate (although not 100%).
For multiplay, we are currently working on set battles only. Again, depending on time, we would love to provide a screen where each player is given a certain amount of money and select which units they want to bring into the game. We have screens already developed that we could reuse, but we want to focus on making sure that the code is bulletproof before adding in too many features.
Deride
-
Wilson ESQ
- Posts: 61
- Joined: Wed May 22, 2002 7:48 pm
- Location: Buffalo now East TN
RE: Yet more questions....
How is the AI in this game? Is it hard to beat?
"A foolish man is put in a flutter by every word."
Heraclitus
Heraclitus
RE: Yet more questions....
ORIGINAL: Wilson ESQ
How is the AI in this game? Is it hard to beat?
Well, you are talking to the AI developer, so I'm probably the wrong guy to answer the question. Here are some comments from our alpha testers:
"it is a good battle and the AI was pretty solid..."
"the computer is a strong opponent"
Overall, we have heard that the level of the AI is pretty close to the mark. However, we are going to be making additional updates to the AI so that it can coordinate multi-turn attacks better. It will also start to counter attack better (e.g., we need to fix any baiting problems as well as look for opportunity to flank or counter flank.)
Right now, at a tactical level, I wold say, Yes, the AI is hard to beat. At a strategic level, it shows its weakness -- but I will fix that before it hits the streets [;)]
Deride
RE: Yet more questions....
ORIGINAL: Deride
For multiplay, we are currently working on set battles only. Again, depending on time, we would love to provide a screen where each player is given a certain amount of money and select which units they want to bring into the game. We have screens already developed that we could reuse, but we want to focus on making sure that the code is bulletproof before adding in too many features.
Deride
Fair enough. Thanks for that.
For the future, though, that's certainly a feature that I'd like to see as selecting your troops in that fashion always adds another dimension to the game. Not to mention that you can ensure "balanced" battles for competitive multiplay. And that it would be fun to be able to fight a Hoplite army against another Hoplite Army, or match two Macedonian phalanxes and such.
Again for the future, I would like to see PBEM too. I think it works very well with simultaneous turn systems and, to be honest, better suits my lifestyle [:D]
Anyway.. the game looks very impressive so far, GJ to everyone involved.
RE: Yet more questions....
ORIGINAL: Deride
ORIGINAL: Hertston
Is there multiplay, and if so is it internet as well as PBEM ?
There will be a multiplay option. Right now, the plan is to support Network and Internet only -- no PBEM. However, we think that the simultaneous turn feature of the game elimintes the tedium associated with other approaches where PBEM would be better suited. (You both plan your turn at the same time, so no waiting for the other player while nothing is happening.)
So, in other words you have to co-ordinate your time on-line with other players to make it work[:(]
Thats me out of the frame then it takes days sorting that sort of thing out.
Didz
Fortis balore et armis
Fortis balore et armis
RE: Yet more questions....
ORIGINAL: Didz
So, in other words you have to co-ordinate your time on-line with other players to make it work[:(]
Thats me out of the frame then it takes days sorting that sort of thing out.
Didz,
We are planning on using a matchmaking service to help you find opponents that are currently online. That way, whenever you are interested in playing a game, you could find an opponent right away. (Obviously, it depends on how many other players are online as well as who you want to play against.)
Of course, if you are looking at playing against a particular friend, you will have to coordinate what time you want to play. Then, either talk via phone prior to starting the game or meet online at the match making service and create a private game.
Deride
RE: Yet more questions....
ORIGINAL: Deride
Of course, if you are looking at playing against a particular friend, you will have to coordinate what time you want to play. Then, either talk via phone prior to starting the game or meet online at the match making service and create a private game.
I tend to play with people from the internet wargame groups I belong to but they won't be interested in on-line games, they take far to long to play in one session.
Just how long does a campaign take to complete?
Didz
Fortis balore et armis
Fortis balore et armis
RE: Yet more questions....
ORIGINAL: Didz
Just how long does a campaign take to complete?
First, the length of a multiplayer batter really depends on the size of the battle you are playing, how long each player takes to make their turn (although this can be limited with a timer), etc. However, I think each map could be completed in just a few hours. A quick-play game could be finished in less than a single hour.
Second, we will support saving of games. So, you don't have to complete the entire map in a single sitting. You can play a few turns, save the game and continue at a later point.
Deride
-
canuckgamer
- Posts: 1153
- Joined: Wed Jun 23, 2004 3:20 am
RE: Yet more questions....
Alexander is obviously similar to the Combat Mission series which is a good thing. I play and have played all 3 CM games by PBEM. If Alexander offers the PBEM option I will definitely buy it. PBEM works very well with a simultaneous resolution system so I hope to see it in the final product. If it doesn't have PBEM it is unlikely that I will pick it up.
RE: Yet more questions....
we would love to provide a screen where each player is given a certain amount of money and select which units they want to bring into the game.
I really hope you can provide this feature. For multiplayer purposes it would the ideal. I enjoy the point buy system of the Total War multiplayer skirmishes and Combat Mission series and as far as I'm concerned if you put this feature in, you'd get my vote for most popular and most likely to succeed.
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik!
and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?
RE: Yet more questions....
ORIGINAL: McHugh
Alexander is obviously similar to the Combat Mission series which is a good thing. I play and have played all 3 CM games by PBEM. If Alexander offers the PBEM option I will definitely buy it. PBEM works very well with a simultaneous resolution system so I hope to see it in the final product. If it doesn't have PBEM it is unlikely that I will pick it up.
Yes. That was what I was hoping to find was the answer.
One question though.
When a simultaneous resolution system is being PBEM'd how does the game control the outcomes on multiple PC's?
Everyone enters their commands and pushes the go button then saves the file and sends to their opponent. Presumably the game then plays out the results on each computer but this could lead to different outcomes depending upon luck.
In turn based PBEM's the PC of the player whose turn it is resolves the outcomes and includes those in the PBEM file sent ot the next player.
Didz
Fortis balore et armis
Fortis balore et armis
RE: Yet more questions....
Guys,
Thanks for all the feedback. I will look into options for PBEM. It may not be terribly difficult, but, as I said before, we want to make sure the game code is "solid" before looking to add in major new features. We could always add PBEM as a patch if it looks like it might be an obstacle to getting the game out in a timely manner.
(BTW, Didz, our multiplay has a "host" and a "client". All rolls are generated by the host, so the client machine would have the same outcome as the host since these rolls would be shared -- even in a PBEM option.)
Deride
Thanks for all the feedback. I will look into options for PBEM. It may not be terribly difficult, but, as I said before, we want to make sure the game code is "solid" before looking to add in major new features. We could always add PBEM as a patch if it looks like it might be an obstacle to getting the game out in a timely manner.
(BTW, Didz, our multiplay has a "host" and a "client". All rolls are generated by the host, so the client machine would have the same outcome as the host since these rolls would be shared -- even in a PBEM option.)
Deride
RE: Yet more questions....
ORIGINAL: Didz
When a simultaneous resolution system is being PBEM'd how does the game control the outcomes on multiple PC's?
Everyone enters their commands and pushes the go button then saves the file and sends to their opponent. Presumably the game then plays out the results on each computer but this could lead to different outcomes depending upon luck.
In turn based PBEM's the PC of the player whose turn it is resolves the outcomes and includes those in the PBEM file sent ot the next player.
There is no difference between simultaneous resolution (WEGO) and IGUGO (what you called turn based). The system chooses a computer to resolve a turn, be it player A or B. It depends on the game, the protections the designers wanted, etc.
For example, the old V4V serie has the following :
- player A plans and sends to player B
- player B plans, solves the turn, looks at the outcome, sends to his opponent.
- player A looks at the outcome, plans
- etc.
By construction , the computer of player B always solves a turn.
In CM, on the other hand, it's first computer of player A then computer of player B that solves the turn. And you cannot plan before all opponents see the outcome.
AFAIK, any turn based game can be PBEM. You can imagine the sequence above with multiple PC's, as well. Battlefield! will do that way.
In this one, though, there is the notion of interruption to place some reaction if I followed correctly. In this case, this is much more difficult. Maybe by incorporating specific reactions code, without player's intervention ...
JeF.
Rendez-vous at Loenen before 18:00.
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
Don't loose your wallet !
Conquest Of The Aegean Web Development Team
The Drop Zone
RE: Yet more questions....
Just another quick point on PBEM.
If I'm honest, I really can't see internet play taking off at all. I really do hope this game sells like hot cakes and makes everybody huge amounts of money, but I've seen many games with far greater sales than I would anticipate for Alexander where there are never any opponents to be found if you just "drop in" for a game. Sure you can fix games up, but the online wargaming crowd really isn't that large. Not to mention being scattered all over the world, with the associated time differences.
PBEM, while perhaps no longer the choice of more "mainstream" gaming, still seems best to me for wargaming, particularly outside the "popular" WW2 setting. You can play when you want to, and even if numbers of active players are limited most will have several games on-the-go so there's never trouble finding as many opponents as you want. PBEM is just so much more flexible, and less trouble.
If I'm honest, I really can't see internet play taking off at all. I really do hope this game sells like hot cakes and makes everybody huge amounts of money, but I've seen many games with far greater sales than I would anticipate for Alexander where there are never any opponents to be found if you just "drop in" for a game. Sure you can fix games up, but the online wargaming crowd really isn't that large. Not to mention being scattered all over the world, with the associated time differences.
PBEM, while perhaps no longer the choice of more "mainstream" gaming, still seems best to me for wargaming, particularly outside the "popular" WW2 setting. You can play when you want to, and even if numbers of active players are limited most will have several games on-the-go so there's never trouble finding as many opponents as you want. PBEM is just so much more flexible, and less trouble.
- Iñaki Harrizabalagatar
- Posts: 785
- Joined: Tue Dec 11, 2001 6:00 pm
RE: Yet more questions....
If the example of the Ancient Great Battles series serve, you are right, very limited playing community. OTOH DBA on line seems to be doing ok with a very simple game but PBEM system
RE: Yet more questions....
Exactly how do the cards work in the game? How many cards does a player get? Does he draw one and discard one each turn? How many total cards are in the game? Exactly what are the card descriptions/usages? Why did you implement cards anyways? How many people can multiplay at one time? If more than two can players trade cards with one another? Are all the campaigns and scenarios hard-coded or is there a way to have random game setups aka Combat Mission Series?
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik!
and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?
RE: Yet more questions....
ORIGINAL: ravinhood
Exactly how do the cards work in the game? How many cards does a player get? Does he draw one and discard one each turn? How many total cards are in the game? Exactly what are the card descriptions/usages? Why did you implement cards anyways? How many people can multiplay at one time? If more than two can players trade cards with one another? Are all the campaigns and scenarios hard-coded or is there a way to have random game setups aka Combat Mission Series?
Ravinhood,
Thanks for the questions.
First, re: cards. There are currently 10 different cards in the game. Between campaign battles, you may purchase up to 3 of each type of card -- i.e., you can have 30 cards in your "hand." The cards themselves provide various capabilities from improved attack, improved defense, better initiative, etc. The reason why we implemented cards is because we think they provide another strategic wrinkle to consider when playing the game. First, you have to make a decision on where to spend your money (between replacing commanders, training your troops, reinforcing your troops and purchasing cards.) Second, you will almost always be outnumbered by your opponent. This is exactly what Alexander faced. We think that the cards allow you to get out of some tricky situations without having to restart the entire scenario.
Second, re: multiplay. The plan is to allow two players only to go head-to-head. When playing multiplay, there is no card trading -- this is something that you would need to do when setting up your army (again, giving you the choice between buying particular troops, cards, etc.) Multiplayer scenarios will likely be based on the campaign maps, but the makeup of your army and placement on the table will not be hard-coded.
Deride
RE: Yet more questions....
Alright!!! I can pick and choose my army makeup, that's great. 
Hurry up and release it already! haha
Hurry up and release it already! haha
WE/I WANT 1:1 or something even 1:2 death animations in the KOIOS PANZER COMMAND SERIES don't forget Erik!
and Floating Paratroopers We grew up with Minor, Marginal and Decisive victories why rock the boat with Marginal, Decisive and Legendary?





