2 highlighted added features
Moderator: AlvaroSousa
- AlvaroSousa
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RE: 2 highlighted added features
You can't possible make a challenging A.I. in a game at this scale. There are too many variables. A game like Unity of Command you can because it is limited scale with defines parameters. This year I read a really good article by the developers and how they designed the A.I. and what made it special. I am hoping to implement some of their tactics after the bugs are cleared.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: 2 highlighted added features
I disagree, Gary has created AIs for WITE/WITW, SP, SPII, and SPIII, John has done it for the Campaign, Panzer and Squad series, Norm amazingly did it for TOAW, COW, and TOAW III, and Karl has done it for CWIE2.
TOAW alone is way more complex than most folks envision.
TOAW alone is way more complex than most folks envision.

Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
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RE: 2 highlighted added features
I'm one who only plays vs. the AI. How would you compare your AI vs. SC3 World at War?
Thanks.
Thanks.
- AlvaroSousa
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RE: 2 highlighted added features
The games you mentioned are the kind of games you can do it for. Like WitE is pretty straight forward. I was able to make a really good A.I. for Assault on Communism. The Pacific War is also far easier to implement an A.I. for.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- sillyflower
- Posts: 3509
- Joined: Wed Aug 04, 2010 4:39 pm
- Location: Back in Blighty
RE: 2 highlighted added features
ORIGINAL: fuzzypup
WarPlan is close to World in Flames
I hope it isn't like WIF. I assume it was a great boardgame (I've never ever seen it being played) but it must be a contender for the least playable computer game ever and made me wish that Matrix had a refund policy like Steam.
However, that won't put me off WP
I'm a very old gamer who just looks for a very good game. I'm probably not as fervent a fan of Third Reich as some. Perhaps something to do with the failure of my Germans to capture even Minsk the first time I played, but probably because I prefer to have bigger maps and more counters.
What makes a really good game for me? First, balance: In PvP, each side has an equal chance of winning which includes the absence of exploitable rules/OP'd units/bugs. This almost impossible for the designers even after umpteen updates, not least because a game perfectly balanced for 2 middling players may be not be for 2 very experienced players.
PvE is different again with WiF being the Game too Far.
Enough rambling. I wish WP well - not least because I will get it
web exchange
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
- AlvaroSousa
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RE: 2 highlighted added features
WP was made with great consideration to UX and UI interface so it's easy to use. Other games take 7-8 clicks to make an attack with 3 units WP uses 2 for example. The complexity is in the depth of strategy not how to use the game. Straight forward how to start one. You don't get overwhelmed with options because all the rules are built in. The game doesn't contain what I call "absolute decisions". These are things you must always do 100% of the time to play the game correctly that leads to tediousness. If the UK want's to invade Norway before the Axis there is a price to pay in that Norway raises a Waffen corps for Germany from volunteers and Spain's status shifts closer to the Axis. Spain's shift means it is easier for the Axis to get them on their side. How do the Axis get them on their side? Invading the UK. So the UK's invasion just made it more temping for Germany to invade the UK. Where before they needed to take X key areas to get Spain in the war not they need X - 1.
Balance in a scenario is always something I am working on. In Beta testing we try to get close but it doesn't compare to when the game is out and I get hundreds of replies. There is also balancing between player skills. I played plenty of wargames and the skill differential is quite a bit between players. Sometimes it's hard to find the right balance. It takes time.
Being Gamey. This is something am trying to eliminate. Decisions of actions always have a cost to balance out the benefit.
Balance in a scenario is always something I am working on. In Beta testing we try to get close but it doesn't compare to when the game is out and I get hundreds of replies. There is also balancing between player skills. I played plenty of wargames and the skill differential is quite a bit between players. Sometimes it's hard to find the right balance. It takes time.
Being Gamey. This is something am trying to eliminate. Decisions of actions always have a cost to balance out the benefit.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- sillyflower
- Posts: 3509
- Joined: Wed Aug 04, 2010 4:39 pm
- Location: Back in Blighty
RE: 2 highlighted added features
ORIGINAL: fuzzypup
You can't possible make a challenging A.I. in a game at this scale.
I agree. With all respect to Zovs, AI gets weaker compared to a human (probably exponentially) to the number of variables. AIs have been able to beat the best chess players for many years. Chess has very simple mechanics with only 6 types of unit on 64 squares. With all the computer games, to be any good the AI has to 'cheat' ie be given lots of extra bonuses which can include being able to do things the human player cannot.
I am in awe of the skills of GG and the others Zovs mentions, but it is always relatively easy to work out how the AI behaves and to go on to exploit that knowledge to beat it in anything resembling 'a fair fight.' With a poor AI, games are just embarassing in PvE. Mocking History, as I always called it, was particulaly poor in this regard. An alleged WWII game, it was v. easy for Germany to conquer the whole map by well before WWII actaually started. I have fond memories of the wehrmacht with 1960s tech conquering the USSR in '37 or '38 while the AI was relying in on airships to get past my jets to destroy my armoured units equiped with Leopards. I think my Russians would conquer Germany in '36 but I might be exaggerating about the date. It was many years ago...........
web exchange
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
Post: I am always fearful that when I put this game down on the table and people see the box-art they will think I am some kind of neo-Nazi
Reply: They already know you're a gamer. What other shame can possibly compare?
- AlvaroSousa
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- Joined: Mon Jul 29, 2013 7:13 pm
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RE: 2 highlighted added features
I originally had only 4 levels of difficulty.
Now it has 11 experience levels and 5 supply levels.
The top experience level is called Ubermensch!
Playing on Optimal Ubermensch.... I'd be impressed if someone wins that level.
Now it has 11 experience levels and 5 supply levels.
The top experience level is called Ubermensch!
Playing on Optimal Ubermensch.... I'd be impressed if someone wins that level.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: 2 highlighted added features
ORIGINAL: fuzzypup
I originally had only 4 levels of difficulty.
Now it has 11 experience levels and 5 supply levels.
The top experience level is called Ubermensch!
Playing on Optimal Ubermensch.... I'd be impressed if someone wins that level.
Is that because Ubermensch is a cronic cheater or just damn good ?

- AlvaroSousa
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RE: 2 highlighted added features
It's how all A.I. levels work in games. They give them help to compensate for lack of human intuition and ability to process things abstractly.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: 2 highlighted added features
can you speak more about the levels of difficulty that is at each level ?ORIGINAL: fuzzypup
levels of difficulty
Sorry for my english
- abulbulian
- Posts: 1105
- Joined: Thu Mar 31, 2005 5:42 pm
RE: 2 highlighted added features
ORIGINAL: Michael T
I can't stand SC games. I hope WP is nothing like them. I love games like Third Reich or AWAW. ETO/PTO. All board games. I am yet to find a PC game that comes even close to them. A PC version of AWAW would be perfect.
amen brother. [&o] If you ever want to try playing a third reich or even better a http://aworldatwar.org/ game. Hit me up

- Beta Tester WitE and ATG
- Alpha/Beta Tester WitW and WitE2
"Invincibility lies in the defence; the possibility of victory in the attack." - Sun Tzu
- Alpha/Beta Tester WitW and WitE2
"Invincibility lies in the defence; the possibility of victory in the attack." - Sun Tzu
- AlvaroSousa
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- Joined: Mon Jul 29, 2013 7:13 pm
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RE: 2 highlighted added features
Levels of difficulty....
I am not a big fan of giving the A.I. production. All it does it make more roaches for a human player to kill.
What I found is that giving the A.I. experience or supply makes a more challenging game while it being kind of invisible.
There are 5 supply levels - 1 weak, 1 normal, 3 stronger ones
There are 11 experience levels 1 week, 1 normal, 9 strong ones with the top one being labeled Ubermensch level.
SC vs WarPlan
SC is a different game than WarPlan. Many compare the 2 but WarPlan is much closer to WitE (light), ETO/PTO, and mostly WIF.
SC3 is still a fantastic game and incredibly well done. If you don't like how it plays you can make up your own scenario and rules. You can get very creative with it.
Recently the beta testers and I added naval interception when it's not your turn as part of the rules. Which is going to make an already good naval system even better.
I am not a big fan of giving the A.I. production. All it does it make more roaches for a human player to kill.
What I found is that giving the A.I. experience or supply makes a more challenging game while it being kind of invisible.
There are 5 supply levels - 1 weak, 1 normal, 3 stronger ones
There are 11 experience levels 1 week, 1 normal, 9 strong ones with the top one being labeled Ubermensch level.
SC vs WarPlan
SC is a different game than WarPlan. Many compare the 2 but WarPlan is much closer to WitE (light), ETO/PTO, and mostly WIF.
SC3 is still a fantastic game and incredibly well done. If you don't like how it plays you can make up your own scenario and rules. You can get very creative with it.
Recently the beta testers and I added naval interception when it's not your turn as part of the rules. Which is going to make an already good naval system even better.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: 2 highlighted added features
Recently the beta testers and I added naval interception when it's not your turn as part of the rules. Which is going to make an already good naval system even better.
I want to highlight this feature. This is revolutionary in a turn based strategic wargame. You can interdict invasions before they land, when it's not your turn.
Very well done Mr. Sousa!
RE: 2 highlighted added features
ORIGINAL: Hairog
Recently the beta testers and I added naval interception when it's not your turn as part of the rules. Which is going to make an already good naval system even better.
I want to highlight this feature. This is revolutionary in a turn based strategic wargame. You can interdict invasions before they land, when it's not your turn.
Very well done Mr. Sousa!
Yes its a good idea allowing the opponent some kind of reaction phase.
However I think this may cause problems. People will now start asking for a similar land phase?
RE: 2 highlighted added features
People will now start asking for a similar land phase?
That's what zones of control are for.