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maev
Dec 6, 2010
Economically illiterate Tory Boy Bollocks brain.
Keep away from children
Battle Academy 2 is on sale along with the Kursk expansion for £15 British Pounds Sterling, I have loads of guilty fun with this one its worth a pick up.

Flashpoint Campaigns: Red Storm just went up to £36 from £30 on Steam, what gives?

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Mori
Mar 6, 2003
Thanks for all the tips everyone, I really appreciate it!

Pharnakes
Aug 14, 2009
So when people are talking about making mods for WitP, do they just mean scenarios using the variables exposed in the editor, or can you get deeper in to the game's files than that?

E: also I see there was a patch for WitP a couple weeks ago, does this incorporate all the beta patch changes like stronger AA? I can't download the pathc though, either through the direct link on the site or the launcher updater.

Pharnakes fucked around with this message at 10:12 on Apr 5, 2015

Alikchi
Aug 18, 2010

Thumbs up I agree

Yes, the patch incorporates the beta patch changes.

You can get pretty deep into the game files - it's possible to mod the map and add art and stuff. There are a few significant limitations, though.

Kiwillian
Mar 13, 2004

Poor Sheepy :(

Nenonen posted:

and there's a large variety of equipment, including Italians.

This was funnier than it had any right to be :)

Chump Farts
May 9, 2009

There is no Coordinator but Narduzzi, and Shilique is his Prophet.

maev posted:

Battle Academy 2 is on sale along with the Kursk expansion for £15 British Pounds Sterling, I have loads of guilty fun with this one its worth a pick up.

Flashpoint Campaigns: Red Storm just went up to £36 from £30 on Steam, what gives?

We should have casual wars sometime. In game name is Jakse.

Also how is the DC game going?

dublish
Oct 31, 2011


Chump Farts posted:

Also how is the DC game going?

That's an excellent question because it's my turn now and I'm going to get it done today, I promise.

dtkozl
Dec 17, 2001

ultima ratio regum

maev posted:

Battle Academy 2 is on sale along with the Kursk expansion for £15 British Pounds Sterling, I have loads of guilty fun with this one its worth a pick up.

Flashpoint Campaigns: Red Storm just went up to £36 from £30 on Steam, what gives?

Have they changed the random generator so the germans don't always have mostly tiger tanks running around?

maev
Dec 6, 2010
Economically illiterate Tory Boy Bollocks brain.
Keep away from children
I have no idea, but my first PVP match with the Bagration 'Big Guns' scenario started with the German player having 2 King Tigers while my armour was entirely T-34-85s and some SU-85s. There was also zero numerical superiority.

The Soviet Kursk campaign culminating in Prokhorovka was actually really fun. The whole campaign is 'what do I do in a tactical confrontation with T-34-76s against Tigers, Panthers and Elefants'. Turns out in the last mission (prokhorovka) mass charging down a hill from every direction and firing point blank range did the trick :ussr:

:edit: Carnage at the end:

maev fucked around with this message at 00:03 on Apr 6, 2015

Pharnakes
Aug 14, 2009

Alikchi posted:

Yes, the patch incorporates the beta patch changes.

You can get pretty deep into the game files - it's possible to mod the map and add art and stuff. There are a few significant limitations, though.

Hmm, I might have a go at it then. By any chance is one of the limitations that you are locked into everyone vs Japan?

Alikchi
Aug 18, 2010

Thumbs up I agree

Pharnakes posted:

Hmm, I might have a go at it then. By any chance is one of the limitations that you are locked into everyone vs Japan?

The nationality system can't be modified, no. :/ You can change the art for the Japanese flag to look German or whatever, but I think that's as much as you can do. This is why I had to dump my Kaiserreich-esque idea for an alt hist scenario. No way to do things like add new countries or factions.

ZekeNY
Jun 13, 2013

Probably AFK

Alikchi posted:

The nationality system can't be modified, no. :/ You can change the art for the Japanese flag to look German or whatever, but I think that's as much as you can do. This is why I had to dump my Kaiserreich-esque idea for an alt hist scenario. No way to do things like add new countries or factions.

It's amazing to me that people have been able to mod it at all. I remember the pre-AE days, when people were just starting to discuss the project that eventually became AE. There was a lot of interest in completely redoing the user interface, but someone in the know reported that the code base basically made it impossible.

Alikchi
Aug 18, 2010

Thumbs up I agree

Yeah I suspect that every Grigsby game is hellish mess behind the scenes.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Alikchi posted:

Yeah I suspect that every Grigsby game is hellish mess behind the scenes.

Behind the scenes?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Alikchi posted:

Yeah I suspect that every Grigsby game is hellish mess behind the scenes.

It was cool watching patch notes flip back and forth and back again during the WITW beta, along with "whoah hey this new guy we brought on finally got production and device upgrades to work like they should"

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry
So Unity of Command (+2 expansions) is under :10bux: on Steam. Guess I should cancel all my plans for the next week or two.

Lockmart Lawndart
Oct 12, 2005

Alikchi posted:

The nationality system can't be modified, no. :/ You can change the art for the Japanese flag to look German or whatever, but I think that's as much as you can do. This is why I had to dump my Kaiserreich-esque idea for an alt hist scenario. No way to do things like add new countries or factions.

Do you know if you can modify whos against who? I've always wanted to do an early cold war (Pre air to air missiles) Soviet Union vs USA for control of China or something.

ZekeNY
Jun 13, 2013

Probably AFK

Lockmart Lawndart posted:

Do you know if you can modify whos against who? I've always wanted to do an early cold war (Pre air to air missiles) Soviet Union vs USA for control of China or something.

I'm pretty sure it's hard-wired to be Japan vs. Everyone else

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

ZekeNY posted:

I'm pretty sure it's hard-wired to be Japan vs. Everyone else

Can't you change the map? You can rename units so there's no reason you can't just give a side Russian units and the other, American ones.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Mori posted:

I was wondering if you guys could give me a hand with something. I've been wanting to get into WitP:AE for a long time, since I bought it last year, but despite having read the manual cover-to-cover twice and done all the short scenarios, I feel like I just don't 'get' it. I know vaguely how to move units and how the systems work but when I sit down and look at the Grand Campaign, I just don't know where to start. I feel like Paradox games are good about prodding you in the right direction when you are learning the game, but that's not the case here. Let's assume i'm playing the Grand Campaign as the U.S. Where should I defend at the start of the game? Where should I be looking at building convoys to and from? Where should I be basing fleets from? As the game progresses, where is a good place to be looking to invade? Things like this would be a huge help if anyone could give some advice.

If you want to get really deep into the minutae - http://www.matrixgames.com/forums/tm.asp?m=2306421 this guy has posted a spreadsheet listing actions to take for all 4000 odd Allied units on the first turn.

ZekeNY
Jun 13, 2013

Probably AFK

Jobbo_Fett posted:

Can't you change the map? You can rename units so there's no reason you can't just give a side Russian units and the other, American ones.

I know this was possible in the original WITP days; the AE map began as a mod for stock WITP. So you probably could re-do the map and build a new database with Soviet units assigned to the "Japan" side, and US assigned to "Allies".

But I seem to remember that there were some mechanics hard-coded into the game that are specific to Japan vs. Allies in WWII. That may have changed recently, I haven't really been active in that community for the last couple of years.

AARP LARPer
Feb 19, 2005

THE DARK SIDE OF SCIENCE BREEDS A WEAPON OF WAR

Buglord

AARP LARPer fucked around with this message at 23:05 on Jan 22, 2016

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Do Not Resuscitate posted:

Thanks for this! just picked it up, great deal.

:hfive:

corn in the bible
Jun 5, 2004

Oh no oh god it's all true!
I bought End All Wars, since Matrix is having an Easter sale. So far, pretty great. Enjoying it.

Drone
Aug 22, 2003

Incredible machine
:smug:



ZekeNY posted:

I know this was possible in the original WITP days; the AE map began as a mod for stock WITP. So you probably could re-do the map and build a new database with Soviet units assigned to the "Japan" side, and US assigned to "Allies".

But I seem to remember that there were some mechanics hard-coded into the game that are specific to Japan vs. Allies in WWII. That may have changed recently, I haven't really been active in that community for the last couple of years.

You can mod the map and countries, but it's a pain in the rear end. Someone on the Matrix forums made a Western Front mod for WITP (crazily).. you have to mod the game so that Japan = Germany, and then use the various other country codes for nations who aren't represented in vanilla WITP (for example you can leave the tags for Britain/France/Netherlands, but you'll have to repurpose other tags for the other European nations.. for example you could use the Commonwealth tag for Belgium, the Australia tag for Norway, the New Zealand tag for Denmark, etc). The tags are also tied to a specific side.. which is bad, since the Japanese are effectively on their own in the vanilla campaign.

Lord Windy
Mar 26, 2010

V for Vegas posted:

If you want to get really deep into the minutae - http://www.matrixgames.com/forums/tm.asp?m=2306421 this guy has posted a spreadsheet listing actions to take for all 4000 odd Allied units on the first turn.

Honestly don't do this, it's hell. Just pick somewhere to start and work backwards, saving (the game) as you go. I normally spread the work out over several turns. Like there is no reason to start the SF-SYD supply and fuel runs on the first turn. Hell, I sit on a lot of stuff to see how the chips fall, I'd rather lose some crappy city in the middle of nowhere than miss out on a good opportunity to exploit.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Right. If you're playing the AI, then you can probably get away with just reacting to what it does and issuing orders in a slowly expanding circle as the Japanese offensive unfolds. (Micro)manage the Philippines and Malaya (and putting Pearl Harbor back together) for December, then the DEI, then New Britain and Burma, and so on.

Eventually it'll be mid-1942 and you'll have enough forces on the periphery for you to have some idea of where you want to commit and concentrate them.

ZekeNY
Jun 13, 2013

Probably AFK

Lord Windy posted:

Like there is no reason to start the SF-SYD supply and fuel runs on the first turn. Hell, I sit on a lot of stuff to see how the chips fall, I'd rather lose some crappy city in the middle of nowhere than miss out on a good opportunity to exploit.

This is good advice. Another reason not to try to do too much on turn 1 is that a crafty human player will often keep Kido Butai at Pearl for a couple of turns, or have it seem to retire and then come back after a couple of turns, to catch any US ships that are moving around before it's safe. For that reason, I never send any damaged ships back to the mainland for repair until I'm sure that KB isn't laying in wait for them. As the allies, time is on your side, and you have plenty of it. Give it a week or even longer for the picture to clear up, it costs you nothing, really.

The Far East is a different story, there you want to save what you can, and set up what defenses you have. Keeping Force Z alive is very helpful, you can threaten any over-ambitious landings with them. A human player will be more cautious, and the AI will probably give you good chances to hurt it, if you've got some strong fleet units available.

Drone
Aug 22, 2003

Incredible machine
:smug:



Usually when I play WITP from the beginning, I'll take ages on Turn 1 to set up the "basics" of my strategy at the time. The last time I spent an hour or two idly switching back and forth between WITP and watching a movie, setting up a few runs of fighters and infantry divisions from the West Coast to Australia/Java, getting the Royal Navy centralized in either Ceylon or Soerabaja, etc. The one thing I always make sure to do on day one though, regardless, is begin ferrying the Australian troops out of Malaysia (the ones that can combine to form the Australian 6th Infantry Division), and using PBY Catalinas to ferry those tiny Australian troop formations out of New Britain/New Guinea. Then I'll usually take a quick tour of Australia and start moving their infantry formations into the cities to form the divisions (I think there are like 5 or 6 of them, and combined they make for a really nice force that I like to use to hold on to the Dutch East Indies).

I always play Quiet China though. Screw having to manage that nightmare.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I refuse to believe this is real.

Lord Windy
Mar 26, 2010
Looks like an April First to me. Maybe a little late.

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

Lord Windy posted:

Looks like an April First to me. Maybe a little late.

It says 2nd of April at 1:20 AM but it may still have been April 1st in his time zone. There has to be one beautiful thing not ruined by bronies left in the world.

V for Vegas
Sep 1, 2004

THUNDERDOME LOSER

Lord Windy posted:

Honestly don't do this, it's hell. Just pick somewhere to start and work backwards, saving (the game) as you go. I normally spread the work out over several turns. Like there is no reason to start the SF-SYD supply and fuel runs on the first turn. Hell, I sit on a lot of stuff to see how the chips fall, I'd rather lose some crappy city in the middle of nowhere than miss out on a good opportunity to exploit.

One thing I wish I had known before starting is that Australia does NOT produce supply/fuel in anywhere near what you need, even in the first months. Get those fuel runs from Cape Town and San Fran up and running as soon as you can.

Lord Windy
Mar 26, 2010

V for Vegas posted:

One thing I wish I had known before starting is that Australia does NOT produce supply/fuel in anywhere near what you need, even in the first months. Get those fuel runs from Cape Town and San Fran up and running as soon as you can.

Well relatively, you have a good 3~4 month supply of supplies in the land of Oz. Where you are really vulnerable is fuel. I worked out I had only about 2~3 real good tours of my mighty carrier fleet down there without a fuel run.

You do need a surprising amount of ships to keep the place well stocked. I think my initial run was almost 30 ships, dumped more than 100k of supplies in sydney and about the same of fuel.

dtkozl
Dec 17, 2001

ultima ratio regum
Maev is there a problem in your combat mission game?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
I was listening to the latest 3MA episode where they're talking about John Tiller's Squad Battles and Rob Zacny was making a point about how the game can produce an interesting outcome and overall situation, but completely lacks in moment-to-moment action and there's not a lot of momentum to the turns. You can have a plan come together and it'll feel great when it does, but you need to slog through a lot of repetitive singular events to get there, as exacerbated by an interface that takes way too many mouse clicks to get anything done.

I couldn't help but feel that that's sort of how I would describe Grigsby's designs. It's a hell of a thing once you finally pull off a successful amphibious landing with all the logistical bells-and-whistles, with a bombardment force escorted by a SAG with carriers providing top cover, or a right-hook that manages to outflank and isolate Leningrad, but getting to that point means going through combat report after combat report after combat report and days and days where stuff is still in transit and you're just waiting for things to happen.

Not that there's anything wrong with that per se, but it did get me to muse about the value of a good temporal scale to a game.

Lockmart Lawndart
Oct 12, 2005

gradenko_2000 posted:

I was listening to the latest 3MA episode where they're talking about John Tiller's Squad Battles and Rob Zacny was making a point about how the game can produce an interesting outcome and overall situation, but completely lacks in moment-to-moment action and there's not a lot of momentum to the turns. You can have a plan come together and it'll feel great when it does, but you need to slog through a lot of repetitive singular events to get there, as exacerbated by an interface that takes way too many mouse clicks to get anything done.

I couldn't help but feel that that's sort of how I would describe Grigsby's designs. It's a hell of a thing once you finally pull off a successful amphibious landing with all the logistical bells-and-whistles, with a bombardment force escorted by a SAG with carriers providing top cover, or a right-hook that manages to outflank and isolate Leningrad, but getting to that point means going through combat report after combat report after combat report and days and days where stuff is still in transit and you're just waiting for things to happen.

Not that there's anything wrong with that per se, but it did get me to muse about the value of a good temporal scale to a game.

WitP is an odd duck in that respect. Its minutia is what gives it its charactor day to day. You're pilots, your ships, your little ground units. They all have names and personalities. And if you play japanese, you've been with them training to deployment to eventual grave. Yeah, there can be days where nothing happens but its like gardening in the sense that the minute toil all feels like its building to something. Each day, I check in with my training squadrons to see their progress, do pilot moves, push a few pieces, check my subs, etc. When something does happen, its all that more effective. I think the game benefits from its slow methodical pace.

Panzeh
Nov 27, 2006

"..The high ground"

Lockmart Lawndart posted:

WitP is an odd duck in that respect. Its minutia is what gives it its charactor day to day. You're pilots, your ships, your little ground units. They all have names and personalities. And if you play japanese, you've been with them training to deployment to eventual grave. Yeah, there can be days where nothing happens but its like gardening in the sense that the minute toil all feels like its building to something. Each day, I check in with my training squadrons to see their progress, do pilot moves, push a few pieces, check my subs, etc. When something does happen, its all that more effective. I think the game benefits from its slow methodical pace.

I think there's a bit of a difference at least in feeling between managing hundreds individual rifle shots per turn in a particular assault in ww1 leading to a result versus putting it all together in in a game like WitP. I think a lot of the systems in Squad Battles(for example, units having multiple small arms shots to split fire) make way more sense for smaller scenarios with modern forces than managing regiment-sized assaults in ww1.

corn in the bible
Jun 5, 2004

Oh no oh god it's all true!
Does anybody else like To End all Wars?

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ZekeNY
Jun 13, 2013

Probably AFK

Lockmart Lawndart posted:

WitP is an odd duck in that respect. Its minutia is what gives it its charactor day to day. You're pilots, your ships, your little ground units. They all have names and personalities. And if you play japanese, you've been with them training to deployment to eventual grave. Yeah, there can be days where nothing happens but its like gardening in the sense that the minute toil all feels like its building to something. Each day, I check in with my training squadrons to see their progress, do pilot moves, push a few pieces, check my subs, etc. When something does happen, its all that more effective. I think the game benefits from its slow methodical pace.

Totally agree. The amount of work that you have to put in to set up a major battle means that the result really matters to you in a way that it wouldn't if you just pushed a couple of counters into the next hex and rolled the dice on the attack table. Probably the most tension I've ever felt in a game was in WITP, when I had the Japanese carriers located, decided to go all in with mine, and waited for the combat report to come up and see whether I'd won a huge victory or suffered a crushing defeat. I was invested in that result.

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