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berto
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Thu Jun 19, 2008 12:09 am

Banks6060 wrote:Tiller's games are quite good. Very historically acurate and detailed. They take quite awhile to complete...but they are fun representations of all the "What ifs" of a certain Campaign.

What's great about them is the maps are so HUGE. it's really great for creating an immersive operational experience.

The one drawback I've noticed is a pretty poor AI.

JT's Battleground Series of Civil War games, and their HPS offshoots, are my desert island games. As in: if forced to take just one game (or game series) to the proverbial desert island, it would be JT's Civil War series of games. They are literally a life-long dream come true (as in: since I was 10 or so, about 45 years ago).

I agree that the JT AI stinks. However, there are many different game play options, and with some creativity, one can still have a very satisfying gaming experience.

The AGEod games have a good way to go yet, but the trend is more than promising. Looks like I might have to retire to the proverbial desert island archipelago so that I can take with me two good gaming systems!

FoF? Combining tactical combat with a strategic level game (and a very high one at that) just doesn't make sense to me. Where's the middle (operational) ground? AGEod owns it!
What this town needs is a good Renaissance band!
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Banks6060
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Thu Jun 19, 2008 12:16 am

berto wrote:JT's Battleground Series of Civil War games, and their HPS offshoots, are my desert island games. As in: if forced to take just one game (or game series) to the proverbial desert island, it would be JT's Civil War series of games. They are literally a life-long dream come true (as in: since I was 10 or so, about 45 years ago).

I agree that the JT AI stinks. However, there are many different game play options, and with some creativity, one can still have a very satisfying gaming experience.

The AGEod games have a good way to go yet, but the trend is more than promising. Looks like I might have to retire to the proverbial desert island archipelago so that I can take with me two good gaming systems!

FoF? Combining tactical combat with a strategic level game (and a very high one at that) just doesn't make sense to me. Where's the middle (operational) ground? AGEod owns it!



What sort of options have you manipulated with Tiller's ACW games to make them more enjoyable? I'm interested to know, because I'm in the middle of one right now. The Shiloh campaign....the AI just seems idiotic....but perhaps I'm being too hard on her.

Do tell how you are able to improve this situation.

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Gray_Lensman
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Thu Jun 19, 2008 12:46 am

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GShock
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Thu Jun 19, 2008 6:12 am

Enjoying the TC2M demo so far (good tip arsan)...i just wish i didn't have this feeling that the AI can't be a challenge in this game too and it looks like there's justly no MP (too long to play MP in this really).

Anyone who has it...is there mods to increase value of this game?
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arsan
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Thu Jun 19, 2008 7:00 am

GShock wrote:Anyone who has it...is there mods to increase value of this game?


Check the second link on my post about TC2M :siffle:

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arsan
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Thu Jun 19, 2008 7:03 am

MarkShot wrote:Arsan,

Since we've been keeping score of your favorite games and my involvement, besides Panther Games and AGEOD (AGE Studio), you'll be please to see me listed on the credits of TC2M. However, I'll tell you that the TC series has many deficiencies in the AI and what most take for very good AI turned out to be extremely talented scripting of scenarios. The AI is in fact disabled for the most part in the scenarios and units are moved, positioned, and activated solely by scripting commands.

However, Adam Bryant's concept for the TC series was truly a ground breaking vision. It's too bad that he ended with more scripting/scenario recreation then purposeful behavior by the AI in the game. Adam is a personal friend and as a game designer is someone who impresses me of having his own fresh vision rather than conforming to pre-existing constructs.

If we put AI aside for the minute, then some of the major differences between his vision he realized and that of Dave O'Connor from Panther Games are:

- TC is largely 3D with a minimal 2D representation. This far more immersive, but as many have noted has trouble scaling for large fights compared to 2D interfaces.

- TC also allows command at any level, but unlike PG's game, TC allows the player to be surbordinated to the AI. In PG's games, the player is always the senior commander on the field. In TC, the player can experience what is like to be a minor actor on the grand stage. (This approach fits in much better with the scripted scenario concept.)

- TC largely ignored order delays and propagation. With the exception of corriers sending stance orders, there are no delays.

Adam is a brilliant designer and his first time out from the gate was a very impressive piece of work. I am not sure whether it eclipsed the classic SMG, but it certainly was worth to be held up alongside and compared. SMG still compares well in the areas of:

- Generic AI (linear self organizing concepts work very well).

- An extremely clean interface which considers many factors but reduces things to a simple straight forward interface of stress levels and units breaking.

- Extremely well balanced game play where battles easilys swing back and forth many times.

- MP

- Superb use of sound. Every voice prompt conveys information about relative combat bonuses or maluses: "Their taking cover!", "Aim low!", "Here they come!", "Stand up and fight!"

---

Well, as you can tell, I love discussing game engine design. I am particularly impressed with how people such as Adam Bryant, Philippe Thibaut, Philippe Malacher, David O'Connor ... are able to produce superb visions of ground breaking concepts and clean interfaces without the luxury of big budgets and focus groups. To do this, these designers are able to see in their mind's eye what is new and novel and what the customer will want. Simply amazing talent.


Hi Mark
I didn't know you were also involved with Madminute games! :bonk:
You seem to be everywhere! :niark:
I didn't know the scenario scripting. I think i had only played scenarios (no open games) so i had not ever seen the not so good Ai.
Good to know!
Cheers!

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berto
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Thu Jun 19, 2008 8:42 pm

Banks6060 wrote:What sort of options have you manipulated with Tiller's ACW games to make them more enjoyable? I'm interested to know, because I'm in the middle of one right now. The Shiloh campaign....the AI just seems idiotic....but perhaps I'm being too hard on her.

Do tell how you are able to improve this situation.

<long-winded pomposity=100% comment="you have been warned!">

First off, you maybe have to set aside your usual notions of "game", and how best to enjoy it.

Consider the "game" of chess. There are many ways of enjoying chess:

--As a serious competitive challenge (where you play in tournaments, strive to raise your international ranking, etc.).
--Playing at the club level.
--As a casual pastime (over the Internet, playing against your kids, etc.).
--Playing against a computer (at many different difficulty levels).
--Playing speed chess.
--Playing postal chess (or its modern equivalent, PBEM).
--Solving chess puzzles ("mate in three moves"; kind of like doing the crosswords, or Sudoku).
--Programming a computer to play it.
--Merely studying it for its intellectual stimulus (systematically analyzing opening moves, reading through thick chess tomes, etc.).
--As a way of socializing or meeting other people (think most card games).
--Being a chess game (board and pieces) collector.
--Reading about famous, historical, genius chess players and personalities.
--Other.

Think, too, of the many ways people enjoy baseball: aiming for a career as a professional ballplayer, being "big man on campus" and attracting girls, being a weekender, keeping fit, watching games in person, watching games on TV, coaching Little League, managing a fantasy baseball league team, collecting trading cards, playing catch with your son (or your daughter!), memorizing baseball trivia, obsessing on baseball statistics, etc., etc.

There are many different ways to enjoy "games", and on many different levels.

I mainly enjoy computer games as intellectual puzzles, as sort-of interactive history books, and as an enjoyable pastime. I don't play computer games as competitions. Winning or losing matters little to me. I also don't seek a social experience from computer gaming. It's one reason I don't get excited about PBEM. (Won't do that; don't ask; won't tell.) To me, "realism" and "plausibility" are paramount. Suspension of disbelief (ignoring that I'm playing on, or against, a computer), imagining I've traveled back in time and am participating in something "real" and "alive"--this is important, too.

Here are some of the many different ways you can enjoy the JT series of Civil War games (other computer war "games", too):

--As fierce, no-holds-barred, human-to-human competitions.
--As fierce, no-holds-barred, human-to-AI competitions.
--As interactive history "books".
--As historical simulations.
--As intellectual puzzles.
--As satisfying an inexplicable hunger (emotional, intellectual) for a particular topic, or era, in this case, the Civil War.
--As works of art. (Or consider Gray's obvious fascination with maps. I, too, love staring at and contemplating maps.)

I tend toward the latter items on the list. Competitiveness means much less to me.

So, what are the many ways you can "play" the JT/HPS ACW games:

--Campaign play.
--Playing full battles.
--One-day battle scenarios.
--Short situational scenarios.
--Human vs. human, hotseat.
--Human vs. computer.
--PBEM.
--LAN & Internet Play.
--Commander Control, all forces, high-level (e.g., just giving orders to corps commanders).
--Commander Control, all forces, low-level (e.g., giving orders for every commander, at every level).
--Commander Control, some forces (e.g., just giving orders as Longstreet at Gettysburg, letting the AI handle all the rest).
--Solitaire, direct control, with or without FOW.
--Solitaire, commander control, with or without FOW.
--Switching sides (maybe more than once) in mid-battle.
--Playing by house rules.
--Pretending ignorance (helps if you have total FOW).
--Programming AI scripts.
--Modding what-if scenarios, OOBs, and graphics. (Think of the enjoyment and fascination some AACW modders must feel.)
--Oohing and aahing over the maps.

For more about the many game play modes (astonishing in number), see

http://www.matrixgames.com/forums/tm.asp?m=1529549&mpage=1&key=�

My preference(s)? Playing solitaire (always); sometimes against the computer, sometimes myself-vs-myself; sometimes Commander Control, sometimes not; always the highest level of FOW; usually playing by "house rules"; sometimes feigning ignorance; learning about the battle history; trying different approaches, strategies and tactics; always taking my time to reflect; switching from 2D to 3D and back again, "oohing and aahing", enjoying the total experience; not really caring about winning or losing...

... It all depends on the given battle, or maybe just my mood or momentary fancy...

... In short, probably not the way most people "play" these games.

(Do you see why most PBEMers would be extremely frustrated "playing" with me?)

Ever since attempting to design a Vicksburg board game as an adolescent back in the 1960s, and being a Grant fanboy, I am particularly interested in HPS' (JT's) Campaign Vicksburg.

As an experiment, I tried playing the the Port Gibson scenario three different ways:

--Human (North) vs. computer (South), human direct control.
--Human (North) vs. computer (South), human Commander Control.
--Human (North) vs. human (me!) (South), direct control both sides.

(Not tried: human vs. human, Commander Control both sides.)

All with my usual, standard options (extreme FOW, "house rules", limiting my foreknowledge and exercising restraint, etc.).

What were my experiences?

The first game--human (direct control) vs. computer--was less than satisfying. I creamed the inept AI.

This is the mode probably most players play, or think to play.

The second game was frustrating, because playing Commander Control (see below), but fascinating, and still fun. The result was a draw.

The third game, an overwhelming Union win, was satisfying (maybe because that's how I played board war games for many, many years)...

... until I reread accounts of the battle and realized that the second game--human vs. computer, human Commander Control--resulted in the most historical, most "realistic" outcome.

I'm not sure where I read it, somewhere in the HPS Civil War game docs or READMEs IIRC, but someone wrote an essay about why playing strictly Commander Control is not only the fairest way to play against the AI but also the way to achieve the greatest realism. A very good read, if you can find it.

Is playing Commander Control frustrating, as you watch the AI carry out your orders, or maybe not, but in any case executing those orders sub-optimally (to say the least)? You bet!

But that's how it is in real life. Murphy's Law applies. Frustration. The unexpected. The Fortunes of War and all that.

Playing Commander Control is also somewhat less than satisfying because it removes me from the low-level details. I like looking about, inspecting things like troop numbers, morale and fatigue levels, and such before issuing my Commander Control orders, but the JT interface hinders that somewhat.

Returning for the moment to the AGEod games, and AACW in particular:

Excepting PBEM, the standard way to play AACW is, in effect, like JT's/HPS' Commander Control. We plan and give our orders, but the AI carries them out. Or not!

Can the experience be frustrating at times? Yes! But isn't it "realistic" and all part of the fun and appeal of AACW? Yes!

So play JT's Battleground Series and the HPS Civil War games (like AGEod's AACW and its other games) using Commander Control!!

People rave about how acceptably good the AACW AI can be, compared to most games. Well, let's make it an apple-to-apple comparison. Play the JT/HPS games full Commander Control! Then how really bad is the JT/HPS AI in comparison? Not so much.

There's still the issue of being too much removed from the low-level action. Undeniably, playing JT/HPS Commander Control is unsatisfying in this regard.

With AGEod AACW (and the other company games), we have the best of both worlds--unpredictable, and realistic, AI-controlled command execution (Commander Control) but still low-level micro-management (in spades!). The best of both worlds!

This is why, ultimately, the AGEod games might eventually overtake the JT/HPS games in my esteem and affection, why the AGEod games might finally become my Numero Uno desert island game(s). (AGEod still needs to iron out some kinks, obviously, but leave that for another discussion--please!)

When playing these games, open your mind, think outside the box, experiment!

Sorry for droning on and on like this, but you were warned!

Is this maybe the record for the longest gaming forum post ever? :king:

</long-winded>
What this town needs is a good Renaissance band!

Early MusiChicago - Early Music in Chicago and Beyond - http://earlymusichicago.org

PIKT - Global-View, Site-at-a-Time System and Network Administration - http://pikt.org

AGElint - an AGE debugging toolkit - http://www.matrixgames.com/forums/tm.asp?m=2978333

Your Mileage May Vary -- Always!

Brochgale
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Thu Jun 19, 2008 9:53 pm

Have you ever considered Politics as a career?Dont forget to breathe - the cosequences of not doing so could rob AGEOD of a customer?
"How noble is one, to love his country:how sad the fate to mingle with those you hate"
W.A.Fletcher "Memoirs Of A Confederate Soldier"

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berto
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Thu Jun 19, 2008 9:57 pm

Brochgale wrote:Have you ever considered Politics as a career?Dont forget to breathe - the cosequences of not doing so could rob AGEOD of a customer?

Politician, as in: windbag?

Ah, but you see, I prefer to play solitaire. Succeeding at politics requires sociability, and I suck at that. :siffle:
What this town needs is a good Renaissance band!

Early MusiChicago - Early Music in Chicago and Beyond - http://earlymusichicago.org

PIKT - Global-View, Site-at-a-Time System and Network Administration - http://pikt.org

AGElint - an AGE debugging toolkit - http://www.matrixgames.com/forums/tm.asp?m=2978333

Your Mileage May Vary -- Always!

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arsan
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Thu Jun 19, 2008 10:03 pm

Excellent post Berto!
You have described how and why i enjoy playing wargames better that i could hope to express! :coeurs:

"I mainly enjoy computer games as intellectual puzzles, as sort-of interactive history books, and as an enjoyable pastime. I don't play computer games as competitions. Winning or losing matters little to me. I also don't seek a social experience from computer gaming. It's one reason I don't get excited about PBEM. (Won't do that; don't ask; won't tell.) To me, "realism" and "plausibility" are paramount. Suspension of disbelief (ignoring that I'm playing on, or against, a computer), imagining I've traveled back in time and am participating in something "real" and "alive"--this is important, too."

+1! :niark:
Regards!

Brochgale
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Thu Jun 19, 2008 10:14 pm

berto wrote:Politician, as in: windbag?

Ah, but you see, I prefer to play solitaire. Succeeding at politics requires sociability, and I suck at that. :siffle:


My lady actually encorages my anti- social tendency to play ACW for hours on end - it gives her a free run at TV and she knows also I wont be screwing around like most politicos. So AGEOD in a bizarre sort of way is actually helping to smooth potential ares of conflict with my beautiful lady?
Oh and it keeps me out of pub so I am more sober than I have been for years - but then I cant have my tobacco in pubs any more - So AGEOD is probably contributing to my early death?
"How noble is one, to love his country:how sad the fate to mingle with those you hate"

W.A.Fletcher "Memoirs Of A Confederate Soldier"

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Banks6060
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Thu Jun 19, 2008 11:18 pm

lol...I always have to remind my lady of all those facts you mention. I like to have plenty of "me" time. Problem is she likes to have "me" too. :) .

I suppose that's not necessarily a problem though. :sourcil:

Ian Coote
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Thu Jun 19, 2008 11:18 pm

Hey Berto,right on,you just said about Tillers games whats been in my head for years ,I just don't have the talent to put it into words like you did,thanks.

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Greybriar
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Thu Jun 26, 2008 11:54 pm

Carnium wrote:Anyone still remembers Civil War Generals 2 :
ImageImage


I played both games of that series quite a bit back in the day. They were a lot of fun, but SSI's No Greater Glory was a better game.
Press on. Nothing in the world can take the place of persistence. Talent will not: Nothing is more common than unsuccessful men with talent. Genius will not: Unrewarded genius is almost a proverb. Education alone will not: The world is full of educated derelicts. Persistence and determination alone are omnipotent. --Calvin Coolidge

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Greybriar
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Sat Jun 28, 2008 11:03 pm

Wow! I just noticed that a used copy of Civil War Generals 2 is priced at $50 US on Amazon.com and a new one at $100 US!

Does anyone want to buy mine? ;)
Press on. Nothing in the world can take the place of persistence. Talent will not: Nothing is more common than unsuccessful men with talent. Genius will not: Unrewarded genius is almost a proverb. Education alone will not: The world is full of educated derelicts. Persistence and determination alone are omnipotent. --Calvin Coolidge

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boboneilltexas
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Sun Jun 29, 2008 2:31 am

or mine!
For one grandsire stood with Henry,
On Hanover's Sacred sod,
And the other followed "Harry"
In the Light Horse' foremost squad.
And my grandsires stood together
When the foe at Yorktown fell;
"Stock" like this, against oppression
Could do naught else but REBEL.

Jeff Thompson - Brig Gen. Missouri

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