Ilitarist wrote:Nope. AGE engine won't give you modern warfare with frontlines and hundreds of divisions.
Narwhal wrote:A good test would be to create an "Eastern Front" mod for RUS. It should be possible, even though the map does not go West enough.
OneArmedMexican wrote:That said, I don't think this will happen. HoI is a major moneymaker for Paradox. Why would they develop a competing product under their own roof?
Narwhal wrote:In my opinion, the AGE engine would rather poorly simulate WWII : the airstrike module is lacking, strategic bombardement, detailled research and production system would have to be added, as well as refined faction-switching ; also the naval module would need a major overhaul, and the usage of "stacks" would not be appropriate.
wosung wrote:Besides plans for next year:
Soon we'll get 1914 - 2014. For sure it will be a big media thing, at least in 'old' Europe (well, if it ... still ... exists at that time. If not, even more so). Wouldn't that be a golden opportunity, after Luca's heroic efforts with WW1, to give la grande guerre an AGE treatment?
But, oth, perhaps there will be a PON scen earlier? Or Paradox launches it with it's Clausewitz engine?
Best regards
PhilThib wrote:To be ready for August 2014, the work should start no later than this summer.. we already have a lot of assets available to create this game (map, graphics, some DB), the only one missing is 'Available Time' from the original team right now or in the coming months due to current work load and plans...
So making a WW1 on AGE is entirely feasible - and could be reached in time - if a team of serious and motivated volunteers is ready to take up the deed...
After all, if you consider that RUS was done by indies and, despite the badmouthing of some, well done...this is an entirely legitimate idea![]()
wosung wrote:I would love to have a serious WW2 TB no clickfeast global game. The HOI series is RT sandbox. For me RT neutralizes global and sandbox neutralizes WW2. I do think the former could be a success on the market. The biggest problem doing it with AGE as it is now could be turn resolution time. Compared to this all other problems arguably are secondary.
Best regards
Ilitarist wrote: Would do you mean sandox neutralizes WW2? HoI3 made the way you always get WW2 pretty much as it was, with all unbelievable events like Munchen treaty etc. As for realtime - you've got smart pause that can stop you on any given event like your army reached destination.
Ilitarist wrote: The biggest problem is not turn resolution but EPIC SCALE. Just on eastern front you get hundreds of divisions plus aircraft. If you make every unit a division and every stack a corpse than you anyway get almost hundred units for each side and scale is to big: each turn you'd basically try to move all front cause on that scale you won't see front breaches and local movement (much like Pride of Nations).
wosung wrote:Now what about Age WW1: any chance to get an affiliated team together to do it?
Best regards
yellow ribbon wrote:http://shopus.ageod.com/fiche.html?REF=713578
DONE!
...just needs adjustments...
and thats the heritage, why the designers fear the stacks of doom in a more complex game about WW2, i think.
Franciscus wrote:I hope you know WW1 is not a Ageod-engine game. It was done by Calvinus on a different engine. It is a great game, an adaptation of a PhilThib monster boardgame, but very different from Ageod engine games.
Regards
yellow ribbon wrote:
MATRIX freshed up a lot of TALONSOFT games of the 1990s, hex based, when you could have hundreds of infantry platoons and batteries and for every unit cars/trucks, armored vehicles, horses. and this was only in ONE single battle.
always liked their ancient approach to decide how far you want to interact inside of tactical battle. battailion size and more of them, or regiment, brigade, division, corps and as larger the unit, as fewer the battles on a row. but also as much more happens between, like new order of battles, upgrades....
For modernizing units, moral, experience, reequipping the troops...it was always far better than HOI (my point of view)
That days, back in 1998 this was the ultimate clue, now they improved it even down to SECTION level of troops, like tank hunter quad, sniper teams, partisans.
drawback, its turn based and even improved it takes very long. No strategical buildups like the 1933 scenario for HOI, Events are excluded and hard-coded by multipliers like HQ efficiency, leaders effecting outcome of battles or simply moral...
when they tried do build it on a modern plattform, like war in the east, war in the pacific it simply overshooted, having old style, new UI, but extremly long campaigns
a lot has been done the last 13 years. sometimes modding the old games is better than cannibalization.
depending on the scale you choose for the map, you actually could see every details.
but this is hardcore tactical gaming and no building up.
Baris wrote:War in the East campaign map and unit count actually smaller then Talonsoft or hps France'14. AFAIK France '14 have 1 km per hex including France and Belgium and it is a huge game but much more enjoyable. But general problem in War in the East- TOW3 or designing ww2 games(Especially in eastern front) is how to balance between realism and gameplay&fun. IMHO it can get boring and predictable even with good victory system.
Traditional Ageod games are fun and killer stacks is not a problem as long as map is big for maneuver. And there is already historical attrition effecting their strenght. But maybe there should be also a parameter to effect movement speed of big stacks not only limited to slowest artillery.
Ilitarist wrote:The biggest problem is not turn resolution but EPIC SCALE. Just on eastern front you get hundreds of divisions plus aircraft. If you make every unit a division and every stack a corpse than you anyway get almost hundred units for each side and scale is to big: each turn you'd basically try to move all front cause on that scale you won't see front breaches and local movement (much like Pride of Nations).
Pocus wrote:Good points Philippe. Now, the rule of conduct you describe is the 'ideal world' one. In the real world, you can never set aside totally what are the tools at your disposal and how you can re-use them, even if with very heavy tweaking, into your Vision.
You always have contingencies, said otherwise. If not the engine, it can be technical limitations and you have to do with them. Say you make a PC game in 1990, your contingencies would have been RAM, video resolution, etc. And yet, very good games went out in this period.
Same here. Studios tend to try reusing their previous engine. Paradox engine Clausewtiz is used both for CK2 and HOI3, yet they are not the same boat by far, so reusing tools is not necessarily a problem, if you are willing to alter them and think hard.
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