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| 12 MAY 2011 at 3:11pm |
BismarckColonel


Posts : 4434 Joined: 31 MAY 2001 Location: US, Wisconsin
Status : Offline | FWIW, my preview should be up at Armchairgeneral next week. Big game.
Jim Cobb, Ph. D. Adjunct Faculty, Cardinal Stritch University 

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| 12 MAY 2011 at 4:30pm |
NefaroColonel


Posts : 4641 Joined: 6 OCT 2003
Status : Offline | At the price point, this may be the first day-one purchase I've made in a few years.
__________________________
Are you brave enough for 640kb?

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| 12 MAY 2011 at 5:12pm |
MartokColonel


Posts : 4018 Joined: 4 JUN 2005 Location: US, Minnesota
Status : Offline | Originally Posted By Bismarck
FWIW, my preview should be up at Armchairgeneral next week. Big game.
Looking forward to it!
"I happen to believe that both parties deserve a good scouring with a metal brush and sent to their room without reelection" - Steelgrave

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| 12 MAY 2011 at 5:50pm |
bbmikeCenturion


Posts : 457 Joined: 28 JUN 2009 Location: US, DC
Status : Online | Originally Posted By Bismarck
FWIW, my preview should be up at Armchairgeneral next week. Big game.
I'm with Martok. Can't wait to read your preview!
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| 12 MAY 2011 at 6:07pm |
JaguarUSFCommander


Posts : 1193 Joined: 1 APR 2005 Location: US, Florida
Status : Online | Pride of Nations release date is June 7th, FYI.
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| 15 MAY 2011 at 3:39am |
MartokColonel


Posts : 4018 Joined: 4 JUN 2005 Location: US, Minnesota
Status : Offline | #4: Exploring Africa
#5: Coal & upkeep
I particularly enjoyed the #5 entry: Obtaining coal supplies and building coaling stations, "intelligent" upkeep (i.e., ships in harbor will not use coal), the costs & benefits of railroads.... Sounds like it should make for some difficult but fun choices!
"I happen to believe that both parties deserve a good scouring with a metal brush and sent to their room without reelection" - Steelgrave

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| 15 MAY 2011 at 5:23pm |
MartokColonel


Posts : 4018 Joined: 4 JUN 2005 Location: US, Minnesota
Status : Offline | #6: Taxes (or death!): This entry specifically deals with the "State" income. (Another entry dealing with "capital", or private income, is apparently forthcoming.) The complexity sounds good; I just hope it's not too much for my tiny brain to handle.
#7: Combat units and postures: I'll be interested to see how the different unit sizes work, especially since some are more appropriate for certain areas than others. I've not really seen that kind of model (in games) before, so I'm very curious to see it in action!
"I happen to believe that both parties deserve a good scouring with a metal brush and sent to their room without reelection" - Steelgrave

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| 17 MAY 2011 at 6:26am |
PocusCenturion


Posts : 456 Joined: 23 NOV 2005
Status : Offline | Honestly that would pose a problem if there was a hard coded limit on stacking, like 'no more than 4 combat units per region'. The limit in the game (and the AGE engine) has more to do with the 'frontage' concept, i.e how many men you can deploy on the battlefield, knowing also that big stacks move more slowly.
Also, nothing prevent you from deploying 6 colonial brigades in a given national region. They can surely put up some good fight against a lone enemy infantry division, still, this is really not optimal, because they are costlier for the same combat rating than the others units.
The reverse move, i.e using big metropolitan units in a colonial region is much more risky in a way, because attrition can really kill your men fast, unless the colonial region is Alger or Kaapstad.
I think it also works because small or large combat units are anyway made of the same size of bricks: the element. An infantry corps has perhaps 18 elements, a colonial brigade 2, but each element is roughly the same size. So by having a kind of common denominator, we can compare / have things work much better, even when a big unit meets a small one.
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| 17 MAY 2011 at 7:32am |
KriegspielerCenturion


Posts : 643 Joined: 5 JAN 2005
Status : Offline | Originally Posted By Martok
#6: Taxes (or death!): This entry specifically deals with the "State" income. (Another entry dealing with "capital", or private income, is apparently forthcoming.) The complexity sounds good; I just hope it's not too much for my tiny brain to handle.
This is one of the best innovations in the game. And it's not at all too difficult to manage, because from one given turn to another there's not all that much to do.
Getting too old to do this!
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| 20 MAY 2011 at 2:51am |
MartokColonel


Posts : 4018 Joined: 4 JUN 2005 Location: US, Minnesota
Status : Offline | #8 National soil and peace treaties
#9 International trade and Commerce fleets
Honestly, this is one of the few strategy games I've seen that actually makes trade sound interesting! I definitely look forward to trying it out.
Originally Posted By Pocus
Honestly that would pose a problem if there was a hard coded limit on stacking, like 'no more than 4 combat units per region'. The limit in the game (and the AGE engine) has more to do with the 'frontage' concept, i.e how many men you can deploy on the battlefield, knowing also that big stacks move more slowly.
Also, nothing prevent you from deploying 6 colonial brigades in a given national region. They can surely put up some good fight against a lone enemy infantry division, still, this is really not optimal, because they are costlier for the same combat rating than the others units.
The reverse move, i.e using big metropolitan units in a colonial region is much more risky in a way, because attrition can really kill your men fast, unless the colonial region is Alger or Kaapstad.
I think it also works because small or large combat units are anyway made of the same size of bricks: the element. An infantry corps has perhaps 18 elements, a colonial brigade 2, but each element is roughly the same size. So by having a kind of common denominator, we can compare / have things work much better, even when a big unit meets a small one.
Thanks for the info, Pocus. Good to see at least a little detail of how it works.
"I happen to believe that both parties deserve a good scouring with a metal brush and sent to their room without reelection" - Steelgrave

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| 20 MAY 2011 at 7:46am |
Sol InvictusCenturion

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Posts : 967 Joined: 6 APR 2005 Location: US
Status : Offline | This game could be HUGE! I do expect such a complicated and ambitious game to have its share of bugs and to need some gameplay tweaks but I am confident in AGEOD based on their previous games. Bring on the demo!
"The fruit of too much liberty is slavery" Cicero
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| 20 MAY 2011 at 10:10am |
Spharv2Centurion


Posts : 123 Joined: 29 MAR 2007 Location: 0
Status : Offline | If you hadn't seen it, they've begun an 8 player AAR on the paradox boards.
Paradox AAR
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| 20 MAY 2011 at 12:42pm |
Slick WilhelmCenturion


Posts : 918 Joined: 11 SEP 2007 Location: US, Minnesota
Status : Offline | Fascinating 8-player AAR. It's going to take many years for them to finish. I hope that the patches, when released, don't break current PBEM games.
Beta Tester: Brother Against Brother; Commander: The Great War
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| 20 MAY 2011 at 1:23pm |
JaguarUSFCommander


Posts : 1193 Joined: 1 APR 2005 Location: US, Florida
Status : Online | As I noted in that thread, at that rate, the game will be done January 6, 2024.
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| 20 MAY 2011 at 2:33pm |
Spharv2Centurion


Posts : 123 Joined: 29 MAR 2007 Location: 0
Status : Offline | Probably, but if you've got good friends, it would be fun to have a nice 5 year game with all the backstabbing and arguments that would result, wouldn't it? [sm=Axe_anim.gif]
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| 21 MAY 2011 at 12:49am |
MartokColonel


Posts : 4018 Joined: 4 JUN 2005 Location: US, Minnesota
Status : Offline | #10: Population definitions
It appears that while there will be no shortage of info for those who wish to look "under the hood", this mechanic is largely abstracted. I won't deny this comes as a profound relief!
#11: The Industrial Base
I'm becoming more and more fascinated by the game's financial model. Things like the international market and the ability to build structures in other countries (albeit within limits) should definitely help "spice up" VON's economic sector and make it a viable -- and almost certainly vital -- part of gameplay.
"I happen to believe that both parties deserve a good scouring with a metal brush and sent to their room without reelection" - Steelgrave

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| 21 MAY 2011 at 7:38am |
Slick WilhelmCenturion


Posts : 918 Joined: 11 SEP 2007 Location: US, Minnesota
Status : Offline | While their long range goals differ, it's interesting that some pretty solid short-term goals must be met by all nations: Stabilize the economy, buy/produce as much coal and manufactured goods as possible, initiate commerce treaties with the other major powers, build infrastructure and send out explorers to discover new resources and potential colonies.
I'm totally stoked for the colonial aspect of the game. Did you see that for each new territory, there are something like 8 choices of what you can attempt to do to the territory.
We've got to get a massive Wargamer PBEM game of VoN going when it releases. [sm=coaster.gif]
Beta Tester: Brother Against Brother; Commander: The Great War
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| 21 MAY 2011 at 8:51am |
tgb123Commander


Posts : 1474 Joined: 13 NOV 2009
Status : Offline | Originally Posted By Slick Wilhelm
We've got to get a massive Wargamer PBEM game of VoN going when it releases. [sm=coaster.gif]
I'd be up for that, except being 60 years old, I'm not sure I'd make it to the end of the game.
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| 21 MAY 2011 at 11:09am |
JaguarUSFCommander


Posts : 1193 Joined: 1 APR 2005 Location: US, Florida
Status : Online | Originally Posted By Slick Wilhelm Did you see that for each new territory, there are something like 8 choices of what you can attempt to do to the territory?
Actually, it's 31: five exploration, four military, five diplomatic, ten development, five status, and two for disorganized territories.
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| 21 MAY 2011 at 5:35pm |
tgb123Commander


Posts : 1474 Joined: 13 NOV 2009
Status : Offline | Pocus posted some info on the demo over at the official boards. It will consist of all the tutorials (5), and then 12 turns of the GC where you can play any of the 8 playable powers.
Sounds good to me, except I hope the tutorials are closer to the Vicky II tutorials than the typical Aegod fare.
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| 21 MAY 2011 at 7:05pm |
JaguarUSFCommander


Posts : 1193 Joined: 1 APR 2005 Location: US, Florida
Status : Online | The tutorials in the press beta were, sadly, typical AGEOD fare, but maybe they've been improved since then. We'll find out soon enough.
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| 22 MAY 2011 at 10:18pm |
NefaroColonel


Posts : 4641 Joined: 6 OCT 2003
Status : Offline | Originally Posted By JaguarUSF
The tutorials in the press beta were, sadly, typical AGEOD fare, but maybe they've been improved since then. We'll find out soon enough.
The first demo I played from them, for AACW, actually did teach me the toughest part.. organizing armies and managing the command point system. Though a second run through helped make it really click for me.
The extra help I needed beyond that was in the details, notably of how to best approach battles and making efficient supply lines. I definitely read through the manual to pick up some of that, but reading the manual for the 'guts' and numbers is usually the case for all games of this nature isn't it? Even then, more avid players are the best source for offering straightforward suggestions on the forums, rather than fingering it all out for ourselves, so that may be the best way for some to 'get it'.
Anyway, they don't have the worst tutorials around that I've seen. Maybe not the greatest, but it sufficed for me.
__________________________
Are you brave enough for 640kb?

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| 23 MAY 2011 at 5:14am |
JaguarUSFCommander


Posts : 1193 Joined: 1 APR 2005 Location: US, Florida
Status : Online | I'm more comparing the tutorials to the ones in Victoria 2, which was (sadly) the best part of that game.
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| 23 MAY 2011 at 6:21am |
bboyer66Colonel


Posts : 4709 Joined: 17 APR 2006 Location: US, Pittsburgh PA
Status : Offline | Originally Posted By JaguarUSF
I'm more comparing the tutorials to the ones in Victoria 2, which was (sadly) the best part of that game.
LOL, aint that the truth.
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