Power of Politics 1914 : A WWI scenario
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Roughly with %50 bonus income (USA would need probably more) per rounds would AI be able to play almost as good as human?
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@Schulz The AI would only control the United States while it remained neutral.
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I know I mean also for other countries? Sometimes I like to play with only one country against AI probably there are some more people who sometimes play against AI. Just wondering.
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@Schulz My interest in making 1 player games is 0.00%. Games are inherently designed to be played against another person. That is the way it was... the it has been... and the way it should forever be. Anything else is simply masturbation by another name.
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You are wrong.
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@Hepps So I am a porn producer by another name

Games designed to be played against other people is one sort of art. Games designed to be played against AI is another sort. Both have their purpose. However, using AI as a substitute for real people, as I start to realize, is a mistake. As long as the AI is not a person, that is, which could become a reality at some point.
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@alkexr
I agree. There is room for player vs AI games, but they should be a totally separate product. Hepps has enough projects on the go that he need not start another one, especially one he isn't passionate about.On the note of the USA, I really like the idea of making it AI controlled, or doing nothing until it enters the war. Some of the other WW1 games have really fumbled the USA in my opinion.
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So here is a little example of the seasonal mechanics in store for the game...
Next to the PU value for every territory there will be a colour coded system of six dots which are positioned specifically to represent what seasonal effect the territory is subject to.

(In this example a territory with this PU marker would mean it is impassable on every turn) {which will not happen on the map}Here is a look at how this will practically play out on the map.
Here is a look a Egypt on turn 5

You will see that because the territories with the yellow dot have a Sun Icon in the Territory... thus those would be impassable.On Turn 6...

You will notice that only the territories with the orange dots for Late summer have the orange sun... and those are now impassable.Oh sorry I had re-engineered the seasons to reflect the start date of the war.

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@CrazyG said in A WWI scenario design based loosely on NML & TWW:
@alkexr
I agree. There is room for player vs AI games, but they should be a totally separate product. Hepps has enough projects on the go that he need not start another one, especially one he isn't passionate about.I agree that there is a market for such games... and we have some here that have been done very well. But as you note... it is not my cup of tea... and I would never bother to design a game I have no intention of ever playing.
On the note of the USA, I really like the idea of making it AI controlled, or doing nothing until it enters the war. Some of the other WW1 games have really fumbled the USA in my opinion.
The US will have some purchasing power (as not to leave them vulnerable to a declaration of war and surprise attack) but will not actively move around the map.
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Just looking at the screenshots its clear the AI wouldn't know where to begin hehe, I mean its only just begining to handle something simple like 1942.2, let alone something as advanced as AA50. I think there is something to be said for autogameporn that tickles the megalomaniacal desire to watch a world map change into 'your color.' But you only need a couple of those to keep tripleA on the hard drive. I think the main purpose there is for introductions to the UI, or no stress on the newb for a first time out to get a feel for what's on offer. I think you can hook some players that way. But the guts of the thing will always be the pvp, and for that having a hella complex WW1 game is a total winner.
This one is like leaps and bounds beyond my silly attempt of a decade ago with the great war. That one was a looker with the boxes and such lol. The A&A offical for 1914 never quite measured up either. To do WW1 one right you need all this stuff that Hepps is bringing with weather and rail movement and era specific unit types, so it doesn't turn into a WW2 style game playing out with WW1 graphics.
I'm just stoked that all the hours doing the baseline mockup for the Domination world weren't a total waste. At least had some guideposts in there for regional map abstractions/distortions to blow out Europe and Africa and not have it look way wonky relative to everything else. But the screens of what Hepps is doing with all the detail given to each tile is next level. It just looks so good! Hella clean. Even down to the color palette. Badass all around
Only 100 years waiting for the right game for the war to end all wars. I'm excited!
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@Black_Elk I had no idea this was your original work.
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Hehe I used to handle my insomnia by staying up late into the morning drawing in ms paint. Back in like 2005-8 mainly. Since tripleA was pretty ghetto way back when. It was kinda a reaction to Big World or the other mercator gamemaps, where there was just never enough room for units in Europe, or the really distorted map projections that Larry put out that we used for Revised, where its just blobs. Tried to do something in the middle, and was reasonably happy, but I got lazy in a few spots and never had a way to make it into an actual game that might work. It looks a thousand times better without the city circles all over the place lol.
The detail on the islands and territory sub divisions you built out is a thing of beauty! I can't wait to see it end to end with all the glorious flurishes and decals. I want to like print it out and hang it on the wall! Its awesome to see
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@Black_Elk Well then apparently this one goes out to Triplelk! AKA Black Elk... AKA Jason Clark.

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Hehe playing this thing is going to be a minor dream come true. Something about that Era just always stays badass. Aces high!
Look forward to seeing it in action man. Great work!
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@Hepps said in A WWI scenario design based loosely on NML & TWW:
@Black_Elk I had no idea this was your original work.
and then on to World War II v3 : )
Rock on guys : )
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I think air units need slighly debuff on ground only.
What about mobile factory? Sea Mines?
Also subs are underrepresented in maps since one destoyer can block and make ineffective thousands of enemy subs it does not really make sense.
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@Schulz said in A WWI scenario design based loosely on NML & TWW:
I think air units need slightly debuff on ground only.
As previously stated, air is going to be a very different experience.
What about mobile factory? Sea Mines?
Sea Mines are a must for a WWI scenario.
I have no idea what you mean by "mobile factories" and thus there are no plans for any such thing.
Also subs are underrepresented in maps since one destoyer can block and make ineffective thousands of enemy subs it does not really make sense.
The impending re-re-re-re-re-re-release of TWW will showcase my new sub/anti sub mechanics... and that will be duplicated for this game. But (so long as the last few items are completed) TWW 3.0 will surely be released prior to this.
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@Hepps said in A WWI scenario design based loosely on NML & TWW:
I have no idea what you mean by "mobile factories" and thus there are no plans for any such thing.
He might mean a ship that is a factory and can place the mines.
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@CrazyG Then definitely no. No mine spamming on my watch.

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Sea mine codes do exist in triplea engine. I had implemented them their construction rule is similar to trench/bunker one. You will be able to drop sea mines to adjacent sea territories only.
But a bit buggy because fighters and sea mines fight with each other

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