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Yeah, I’m not a RTW guy and have no interest in the naval genre, but I get a kick out of the excitement over it. So...fwiw just post here.
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# ¿ Apr 18, 2019 20:32 |
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# ¿ Apr 27, 2024 08:01 |
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"Enter the first word in the second paragraph on page 23"
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# ¿ Apr 21, 2019 05:50 |
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lol some people are just so bad at this just say we as a company have looked into alternatives suitable for our small hobby and have concluded this is the way forward. Our apologies for any understandable frustration this decision may cause and boom...you shut up, publish the game and this dumb-as-hell tantrum goes away. but no, let's actually go online and say the silent words out loud, over and over: eat poo poo people can't politely ignore it if you say it out loud!
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# ¿ Apr 22, 2019 05:33 |
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i'm gonna get online and argue with a bunch of reclusive, anti-social grogs (but I repeat myself) about how much smarter i am than them. yes this will be both successful and good for my business.
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# ¿ Apr 22, 2019 06:03 |
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still lolling at manual drm via email jesus christ
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# ¿ Apr 23, 2019 01:18 |
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i can already smell the whiff of failure beginning to waft upon the air just the initial scents now but they will get stronger soon
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# ¿ Apr 23, 2019 03:25 |
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Are the rules enforced or is it still just a Tabletop Simulation?
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# ¿ Apr 29, 2019 19:24 |
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Bold Robot posted:I can't find any info on a release date, when is this out? 2nd half of 2019 is about as specific as they’ve been so far.
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# ¿ May 7, 2019 01:50 |
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Matrix/Slitherine has announced a new WWII game in development called "WarPlan" http://www.matrixgames.com/products/product.asp?gid=806 It looks like it's an engine ala TOAW which will allow for scenario creation on a grand strat level...I think?
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# ¿ May 8, 2019 17:01 |
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I’m in an online wargaming group and the two most popular games being played at the moment are Strategic Command:World at War and Field of Glory 2.
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# ¿ May 12, 2019 23:52 |
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dublish posted:First thing I noticed was the world map still has all the c. 2000 political boundaries.
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# ¿ May 16, 2019 02:58 |
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listen lil buddy I’ve been at this for forty years so i think i know what i’m doing
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# ¿ May 16, 2019 04:03 |
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I ordered an in-stock boardgame from NWS and it just arrived -- seven weeks later. I'm sure that manually sending out RTW2 keys and processing refunds for thousands of people will go very, very smoothlahahahahahaha....
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# ¿ May 16, 2019 18:22 |
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just lol if you think this crew of miscreants is releasing a game this weekend
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# ¿ May 18, 2019 04:05 |
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Am I understanding this correctly: the DRM utilizes the your default windows email (that you may have never used) as part of the unique key generation?
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# ¿ May 18, 2019 17:54 |
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Squiggle posted:EDIT 2: The best thing about this clusterfuck is that I discovered that NWS sells Advanced Squad Leader modules, and they have surprisingly low prices on board games. NWS is the absolute best place to buy boardgames, though stock can sometimes be spotty.
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# ¿ May 23, 2019 19:07 |
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fuf posted:Infantry units moving up on their own sounds cool, but "machine gun firing at dudes in their line of sight" is a bit less revolutionary. The CC series games have always had optional "act on your own initiative" and "always obey orders" settings.
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# ¿ May 30, 2019 18:51 |
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it's kind of hidden away in the settings
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# ¿ May 30, 2019 19:08 |
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Between Steam/GOG/Fanatical, Slitherine's stuff is on sale somewhere every month or two.
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# ¿ Jun 1, 2019 04:26 |
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Matrix/Slitherine has a Steam page up for their new Strategic Command: World War 1 game. This will be the third game retrofitted with this latest engine (WWII: World at War; WWII: War in Europe). No word on a release date yet, but most likely this summer. Once out, this will probably be my "go to" WW1 grog recommendation because they've done well with this new series. AARP LARPer fucked around with this message at 23:46 on Jun 4, 2019 |
# ¿ Jun 4, 2019 23:40 |
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Haha awesome!
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# ¿ Jun 7, 2019 20:39 |
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Dark_Swordmaster posted:I hate these games.
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# ¿ Jun 20, 2019 05:44 |
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“Trace your lines of supply back to these hexes!”
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# ¿ Jul 3, 2019 06:47 |
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you people are sick *fires up Battle Academy*
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# ¿ Jul 8, 2019 21:45 |
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careful what you wish for -- don't push gary too hard or you'll end up with asl integration and you'll need to pull up a geomorphic "battle map" to play through the operation every time you want to claim some atoll
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# ¿ Jul 12, 2019 17:34 |
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I'm in the beta for Close Combat: The Bloody First and I'm here to tell you it's rad as hell.
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# ¿ Jul 29, 2019 19:23 |
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Dark_Swordmaster posted:OP posted:
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# ¿ Sep 11, 2019 23:57 |
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I feel your pain. I buy every stupid pos game that has the slightest whiff of grog about it, and BF's games look fun as hell, but I refuse to give $ to a company that has been so openly hostile towards its tiny customer base. They don't even try to hide their disdain so that I can pretend not to know about it! I don't get it.
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# ¿ Sep 12, 2019 00:39 |
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shots fired!
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# ¿ Sep 30, 2019 23:27 |
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Popete posted:it's like you can see the dice being rolled just off screen. i mean, that's kind of pretty much what's happening? CC was never intended to be a fast-moving RTS ala Men of War, but the series has always tried to have it both ways and it creates weird expectations. Because it's "real time" (although super-slow) one would expect to see a more accurate representation of individual behaviors on the battlefield, but internally, it appears that all units are treated as "static" at point of contact when there's interaction between opposing forces -- the "characters" we see on the screen should be considered "chits" with the animations being nothing more than generic representations of the behind-the-scenes calculations. I think CC would benefit greatly by moving towards a system based upon turn-based movement WITH the appropriate and specific animations ala Battle Academy. AARP LARPer fucked around with this message at 17:39 on Oct 3, 2019 |
# ¿ Oct 3, 2019 17:35 |
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Popete posted:Yeah that's true, I guess maybe it's just more jarring in 3d cause you see a group of infantry get hit with a massive explosion dead on and nothing really happens. Same with tanks firing and missing point blank at each other. The maps look smaller and everything is close up and yet they're missing repeatedly. Yep. It really exposes this issue more than ever now which is too bad. There's a great game in there somewhere.
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# ¿ Oct 3, 2019 17:39 |
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Alchenar posted:Very much a 'in that case why on earth did you make the game 3d?' Moment. It's helpful in terms of judging terrain height which was a bitch to visualize in 2d, but I agree that the overall effect is to raise expectations that go beyond what CC offers.
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# ¿ Oct 3, 2019 18:05 |
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Radio Commander is now available to purchase/play on Steam - $15
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# ¿ Oct 10, 2019 16:17 |
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Tias posted:I'm looking for a relatively casual WW2 game to crack open some spare time with. I like grand strategy but not complicated mechanics, HoI is a nightmare for me, for example. I enjoy logistics at the level of stuff like Panzer General. Any suggesions? Yeah, you want Strategic Command WWII: World at War. You can control as many or as few countries as you like. It’s extremely accessible, but is also a couple steps up from Axis & Allies in terms of mechanics. It’s great fun.
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# ¿ Oct 13, 2019 18:31 |
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Stairmaster posted:hottake: balance of power is not that good a game they can't be all that bad -- there are so many of them. the market has spoken!
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# ¿ Oct 19, 2019 00:19 |
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lol my bad. I got it mixed up with Supreme Ruler
AARP LARPer fucked around with this message at 06:05 on Oct 19, 2019 |
# ¿ Oct 19, 2019 06:03 |
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Top Hats Monthly posted:I would be here for a very indepth political situation that was grognard level complex, but that probably won't ever exist. oh man, a million times this. this incorporated into a vietnam military simulation is my Questing Beast.
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# ¿ Oct 22, 2019 03:04 |
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90s Cringe Rock posted:I have not read a manual and do not even understand the meaning of the word. you're in the right place, brother
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# ¿ Dec 19, 2019 20:58 |
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Unimpressed posted:I've always wondered about this. On the one hand,a massively expensive asset, seemingly so vulnerable. On the other, it's moving at 36 knots,a multi vector, dissimilar asset time on target attack would be pretty hard to coordinate. It's pretty amazing that CMO throws all these weapons systems together in the way it does...and that it causes players to consider these things. That's pretty sophisticated. But yeah, the How do you balance increased force projection with increased asset risk? angle has always been pretty interesting to me as well. In a way, it intersects with game design and what fascinates me about their rule-sets. In real life, how do commanders calculate this risk? What are the parameters at play? We can certainly count the number of planes/guns and compare, but how are the more abstract notions of possible risk measured and quantified? And how can these systems be incorporated into other things (vid games; simulations) to help us study and better understand these situations via simulation? Good poo poo and why I love this genre. AARP LARPer fucked around with this message at 22:09 on Dec 20, 2019 |
# ¿ Dec 20, 2019 21:58 |
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# ¿ Apr 27, 2024 08:01 |
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Wait wait wait, on 1 or when you say "fire" after 1?! For god's sake, I can't explain how important this is!!
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# ¿ Dec 21, 2019 04:20 |