bloodybucket wrote:I've tried the demo over the last couple of days, and I'm wondering about a couple of issues before I decide to buy AACW.
A glance at the forum tells me that the wait while the AI "thinks" has decreased. How much has it decreased? While not a deal breaker, it's a major annoyance. I'm running XP with a 2.66 Ghz P4 and a Gig of PC2700 ram.
In the campaign scenario in the demo, the amount of "housekeeping" detail is about at or over my max capacity to manage and still enjoy the game. Does this go up as unit density increases later in the war? Have patches reduced the either the amount of detail or the effort required by the player to attend to it?
I see that a filter for the minimap is planned that will show only "usable" units, and that's the sort of thing that would bring AACW more in line with my detail/fun limit.
Perhaps more time with the game and a further reading of the manual will help (although reading .pdf manuals ranks right up there with a visit to the dentist in my book). The tutorials didn't make me confident in my ability to easily grasp the details in AACW, but I think there may be tools that I'm not using.
There doesn't seem to be an option to have the computer take on the housekeeping for you. I don't think that's a bad thing, sometimes a designer has to draw the line at dumbing down a game that is meant to be somewhat complex.
Background info on what I prefer: Gary Grigsby's World at War is at about the right detail level for me, but I wouldn't consider letting the computer run production for me in that game because that would remove a enjoyable level of detail and decision making. Galactic Civilizations II would be another example of a complexity level I can easily digest.
Going back to the dark ages before PCs, I really liked A House Divided, the boardgame, but I also liked The Civil War from Victory Games.
I want to like AACW, but I don't want to work too hard to like it.
A glance at the forum tells me that the wait while the AI "thinks" has decreased. How much has it decreased? While not a deal breaker, it's a major annoyance. I'm running XP with a 2.66 Ghz P4 and a Gig of PC2700 ram.
In the campaign scenario in the demo, the amount of "housekeeping" detail is about at or over my max capacity to manage and still enjoy the game. Does this go up as unit density increases later in the war? Have patches reduced the either the amount of detail or the effort required by the player to attend to it?
Background info on what I prefer: Gary Grigsby's World at War is at about the right detail level for me, but I wouldn't consider letting the computer run production for me in that game because that would remove a enjoyable level of detail and decision making.
bloodybucket wrote:In the campaign scenario in the demo, the amount of "housekeeping" detail is about at or over my max capacity to manage and still enjoy the game. Does this go up as unit density increases later in the war? Have patches reduced the either the amount of detail or the effort required by the player to attend to it?
jhdeerslayer wrote:WAW maybe be about a 2 out of 10 for complexity I think. Was too simple for me actually. I would peg AACW maybe at 4. War in the Pacific is a 10 for reference.
Spharv2 wrote:Honestly, the most complexity in the game is really trying to figure out how well attacks will go. There you're balancing troops and their cohesion, leadership qualities, the terrain, and a ton of other factors.
bloodybucket wrote:I might have been clearer on what constitutes housekeeping to me. I don't find buying reinforcements and replacements such a chore, but searching through the map looking for units that can move....yuck! Since I've read that the jump map will probably pick up a filter for units that can move, I'm less concerned. Transporting reinforcing units from backwater areas to the front would be less annoying if I could quickly find them...once again perhaps I'm missing a new unit filter that would stay open while I found them all.
Perhaps the best way to explain my view of "housekeeping" is that scrolling the map and clicking on every region that I think might have an unit eligible to move is "housekeeping". Moving easily identified reinforcing units and stacks away from rear areas to useful areas is not housekeeping as long as there aren't scads and scads of units to move every turn. Having to monitor the supply levels of every unit is bordering on housekeeping, but having a message in the mailbox that "Jackson's Command has only 20% ammunition left!" would help remove the need to look at every formation every turn.
bloodybucket wrote:Thanks for the replies. I'm glad to hear that the AI "thinks" faster, and on my rig, there is a phase before the moves are played out where the computer "generates AI files", and that is what I was referring to.
I might have been clearer on what constitutes housekeeping to me. I don't find buying reinforcements and replacements such a chore, but searching through the map looking for units that can move....yuck! Since I've read that the jump map will probably pick up a filter for units that can move, I'm less concerned. Transporting reinforcing units from backwater areas to the front would be less annoying if I could quickly find them...once again perhaps I'm missing a new unit filter that would stay open while I found them all.
Perhaps the best way to explain my view of "housekeeping" is that scrolling the map and clicking on every region that I think might have an unit eligible to move is "housekeeping". Moving easily identified reinforcing units and stacks away from rear areas to useful areas is not housekeeping as long as there aren't scads and scads of units to move every turn. Having to monitor the supply levels of every unit is bordering on housekeeping, but having a message in the mailbox that "Jackson's Command has only 20% ammunition left!" would help remove the need to look at every formation every turn.
bloodybucket wrote:I am a little confused at the chain of command/seniority/promotion functions, but since the latest and greatest looks to be somewhat different than what is in the demo, I'm not too eager to master the demo version's CoC rules.
It's news to me that there is an easy naval option. How do I find that? I honestly haven't devoted time to studying what's needed to keep the naval units happy insofar as supply and cohesion go.
Zoetermeer wrote:I wish I could have gotten thinking times under 2 minutes. You must have a fast machine.
My box is a 3.2 GHz Xeon with 4 gigs of RAM, and I think now maybe with the patch I get around two minutes of thinking time, maybe more - but I haven't timed it so I could be way off.
jhdeerslayer wrote:WAW maybe be about a 2 out of 10 for complexity I think. Was too simple for me actually. I would peg AACW maybe at 4. War in the Pacific is a 10 for reference.
As a side comment, you may like Carriers at War which is maybe a 2 or 3.
Good luck but AACW is about a good as game as they get and you just have to decide your complexity threshold... BoA is about a 3 I'd say so another option using the same engine.
Wilhammer wrote:Yes, I first click on everything in that message log to find reinforcements and out of supply situations before I do just about anything else.
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Let me know if I missed it, but I would like a hotkey to press that let my cycle through regions whether they have units or not.
I'd also like a hotkey button to cycle through reinforcements that are still in training.
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bloodybucket wrote:[...]Oddly, the tutorial on the new command rules in the 1.5 demo referenced an independent force that I couldn't find...[...].
joram wrote:No offense Childress, but I think it's not nearly as complex as you make it out to be. I think a 4 is about right. I think this game has as good a balance of management and abstraction as you'll find in any ACW game. If you think this one is complex don't even go anywhere near FoF, the other currently big ACW game, as it's a lot more complex than this game. Maybe you're judging complexity based on number of units which can start to be quite large but with the hotkeys, it's quite easy to scroll through them and be sure you got everyone if you choose not to look around the map for them.
joram wrote: If you think this one is complex don't even go anywhere near FoF, the other currently big ACW game, as it's a lot more complex than this game.
Childress wrote:Agreed, Joram. I gave it a high complexity rating due to the sheer size of the beast. The interface, shortcuts and general design are exceedingly well thought out. No issues there. At the same time, I find the scenarios sterile and uninvolving because, imho, the the game's soul resides in the total package deal.
I still see the fun potential as very high- with 4+ partcipants in mp. But not single player- for me. Maybe Ageod, when they get around to adding more scenarios, can incorporate the production, political and financial aspects but in a single theater.
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