Pocus wrote:Nothing precise, and the developer was in Matthew area so had to interrupt his work. But there will be a patch
Altaris wrote:The core problem with GHQ's is they can't be limited to a theater, at least not without some real finnicky scripting which is prone to errors. So, for example, giving Russia two GHQ's would not limit them to 1 in Eastern Front and 1 on Turkish Front. Instead, players could easily use this setup to ramp up Russian army stacks in the Eastern Front using both GHQs and stay on the defensive in good mountain terrain in the Caucasus.
There's also game balance to take into consideration. Russia had abysmal problems with leadership, so the lack of 2+ GHQs does a good job of simulating the Russians having to focus their efforts on one limited front. Remember, while Brusilov Offensive was successful, the Russians got hit hard in the north (which ultimately led to the Offensive being called off).
I understand the cosmetic concerns, but this is unfortunately something which is limited in the engine. While it is important to model historical realities, IMO it's more important to maintain game balance, and 1 GHQ for Russia was the only way I could adequately do this with the scripting options available.
I did work on a multiple GHQ setup limited to theater via scripting events for the Ultimate Enhancement Mod, and it works well enough, but in a very "mod" sort of way (leader tags get changed behind the scenes, scripts teleport leaders assigned to a theater they are not in, etc). These things technically work, but they are obviously coding workarounds and not really acceptable for the vanilla game. Unfortunately, the mod isn't completely done yet and I likely won't get back to it until early next year. But it addresses a lot of the items you are discussing.
Code: Select all
Lastly, TEAW would be a great game for an AAR but unfortunately the AI and the scripting (if there is any) are not as good as in RUS. The Western Allied AI just maxes out all of its new unit builds as quickly as possible (causing internal political problems) and then it throws its giant stack of doom at prepared German defenses (I have seen battles with 500,000 casualties on the Alled side). The stack of doom always breaks through but the heavy losses destroy the Allied national morale causing them to lose the war.
Nikel wrote:We will miss a TEAW AAR by Ripster because of the poor AI, came something be done regarding this?
In his own words:Code: Select all
Lastly, TEAW would be a great game for an AAR but unfortunately the AI and the scripting (if there is any) are not as good as in RUS. The Western Allied AI just maxes out all of its new unit builds as quickly as possible (causing internal political problems) and then it throws its giant stack of doom at prepared German defenses (I have seen battles with 500,000 casualties on the Alled side). The stack of doom always breaks through but the heavy losses destroy the Allied national morale causing them to lose the war.
His AARs if you missed them:
viewtopic.php?f=291&t=50377
viewtopic.php?f=387&t=43780
Altaris wrote:EAW patch will have to wait until after WSS is finished. I've got a list of items to look into at that point though.
Regarding AI, I doubt there will be a whole lot of change in this area. The AI is controlled at the game engine level, and I doubt there will be a lot of core changes to the AGEOD engine at this point. EAW was much larger scale in terms of # of units than most other AGEOD games, so the AI does have a tendency to overstack the armies.
Nikel wrote:The AI is not only the engine, it can be guided or oriented or whatever you may call it.
Could be wrong, but RUS Gold is considered to have the best AI in any Ageod game, if you look at the sct files with AI in the name there are 10 files, in all around 590 kb in size.
In EAW 3 files, and 88 kb.
Could be other files related with the AI, I do not know, but do these numbers mean something?
Altaris wrote:Nikel wrote:The AI is not only the engine, it can be guided or oriented or whatever you may call it.
Could be wrong, but RUS Gold is considered to have the best AI in any Ageod game, if you look at the sct files with AI in the name there are 10 files, in all around 590 kb in size.
In EAW 3 files, and 88 kb.
Could be other files related with the AI, I do not know, but do these numbers mean something?
Yes, the AI files are generated per "faction". In EAW, these are Centrals, Western Entente, and Eastern Entente. I don't know all of them for RUS-Gold, but they have Reds, Southern Whites, Siberian Whites, Poland, Greens, Anarchists, and a few other minor ones. The engine treats each AI as its own entity for purposes of what it can group together and such, it doens't really make a distinction. This is why in TEAW the Turks sometimes get shipped to other fronts, as they technically belong to the CEN faction with German and Austrians.
Altaris wrote:The core problem with GHQ's is they can't be limited to a theater, at least not without some real finnicky scripting which is prone to errors. So, for example, giving Russia two GHQ's would not limit them to 1 in Eastern Front and 1 on Turkish Front. Instead, players could easily use this setup to ramp up Russian army stacks in the Eastern Front using both GHQs and stay on the defensive in good mountain terrain in the Caucasus.
There's also game balance to take into consideration. Russia had abysmal problems with leadership, so the lack of 2+ GHQs does a good job of simulating the Russians having to focus their efforts on one limited front. Remember, while Brusilov Offensive was successful, the Russians got hit hard in the north (which ultimately led to the Offensive being called off).
I understand the cosmetic concerns, but this is unfortunately something which is limited in the engine. While it is important to model historical realities, IMO it's more important to maintain game balance, and 1 GHQ for Russia was the only way I could adequately do this with the scripting options available.
I did work on a multiple GHQ setup limited to theater via scripting events for the Ultimate Enhancement Mod, and it works well enough, but in a very "mod" sort of way (leader tags get changed behind the scenes, scripts teleport leaders assigned to a theater they are not in, etc). These things technically work, but they are obviously coding workarounds and not really acceptable for the vanilla game. Unfortunately, the mod isn't completely done yet and I likely won't get back to it until early next year. But it addresses a lot of the items you are discussing.
Wiggum wrote:Hi !
Is there a ETA for the next EAW patch ?
Wiggum wrote:EAW is such a great game, it just needs some final polish to make it a epic one !
akmatov wrote:Good to know there is actually a patch and the Ultimate Mod enroute, last sighted in 2015.
Altaris wrote:… but I want to return focus on EAW for a catch-all patch afterwards. … But I also want to finish working the Ultimate Enhancement Mod, which aims at making a more historical representation of certain facets of WW1 (gearing up for war, multiple GHQ's, individual playable majors, etc)….
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