Kotik
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Wed Jun 07, 2006 5:15 pm

PhilThib wrote:My wildest dream would be to redo Pax (at least a bit simplified) with our new engine and excellent artworks...I still own the design rights, although not the commercial title, so this is technically feasible...in the future :nuts: :p leure:


Those that mean that you can make a new game using the same engine and such but have to release it under another name?


On topic I have for along time been thinking on and of on gettingt he game but either another game has been more interesting or no money. Is there any place online where you can buy and download it? I have tried to find it in Sweden but it is more rare then honest politicians :niark:

Another question I got is why dont AGEOD dont get the rights for GI and continue to develop it and sell it?

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Henry D.
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Wed Jun 07, 2006 5:57 pm

PhilThib wrote:My wildest dream would be to redo Pax (at least a bit simplified) with our new engine and excellent artworks...I still own the design rights, although not the commercial title, so this is technically feasible...in the future :nuts: :p leure:
I would be eternally grateful for a "Pax turn-based and under a different title" :coeurs: (or, at least, until the release of the game after "Pax turn-based and under a different title"... :innocent: :niark :)
Henry D, also known as "Stauffenberg" @ Strategycon Interactive and formerly (un)known as "whatasillyname" @ Paradox Forums

"Rackers, wollt Ihr ewig leben?" (Rascals, Do You want to live forever?) - Frederick the Great, cursing at his fleeing Grenadiers at the battle of Kunersdorf

"Nee, Fritze, aber für fuffzehn Pfennije is' heute jenuch!" (No, Freddy, but for 15p let's call it a day!) - Retort of one passing Grenadier to the above :sourcil:

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MarkShot
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Wed Jun 07, 2006 8:53 pm

The game is available from the UK at $10 USD. I suppose this is a better price than the SFI price when it goes on sale.

Philippe,

Were there different localized versions or do you just pick the language in the Installer? (Since I am not sure if it is the French or English version being sold from Ebay as both box arts appear on the site.)

Is the SFI game going to be the same as 1.06C version?

The previous publication of the game did it include anything invasive like StarForce as I heard Pax Romana had it?

Will the SFI version of the game use anything invasive like StarForce?

Thanks.

---

Also, no one answered my question on learning curves. :(

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PhilThib
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Thu Jun 08, 2006 6:57 am

Mark,

The installer allows you to pick whatever language you wish (from the 6 included already)

SFI will have the latest version, which is indeed 1.06c. The UK version is older (although it is patchable :sourcil: )

There are no Starforce or anything as annoying in the game, just plain enjoyment :coeurs:

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calvinus
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Thu Jun 08, 2006 11:44 am

PhilThib wrote:Mark,

The installer allows you to pick whatever language you wish (from the 6 included already)

SFI will have the latest version, which is indeed 1.06c. The UK version is older (although it is patchable :sourcil: )

There are no Starforce or anything as annoying in the game, just plain enjoyment :coeurs:


SFI Installer will include the English language only... :sourcil:

The version will be 1.06d, not 1.06c.

No Startforce or anything protection. Confirmed.

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MarkShot
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Thu Jun 08, 2006 12:45 pm

One final question:

Will the UK version continue to be supported with patches or will patches only be issued for the SFI version in the future?

Thanks.

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calvinus
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Thu Jun 08, 2006 12:57 pm

If further patches will be published, of course we will support ALL releases: Russian, German, English, etc. etc.

In such a case, Strategy First release will probably have a dedicated patch (because the American Publisher requested some little changes in the game executable), unless I will find some trick just to avoid the spreading of too many patch versions... :cwboy:

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MarkShot
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Thu Jun 08, 2006 1:23 pm

Does this seller look legit to you? The game is being sold CD only or is this just a pirate software operation? Thanks.

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=8288494185&sspagename=ADME:L:RTQ:US:1

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PhilThib
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Thu Jun 08, 2006 2:02 pm

The box is the French box, meaning that the Manual is almost certainly in French (GI was never published by Digital Jesters, and the UK version has a different box) :8o:

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MarkShot
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Thu Jun 08, 2006 2:34 pm

Alright, I just print off the docs I downloaded from the Web site you gave me; read them; and wait for SFI to publish.

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MarkShot
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Thu Jun 08, 2006 2:52 pm

Sorry, I thought of one more question.

Will the Official GI mods I downloaded from the Website work with the SFI version? Do I even need those mods? (It said improved AI.)

Thanks.

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calvinus
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Thu Jun 08, 2006 3:13 pm

Yes, they will work.

One little problem only:
* the Strategy First version will be 1.06d
* the latest official mods 1.06c will overwrite the GI.ini file, which contains the version number.
* so, once installed the mods, open the GI.ini file with a text editor (e.g. UltraEdit) and change the version number overwrited by the mods "1.06c" to "1.06d".

In such a way you will not be confused when launching the game, and you will be alwais well informed about the real game version.

Consider also that a game fan is currently working on a great mod, which will extend the game timeline to the First Crusade!!! :niark:
That means a new mod will be released in future.

Frost716
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Thu Jun 08, 2006 3:20 pm

Any chance of an official release in the future going past 1066 which will include all the crusades/middle ages? Great Invasions II (1066-1485)??..this is the time period I am hoping for.

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PhilThib
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Thu Jun 08, 2006 3:32 pm

It's one of my (distant) projects, but will take time to do...at least not before 3-4 years...sorry...but keep hoping :p leure:

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Tamas
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Tue Jun 13, 2006 11:23 am

Pocus, be careful about what game ideas you post, our us fans will just keep pressuring you until you actually code them. :P

Seriosuly, there are as much as 3 designs of Philippe I would love to see done turnbased and with as an excellent interface as BoA:

-Pax Romana: the whole idea screams for a software suitable for long-term multiplayering.
-Great Invasions: Calvinus has pushed the original engine to the limits, and its a decent game already, but there is such a huge amount of detail there, that I would like to have a turn based version. Its a personal preference, I guess.
-La Grande Guerre: this is a boardgame, a downright excellent simulation of the Great War. A quite easy basic military system along with other rules covering every aspect of the conflict. This make it a complex and "monster" boardgame, but would work like a charm in a proper computer conversion.

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PhilThib
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Tue Jun 13, 2006 12:11 pm

I would say the trickiest to adapt is Pax Romana, mostly because of the political engine. The rest is somewhat "easier".

In fact, the key resource we lack right now, apart from budget of course :sourcil: , is a programmer with enough time to do the adaptation... :p leure:

Donegal
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Thu Jun 15, 2006 6:36 am

Even although I dont like EU2 engine very much (it stress me a bit, too many messages poping up.. :grr: ) i bought Great invasions because i like the theme. I have a quick question: is there a way to slow the screen scroll. Changing paramaters on setup.exe doesnt work.
Thanks

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PhilThib
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Thu Jun 15, 2006 7:53 am

Using the Setup.exe file normally does work :tournepas . It may depend on your PC and the amount of RAM you have though.

Anyway, in the Setup.exe file, you can see that the Map Scroll Frequency is set to 50 by default. You can increase it to slow down the scroll speed. For instance, I have 1024 RAM and the scroll is rather fast on my game. Setting the value to 200 instead of 50 made the game scroll much slower for me :niark:

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Pocus
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Thu Jun 15, 2006 8:14 am

technically, if the higher the number, the rarer the event triggered, its a period, not a frequency.

(playing my Adlertag here ;) ).
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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calvinus
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Thu Jun 15, 2006 9:10 am

Yes, the param name is a bit confusing.
It sets the frequecy delay in milliseconds for the map scroll chek.
That's to say, a value of 100 means that the map engine checks every 100 milliseconds if the mouse pointer is along the video boundaries in order to check if it has to perform the map scroll. So, the higher you set this parameter, the rarer this check is done, so the slower is the map scroll speed. :bonk:

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MarkShot
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Thu Jun 15, 2006 12:41 pm

Yes, increasing that value helps slow down scrolling. It might also be nice if the map scrolled more smoothly instead of such big chuncks in jerky fashion.

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Hidde
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Tue Jul 11, 2006 8:35 am

Kotik
If your still looking for Pax you can find it here:
http://www.webhallen.com/prod.php?id=13415&traff=1
Only 99kr!

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Hobbes
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Thu Nov 09, 2006 11:09 pm

This is the first time I have come across this game Great Invasions. It looks very interesting. After an hour of looking through various reviews and web sites I'm still not sure of the mechanics. It has been described as turn based and RTS.

Can somebody let me know how this works? Is it pausable or do you actually plan moves each year? WEGO or IGOUGO? Can it be played PBEM?

I was about to try and find somewhere in the UK I could buy it from until I saw the post above from MarkShot about the jerky scrolling (one of my bugbears) Is this still the case? No way of getting the game to scroll smoothly?

Thanks, Chris

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MarkShot
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Thu Nov 09, 2006 11:23 pm

I haven't been playing, but do have it. Just have never found the time to deal with the learning curve.

The mouse scrolling is now fine on my PC. There is a setting application which allows you to adjust the scroll rate. However, it still tends to scroll in fixed chunks, but it is acceptable. Also, you may want to turn off mouse acceleration in the game if you normally run a high res desktop like 1600x1200.

Style of play is similar to the Paradox games: EU2, HOI, Victoria, etc...

It seems that the game gives you more to do than an EU2 and one of the major differences is that countries have life cycles no matter what you do. You command a set of countries as opposed to a single country.

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Hobbes
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Thu Nov 09, 2006 11:33 pm

Many thanks! I think I will give it a go then.

I wonder if I will ever get time to play it though - there are too many decent wargames out and due out soon at the moment.

Cheers, Chris

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Sol Invictus
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Tue Dec 05, 2006 12:38 am

I would also plead that a Roman Republic/Punic Wars game be made with this engine. If I win the lottery anytime soon, I will personally fund the darn thing. :)
[SIGPIC][/SIGPIC]

"The fruit of too much liberty is slavery", Cicero

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WallysWorld
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Tue Jan 30, 2007 4:22 pm

The eagerly awaited Great Invasions 1.07 patch is now available for download. Fans of this game will know where to find it at the Great Invasions website.

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vLabz
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Thu Feb 08, 2007 10:47 pm

I thought a bit about how to remake GI on the AGE (turn-based) engine, or actually any turn based game with large periods of time.

The main problem is time. Great Invasions scenarii span over hundreds and hundreds years. On another hand, we don't really want a turn to be too long. 1 month could be ok, too month would handicap diplomacy negociations, 6 month or more would be way too much regarding to unit movements. In 6 month they could perform many operations, and giving only one order would be waste. Giving a set of orders would be quite complex and inappropriate in some situations.

The idea would be : the player no longer controls directly every move, but can only set up objectives, things to do, things to avoid, who should do it, but it would be the engine that decides which unit move, and how they'd move. Based on the context, the leaders attributes, and many factors, units would be on their own. This would actually be a bit reallistic in the way that things are decided by the leading people on the field.
The key would be to avoid too much player frustration, the engine should be fine tuned to resolve objectives accurately. The engine can also give feedback about the possibilities of success (mixed with leaders personality and judgement).

Examples :
I set up as an objective for an army to invade multiple lands (with optional priorities).
I can tell another army to defend my core territories (I colorize the territories in the interface).

I give a high priority on offense, so that if no one is in sight around, my defending army will help the attacking one because it is not too far, and defense priority is low.

I give my attacking army 2 stratagems (the leader will try to use it if needed).

I set up default objectives for any new unit appearing in my horde.


Insta-diplomacy :
In solo games, there is no problem for managing diplomacy since the IA can negociated immediately, even in the middle of a turn.

1/ In multi-player, because of lengthy turns (6 monthes or 1 year), it is best if people can negociate right away as in solo. Players have to agree by contacting each other outside the game, they have to define the precise conditions for their negociations. Then both of them will put those details in the game (for both sides). When the turn is computed (hosted), if the conditions match, the agreement is concluded directly. It is a one turn negociation resolution.

2/ 2nd proposition : the game manages extra turns (fake turns) for diplomacy negociations exclusively. The agreement will take place on the begining of the turn resolution (so people should not plan invasion while negociating peace, or the order won't be followed at resolution).

The engine would be able to replay the turn resolution, in a slow pace.

This is just the main idea...

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vLabz
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Thu Feb 08, 2007 10:52 pm

a few numbers related to my previous post :

- 700 years scenario / 1 month turn length : 8400turns (RIP)
- 300 years scenario / 1 month turn length : 3600 turns (RIP)
- 700 years scenario / 2 years turn length : 350 turns
- 300 years scenario / 1 year turn length : 300 turns
- 180 years scenario / 2 years turn length : 90 turns
- 180 years scenario / 6 monthes turn length : 360 turns

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PhilThib
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Fri Feb 09, 2007 7:15 am

I also had in mind something like that. Note that the engine also allows turns of different duration, so we can have your system for the 700 years grand campaign and another one (month-based) for shorter scenarios.

I personally thought of something like season-based turns, i.e. 4 turns per year, as warfare in that age was closely related to seasons.

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