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PostPosted: Apr 19 2017 
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Brigadier Gen.

Joined: Aug 13 2012
Posts: 578
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Map Editor can be the next BG title by itself and it would be the most succsessfull item of the series.


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PostPosted: Apr 20 2017 
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georgios wrote:
Map Editor can be the next BG title by itself and it would be the most succsessfull item of the series.

IF they were Paradox the map editor would be a 15$ DLC.. just saying :lol:

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PostPosted: Apr 21 2017 
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Colonel

Joined: Jan 11 2016
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Fistalis wrote:
georgios wrote:
Map Editor can be the next BG title by itself and it would be the most succsessfull item of the series.

IF they were Paradox the map editor would be a 15$ DLC.. just saying :lol:


Personally I could see it being one of their large DLC packages so it would have a $20 price tag.

Yes I do consider that realistic considering they already are charging $9.99 for that barely working mess that is the CK2 >EU4 save game converter.


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PostPosted: May 23 2017 
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Brigadier Gen.

Joined: Nov 29 2010
Posts: 514
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Late reply to this, I know. lol. But the honest truth is that I wouldn't even mind paying that price for a supreme ruler map editor that provided the kind of functionality I'd want. I've listed those requests elsewhere so won't repeat them here, but I agree with Georgios in the fact that it would easily be the most successful release item for them. lol. Guaranteed purchase on my part at least.


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PostPosted: Jun 04 2017 
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Warrant Officer

Joined: Mar 09 2016
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When will SRGW release? Any timeline/deadline?


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PostPosted: Jun 07 2017 
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Colonel

Joined: Aug 21 2012
Posts: 377
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Fistalis wrote:
georgios wrote:
Map Editor can be the next BG title by itself and it would be the most succsessfull item of the series.

IF they were Paradox the map editor would be a 15$ DLC.. just saying :lol:

I would pay any price for a map editor, the only thing holding me back from modding is that its so repetitive and hard to judge if what you're doing is working.


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PostPosted: Jun 07 2017 
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Brigadier Gen.

Joined: Nov 11 2011
Posts: 801
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Cdiplayer wrote:
Fistalis wrote:
georgios wrote:
Map Editor can be the next BG title by itself and it would be the most succsessfull item of the series.

IF they were Paradox the map editor would be a 15$ DLC.. just saying :lol:

I would pay any price for a map editor, the only thing holding me back from modding is that its so repetitive and hard to judge if what you're doing is working.


+1

I would be so happy to be able to make some minor changes myself, but learning curve and lack of user friendliness in modding SR holds me from even thinking of beginning.


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PostPosted: Jun 07 2017 
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Colonel

Joined: Jan 11 2016
Posts: 459
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I guess mr. Latour might find a market for a $5.000 map editor after all.

More serious I agree that the greatest limitation for the modding community is that most people simply do not find manually editing textfiles to be very fun. Personally I am quite happy that I can get away with as little of it as I currently am.


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PostPosted: Jun 10 2017 
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Captain

Joined: Feb 06 2011
Posts: 115
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Location: VA
I thought BG was dead. Dusted off Ultimate and decided to check out the forum afterwards... and I come across this fantastic news! It feels like Christmas. So stoked for this!


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PostPosted: Jun 14 2017 
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Private

Joined: Jun 14 2017
Posts: 1
Human: Yes
Please make more use of Spies, right now the only thing they really excel at in game is simply recon, until they're caught.

Espionage and Sabotage need workin' on.

I haven't actually tried Sabotage on a bridge, but that would be interesting.

Assassination, cabinet ministers, even potential leaders, purely affecting relations mainly, giving provocation for war, WWI obviously. Maybe the introduction of a leader unit that has no real function but to be stationed in a hex. It would be a target for all intents and purposes, it could have a production bonus modifier to increase output around it, that way it might make sense to go on tour with it, or even a relation modifier if you have a transit treaty with a friendly, or allied nation.

Espionage, set law enforcement to 100, build a security bureau, and voila no need to worry about partisans/spies...c'mon' now

Relations need work in this game too, literally this game is all about money, and while throwing said money helps gov-gov relations, the populace still doesn't budge in their opinion normally.

I feel like the funding a supporting government, or funding revolution, aka opposition, encourage independence etc. has really no impact save relations, it does seem to make a funded government like you after a while, but that is no promise to the populace, and I can't recall it causing any revolution or declaration of independence for any colony that wasn't already going to do so regardless.

Now, I don't know about anyone else, but playing as the Empire of the Rising Sun in a WWI setting to me just seems like a dream, a golden opportunity to get things expanded in the south pacific before America had too much power their, they should have taken the east indies and new guinea when they took Qingdao aka Tsingtao.


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PostPosted: Jul 26 2017 
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Private

Joined: Jul 25 2017
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I don't very understand, Supreme Rulers The great Wars is a new games or a Very big DLC for ultimate ????


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PostPosted: Jul 26 2017 
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Supreme Ruler
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Joined: Jun 04 2002
Posts: 20361
Human: Yes
Location: BattleGoat Studios
It is a new game.

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BattleGoat Studios
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PostPosted: Jul 26 2017 
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Major

Joined: Dec 03 2008
Posts: 165
Location: Avondale, AZ, USA
George Geczy wrote:
we will be looking closely at how to make sure the AI understands the "generational" differences for WWI.

Chemical warfare is an interesting question and I don't have a clear answer for it right now. On one hand, most historians don't see it as being a significant tactical element - except for a very, very limited number of battles, it was used ineffectively or else easily countered (gas masks, etc). On the other hand, there are those occasional (though rare) battles where it had an effect.

So still pondering that one.

-- George.


Point 2 first: the same can be said of nuclear weapons to an extent (only used in anger twice, and the idea of a MAD deterrent is mostly lost on AI at the present). Finding a way to use chemical weapons is important if you are going to create a WWI game. One possibility is to treat it much like a hybrid between the "missile" units and the way "military goods work to supply vehicles. If you want a unit to be able to launch a chemical attack, you must first build the weapons, but you must have enough of them to be effective--somehow there needs to be a way for the game to understand that unless a minimum threshold of # of weapons (and delivery platform spaces) exists, an attack cannot be launched. The other two important things to note on chemical weapons:
Weather affects them ALOT (and not just because they can "blow back" on you)
A significant way to deploy them was through FIXED equipment (pipes in the ground) so it is theoretically possible to create a "Maginot line" of sorts with fortifications ,gun emplacements, and "chlorine gas pipes" filled with the weapon.
(ok, i lied, three things) Also, don't forget that gas masks were useless against mustard gas & that gas was more dangerous and effective when used against entrenched units (it goes low)

Part 1: An interesting way to trigger the AI's switch between WWI, WWII, and Modern (missile/nukes/stealth/UAV) combat styles could have to do with tech level checks or a specific untraceable "military sciences" type tech tree for doctrine development. I know that doesn't solve the "what do we actually code the AI to do in each phase?" question, but its a thought.




Also, please consider what i posted in the SRU dev thread recently about multinational treaties/organizations. These & the ability to quickly 'draw' a special administrative district to carve out a buffer zone colony or partially decolonize a region or offer/demand war concessions would be great tools for setting up the pre and post war alliance systems and decolonization without forcing the sandbox game modes to use scripts.


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PostPosted: Jul 27 2017 
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Brigadier Gen.

Joined: Aug 13 2012
Posts: 578
Human: Yes
The simplest way to implement chemical weapons is to represent them as soft attack means, like nuclear weapons. After the proper research some or all artillery units do more damage to all soft targets, until they install the proper countermeasures (gas masks, protected APC's).

But this approach has the same drawback with nuclear weapons: it is very general, unable to develop (to the player) the emotion of terror and destruction. Of course this matches more with tactical rts games, not with this grand strategy genre, but some colored smokes and sounds of anguish can enhance game play.


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