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So usually there is a grace period of about 2 years for any new A&A board, where the community will play under vanilla conditions and argue about balance by sides etc before actually settling on anything. If beamdog was creating an online version of a brand new A&A board game it would probably also benefit from a grace period where such stuff isn't necessary... yet.
But in this case with 1942.2 we already know what is required to make the game work in competitive play circles. Standard Tournament bids were 20+ IPC for Allies under otherwise OOB conditions, which means a fairly extreme Axis advantage to deal with.
What I was trying to offer above was just the simplest ways I could think of to get the basic game into a state that will service competitive play. For actually sandboxing it there is a lot lot lot more we could go do heheh. But adjusting starting income is the oldest and most bare bones approach that I know of.
Currently we don't have anything to work with beyond "Restricted Openings" by player agreement. The only one I can think of that might actually work for 1942.2 is a total prohibition on movement during the first round. Meaning a full round of purchase/placement R-G-B-J-A before you start actually rolling combats. That is much more extreme than say Classic, where rough balance could be achieved by just skipping Russia's first round combat. But far as I can tell, its the best option we have right now.
The section on 1942 sec ed. But you can also find a lot of info about it in the House Rules sub forum. Or also in the play by forums section if you scroll back a few years you can find ranked games. They typically will say WWIIv5 if the players were using a tripleA mod of the 1942.2 board on A&A org.
I guess at this point right now I just see the lack of a chat feature as kind of a barrier to properly playtesting the game.
Ideally I'd have spent the last 5 hours rapping out with someone while we got the game up and then reporting back. But I'm still struggling to Join the MP game. The Solo game is fine though I'm still kind of headbanging on the GUI and wishing I could blast through the combat/rolling screen. When I played as Axis vs AI the last couple times the computer didn't make the Ukraine attack/strafe so its kind of hard to get into there, I finally got one where the Russian's made a reasonable start so that is what I'm play currently. Selecting Hot Seat, and soloing as all nations has been the most straightforward for trying to get a feel for the UI stuff, but I'm kind of over that clearly lol. So right now just want to hop into a live game or something, since I got a few hours to kill, but its hanging up on me or maybe just nobody is launching. Earlier several games were playing that had the handle beamdog in it. That seems like an ideal way to go. Have the in house peeps play with us so we can iron out the kinks. But sans a chat its kind of rough using forums as intermediaries.
Happy to ramble at anyone who wants to chat on the game. What is the preferred method? I can type out a lengthy feature request if that's what works best.
Trying to rely on graphical information on the map to confirm or undo movement is frustrating. I've been spending way too much time trying to battle the UI to load/unload transports, or undo a move after its been made.
What you need is basically a list, of the same sort which currently exists in the game's history of moves in the "WAR DIARY" tab when you expand the little arrows to the right of each phase (after the moves have been made and the nation's turn is completed.) This lists all the moves that were made during that particular phase of the nation's turn.
But we need that list while the current combat movement/non-com is still actually going on. So we can see which move has been made, confirm that it's been made, or have a simple way to undo the move if needed.
As to the arrows, this also can be tricky as its hard to understand whether you've actually issued the orders to complete the amphibious assault or not. For example I just ran a battle on sz 37 where I thought I had committed both transports for the invasion of DEI, but after the successful sz combat nothing occurred. The committed troops where back on land with the transports free to move wherever in non-com. Not a huge deal, but just confusing.
One thing that happened to me several times is that the transport would seem to have been committed to a move, only for me to click and somehow unload the transport from the moved position, with the loaded ground units travelling all the way back to their starting positions on land. It happened to me at least twice where I didn't catch it before completing the phase. Basically if you want to have a click to undo feature, it would be nice it was left-click to issue command/right-click to undo command. But anyway, I just got lost there.
The process of loading the transport, click transport then click land units, can also feel a little counter intuitive. Maybe since I'm used to loading by clicking the ground unit into the sea zone directly, but either way, just a tracker that lists all the current moves point by point in the order they were made so they can be undone from a list rather than from the map would be helpful. There are a lot of arrows down there lol.
One frustrating issue I have is the fact that the game repeatedly goes on and off line every 5 to 7 minutes during a game. Is it my machine? Or is it an issue the Dev's are already aware of?
Thanks again for a fun game!!!
Seems that my game from earlier is still going. Whoever Robbie is that I'm playing against right now, you're a trooper man. I'm guessing probably still struggling to work through the same kind of connection drops that I was. I listed the game as "LIVE GAME 2 HRS" since that's about what I had before I gotta got to sleep, but I'm already pushing late night. So far that'd be about 2 hours to get to J1, which is certainly a long time to still be in the first game round. But we are definitely asynchronous, because I know I've dropped back to the load screen or main menu several times hehe.
It is what it is I guess. Early access and all. I'll probably swoop through after a day or two to see what's cracking then.
Using the territory or sz tile with a click to issue movement orders is probably the only sensible way to ever get this game on a mobile platform, if that is part of the long term goal.
When the gamemap is at maximum zoom it is still fairly easy to select the larger features like Territories or Sea Zones, but it would be very laborious to be all constantly zooming in and out in order to click and move individual units along the desired path. That's my thought anyway... select territory from the map > brings up list of units in that space > select which units/X will move from list > click on adjacent tile to issue the movement command.
I imagine something like that would also be useful if you plan to ever port to a console, where ideally you'd want a way to cycle through a rotation of currently occupied territories to issue movement orders, instead of having to always thumbstick to scroll around the map like a poor man's mouse.
Here is a great example from my current game, which I just lost (had to forfeit), because after finishing the American's turn I accidentally skipped straight past the Russian mobilize units phase. Might have been rushing, but mis-clicks and things of that sort will be common in these games I would think. A&A is not a game where you can recover from an error like that unfortunately.
In this case the US flying tiger from China had just gone for a dramatic airblitz vs a single Axis infantry unit in Ukraine, attempting to open up a blitz path for our Russian tanks to attack a pair of lightly defended German fighters nearby. The airstrike failed alas! but the other US battles went well and I'd be happy to play on if I didn't just also blow past an essential gamephase with the Russians. Maybe an extra prompt would have helped, like "are you sure you don't want to make a purchase? Are you really really sure?" in bright red warning letters haha.
Obviously with their backs against the wall the USSR can't afford to entirely skip a purchase in the second round, but there is no way to edit back to the previous phase via a timeline, or to edit/add units or anything at the end of the Russian turn. I also don't have a way to just ask the opponent directly if they want to try struggling on with it, or just take the win and start again. No anti-climax or post play banter etc.
So instead the game is just over... after sinking a couple hours into it. With an editor, even a very basic one, we might be able to salvage it and play through. But can't see a way to do that here. Sorry Robbie, well played today. Way to pick it up for the other guy who ditched out earlier. I'll catch you on the next one man.