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Archiv verlassen und diese Seite im Standarddesign anzeigen : Semper Fi Dev Diary Nr. 2



fnt
15.04.10, 17:37
Hello folks, your friendly "expansionist" is here to give you another development diary. Johan jump-started by talking about achievements last week, so let's take a step back and consider our design goals for Semper Fi. As you know, HoI3 was our most ambitious project to date, and while most features turned out well, others left something to be desired. There are two main areas where the game still comes up short; the interface and the AI. Another common criticism is that the game does not feel historical. Now, we hear this frequently about all of our games - and I normally belong in the sandbox camp - but in this case I do agree: a wargame like Hoi3 requires quite a different approach than a political grand strategy game spanning centuries, like EU3. In short, then, Semper Fi has three main design goals: better interface, smarter AI and more history.

Moving on from our general design goals, I'll talk a little bit about some of the interface improvements we have made. A frustrating aspect of HoI3 is that players cannot manually define Theatres of Operation. In Semper Fi, the hated "Define Theatres" button is gone, and players are free to paint the map with a selected Theatre HQ, to upgrade Army Group HQs to Theatre HQs, and to disband existing Theatre HQs. Speaking of HQs, there is no longer a single stance to play with when you put an HQ under AI control, but separate levels of aggressiveness for Land, Air and Naval units under the HQ.

http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23472&d=1271337229

Another major improvement to the interface concerns the visibility of the command hierarchy. In Semper Fi, the command level of an HQ determines the size of the sprite on the map, so Theatre HQs are huge and single brigades tiny. When you select an HQ, lines stretch out to all units under its command, and from the lesser HQs to their units, etc. The lines are green if the unit is still within effective command distance, red if not. These changes make it easy to tell at a glance how your command hierarchy is set up.

http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=23471&d=1271337223

Bear in mind that these are alpha graphics. The final look might not be exactly the same. Well, that's all for now. Next Week: Defensive AI!



Quelle:
http://forum.paradoxplaza.com/forum/showthread.php?t=471503

Deimos
15.04.10, 18:32
Schön, als hätte man auf solche Sachen nicht schon vorher kommen können...
Nööööööööö, das heben wir uns fürs Add-On auf, bis dahin darf der Spieler seine dem HQ untergebenen Einheiten auf der Karte mühsam selbst zusammensuchen...böööh...

Egal, wie ich mich kenne kaufe ich es mir sowieso :D

Ruprecht I.
15.04.10, 19:50
Egal, wie ich mich kenne kaufe ich es mir sowieso :D
Pfui Deibel, was für Leute Ihr kennt... :^^:

Komischer Kunde
16.04.10, 13:25
@Deimos

Mir geht es bei den bislang genannten Patchinhalten weitestgehend genauso, dass ich mir diese Dinge gerne im Basisspiel gewünscht hätte. Nun denn, die Achievement-Sache fällt aus dieser Liste raus. Sowas hatte ich nicht auf dem Radarschirm.

Der Inhalt dieses Dev.-Di. sorgt schon eher dafür, den Bezahl-Patch in den EInkaufswagen zu legen.