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Armored Brigade is a horrible game

Taka-Haradin puolipeikko

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Armored Brigade MOD 1943

As acclaimed as Armored Brigade is, it takes something really special to make it even greater, and the promising and straightforwardly titled mod “Armored Brigade 1943” by user KarlTaco does just that.


Similarly to the title’s recent third expansion pack Czechoslovakia - Netherlands, and KarlTaco’s previous work Factions Plus with astonishing 13 new non-European factions, AB1943 also delivers fresh armies and battlefields to Armored Brigade’s growing menagerie of content. Unlike the nation pack however, new mod carry us outside of the Cold War, directly to the largest military confrontation in human history: the Eastern Front.

Over the course of four years, more than 400 Red Army and Axis divisions clashed in a series of operations along a front that extended for more than 1,500 kilometres. It was by far the deadliest single theatre of the European portion of World War II with up to 15 million military deaths combined on the Axis and Soviet sides, and the additional civilian loss of life ranging from about 14 to 17 million.

The fighting on the Eastern Front was terrible, incessant and brutal beyond belief as both sides fought with demonic fury. The conflict encompassed the largest armored clash in history (Battle of Kursk) and the most costly siege on a modern city (nearly 900 days in Leningrad), as well as scorched earth policies, utter devastation of thousands of villages and towns, and countless atrocities attributed to both sides.

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Soviet Guards heavy tank regiments used the IS-2 extensively in the assaults on the fortress cities of Budapest, Breslau, and Berlin. These vehicles featured thick white stripes for quick identification by other Soviet tank crews.


As colossal as the conflict it tries to faithfully portray, AB1943 comes with over 500 unique and accurately researched units and aircraft, and it offers players a reason to play Armored Brigade with a level of quality that makes it easy to forget it isn't an official expansion. In addition to the novel time frame, changes to gameplay and overall enjoyability feels incredibly understated. A particular focus is provided to the infantry combat, more so than vehicle-centric Cold War. Infantry can move slightly faster, and are marginally more vulnerable, resulting in a more dynamic small arms skirmishes. Tanks can now be extremely intimidating steel beasts, if you can only confront them with a handful of satchel charges and flamethrowers, but in turn they are very deficient in vision and range compared to more technologically advanced successors. Radios are less common, especially for Soviet units. To compensate for the sake of the player, all order delays are slightly shorter.

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In World War II Germany's doctrine of mobile warfare dominated the battlefield. By trial and error, the Germans were the first to correctly combine the strength in tanks and in mobile infantry and artillery. This integration of mobile units, equipment and tactics underpinned Germany's successes in the first half of the war. As the war dragged on, the Allies sought to emulate German tactics but German armies remained supreme in this type of warfare until their losses had seriously degraded their capabilities.


Another novelty are motorized units, with trucks, jeeps and Kübelwagens. Wartime organisations, individual weapons (including the designations) and their characteristics have all been adjusted to provide an authentic and unique approach to World War Two experience that haven’t been seen on the wargaming scene for a long time, despite an abundance of titles.

The mod currently comes with three factions (regular Red Army, Guards units and Wehrmacht) but more are planned, inclusive of Western Allies. The time span, also scheduled for expansion, currently covers the period from summer of 1943 to the end of the war. Until the autumn of 1942, the German army was consistently victorious. Europe was under the German domination, from France in the west to the Volga River in the east; from the Arctic Circle in Norway to the shores of North Africa. The battle for the city of Stalingrad proved a decisive psychological turning point, ending a string of German victories in the summer of 1942 and beginning the long retreat westward that would end with Nazi Germany's surrender in May 1945.

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The 88mm Flak 36 was an anti-aircraft weapon that also functioned as a superbly effective anti-tank weapon. Few weapons developed a more deadly reputation, with long reach and lethal hitting power making it a significant problem for every type of armour.


The Soviets also bring a respectable air force and truly fearsome artillery to bear, and so German players have to be careful when committing to an offensive, particularly in the later phases of the conflict. Compared to the Cold War, the battlefield is less lethal and slower paced at long distances, but offsets with brutal and intimately close combat.

Overall, this mod brings a lot of novelty to the Armored Brigade, and it might even tackle the curiosity of those who prefer modern warfare. Being a massive effort, it certainly deserves abundant praise, particularly since it was made by a single man. And I am sure he will gladly accept any feedback or suggestions, which certainly won’t lack given the number of World War Two enthusiasts out there.
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One-Oh-Nine: Messerschmitt's killing machine hunting down a Soviet Il-2 Sturmovik.
 

Taka-Haradin puolipeikko

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AB1943: War in the Pacific

When we first tested KarlTaco’s AB1943 mod back in April, it consisted of "only" the Red Army, Red Army Guards, and the Wehrmacht.

In the last nine months,
it has become not only the most subscribed Armored Brigade mod, but probably the largest too
, by a wide margin, reaching almost 2000 units and their variations. It first expanded to the Western Front, introducing new factions such as the
Waffen-SS
, the
United Kingdom
, and the
United States Army
. While they are surely as thorough as the other three factions and benefit greatly from the purchasable Ardennes map, they are a natural and, to some extent, saturated option for World War II. However, what comes as a thrilling novelty is the bold change in the theatre of war, one that pushes the limits of the engine to the limit. Now it is the turn of the Pacific, with the
United States Marine Corps
and
Imperial Japan
(combining Imperial Army and SNLF) as newcomers.

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A precept in the Imperial Rescript to Soldiers and Sailors states that "duty is heavier than a mountain; death is lighter than a feather"


For the first six months after Pearl Harbor, the Empire of Japan swept across most of Southeast Asia and the Pacific with impunity. The Japanese had forced General Douglas MacArthur to flee the Philippines by the end of March 1942, having conquered Wake Island, Malaya, the Netherlands East Indies, and most of the islands to the north and east of Papua New Guinea. When the Japanese forced 75,000 malnourished and ill American and Filipino POWs to walk more than 90 kilometres in the searing heat with no food or water during the Bataan Death March in April 1942, there appeared to be little hope for an Allied victory. However, the tables had suddenly turned with the US strategic naval successes at the Battles of the Coral Sea (May 7–8, 1942) and Midway (June 4–7, 1942), and the Japanese Imperial Navy was no longer capable of major offensive campaigns, allowing the Allies to launch their own Pacific counter-offensive. The next crucial move took place two months later, on August 7, when the 1st Marine Division stormed Guadalcanal. The Guadalcanal campaign lasted for nearly eight months and involved sea, land, and air forces in a joint effort, coinciding with the colossal battle of Stalingrad, which marks the starting point of the mod too. Over the next two and a half years, the United States drew closer to the heart of the Land of the Rising Sun with each island it took. Growing superiority at sea and in the air, as well as in the number of fighting personnel and weapons, gave the United States increasing advantages. Nonetheless, wherever US forces faced Japanese defences, the enemy fought back ferociously until succumbing. As the grip tightened around Japan, drawing the war to an end, the Japanese fought with everything they had, and the casualties piled up. The final nine months of the war in the Pacific produced some of the most violent and deadliest fighting of World War II.

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Although it was not uncommon for troops to be equipped with trucks, tankettes, or light tanks, the Imperial Japanese Army lacked mechanisation in general. The Southeast Asian jungles and the Pacific islands were unsuitable for large-scale armoured operations, thus the Japanese armoured force was used as an infantry support arm piecemeal.


Often, when people think of the Japanese military during World War II, they think of formidable Zero fighters or soldiers fighting to the death, not tanks and armoured cars wreaking havoc on unsuspecting foes. The prevalent picture of Japanese tanks is of small, thinly armoured, and undergunned vehicles that faced far superior tanks fielded by the Allies—hardly appropriate for a game titled Armore Brigade. The Type 97 Kai (also known as Shinhoto Chi-Ha), the bread-and-butter of your armoured force and a medium tank in all but name, weighed just 15.8 tonnes with a high-velocity 47mm gun and only about an inch of armour at its thickest. By comparison, an American M4A3 Sherman medium tank weighed 33 tonnes, featured a 75mm main gun, and had at least 2.5 inches of frontal armour. And yet, the Imperial Army used tanks extensively during the Interwar period. In the 1920s and 1930s, an innovative Japanese tank program, inspired by European designs, supported their efforts in China prior to the Pacific War. Tanks were crucial in Malaya and the seizure of Singapore during the subsequent struggle against the Allies, as they were used imaginatively in jungle terrain previously deemed inaccessible by such vehicles. The Japanese tanks that saw action in the Pacific War were not bad by design, but they were built as instruments of assault and infantry support in places with limited infrastructure. Japanese infantry commanders found their armour capabilities suitable, leading to little incentive to improve
upon them. On the other hand, the M4A2 or M4A3 Sherman had significantly better armoured protection; the Sherman was impervious to most Japanese anti-tank weapons except at close ranges,
and Japanese tanks had never posed a serious threat to the Americans, who possessed a diverse arsenal of weapons capable of destroying them. On Okinawa, General Mitsuru Ushijima, commander of the Japanese 32nd Army, noted: “The enemy’s power lies in its tanks. It has become obvious that our general battle against the American forces is a battle against their … tanks.”

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Another unique feature of the USMC is the amphibious tank (amtank) or amphibious tractor (amtrac). The amphibious tractor was now armoured and armed as an infantry assault vehicle, leading the assault waves to the beach and assisting tanks in destroying fixed fortifications with 37mm and short 75mm turret cannons. Their success in operations remained vital to the assault phase and continued support.


However, the greatest hurdle in modding the Pacific War probably lies in surpassing the limits imposed by the mechanised-centric Cold War engine. The image of American troops fiercely fighting their way through booby traps, Banzai charges, and surprise attacks while stalwart dug-in Japanese defenders struggled against overwhelming enemy power in the air, on land, and by sea is challenging to model when underground tunnels, cave networks, or melee combat are not supported. This is partially remedied by the wide assortment of field emplacements available to the Japanese, ranging from small bunkers and MG nets to large AT emplacements. The second approach is the
Iwo Jima map
, available on Steam Workshop and made by
Valdemar
, who skillfully and accurately recreated the infernal island with steep dunes of soft, grey volcanic ash, which make getting sturdy footing and passage for vehicles difficult. While Mount Suribachi provides a great vantage point, the distinctive landscape on this map allows for brutal close-quarter engagements because line-of-sight is frequently in the 200–300 metre range or less.

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For both sides, the fighting that took place at the start of 1945 was among the most intense they had witnessed during the Pacific War. While the savage urban guerrilla warfare was taking place in Manila, the US Marines of the 3rd, 4th, and 5th Divisions invaded Iwo Jima. It is an eight square mile volcanic island with no harbour, yet it provided strategic benefits to the US Army Air Forces. It was possibly the only island battle in the Pacific War in which the US sustained more casualties than the Japanese, with 27,000 Americans killed or injured


Americans faced even worse on Okinawa, the natural springboard for an invasion of Japan’s home islands, and the final major battle of World War II. Following Okinawa, it became clear that the next invasion would take place on Japanese soil, with the Japanese refusing to surrender. An invasion of mainland Japan was expected to result in well over 400,000 casualties. The invasion was never carried out. With the dropping of atomic bombs on Hiroshima and Nagasaki, the war was abruptly over. KarlTaco's stated immediate goal is to continue developing and tweaking the database and contents, such as campaigns, while he may extend the timeframe to early conflict in the future. We might also see new maps such as Tinian and Saipan in the future. Any help, even if it is in the form of critical criticism, is greatly appreciated. This mod is a never-ending source of challenge and excitement for anyone who has ever been fascinated by the fury and vastness of World War II.
 

Ol' Willy

Arcane
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Reichskommissariat Russland ᛋᛋ
Interesting game, found it just recently.

Strongly reminds me of Steel Panthers but with obvious difference that SP is TB with direct control and AB is RTwP with orders.

I like AB approach better, it is more realistic and is better for bigger battles. Having direct control over every unit like in SP is unrealistic, and makes big battles with lots of units into a slog. Many other cool features as well.

But AB has the same flaw that SP has - totally braindead AI. If fact, AI is almost identical to AI in SP. It can do two things: sit in place and rush forward. No maneuvering, no tactical approach - forget about it.

This really makes otherwise enjoyable wargame a dull experience.

As an example - set up defensive battle with AB43 mod, no changes to difficulty

Zero losses - I just established fire pockets and patiently awaited until AI will kill itself in it

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Not sure if I will stick with it, I dropped SP exactly because of the dumb AI
 

Nutmeg

Arcane
Vatnik Wumao
Joined
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Messages
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Location
Mahou Kingdom
Not sure if I will stick with it, I dropped SP exactly because of the dumb AI
There are literally 0* TBS games with good AI, AFAIK, to say nothing about RTS. The challenge in TBS games comes from AI getting huge resource and other handicaps (most 4X games take this approach) or hand placement of relative hordes of units following simple "AI" rules (can be scripts, or just something like attack nearest enemy with most HP, or highest damage potential or whatever) that you have to puzzle through (most of the Japanese derived TBS like Panzer General series (clone of Daisenryaku) or Battle Isle (clone of Nectaris) take this approach).

*Well almost. Vantage Master's AI is very good (or I am just stupid, but what does that say about every other TBS game where I can easily outsmart the AI?), as is the computer version of 1830: Railroads and Robber Barrons, and I've heard M.A.X has a good AI, though I've invested only a cursory 1 or 2 hours playtime in it to short list it, so I can't say for sure. There, 2, maybe 3 exceptions to the rule. But let's look at the classics: Civilization series? Braindead. Master of Orion series? Braindead. Master of Magic? Drooling retard braindead. Heroes of Might and Magic? Braindead. Panzer General? Braindead. Jagged Alliance? Braindead. X-com? Literally random lol.

If you're looking for enjoyment in the TBS genre through challenging AI, it simply does not exist.
 
Last edited:

AdamReith

Arcane
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Joined
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Messages
2,111
Enjoy the Revolution! Another revolution around the sun that is.
Good scripting and scenario design can make up for shitty AI.

It is a pity the advanced skirmish generation features of AB are rendered pointless by the suicidal AI though.
 

Hace El Oso

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Bogotá
How's the AI in the Combat Mission series? I haven't played them myself yet, I've had my eye on CM: Cold War for ages.

I'm going to sound like a broken record, but on the RTS front, the AI in Gates of Hell: Ostfront is really quite good. With the best mod for the game, Conquest Enhanced, it's even better and feels very human. I believe the higher-level strategy of the AI is scripted, which helps.
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Armored Brigade II - Dev Diary #1: Evolving the Battlefield – Embracing 3D
Greetings Commanders!

By now, most of you have seen our announcement trailer for the Armored Brigade sequel. And yes, you have seen it right – our beloved battlefield has evolved from 2D into 3D. This change is a monumental shift for the game and we are elated by the positive responses received so far and the overwhelming excitement from fans. In this first diary, we aim to provide an in-depth look at this major transformation, delve into our motivations, and most importantly, reassure some of our long-standing fans about certain core gameplay elements.


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Why the Transition to 3D?
We have been attentively listening to community feedback, and we recognized the need to improve terrain interpretation and offer a more immersive battlefield experience. The idea notably sprouted in January 2021 as we were refining the ISO view. This concept gradually morphed into a full 3D perspective, which made us ponder: why not render everything on a single screen? We wanted to push the boundaries of what was possible, and this felt like the next logical step.

We did not make the decision to transition from 2D to 3D lightly. It necessitated a steep learning curve for our team. We had to adapt quickly, upskilling and expanding where necessary to meet these demands. The introduction of 3D also posed the risk of diverting focus from gameplay to graphics. Striking the right balance, where enhanced visuals did not overshadow core gameplay, was a paramount concern. There was also a genuine concern about how our dedicated 2D fans would react to this new direction, and ensuring the transition felt natural and value-added for them was crucial.


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By adopting 3D, we can now offer depth and spatial awareness that 2D simply cannot match, and a visual detail that breathes new life into every skirmish. This modification paves the way for enhanced tactical perspectives, from discerning line-of-sight over undulating terrains to better assessing the influence of the landscape on vehicle movement. This shift could potentially appeal to a broader audience, and feedback so far seems to confirm this. While Triple-A games excel in photorealistic graphics, Armored Brigade carves its own unique niche by focusing on gameplay and feature depth instead of competing on visual realism.

The new engine still vividly brings to life the intensity of warfare, portraying combat in a gritty and graphic manner that immerses players like never before. Every explosion, bullet tracer, and tank duel is rendered with a raw realism that underscores the unforgiving nature of modern conflict.


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Still True to its Roots
For those who loved the top-down perspective of the original, worry not! While the 3D graphics will offer new perspectives and possibilities, Armored Brigade II is designed to be played top-down as well. We understand that many of our players prefer this view for its strategic advantages, and we have ensured that it is optimized and as functional as ever. The top-down view will continue to provide that clear, concise battlefield oversight that many of you, and us included, have come to love. The shift to 3D simply allows for an additional layer of immersion and choice for players who wish to dive deeper into the tactical visuals. This move to 3D is not a departure but an evolution, taking the best from our roots and building upon it.


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Ease of Transition
One of our top priorities has been ensuring that the transition from 2D to 3D feels smooth and that massive maps and huge battles can be maintained. Whether you are a seasoned Armored Brigade veteran or a new recruit to the series, we aim for an intuitive and seamless gameplay experience. We have invested heavily in optimization to ensure that, regardless of whether you have a high-end gaming rig or a more modest setup, the game runs smoothly. By deliberately maintaining a stylized design and low model complexity, we've had another clear intention in mind: ensuring modding remains accessible and robust.

Modders have always been a crucial part of the Armored Brigade community. Their creativity and dedication have expanded the game's horizons, introducing new factions, eras and theaters. By maintaining a simplified design, yet aesthetically pleasing 3D models, we aim to provide modders with a canvas that is easy to adapt and build upon. Uncommon in game development, especially amidst such a dramatic shift, we have prioritized maximum backward compatibility. Old content can be quickly integrated into the new game, even if it initially appears with placeholder models.


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This is just the beginning, Commanders. The transition to 3D is more than a visual overhaul: it is an evolution of the Armored Brigade legacy. While embracing the new, we hold onto the core that has made this game special for so many. As we continue to polish and refine, we are excited to take you along on this journey. Stay tuned for more dev diaries, and as always, lead with strategy and foresight.

Until next time, keep those tanks rolling!
 

Taka-Haradin puolipeikko

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Dev Diary #2: Enhanced Communications & New Company Formations
Greetings Commanders!

In this installment of our development diary, we commence with a succinct reference to a significant event from the past, predating the Cold War period. In the annals of military history, few incidents cast as stark a light on the importance of communication as the British Light Brigade's suicidal charge during the Crimean War in October 1854. This bloody episode, marked by Captain Lewis Nolan’s ambiguous transmission of Lord Raglan’s ill-conceived orders and observed in disbelief by stunned allies and foes alike, serves as a poignant reminder of how the essence of warfare hinges on seamless information exchange. As we have always upheld the importance of this concept, reflected in our simulation of command order delay, we now push the envelope further with advanced spotting information sharing mechanism. This diary will explore the intricacies of this enhanced information exchange and spotting between units, as well as introduce redefined company structures, internally known as 'parent formations,' offering unprecedented flexibility in tactical planning.

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In the original game, once a hostile contact was identified, it became globally known; however, a friendly unit still needed to scan in that direction to engage it. Nevertheless, this often led to fairly rapid target engagement times by distant units, an aspect we believed could be further improved. In addressing this, we looked into integrating a system that mimics real-world military communication procedures. The chain of command represents the path that orders and reports take between HQs and their subordinate units. Normally, orders travel "down the chain", that is, from higher HQ’s to a lower subordinate unit (depicted as the order delay), while reports (such as CONTACT or SPOTREPs) travel both up and down the chain (sharing spotting information).


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A key challenge was ensuring the spotting mechanism itself remained undisrupted. This intricate setup necessitated meticulous implementation to ensure that the enhancements implemented did not inadvertently undermine the existing effectiveness or lead to gameplay issues for players. The system operates like a tree structure hierarchy, where communication across different branches is funneled through the nearest common node, except in cases where the units are in close physical proximity.


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To illustrate this with a practical example: suppose an individual tank has spotted a hostile contact. Tank commander will report this at the platoon level, which will then be relayed by the platoon commander up the chain to the company headquarters. Here, the information spreads on two levels: upwards to other headquarters within the communication network, and downwards to other platoons or sections. This feature allows units to share critical battlefield intelligence more realistically, elevating the strategic depth of gameplay.


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Similar to how a wildfire ignites and spreads rapidly, so does information in our simulation. While initial contact reports are swiftly shared at the local level, wider dissemination to units in different positions, like those on another flank or support units in the rear, takes more time, unless these units independently detect the enemy. With radio communication offering instant connectivity, the importance of physical distance between units is lessened, except in cases where direct voice or hand gestures are used. Additionally, the level of training is crucial; well-trained personnel are more likely to communicate clearly and precisely, and handle stress and panic more effectively.


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Which brings us to the second revolutionary novelty: redefined company structures. Companies are no longer single, bulky entities comprising a certain number of individual vehicles or units. Instead, they now possess a proper structure consisting of sub-formations; for example, a company might include an organic HQ section and a certain number of platoons. The benefit is twofold: players can issue a command to the whole company to ease the management of larger battles, or they can micromanage individual sub-formations. By integrating this concept, Armored Brigade facilitates a more dynamic and responsive tactical experience for the player. This enhancement additionally enables a more precise recreation of historical military structures, such as reconnaissance or weapons support companies.


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This new parent company structure is closely intertwined with information sharing, as sub-formations maintain a fixed connection with their default HQ. This HQ can be eliminated and, where possible, replaced by an acting leader, albeit with certain penalties. This development marks a significant leap in our commitment to providing a realistic and strategically rich warfare simulation. Designed with modularity in mind, the new system lays the groundwork for easily incorporating future features, including expanded communication methods and electronic warfare capabilities.

We will share more details about these exciting developments in our future updates.
Until then, commanders, roll out the tanks!
 

Galdred

Studio Draconis
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Steve gets a Kidney but I don't even get a tag.
How's the AI in the Combat Mission series? I haven't played them myself yet, I've had my eye on CM: Cold War for ages.

I'm going to sound like a broken record, but on the RTS front, the AI in Gates of Hell: Ostfront is really quite good. With the best mod for the game, Conquest Enhanced, it's even better and feels very human. I believe the higher-level strategy of the AI is scripted, which helps.
I played it quite a long time ago, but I don't remember the AI being particaluarly bad in defense. Now, if you are the defender and the AI attacks, I would expect it to embarass itself, but I only played the earlier ones, and it was something like 20 years ago...
 

Taka-Haradin puolipeikko

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Armored Brigade II - Parola Armour Museum Event

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Slitherine is thrilled to announce that it is sponsoring this weekend's event at the Parola Armour Museum in Finland.

For those of you joining the event in person on the
20th of January from 10am to 3pm EET
, you can be among the first to
try Armored Brigade II
.

Additionally, attendees will receive a coupon with a discount to spend in our store.

Unable to join the event? No worries, there will be great news soon
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,910
How's the AI in the Combat Mission series? I haven't played them myself yet, I've had my eye on CM: Cold War for ages.

I'm going to sound like a broken record, but on the RTS front, the AI in Gates of Hell: Ostfront is really quite good. With the best mod for the game, Conquest Enhanced, it's even better and feels very human. I believe the higher-level strategy of the AI is scripted, which helps.

Virtually nonexistent. When you play scenarios, the AI is given 2-3 predefined scripts to run, and will choose one and go with it. This gives some light replayability to the scenarios, but it's not like the AI is going to spot you being a massive dummy and take advantage like a human would. CM is more about respecting the lethality of engagements than anything, especially in the modern iterations. It also simulates soft factors and the like very well, which is sort of AI in a sense but within the squads and vehicle crews. This is why its systems have been used as training tools for company and battalion level commanders.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
Looks poor. Especially when comparing to something like Graviteam, which has working suspension and destructible vehicle parts.
That's totally a non-issue for me and I'd play it anyway if the weapon platforms are modeled correctly, but this game had abysmal AI, both for the enemy and your forces and if it doesn't improve and there is still no MP than it's a no buy from me.
 

Hace El Oso

Arcane
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Messages
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Bogotá
I don’t know any real alternatives that provide the kind of real-time tactical command at this scale with respectable AI. And with the sweet spot of the Cold War, 1970-80, depicted as well rather than just 1989-90.

I agree that without multiplayer it would be much less appealing.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
2,036
Graviteam has some Cold War modules, but those cover very specific conflicts and don't feature any hypothetical large scale NATO vs USSR war sadly.
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Graviteam also features some of the worst and most user-unfriendly interface I have seen in a video game released after 1995. Even Mius Front is horrible in this regard and it is much better than the original Graviteam was. Its a shame because Mius Front has some dope modules, such as Angolan War and Iran-Iraq War, which are otherwise nowhere to be found in vidya.
 

Hace El Oso

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AB II is releasing on the Matrix store November 15th, apparently. Also, the base armies will be USA, USSR, UK, Finland, Poland, East Germany, and West Germany, which I also didn't know.
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
It seems to be the almost same set of armies that was n AB originally too (not sure if Finland was there though). I guess we can look for plenty of army DLCs once more.
 

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