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NikiAlex

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  1. Hi There, Want the see the latest strategic features? Check out this We envision deep in-game force customization possibilities, development of commanders and large campaign theater for enhanced challenges and re-playability value. Dark mood for war setting will get special attention. Any comments coming from gamers are vastly appreciated!
  2. Guys, about the video.. I've started making it with commentary, but I realized that I suck on that and will need much more doubles. Good news is that I will still make miserable attempts until it’s properly done. In order to pump the size of the post with hopes to make you forget about the video ,I’m including some info about new weapons and tactics for the infantry battalions. Mortars are added as standard fire support element on battalion level. On tactical battles they will act as separate units formed into battery. Despite limited range and moderate firepower when deployed right they could be used with great effect against soft targets given their high mobility and concealment factor. Below is shown 2B14 Podnos, Russian 82mm mortar. Animated fire support teams would be really cool to watch in action. http://www.warcabinet.net/wp-content/uploads/2014/04/82mm_Mortar.png Another great asset for the infantry formation is portable SAMs. They will come at a price and not always will easy to obtain, but once in possession they could prove very efficient against much more valuable air assets. Undetected infantry having such SAMs would be high tread against helicopters or low flying planes. The more advanced versions of these weapons will be increasingly dangerous. If you include Portables SAMs into your battalion they will be embedded as launcher carry soldier into the infantry platoons. Some examples of what the factions will use (infrared homing please): Strela-3 (SA-14) http://www.warcabinet.net/wp-content/uploads/2014/04/Strela-3.png FIM-92B Stinger http://www.warcabinet.net/wp-content/uploads/2014/04/FIM-92B-Stinger.png Hope these will further enhance tactical battle possibilities
  3. Amitakartok, your thoughts in the last paragraph about response based on weights and probabilities are essentially also pre-scripted behaviors and it’s already in use. Again we run into the issue that we could not define endless set of possible scenarios and responses without messing up things or hit some serious CPU bottlenecks. What we call AI in games are just scripts for stats and range checks, related conditions and responses. No matter how many scenarios you manage to define it remains a predefined behavior that will look stupid in many cases and human will always find a way to exploit and crush it. Little bit off-topic, but there is not true AI in games. Even it’s strange why we call it this way. AI would mean full blown algorithmic adaptive behavior, logical decision responses and ultimately the ability to learn and self-improve. We are far away from this in games (maybe it’s for good). IMHO people with enough knowledge and skills to work on this fascinating topic are already assigned into robotic and military projects. When there is breakthrough there we will start seeing this in games. Hope we don’t mess up that one… who knows what could happen.
  4. NikiAlex

    Music

    Do you think that good music is frequently undestimated as critial element of a game? I can recall of numerous titles that become vast more enjoyable because of the music and sound FX. Even I had many cases when i still had nice experiance with gerenary crapy movies or games, but they still got world class music to keep me in. Do you have such examples of your own?
  5. Min hardware spec as of alpha. Dual core CPU at 2,4 or higher. Video min: ATI 7670/Nvidia450 1GB VRAM Recommended video: ATI7950/Nvidia 560 or above 2GB RAM. PC game. Runs on Win 7/8 As for gameplay there is demo level available for play and highlight of strategic later. Let me know if you like to try it out. Will do gameplay video with the new features. ETA first week of June.
  6. Thanks a lot! Now it got much better after migrating the project to Unity 5. Will include it in the new video
  7. More weapons are available to go to war. See them all at: http://www.warcabinet.net/gallery/early-alpha-screenshots/ Videos with the latest game features coming soon.
  8. We tried with strikes from above. It worked very fine Used these birds: http://www.warcabinet.net/gallery/early-alpha-screenshots/a-7-corsair/ Air strikes are probably the most efficent counter against long range artillery. Yet first you need to find it.
  9. Fine article. These guys together are serious research capacity in the field. Unfortunately such “AI mind clusters” are far beyond reach for the majority of game studios.
  10. My humble experience in RTS and TBS tells me this: There are a quite a big number of conditions for AI to look for in order to be “good” (like comparison of battle stats, defense bonuses, current strength, detection and engagement ranges, weapon type, allies & enemies nearby, etc) It is more of a challenge from design perspective to properly list all important conditions, behaviors’ and well balanced reaction thresholds. Once this is set up as schemas and functions then programming tackles begin to kick-in. There more conditions and situation you push to implement the higher the change some condition will go wrong, will be missed at all and this of course will lead to annoying in-game situation. For sake of the discussion let’s assume conditions and responses were set up top notch and you have AI character/unit that appears “intelligent„ and deliver to you nice amount of challenge. Congratulations you have excellent AI for you Character class/Unit. But wait a minute… I have so many different character/unit classes, special traits and so many weapon types. Yeah, I will need to customize AI for most of them. Now we have some awesome AI let’s do some combat in RTS. Ops AI need to calculate most of his condition every frame in order this to be really efficient. We have a CPU performance issues. OK then let’s reduce condition checking to every second, but not every frame. Well it appears this is not frequent enough. AI is not as good as we wanted. At some point you are asking, how much time do I need to invest to got my good AI opponents Just my two cents. Will be happy to read more hands-on on this topic Cheerz
  11. Early gameplay is available: For better experiance watch on HD and headphones Cheers
  12. Early gameplay footage: Watch on HD and headphones Comments are most welcome
  13. War Cabinet closed alpha is going to start tomorrow. Game is including modern theatre of war strategic layer, officers and 3D tactical combat. If interested to be a part do not hesitate to PM me. Cheers
  14. I'm know that such network war build by NATO between Greenland and Iceland and from their to Britain to track soviet subs entering Atlantic. That's why using under ice sneaking was preferred move by the Soviets. Such network give you some sort of intelligence, but not telling you much anyway, you know that subs have passed, but after that you need to find exact location to mitigate the thread. This is why the subs are considered so dangerous, because of their stealth and ability to deliver devastating strike right next from your backyard.
  15. Hi Guys, I am experimenting with different camera POV on military tactical map (it is for the in-game mechanics) I was wondering what is your preferable point of view when you command&control units. Have couple of example screenshots to share if you are intrested to give opinion.
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