The Big Annuncement

Discussione in 'War in the Pacific' iniziata da S.P.Q.R., 7 Dicembre 2007.

  1. S.P.Q.R.

    S.P.Q.R.

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    "New Expansion for War in the Pacific with More Detail, More History, More Features!

    Matrix Games and 2 by 3 Games (www.2by3games.com) are excited to announce a new expansion for War in the Pacific, the legendary epic wargame of the entire Pacific theater during World War II. The Admiral’s Edition expansion will require ownership of the original War in the Pacific game. Many additional man-years of development from a dedicated and experienced team including subject matter experts and experienced programmers has resulted in an improved War in the Pacific experience across the board. The Admiral’s Edition expansion is currently scheduled for an early Summer, 2008 release.

    David Heath, Director of Operations at Matrix Games, said, “War in the Pacific is a masterpiece of computer wargaming and we undertook this project with the utmost respect for the original design. Since it was originally released in 2004, War in the Pacific has provided countless hours of enjoyment and an unmatched immersive wargaming experience. At the same time, all that play has revealed some rough edges that needed smoothing and also given us many ideas in terms of how to build on the existing design to fulfill some of the wish lists players have posted. War in the Pacific: Admiral’s Edition is the achievement of that goal and should give fans of War in the Pacific many more years of unparalleled gameplay.”

    Joe Wilkerson, Project Lead for Admiral’s Edition, commented, “A team of over two dozen programmers, artists and researchers has worked on virtually every aspect of War in the Pacific for over a year now and reaching the point where our work is ready to be announced is very gratifying. This has been a massive undertaking of which we are extremely proud and I am thankful to all who have given and continue to give their time to this project. We look forward to introducing ourselves to the community over the coming weeks and months and sharing with you our vision for the Admiral’s Edition. To the War in the Pacific community, who are familiar with some of our work on the 1.8x series of updates I can only say – you ain’t seen nothin’ yet!”

    Although the individual improvements are far too numerous to mention in this initial announcement, the highlights alone should grab the attention of any War in the Pacific fan. Many more details will be released as War in the Pacific: Admiral’s Edition draws closer to release.

    The Entire War in the Pacific on One Map! – If you thought the original map was something to behold, wait until you see the new one! Completely redone to a 40 mile per hex scale (instead of the original 60 mile per hex scale) and with the original distance distortions and inaccuracies corrected, this is the most accurate and most stunning map of the theater ever created. In addition, the smaller scale has allowed us to add a number of important bases that would not fit in the larger scale, but which played a key role in the strategy of various operations. On top of that, Admiral’s Edition now has off-map movement through map edge boxes representing major bases across the world, allowing more realistic movement of assets and arrival of reinforcements and resources.

    The War At Sea – A waypoint system has now been added for Task Force movement, with up to three waypoints possible. These can also be used to define a patrol zone with loiter times. Waypoints can also be used for automated convoys along with a “return same route” option, making setting up your supply routes easier than ever. Task Force Movement is now handled on a hex by hex basis, with mid-ocean intercepts now possible! Many additional ship classes have been added and the entire naval order of battle has been overhauled with new ships, new subs (including midget subs for the Japanese) and new devices.

    The entire upgrade system is now much more capable, allowing conversion of ships between classes as well as multiple upgrade levels (for example, a US Navy four stack destroyer can now convert to APD, AVD, DM or DMS, as the player wishes). Ports have also been reworked to allow for realistic limits for ability to handle ships, cargo and repairs, with much more control given to the player on how repairs are managed (especially at shipyards).

    Shore bombardment, landing craft, major and minor ship damage, Engine vs. System damage, brand new ship art and improved task force and ship displays are just some of the many additional improvements!

    The War in the Air – The air combat, pilot replacement and training systems of the original War in the Pacific have all been revisited and improved for the Admiral’s Edition. CAP is now partly in the air and partly scrambled, based on your CAP percentage, radar, climb rate, HQs and other factors. Fighters now have new more realistic air combat ratings, with maneuver adjusted based on altitude bands and top speed factored into relative maneuver calculations, to allow both styles of air combat to have their due. The end result is a better simulation of the historical matchups and less of the “uber CAP” that could happen in the original release.

    On top of that, plane damage is now tracked across turns and each plane type is assigned a service rating which affects the difficulty of keeping that plane repaired, maintained and in the air. In addition to ops losses, perpetually damaged planes can now become “write offs” with their parts scavenged to make other planes operational. Operational losses overall are now at a higher, more realistic level for the Pacific theater. Fog of war also now applies to the indicator for enemy planes at a base as well and air balance and bomber/escort assignment depends on what you actually know of the enemy’s air power.

    Pilots are now rated in a dozen different skill levels and can no longer gain the equivalent of combat experience by flying non-combat missions. Combined with a much more realistic multi-pool pilot training and reserve system, this eliminates certain balance loopholes that could cause unrealistic training rates.

    Barrage balloons, blimps, over 500 airplane types, new aircraft art, more realistic coordination limits, configurable resize for squadrons and tracking of air attack vectors for ship flak are some of the many additional improvements!

    The War on Land – From the original War in the Pacific’s eight terrain types, the Admiral’s Edition now has up to sixteen and transportation is now handled based on hex-sides rather than hexes, allowing for realistic land movement rates. A new dynamic hex-side and hex zone of control system also ensures realistic control over directions of movement and retreat. Land units now have several modes, rather than just a few – Combat, Movement, Strategic Movement, Reserve, Rest and Disorganized combine to give the player more choices to make about the stance and effectiveness of his land units. A division in Reserve will be able to Pursue, while a Division in Combat will be able to fight much more effectively and a division in Strategic Movement will be able to use rail movement, for example.

    Tactical movement also now allows plotting and executing moves from any one hex to any adjacent hex – supply routes no longer need to be followed. Improved fog of war, limitations on fort construction, forced withdrawals and disbands and overstacking rules for atolls and small islands are some of the additional improvements that bring the land combat aspect of the Admiral’s Edition to a new level!

    The War at Home – Economy and Industry have also been improved to more accurately simulate the wartime economies, with the addition of Light Industry and Oil Refinery centers and the removal of fuel and supply production from Resource and Oil centers. These changes allow for more realistic economies while keeping the game balance at a historical level. Moving the arrival of some off-map resources to off-map bases, requiring them to be transported on map also removes some issues, such as with Karachi. The end result is an economy that is not significantly more complex, but works more historically.

    The Grand Campaign – All of these improvements will come wrapped up with a new full campaign scenario as well as five other scenarios, ranging in size from smaller to larger, many never before done for the War in the Pacific engine! The new campaign and scenarios are based on new, thorough and painstaking research to place every starting historical land, naval and air unit where it was historically and to do the same for reinforcements and withdrawals, to maintain a historical balance of forces. The new orders of battle, planes, ships and devices represent a leap forward in realism and historicity from War in the Pacific, which set the benchmark when it was first released.

    The Editor – Finally, scenario and mod-makers will rejoice at the entirely new editor, built from the ground up for the Admiral’s Edition. This editor significantly increases the number of slots available for both devices and locations, has text search, auto-refresh of units from changes TO&Es, display of art work for ships and planes, enables editor-defined LCU breakdowns and task force contents. It also allows viewing of the contents of a given hex for the entire scenario being worked on (including reinforcements). The editor also allows you to upgrade the complete TO&E of a unit at a specified date, which is used to good effect in the new scenarios and campaign to allow 2-5 TO&Es for a division, for example, rather than having to abstract those into one for the entire war.

    All of these great new features and improvements are on the way, along with a host of minor fixes, while maintaining the same great gameplay and game balance that gamers have enjoyed for years in War in the Pacific. Stay tuned for more information, screenshots and AARs as we move into 2008 and War in the Pacific: Admiral’s Edition gets closer to release.

    Clear your schedules now and come Summer 2008, join us for an exciting and feature-filled trip back to the Pacific!"
     
  2. Taglia

    Taglia

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    Ci vorrà un rack di quad-core per farlo girare :D
     
  3. TrueKnight

    TrueKnight

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    Ho appena finito di leggere il tutto...sto per svenire...o se preferite togliete la "s" ....
     
  4. S.P.Q.R.

    S.P.Q.R.

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  5. TrueKnight

    TrueKnight

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    :sbav:

    Mamma mia...hanno fatto proprio delle ottime cose, a giudicare dagli screen!!

    Bisognerà avere più informazioni prima di dare un giudizio definitivo, e mi pare che non tutte le questioni siano state risolte (non mi sembra, ad esempio, che si dica qualcosa riguardo alla selezione dei bersagli da parte degli aerei in naval attack) ma sono stati fatti davvero un sacco di passi avanti...

    Credo che dopo una salutare dose di modding il gioco raggiungerà vette inimmaginabili fino a ieri!


    Le uniche due cose negative che mi vengono in mente sono la data di uscita, dolorosamente troppo lontana :wall: , ed il nome poco originale...ma penso che su queste due potrò passare sopra :D


    P.S.

    Lo schermo del bombardamento navale che si vede nel quinto screenshot è già presente, anche se inutilizzato, nell'attuale versione di Witp, segno che alcune cose erano in cantiere già da tempo.
     
  6. Clemenza

    Clemenza

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    Estremamente interessante, aspetteremo.
    Io dico a quando un mediterraneo, quando uno sviluppatore di WitP guarderà al mediterraneo?
    Se ne sente un grande bisogno!!
     
  7. S.P.Q.R.

    S.P.Q.R.

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    ù

    è stato fatto un mod. WITM.

    Si può giocare solo per mail però.

    ciao
     
  8. qwetry

    qwetry

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    quoto:Shock:


    però guardate qua

    witp requisiti:
    Windows 98SE / ME / 2000 / XP
    Pentium II 600 Mhz CPU (rec. 800Mhz)
    DirectX 8
    128 MB RAM (rec. 256 MB)
    Direct X compatible Soundcard
    8MB Video Graphics Card 16 BIT Color
    8x CD-ROM
    900MB free Hard Disc space

    witp admiral edition requisiti:

    Windows 98SE / ME / 2000 / XP
    CPU: 2.0 Ghz minimum, 3.0 Ghz recommended
    Video/Graphics: 128M minimum, 256M recommended
    RAM: 512MB minimum, 1GB recommended
    1 GB free Hard Disc space
    DirectX version: 9.0 or later
    Direct X compatible Soundcard
    8x CD-ROM

    come processore sono nei requisiti minimi,devo cominciare a pensare che sarà poco giocabile nel mio pc?ma come può un wargame basato su witp salire così tanto di requisiti???capisco che hanno rimpicciolito esagoni,aumentato dettagli,aggiunto nuove cose ma da 600mhz a 2ghz cè ne di strada...


    avete una idea di quale sarà il prezzo?
     
  9. TrueKnight

    TrueKnight

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    Per quello che riguarda i requisiti penso che abbiano preferito correggere in eccesso..mi sembrano anche a me altini per un gioco come witp, anche se, considerando che si parla di estate 2008, restano di fascia medio-bassa.

    Mettiamola così...requisiti alti per processore e RAM significano tanti calcoli fatti dall'AI, ovvero modello di gioco più complesso e verosimilmente migliore! Chi l'ha detto che i computer potenti interessano solo a chi gioca agli sparatutto?? :)

    Per il prezzo credo sia proprio troppo presto...la data di uscita è già abbastanza approssimativa (estate potrebbe voler dire fine giugno come fine settembre, sempre che la previsione sia azzeccata.) parlare di prezzo sarebbe prematuro...
    se però dovessi tirare ad indovinare direi non meno di 35 euro...
     
  10. qwetry

    qwetry

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    spero che non vadano oltre 35€,dovrebbero considerare che è una "semplice" espansione

    visto che richiede il primo witp come dovrebbe funzionare il digital delivery?al momento della richiesta d'aquisto chiederà il cd key di witp o al momento dell'installazione del gioco chiederà sia il serial di witp che admiral edition?
     
  11. GeorgePatton

    GeorgePatton

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    Ehi sono al lavoro e non ho tempo di leggermi il mega-papiro fino a stasera. Fatemi un sunto veloce per favore... :piango::piango:
     
  12. S.P.Q.R.

    S.P.Q.R.

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    "New Expansion" Admiral’s Edition expansion is currently scheduled for an early Summer, 2008 release.

    40 mile per hex scale
    off-map movement
    waypoint system
    mid-ocean intercepts
    additional ship classes
    midget subs for the Japanese
    upgrade system is now much more capable, allowing conversion of ships between classes as well as multiple upgrade levels
    Ports have also been reworked to allow for realistic limits for ability to handle ships, cargo and repairs
    Engine Damage
    air combat, pilot replacement and training systems
    plane damage is now tracked across turns
    Pilots are now rated in a dozen different skill levels
    Barrage balloons, blimps, over 500 airplane types
    New terrain types
    realistic land movement rates
    dynamic hex-side and hex zone of control system
    Land units now have several modes
    plotting and executing moves from any one hex to any adjacent hex
    overstacking rules
    addition of Light Industry and Oil Refinery centers and the removal of fuel and supply production from Resource and Oil centers.
    entirely new editor

    ed ho riassunto-riassunto-riassunto eh!! Ce ne sono altre decine di nuove implementazioni......
     
  13. Mcgerm

    Mcgerm

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    quella che mi piace di più è il sistema di way point, chissà se sarà possibile giocare tra giocatori che hanno witp e quelli che hanno witpae :humm:
     
  14. mazzocco

    mazzocco

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    ma poi avete notato che nello screen del porto c'è il naval support???

    e il valore di moonlight????

    :sbav: :sbav: :sbav: :sbav: :sbav: :sbav: :sbav: :sbav: :sbav:

    comunque la data di uscita è early summer quindi se tutto va bene dovremmo attendere "solo" 6 mesi :wall:

    per il prezzo spero che sia più basso di 35 euro visto che per poterlo avere devi aver gìà speso 60 euro del gioco base.... va bene che li vale tutti, ma io a giugno avrò un figlio di 2 mesi che vuole pannolini puliti tutti i giorni
     
  15. mazzocco

    mazzocco

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    onestamente penso di no solo solo per la diversa scala della mappa, poi cìè tutto il resto
     
  16. GeorgePatton

    GeorgePatton

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    Ora ho letto tutto per bene... Maledetti alla Matrix. Farci entrare in fibrillazione con 6 mesi in anticipo...

    Anche se poi, rischia di allungarsi ad 8 mesi.
    Comunque sembra veramente molto molto interessante.
    La cosa migliore è decisamente la possibilità dei 3 waypoints per le TF. Mancavano e con quelli le cose cambiano parecchio.
     
  17. mc3744

    mc3744

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    Early summer 2008!! :piango::piango:

    Ma è tra quasi un anno!!!! ... visto che di ritardi ce ne saranno di sicuro :piango::(

    Vabbè, speriamo che valga l'attesa
     
  18. qwetry

    qwetry

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    sto pensando alla AE e mi è tornata in mente la cosa dei requisiti...

    sono praticamente nei requisiti minimi come cpu(anche meno se per 2ghz intendono cpu moderne,io ho un misero sempron da "ufficio", anche se è 3400+ 2ghz...)

    voi che leggete il forummatrix e sapete qualcosa di più,cosa si dice su questi requisiti?sarà superpesante come sembra dai requisiti?:humm:



    che voci circolano su AE?sarà veramente l'espansione supermegagalattica che sembra leggendo le features?:sbav:
     
  19. Invernomuto

    Invernomuto -

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    Per i requisiti, trattandosi di un'espansione e non di una completa riscrittura dell'engine del gioco, non credo che differiscano tanto da WITP originale, quindi non mi preoccuperei. Al limite ci metterà tanto per risolvere il turno, a causa dei maggiori calcoli da fare (si pensi ad esempio al land combat più dettagliato), ma girare gira. A me WITP gira (lento ma gira ed è giocabilissimo) su un Celeron 1,4 ghz.
    Di "voci" su AE non ce ne sono tantissime, secondo me cmq non ci si deve aspettare una rivoluzione, l'engine è sempre lo stesso con tutti i suoi limiti, sono intervenuti sui punti deboli e hanno migliorato gli aspetti critici. Secondo me sarà un buon lavoro, ma non aspettiamoci miracoli...
     
  20. qwetry

    qwetry

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    http://www.matrixgames.com/forums/tm.asp?m=1749271&mpage=1&key=


    da quel che ho capito,sarà un po più lento a girare rispetto a witp base(uno dice +\- del 20%)ma sarà giocabile normalmente

    \
    quote:
    ORIGINAL: wdolson

    I've been running beta test versions of AE and it runs without a hitch on all my machines. This computer is:

    CPU - 1.6 Ghz
    RAM - 1 GB
    Video RAM - 32 MB

    The video card is 2001 vintage.
    The thing that is most critical is the RAM. I have run it fine on a computer with 512 MB, but it performed better when I upgraded the RAM to 1 GB. I also have my firewall outside the computer, so my computer isn't bogged down with a lot of anti-virus stuff. With anti-virus stuff running in the background, that will increase the CPU and, to a lesser extent, the RAM needs.

    Basically any new computer you buy today will have enough resources to run AE. Though with Vista, RAM might be tight unless you have a lot of it. Vista is a major memory hog.

    Bill\

    quindi col mio 2ghz posso stare tranquillo direi...
     

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