Order of Battle Pacific Featured on Weekly Streaming Session

Order of Battle is a series of operational WW2 games starting with the Pacific War and then on to Europe!

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rezaf
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by rezaf »

Thanks for the stream guys, this game looks spectacular.

My only fear is that with everything being full 3D AND animated, modding will be a lot more difficult than in PzC - provided the game offers a similar degree of modability, which would be way cool.
In any event, can't wait to play it.
_____
rezaf
Rood
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by Rood »

As I, and many others, have said, I cannot wait to play this game.
It looks fantastic and the gameplay seems very solid, love the flanking, AT support adjacent units, double fog of war, supply lines.

Thank you for the stream.
adherbal
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by adherbal »

My only fear is that with everything being full 3D AND animated, modding will be a lot more difficult than in PzC - provided the game offers a similar degree of modability, which would be way cool.
In any event, can't wait to play it.
Unit types, classes, nations, terrain types, etc are all defined in TXT files so this is already easily moddable. Creating new units (3D models) is of course a bit more difficult. We intend to release exporter tools for 3DS Max (and/or other modeling software) after release, but of course it requires some experience with 3D to work with these.

With our own history in game modding (Total War series) we consider this a quite important aspect of the game, and will certainly try our best to support a creative community.
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JimmyC
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by JimmyC »

Whilst eager to get the game, i prefer you to take the time to ensure it is released in a mostly complete state.

Just not too long please!! ;)
rezaf
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by rezaf »

adherbal wrote:Unit types, classes, nations, terrain types, etc are all defined in TXT files so this is already easily moddable. Creating new units (3D models) is of course a bit more difficult. We intend to release exporter tools for 3DS Max (and/or other modeling software) after release, but of course it requires some experience with 3D to work with these.
Cool, thanks for the heads up.

Creating new unit models and stuff will most likely be a pita thus limited to skilled 3D modelers (like you say), but if you want a game to look decent and have stuff like attack animations, I guess 3D is the way to go.
So I'm happy you made that decision - Armageddon stuck to 2D art, but people complain about stuff like it's lack of attack animations, but your game has all that eye candy and more.
I also like how the game's systems look quite similar to PzC (or Panzer General before it) at first glance, but with a series of notable and sensible improvements/additions.

We'll see how it all comes together once the game ships, but I can only repeat: Can't wait to play it.

I wish I could do so in my upcoming christmas vacation, but yeah, better ship later in better state than earlier in half-baked state is a very sensible approach.
Maybe in my easter vacation, provided I get one next year. :wink:
_____
rezaf
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by BiteNibbleChomp »

rezaf wrote:My only fear is that with everything being full 3D AND animated, modding will be a lot more difficult than in PzC
NOOOOOOOOO! How am I supposed to make this game feature really unusual ideas then? :cry:

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
adherbal
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by adherbal »

One of the things we're doing for modding support is to allow the game to read files from seperate mod folders. That way you can mess around with files as much as you want without it ever affecting the main game data. Currently the pointer to the mod folder sits in a txt file, but the next step would be to provide a mod launcher.
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MikeAP
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by MikeAP »

Game engine looks great!

YouTube link: http://www.youtube.com/watch?v=xctmwrTBKjs
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by Loki1942 »

Looks Amazing, alot better than i had imagined even.
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by Horst »

Looks like THE strategy game of the next year to me!
It’s really good to see that turn-based strategy games can still be improved that much that it could appeal even to real-time enthusiasts. Sounds, graphics, complex spotting mechanics, unit retreats, aircraft loadouts, ship sonars, torpedo attacks, and all the many unit stats, etc. – all that make any old PG veteran wet his pants for sure. It still looks like that all the new features expanding on old PG mechanics won't demand a scientific degree either to understand, so the learning curve won't be that steep. I’m very glad that are still games made that aren’t simplified for the dumbest smartphoner just for the sake of making more money.

The only thing that disturbed me is the whirling nation emblem during AI turns. That makes me dizzy and distracts from the AI action. I hope you will be able to turn that hypnotic wheel off somehow.
MikeAP
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by MikeAP »

Horst wrote:The only thing that disturbed me is the whirling nation emblem during AI turns. That makes me dizzy and distracts from the AI action. I hope you will be able to turn that hypnotic wheel off somehow.
I thought the infantry icons were a little too large.

Personally, I would suggest smaller icons - on scale with tanks, and more infantry to represent a larger unit.
adherbal
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by adherbal »

I thought the infantry icons were a little too large.

Code: Select all

// Unit Model scales
landMaxSize = 0.8
landMinSize = 0.4
airMaxSize = 0.7
airMinSize = 0.45
infantryMaxSize = 0.25
infantryMinSize = 0.125
navalMaxSize = 1.2
navalMinSize = 0.6
largeScaleFactor = 1.3
This is all moddable in TXT files, as is the number and position of soldiers in a unit. But for us it's most important that you are able to tell the different infantry types apart (which can already be tricky on this scale).
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MikeAP
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Re: Order of Battle Pacific Featured on Weekly Streaming Ses

Post by MikeAP »

adherbal wrote:
I thought the infantry icons were a little too large.

Code: Select all

// Unit Model scales
landMaxSize = 0.8
landMinSize = 0.4
airMaxSize = 0.7
airMinSize = 0.45
infantryMaxSize = 0.25
infantryMinSize = 0.125
navalMaxSize = 1.2
navalMinSize = 0.6
largeScaleFactor = 1.3
This is all moddable in TXT files, as is the number and position of soldiers in a unit. But for us it's most important that you are able to tell the different infantry types apart (which can already be tricky on this scale).
Outstanding
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