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Random Screenshot(s) of the Week
Posted: Fri Jun 06, 2014 7:51 pm
by adherbal
Some random bits and pieces collected during recent playtesting. For a change of the usual focus on "cool stuff" this is actualy all
bad stuff happening.
Losing a carrier to a sneaky submarine is painful.
Especially if it was packed with aircraft...
Commanders can't actualy
die, but when their parent unit get destroyed you're looking at a long recovery time.

Re: Random Screenshot(s) of the Week
Posted: Fri Sep 05, 2014 6:25 pm
by adherbal
Re: Random Screenshot(s) of the Week
Posted: Sat Sep 06, 2014 11:07 am
by Ripppe
Nice to see some new screenshots! Especially from the infantry units.
One thing I'm curious is how these different infantry units and their upgrades work? So is there a "basic unit" that can further be specialized to fit a certain role (assault, engineer, AT, and so on) or are the different roles already divided to different units? What are the possible values/stats/aspects subject to different infantry types?
Re: Random Screenshot(s) of the Week
Posted: Sat Sep 06, 2014 11:29 am
by adherbal
Any unit from the infantry class can be upgraded (or downgraded) to any of the purchasable types. Upgrading within the same series (for example upgrading "Marines '42" to "Marines '43") will be cheaper than upgrading to a different series (for example upgrading "Marines" to "Paratroopers"). This is the same mechanic as used for all other unit classes (tanks, artillery, aircraft, ...).
What are the possible values/stats/aspects subject to different infantry types?
They all have different "anti infantry", "anti tank" etc attack and defense values of course. And then there are the special traits and abilities: The Japanese infantry second row far right are "Lunge Miners" or kamikaze AT units. They will run into enemy tanks with mines on a pole, which is a one way ticket for the unit. Paratroopers can embark air transports and drop by parachute. Engineers destroy & build bridges and lay mines fields. Commandos can blow bridges, launch "sneak attacks" and remain hidden from distance spotting. Seabees improve the entrenchment of adjacent friendlies, ...
Plenty of distinction and use for all the different types

Re: Random Screenshot(s) of the Week
Posted: Sat Sep 06, 2014 2:31 pm
by Ripppe
Sounds neat! One curiosity though. Are the weaponry and number of soldiers visible in one unit just an artistic representation or do they mirror the headcount/actual weaponry of the unit? I think that for example in Combat Mission Barbarossa to Berlin a graphical representation of a unit depicted just those aspects, though in that game a unit was actually size of a squad whereas in OoBP I think a single infantry unit is larger.

Re: Random Screenshot(s) of the Week
Posted: Sat Sep 06, 2014 2:39 pm
by adherbal
It's just a representation of the type of weapons they carry etc. Tanks, aircraft etc don't represent single vehicles either. The only exception are capital ships (cruisers, battleships & carriers) who represent single vessels.
Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 1:08 am
by adherbal
While aircraft carriers can carry carrier-based fighters and tactical bombers, cruisers can carry floatplanes. These aircraft have little combat capabilities but are cheap and effective at scouting.
Most cruisers can only carry 1 unit of seaplanes, but the Japanese Tone class cruiser - with its unique "all gun turrets in front" - layout can carry two.
As with carriers, any floatplanes on board of the cruisers are visualed with tiny models on the seaplane launch pads at the rear half of the ships.

- floatplanes.jpg (208.09 KiB) Viewed 10498 times
Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 12:14 pm
by Mark50
Awesome graphics, Lukas! I have a question about the ships movement animation. When they move from one hex to the other will there be some water effect/trail to show this?
Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 2:08 pm
by VPaulus
Mark50 wrote:Awesome graphics, Lukas! I have a question about the ships movement animation. When they move from one hex to the other will there be some water effect/trail to show this?
Yes.

Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 2:34 pm
by adherbal
Because a picture says more than a thousand words, so a 360 frames
video sequence says more than 360.000 words?
We're put a lot of effort into all the movement, combat, idle, explosion, etc animations. That's the whole point of using a 3D engine really

Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 2:45 pm
by VPaulus
adherbal wrote:We're put a lot of effort into all the movement, combat, idle, explosion, etc animations. That's the whole point of using a 3D engine really

And the sound, Lukas, and the sound....

Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 3:24 pm
by adherbal
Of course

Reminds me I still need to forfill your request on rotation sounds.
Re: Random Screenshot(s) of the Week
Posted: Tue Sep 09, 2014 4:49 pm
by Mark50
Allow me to shake your hand, energetically!

That is really great. The water movement, turrets rotating and, to my surprise, even the aircraft`s propeller is animated. Plus, the sounds are just about as brutal as they should be. Great atmosphere overall! Again, I think you should make a spectacular promotional video for its release as images alone don`t do it justice. Plus, the video could be an easy way for any fan to share it with friends and other forums he`s part of.
Re: Random Screenshot(s) of the Week
Posted: Wed Sep 10, 2014 4:31 am
by Ripppe
Ain't that sweet or what! Nice work you guys have done there. :) Although it was the pictures that first caught my attention, I believe that with little video magic you could create very compelling promotional appearance.
Re: Random Screenshot(s) of the Week
Posted: Fri Sep 12, 2014 5:57 pm
by bobk
Love all the ideas you guys are putting into the game. The injured Commander recovering, like Sid Myers pirates. The float planes and engineer abilites which are in Open General, and sadly missing from Panzer Corps.
The detail and atmosphere, (and sounds), in the naval battles are excellent, funny how little touches can completely transform a game.
I know the AI had a problem using paratroopers in PzC`s, does this work in your game?
Re: Random Screenshot(s) of the Week
Posted: Sat Sep 13, 2014 12:43 pm
by adherbal
I know the AI had a problem using paratroopers in PzC`s, does this work in your game?
The mechanics are similar to PzC: You board air transport on an airfield (which costs some resources), fly the aircraft to were you want, drop the paratroopers (dropzone can be missed by 1 hex). AI can use this too if it is set up in the scenario scripting.
And of course the paratrooper drop action has a little animation with parachutes opening and soldiers floating down to the ground

Re: Random Screenshot(s) of the Week
Posted: Mon Sep 29, 2014 4:03 pm
by adherbal
For a look at something different: The Turn Overview/Objectives panel.
Scenario objectives vary greatly, including protection or destruction of (a) specific unit(s), capturing bridges before they can be destroyed, relieving pockets cut off from supply, preventing enemy scout planes from detecting your carriers, etc.

- objectives.jpg (142.56 KiB) Viewed 9853 times
Re: Random Screenshot(s) of the Week
Posted: Fri Oct 24, 2014 4:17 pm
by adherbal
New "town" and "farmlands" terrain types have recently been added as we reach the final scenarios of the Japanese campaign, featuring the invasion of Australia.
Big town rendering test below (not part of an actual scenario).

- town.jpg (429.82 KiB) Viewed 9582 times
Re: Random Screenshot(s) of the Week
Posted: Fri Oct 24, 2014 4:19 pm
by zakblood
looks nice

Re: Random Screenshot(s) of the Week
Posted: Fri Oct 24, 2014 5:25 pm
by gldavis
This game looks awesome. Thanks for the new screenshot\tease, my mouth is watering!
