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TOAW4 as at Feb 2020

 
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TOAW4 as at Feb 2020 - 2/18/2020 2:21:31 PM   
jupiter999

 

Posts: 33
Joined: 8/13/2015
Status: offline
Good day.
I start playing TOAW4 recently after finally understand what battlefield timestamp is.
I'm not hardcore wargamer, but curious enough to learn about the current state of the game, so I got some questions as follows:

- Is there anymore planned feature that are still incomplete in TOAW4?
- Is current TOAW4 engine capable of simulating submarine warfare?
- How is supply on sea (or across sea) works? Or is there any? How about port to port?
- I think I read somewhere that torpedo is still not a thing in TOAW4... Is it?

Post #: 1
RE: TOAW4 as at Feb 2020 - 2/18/2020 2:38:46 PM   
Curtis Lemay


Posts: 11980
Joined: 9/17/2004
From: Houston, TX
Status: offline
quote:

ORIGINAL: jupiter999

Good day.
I start playing TOAW4 recently after finally understand what battlefield timestamp is.
I'm not hardcore wargamer, but curious enough to learn about the current state of the game, so I got some questions as follows:

- Is there anymore planned feature that are still incomplete in TOAW4?


Yes.

quote:

- Is current TOAW4 engine capable of simulating submarine warfare?


No.

quote:

- How is supply on sea (or across sea) works? Or is there any? How about port to port?


Supply is blocked by deep water hexes. Anchorages are irrelevant for supply purposes - unless the designer put supply points in them.

quote:

- I think I read somewhere that torpedo is still not a thing in TOAW4... Is it?


Torpedo bombers are simulated. Ship-board torpedoes no.




< Message edited by Curtis Lemay -- 2/18/2020 3:45:29 PM >


_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to jupiter999)
Post #: 2
RE: TOAW4 as at Feb 2020 - 2/18/2020 3:44:33 PM   
Curtis Lemay


Posts: 11980
Joined: 9/17/2004
From: Houston, TX
Status: offline
Oops

< Message edited by Curtis Lemay -- 2/18/2020 3:45:07 PM >


_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to Curtis Lemay)
Post #: 3
RE: TOAW4 as at Feb 2020 - 2/18/2020 10:38:17 PM   
jupiter999

 

Posts: 33
Joined: 8/13/2015
Status: offline
Thanks, sir. You are always here~
Appreciate the reply.
Originally going to ask the to-do list / roadmap of the game, but maybe it's not proper for you to talk for good reason, so understandable
Please continue to support the game.
It's by far the best game that I can handle
Hope can be as rich as WitP:AE

(in reply to Curtis Lemay)
Post #: 4
RE: TOAW4 as at Feb 2020 - 2/18/2020 11:16:18 PM   
Curtis Lemay


Posts: 11980
Joined: 9/17/2004
From: Houston, TX
Status: offline

quote:

ORIGINAL: jupiter999

Originally going to ask the to-do list / roadmap of the game, but maybe it's not proper for you to talk for good reason, so understandable


This thread might be helpful:

https://www.matrixgames.com/forums/tm.asp?m=4380544

_____________________________

My TOAW web site:

Bob Cross's TOAW Site

(in reply to jupiter999)
Post #: 5
RE: TOAW4 as at Feb 2020 - 3/13/2020 7:34:59 PM   
larryfulkerson


Posts: 38832
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

Hope can be as rich as WitP-AE....

I'm not at all sure that there's a game as detailed as WITP-AE. I'm playing it right now and I can categorically state that it's at least 10 times as complex as TOAW. You have to click on stuff about a thousand times per turn to get stuff done. There's multiple occasions of severe micromanagement and hundreds of things to keep track of or at least monitor. TOAW IV has a LOT more abstraction going on so it's less demanding to play. I bounce back and forth between the two games at least twice a day.

_____________________________


(in reply to Curtis Lemay)
Post #: 6
RE: TOAW4 as at Feb 2020 - 3/16/2020 1:59:48 AM   
jupiter999

 

Posts: 33
Joined: 8/13/2015
Status: offline
Agree.
WitP:AE is way too much for me. So I end up going back to TOAW.
Still, I wish TOAW can keep developing

(in reply to larryfulkerson)
Post #: 7
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