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View Full Version : Totem Ironclads, my own humble opinion/review/thoughts


USS Sea Tiger
10-17-08, 10:03 PM
Hi all

When it came out, I was one of the first in line and had to have this one. I wore out 4 Yaquinto "Ironclads" games and this is the very first ACW naval game since. OK shows my age too knowing that game. That a company in Russia would come to our rescue for us Yaquinto players,, WOW and THANK YOU Totem games!!

This is a turn based game, they move and fire and then you move and fire. Some will like this (especally us oilder game players you liked Yaquinto's ironClads) some will not. Myself, I like it. IT has the feel of the old game I love, but without all the crazy plotting and paperwork. For me a 9.

< A WARNING TO ALL> The Graphics are FAR better than in the demo, Honest, I had the demo, and almost passed on buying the final program as I thought they were so poor. Pl;ease don't think the demo graphics are the same as the game, they are NOT.

The Security system is unique, or at least it is to me. You make a file,, send to them, and in about 12 hours at most (mine took 4) you receive a file back. Drop it in you game file and your sailing. A note here. In my experience, you must create the file on the computer that your game is on and your going to play from. otherwise it did not work for me. Initially I had the game loaded on a memory stick, and it played once, I wnet to a differing computer and it would no longer work. I am no computer wiz, I cannot tell you why that happened just that it did in case you have the same issues.

The program menu is set on a road system. You start as either the Union or Confederate. There is no "easy, medeum hard " level. you learn as you go, or you lose. Relax though, no time to panic. You will quickly understand the navigation system even should you chose not to read the rules. Sailing around the board is a breeze (get it, a breeze) ok bad joke, I did not mean to take the wind out of your sails, sorry.

I chose Confederate , and then promply nearly lost the battle of Norfolk but in the end I forced the USS Monitor aground with a well placed ramming and then battered her to death with broadsides. (Yes, it was a good feeling!!!) I lost all my consorts quickly, and sent her consorts away in flames. YES I SAID RAMMING!. That is fun !!!!, Not nearly as damaging as I thought it would be. Maybe I'll find the area where that damage is controlled and tweek it a bit.

The ship models are crisp and very nice a 9.5 easily, probably a 10 to be fully honest. . A great deal of Time was obviously spent here.

All models are in an .x Format, but I have yet to be able to convert these. My hope is to make add-on ships, just as we have in the SHIII and SHIV. then make add on forts, such as New Orleans and such. If anyone can figure this out let me know as I have many Civil war models for the Inland wars to add. After all, it is the Community that made SHIII and such what a great game it is.

Accurate, I would rate a 8 honestly. OK maybe I am being a rivet counter here so take this wih a grain of salt. In the Battle of Norfolk the Teaser is displayed as a full rigged Sailing ship under steam. In fact she was a converted river tug with cannon. Other historical issues I have. Not until the 1905/6 Japanese war with Russia did ships fight until they sank. In the ACW time era more often than not a ship surrendered, and then drifted off until gathered up latter. It is a rare thing for them to sink when fighting other ships. Sure the Cario hit a mine and sank, and at the Battle of Mobile Bay another Ironclad hit a mine and sank. But in general, they struck colors and that was it for them. Rather than sinking, it would be nice for this to happen, they just stop,, white flag, and cannot be used by either side but would make navigation harder. Thnk of the Union fleet running past Port Hudson, and the USS Mississippi in line, ungrounding and floating about in that narrow part of the channel while the rest of the fleet tried to pass.

What I liked, and I mean really liked, a clean simple system to navigate, fight, speed control and know how much and where your ship will turn. the Damage control was great too, simple to monitor to know the weak areas of your vessle and be able to fight her accoringly. They are to me Excellent. I have yet to figure how to fire guns in the middle of a move as the computer player does, but will learn in time. The game system is simple, yet accurate, and thus makes for a fun fast and furious battle.


All battles and ships thus far that I have seen cover the harbor and ocean battles. There is no Inland river battles.

Now remember this is a company in its beginings and needs our support if we want this to live. I think they have great promise. I hope no one takes the above as complaining as it is not meant that way at all. This is a great game. For us ACW naval buffs, it is the first time ever someone made something for us and I thank them greatly for that. There is GREAT promise here.

I am hoping they can evolve. A pick a battle menu and a create a battle menu is a needed touch. I hope too they will allow the community to add ships and forts.

Overall, I rate the game a 9.3.
Simple and quick to understand, No complex table and keyboard commands to memorize. Great modeling, a rare subject.

thanks for reading

Mike Davis
__________________

Task Force
10-17-08, 11:52 PM
Hmmmmm, sounds intresting, Demos are not the reel game.:-? Things are gona be left out/ depleted in a demo.:yep:

Maxim
10-18-08, 09:56 AM
Accurate, I would rate a 8 honestly. OK maybe I am being a rivet counter here so take this wih a grain of salt. In the Battle of Norfolk the Teaser is displayed as a full rigged Sailing ship under steam. In fact she was a converted river tug with cannon.
To find drawings of the ships of the period of Civil war very difficultly. In archives almost nothing was kept. Therefore some ships in game it is the generalized image. For example, we wished to make model of ironclad CSS Stonewall. Workers of Official Civil War Naval Museum have lead for us the true detective investigation. It was found out, that drawings of this ship were not kept. The similar ship now is in a museum in Holland, but it very strongly differs from CSS Stonewall.

The ships perished from floodings everywhere and always. In real history the USA had a Navy, but Confederation was not. At least the ratio of forces was such, that sea battles were not.

All is very simple. The ships are not divided into compartments, capacity of pumps weak. The shell punches a board of the ship. Through a hole water flows. If it is not enough holes, the pump pumps out water. If it is a lot of holes that the ship starts to plunge into water. All system in game has been created in cooperation with military ship builders on the basis of the general theory of shipbuilding. All pays off under formulas which are used at construction of the presents the ship and guns.

Totem Games

Onkel Neal
10-18-08, 10:02 AM
Good summary, Sea Tiger. :up:

I think a big part of the appeal of this game will be learning a lot more than I currently know about Civil War naval warfare and warships.:yep:

CaptainHaplo
10-18-08, 10:39 AM
If you need to have a vessel fire mid turn - just hit its stop button. You can also move the rudder or speed control and this will stop ship movement. This will "pause" ship movement so that you can fire your guns. Once you fire, then hit the movement button again and the ship will finish its movement. This is very handy to get in a full broadside as you "pass" an enemy.

NeonSamurai
10-19-08, 09:35 AM
Stickied :)

TwistedFemur
10-19-08, 07:36 PM
I aint shelling out $35 without some screenies. I have the demo and the graphics are horrid:down:

USS Sea Tiger
10-19-08, 09:07 PM
Hi

I am working all night tonight but i will post pics tomorrow.

Crinius
10-20-08, 06:08 AM
I just bought it and its great! But Iam having graphic problems. The Sea looks exactly like the sky. I tried different GC drivers but to no avail. Iam having a 9800 GTX2 and Iam running on Vista Home Premium 64 Bit.

Hitman
10-20-08, 08:22 AM
It really sounds good from your review :up:

If only this game could be done as a real-time one, it would also be a sure winner.:yep:

Maxim
10-20-08, 08:31 AM
I just bought it and its great! But Iam having graphic problems. The Sea looks exactly like the sky. I tried different GC drivers but to no avail. Iam having a 9800 GTX2 and Iam running on Vista Home Premium 64 Bit.

Make please some screenshots and send them to us to the address of support@totemgames.ru

BR,

Totem Games

Crinius
10-20-08, 11:25 AM
Thx for the reply. Ill do that.

kiwi_2005
10-20-08, 07:48 PM
Nice review :up:

Hmmmmm, sounds intresting, Demos are not the reel game.:-? Things are gona be left out/ depleted in a demo.:yep:

Some demos are the full version all you need to open it up is by buying the key then it unlocks to the full. Few years back there was a RTS demo that came out it, the devs forgot to lock it so when you finished the 2 mission of the campaign which the game was suppose to end it unlocked to the full. Those who downloaded the demo ended up with the full version! :lol: The demo was taken off the servers after a few days once the devs had discovered their mistake!

Maxim
10-21-08, 03:44 AM
2 Crinius\

Your problem is solved. Look please e-mail.

Totem Team.

Crinius
10-21-08, 06:53 AM
2 Crinius\

Your problem is solved. Look please e-mail.

Totem Team.

Thx alot. The game runs perfectly now. Great game, lot of fun. Great support :rock::up:

missleman01
10-22-08, 04:41 PM
From Totem

While the campaign currently under construction will conform to the real course of the Civil War if the player follows a historical path, it will also be possible to play missions based on alternate outcomes of events which assume a more favourable position for the Confederation in the first two years of the conflict, including diplomatic recognition and construction of a stronger, more balanced Southern fleet in European shipyards. In the campaign, the composition and condition of your fleet will be determined by real economic factors faced by the opposing sides. Diplomatic relations with other states will determine whether the Confederation can receive new ships it had ordered and paid for, but never received.

The primary goals for missions will include conducting and lifting blockades, commerce raiding on the high seas, suppression of coastal batteries, and fleet battles featuring everything from gunboats and sloops to cruisers and ironclads.


Couple of questions for either totem reps, or Sea Tiger...

First, is the campaign finished and part of the game? The main page says its under construction

Second, Sea Tiger, you said that it would be nice to have forts, is the suppression of coastal batteries in the description on totem not including things like forts (such as Fort Morgan at Mobile Bay)? Have you not run into them yet, or Totem...are they included?

Mainly curious. I would love to purchase this and love the demo. I just hope that the campaign described is included.

Thanks

CaptainHaplo
10-22-08, 07:04 PM
The campaigns are completed from my understanding. I was blessed enough to be able allowed to help test one of the two prior to release, so I would have to say yes. I can also say that as soon as funds allow - I will get my copy of this game!!! Its definitely a buy based on the mechanics, timeframe and as you see - excellent support!

Maxim
10-23-08, 12:40 AM
2 missleman01\

" Ironclads: American Civil War" is finished and accessible to purchase and loading on our site. In game there are no big stone forts, but there are coastal batteries and mines. To purchase game at this forum it is necessary to press a banner from above.



http://totemgames.ru/Ironclads_buttery_1.jpg


http://totemgames.ru/Ironclads_buttery_2.jpg



http://totemgames.ru/Ironclads_buttery_3.jpg



2 Captain Haplo\

You do not need to buy a copy of game. You have helped us with testing game. Therefore check up e-mail.



BR,
Totem Games

missleman01
10-23-08, 10:49 AM
Thank you all for the quick replys. As soon as funds allow, ill be diving in :) and look forward to it.

Thanks

jdkbph
10-23-08, 04:18 PM
Hi there Totem Games,

Purchased your game yesterday and installed it OK, but I'm getting this weird effect where the horizon is tilted at an odd angle - almost vertical - and I'm sailing my ships across both sea and sky. I saw the same effect while playing demo 2 and was hoping it was just a demo thing. Unfortunately, not.

Here's a screenie:

http://dodownload.filefront.com/12140687//2ab72aab704d170c92dc06b9f36456cc0c71bb99b3cc4bbf36 a025ac18785e8d6c111bb11a54cfa1


Have you seen this before, and do you have any suggestions for how to fix it?

Machine specs:
Vista Ultimate
Intel C2D e8400
ECS PN2-SLI2+
2 x EVGA 8800GTS (G80) 640MB (SLI'd w/ Forceware 178.13)
4 x 1GB Mushkin PC2-6400 RAM
C: 200GB (120GB free)
D: 300GB (60GB free)
E: 270GB (125GB free)
F: LITE-ON JLMS XJ-HD166S
G: LITE-ON DVDRW LH-20A1L

Thanks.

JD

Maxim
10-24-08, 12:16 AM
One of our buyers had a similar problem. Testing has shown, that it is non-standard work of videocards Nvidia of 8 and 9 generations under control of DirectX. We have solved this problem. Please do not worry. We shall soon contact you.

Totem Team

CaptainHaplo
10-24-08, 06:04 AM
BR / Totem - Thank you very much! That is mighty kind of you! I look forward to recieving your email!

jdkbph
10-24-08, 09:28 AM
Just wanted you all to know that Totem did contact me and the fix they gave me (a new exe file) worked perfectly.

Thanks Totem guys.

JD

Crinius
10-25-08, 07:30 AM
Is it possible to aim for particular parts of a ship? Because some briefings say that you should aim for the waterline. So far I couldnt figure out how to do this.

jdkbph
10-25-08, 10:54 AM
Not that I could find... and I noticed the same thing. I wonder if that was a feature that was dropped for initial release?

For anyone on the fence....

This game is fun... a light diversion at the moment, but it has the potential to be more than that with a few (guessing here) "upgrades" or tweaks. Stuff like...

1. Damage. I haven't noticed that damage does anything other than accumulate. I presume there's a formula that defines how this generic accumulation affects whether the ship sinks or continues to swim. I have not noted any specific effects such as rudder damage that affects maneuverability, or engine/screw damage that effects speed. I have not seen anything blow up due to magazine or boiler hits.

2. Damage reporting. The simple fire/flood/damage system works for now, but I would like to see them expand here. For instance, I would like to know that my rudder has been shot away, or that 2 of 4 boilers have been disabled. In other words, if any of the above is in the game (or may make it into the game at a later date) I'd like to know about it. Detail and thoughtful analysis based on detail are one of the prime advantages of a turn based Igo-Ugo game system.

3. Is there a crew on board? How are they being affected by the battle? Yeah, I can bounce 68 pounders off the Virginia's hull all day without causing significant damage to the ship, but what is that doing to the crew... and by extension the combat capability of the ship?

4. Fights to the death. This may be an AI thing or a combination of AI and GUI, but the AI needs to run/beach/surrender when it's getting whipped, and the player needs the ability to surrender as well. Why? There's no historical reason why a ship can't strike colors, taking itself out of the fight (no player control), yet be "reclaimed" should the player eventually win the day. Striking colors, in the classic naval sense, requires that the opponent take possession in order to complete the surrender.

5. More status type info. What's my current speed? Heading? Wind and wave state, and how does that affect the way my ship handles?

6. Info about sighted enemy ships. Granted, you wouldn't know much, but you should be able to estimate speed and heading - or at the very least know whether something is or is not currently moving and roughly which direction relative to your position. This info should be displayed on the map.

7. Opportunity fire. This game is screaming for opportunity fire. If I chose not to fire a gun during my active turn, the AI should fire it for me at an opportune time. Even better would be allowing the player to customize the parameters used by the AI to conduct opportunity fire (eg, max range, minimum accuracy, etc.).

Oh, and it seems the save function is somewhat hosed... at least on my system. Player named save games do appear in the save folder, but are not visible on the load menu. However, if I rename the save using the "autosave" naming convention (eg, autosave4.tgsave) it shows up fine and I can continue the game.

Overall though, this game is highly recommended to naval history buffs and fans of the obscure. It has some seriously good potential to expand beyond the ACW - the Italian/Austro-Hungarian war (Lissa, etc), the Texas Revolution, the Pacific Wars (Peru v Chile, etc), the Crimean thing, and any number of what-ifs (what if the Brits came in on the Confederate side to break the blockade, etc). You just don't get this anywhere else short of board gaming. And at $35 (USD), it's not that hard on the pocket book.

:up:

JD

CaptainHaplo
10-26-08, 08:04 PM
jdkbph,

While I cannot answer all the questions - I can touch on a few. Damage will SLOWLY be repaired as turns pass. This is slow - so dont expect to see drastic damage fixed quickly. I see 1% fixed usually every 2-3 turns.

As for crew - your crew has a training level on each ship. This information - at least in testing - was nore readily available to be seen. However, it has a great impact on your ship's performance. Crew is also factored in to damage - perhaps simplistic in some respects, but actually very helpful and useful for those of us who don't like to micromanage.

You talked about "bouncing" shells off the Virginia's hull all day for no damage. Even small shots will wear down the armor of a ship. Each hit in a specific area will futher weaken the armor there - so even firing dinky little guns at an ironclad is worth it over time. This is one area that the game truly excells in, as it monitors accumulated damage to areas.

When it comes to aiming - there is not, to my knowledge (which is limited), a way to aim at a specific point, unless where you click on an enemy ship is the aiming point. That might be the mechanics used.

However, I can tell you a couple of specifics about aiming. Each ship is divided just as your damage screen shows: Fore, center and aft areas - each divided into a port and starboard side. This creates 6 damage "areas". The most effective shots will concentrate fire in one of these locations.

For example - a "broadside" shot - where your shooting at the parallel side of your enemy, usually spreads your shots out - the majority going into the center -with a few going fore and aft (not counting misses). However, if you use proper ship handling, you can often fire your shots at a more narrowed area. One thing I often did was turn BEHIND enemy vessels. Then, while I passed behind them, my guns would be able to bear for a limited time - either on one side as I approached, or the other "far" side as I passed. Using this technique allowed me mazimize my shot placements - meaning more hits in specific areas. The more damage - the more likely you can have a fire or flooding affect the enemy. At the least - concentrated damage often takes out a few guns - sometimes permenantly! If you use this successfully enough, you get to enjoy seeing the enemy down aft and struggling to just stay afloat! Not to mention many of the ships you use this with often cannot turn fast enough on their next "round" to target you. Remember that landing shots on your opponent, while staying out of his shot range/angle, makes winning alot easier!

You mentioned opportunity fire - can you explain a bit more of what you want here? Usually when my ship has finishd moving - it has no enemy in a targetable position. This may be just due to my style of play, but its very important to remember that these ships have a very small "window of opportunity" when it comes to engaging targets successfully unless the guns are turreted. For fixed broadside guns, its usually apparent where and when you have the "best available shot". If you dont stop and take it there - then you are wasting the opportunity. Think of it this way - your the captain. If you don't yell fire - is your crew going to let loose? Of course not. You take your shots when you think you should. Personally - I suggest get as close as possible, fire every available gun when its highlighted, and thus insure that every shot in a full broadside counts!!! If you can explain "opportunity fire" a little better, the Totem guys seem to be very open to suggestions!

Maxim
10-27-08, 01:49 AM
2 Crinius\

The artillery in days of Civil war was still very primitive. The shell flied aside the enemy, but not to a concrete part. To aim a gun at any part it was almost useless.

However, if your ship stands very close to the enemy the shell flies in parallel a direction of a gun. It can be used to fire separate parts. Always shoot only from one side of a vessel. Always shoot at that part which is protected by the reservation worse. Simply put the ship in parallel or perpendicularly to the enemy and shoot.

Try to imagine sector of bombardment of your gun. Here in this sector the shell also will fly to the purpose.

Totem Team

Maxim
10-27-08, 02:36 AM
2 jdkbph\

We tried make game in which the person who does not understand war on the sea can to play. Besides we have decided to not show the player of that information which the captain in 1862 could not know.

1. Damage is a physical destruction of a design of the ship, destruction of guns and murder of a crew. Destruction influences efficiency and accuracy of shooting, speed of the ship and its maneuverability. Flooding is a receipt water inside of the case of the ship through through holes in the case. Flooding leads to that that the ship or will slowly sink or overturns. If water acts in all parts of the ship in identical quantity to sink quantity of water inside of the ship should be equaled to its displacement. If in one of parts of the ship there are more than holes and more water the ship bends until will turn over. To turn over the ship it is necessary that in one of its parts was more waters than in other parts provisional on 10 % from displacement. Critical damages to game are not present.

2. It is very difficult to find balance between simplicity and details. I have understood your wish.

3. Onboard there is a crew. 68 hits it not so are a lot of. At the first bombardment of the Charleston in each of monitors of the USA 50 shells have got on the average.

4. You can remove the ship from fight. The opponent too does it if its ship is threatened with danger of destruction. But it not always turns out. Sometimes the ship receives such damages that has not time to run aground or fall outside the limits a map any more for one round.

5. To a regret in 1862 there were no devices for measurement of speed of the ship. The captain approximately measured the speed on number of turnovers of a shaft of the screw. Thus if the steam machine has been damaged, measured not truly. Pay attention what even today we do not know exact speed CSS Virginia.

6. It agree. Good idea.

7. Movement - the Stop - the Shot - Movement. The most successful combination.

8. Save of game - explain please more in detail.


It is our first game. We attentively study your responses to understand that it has turned out, and that it is necessary to change. Thanks for your response.

jdkbph
10-27-08, 04:42 PM
Thanks for the reply. I'll respond in-line below...


We tried make game in which the person who does not understand war on the sea can to play.

I'm not sure about the thinking here. Based on subject matter alone, it seems to me your audience is by definition "grognard". Casual gamers are not interested in ACW era ironclads. :)

Besides we have decided to not show the player of that information which the captain in 1862 could not know.

I agree with this design principle. However, nothing I suggested would require that you violate that principle.

1. Damage is a physical destruction of a design of the ship, destruction of guns and murder of a crew. Destruction influences efficiency and accuracy of shooting, speed of the ship and its maneuverability. Flooding is a receipt water inside of the case of the ship through through holes in the case. Flooding leads to that that the ship or will slowly sink or overturns. If water acts in all parts of the ship in identical quantity to sink quantity of water inside of the ship should be equaled to its displacement. If in one of parts of the ship there are more than holes and more water the ship bends until will turn over. To turn over the ship it is necessary that in one of its parts was more waters than in other parts provisional on 10 % from displacement.

I understand. I was referring to specific damage, such as damage to a rudder or steering mechanism, an engine, or a boiler.

Critical damages to game are not present.

This is something I believe you should consider for a future update or perhaps your next game. Critical damage such as damage to systems I mentioned above did occur during battle more often than not. Catastrophic damage such as magazine or boiler explosions did occur as well, albeit not as frequently.

2. It is very difficult to find balance between simplicity and details. I have understood your wish.

See my comment above RE: your audience. Grognards want details. If the details are there in the game, but not being presented to the player (with the "only knowing what you should know" caveat), you're selling the game short, IMHO.

3. Onboard there is a crew. 68 hits it not so are a lot of. At the first bombardment of the Charleston in each of monitors of the USA 50 shells have got on the average.

I meant numerous hits from a 68lb'er gun, not 68 gun hits. :) What I'm trying to say is that any significant number of hits, even if they don't penetrate the armor, should still affect the crew - and by extension the fighting effectiveness of the ship - in a negative way. Again, this may already be part of the game... but if so, we should be aware of it. If not, it may be something else to consider for the future.


4. You can remove the ship from fight. The opponent too does it if its ship is threatened with danger of destruction. But it not always turns out. Sometimes the ship receives such damages that has not time to run aground or fall outside the limits a map any more for one round.

Maybe so. I'm still getitng used to the game and I've only seen one example so far where discretion was obviously the better part of valor, but on that one occassion the AI unwisely chose valor.

I was engaged in a battle with 2 fast cruisers/commerce raiders. My force of 2 ships was more heavily armed but much slower. The AI, having the initiative, decided to engage. I quickly sank one of them, at which point the second could have easily escaped but did not even try. The battle inevitably ended with both enemy cruisers sunk. My conclusion was that the AI is either programmed to fight no matter the tactical advantage or disadvantage, or the fight/flight algorithm simply has an error in it. There may be something else more complex at work here, but again, if so, it would be nice to know what it is.

5. To a regret in 1862 there were no devices for measurement of speed of the ship. The captain approximately measured the speed on number of turnovers of a shaft of the screw. Thus if the steam machine has been damaged, measured not truly. Pay attention what even today we do not know exact speed CSS Virginia.

I think they were still using simple logs for determining speed through the water... but of course they would not be making those measurements during battle. That said, they would absolutely have a fairly good idea of how fast they were moving relative to their maximum achievable speed under the conditions extant, using the same techniques and drawing on the same type of experience sailing masters used during previous centuries.

The problem here is that damage as it relates to speed is not reported, therefore the percentage of the max speed as shown by the green line is pretty much useless. For instance, if we're showing 50% of max speed, is that 50% of the normal max speed (eg, 12 knots / 2 = 6 knots) or 50% of the current max speed, factoring for damage (eg, 4 knots / 2 = 2 knots)?

7. Movement - the Stop - the Shot - Movement. The most successful combination.

Yes, however many game systems that employ that mechanism also use opportunity fire to offset the lack of control during the opponent's turn. For instance, Steel Panthers (computer game) uses an Igo-Ugo play style with opportunity fire.

In that game, you get X number of shots per unit, per turn. If however you leave one or more shots unfired, the AI will fire those shots for you if an enemy unit moves within (a player defined) range during the opponent's turn.

Many board wargames have used this system since forever. It is a well established, well understood gaming convention.

How this would apply to Ironclads is simple. For every ship under your control, you would choose to fire either all or some or none of the guns during your turn. Then during your opponent's turn any enemy movement would trigger a check to see if their current position places them in range and within the firing arc of any previously unfired guns on your ships. If so, then those guns would fire. This could be further refined by giving the player the ability to set a maximum range at which opportunity fire would occur, or perhaps specify a minimum accuracy % for opportunity fire to occur. This way if the player is trying to conserve ammo, the AI would not waste it on far away or low percentage shots.

8. Save of game - explain please more in detail.

Hard to explain without pictures... and I didn't think to take any. I tried to save a game using my own save game name. I used AAA as the name of the save. When I went to load a save game, AAA appeared as a save I could load, along with all the autosaveX files. So far so good. However, I then tried to save a game called BBB, but it showed up in the save game load screen as BBBosaveX and it would not load. No matter how many times I tried to save BBB, being sure to delete autosaveX from the name field, it kept overwriting the autosaveX and corrupting the save. I finally figured out that using autosaveX as a save game name was the only sure way to actually save a current situation, so I just started overwriting those, keeping the same name.

I hope that's understandable.


It is our first game. We attentively study your responses to understand that it has turned out, and that it is necessary to change. Thanks for your response.

I know and I appreciate that. Please don't take anything here as a criticism. I think it's great that you guys are addressing areas of naval warfare that no one else will touch, and with the great customer support you've shown so far, I have no problem putting up with a few minor issues.

As I said at the end of that last post... I would not hesitate to recommend your game to anyone.

Thanks... and keep up the good work.

JD

jdkbph
10-27-08, 04:47 PM
You mentioned opportunity fire - can you explain a bit more of what you want here?
I'll just repeat what I wrote to the Totem guy, who had a similar question...

Many Igo-Ugo turn based games also use opportunity fire to offset the lack of control during the opponent's turn. For instance, Steel Panthers (computer game) uses an Igo-Ugo play style with opportunity fire.

In that game, you get X number of shots per unit, per turn. If however you leave one or more shots unfired, the AI will fire those shots for you if an enemy unit moves within (a player defined) range during the opponent's turn.

Many board wargames have used this system since forever. It is a well established, well understood gaming convention.

How this would apply to Ironclads is simple. For every ship under your control, you would choose to fire either all or some or none of the guns during your turn. Then during your opponent's turn any enemy movement would trigger a check to see if their current position places them in range and within the firing arc of any previously unfired guns on your ships. If so, then those guns would fire. This could be further refined by giving the player the ability to set a maximum range at which opportunity fire would occur, or perhaps specify a minimum accuracy % for opportunity fire to occur. This way if the player is trying to conserve ammo, the AI would not waste it on far away or low percentage shots.

JD

AlExal
01-18-09, 11:30 AM
What about your future projects? Are you working on something?

JHS
02-20-09, 10:41 AM
Played through a big battle scenario on the demo. South (my side): one British-design CAPTAIN class turret ship, three big Austrian-built broadside battery rams, three or so total wimp light ships with popguns. Union: Murder Incorporated---a couple of double turret monitors, couple single turret monitors, a couple unarmored steam sloops with guns coming out of their ears, and a couple light vessels with turntable guns and some broadside guns. Well, it is not a low-IQ toy, as the Russian designer insisted. The turn style play is maybe questionable, but it works well. You can interrupt your individual ship's move to blast an opponent whenever you like. You can't fine-tune your move perfectly, so some of the unrealism of a turn system is eliminated---if you think you can make your move perfectly to run right up along side an enemy ships, you might find yourself colliding. Best advice: don't try running close to anything unless you intend to ram. Ramming is the way to go if you have a big Austrian ram and you see a big, fat, vulnerable Union steam sloop in range. Monitors try to ram the tender ends of the Austrian rams because they are wood. The Austrian rams are white elephants. They are fast (they are big seagoing steamships with armor amidships). Their guns are useless against monitors. The way to nail the Austrians is to ram their wooden ends which causes them to flood over time (game has excellent flooding/structural-above-water/fire/armament damage displays). If you have to run with a badly damaged underwater bow, the high speed causes further flooding and you founder (believe me, I know). Sank two of my Austrians this way.

The heavyweights in the game are the monitors. They can't be knocked out. Massive turret armor prevents damage. They are too low in the water to hit their sides. You can't ram them because of the overhang above the underwater hull won't let you reach the hull with your rams. Brawling with them puts you in range of their gigantic Dahlgren smoothbores which blow your wooden ends in on you. Add to all of the above, they are very maneuverable. Once you slow yourself down in a twisting fight, they dance all around you pummeling you to pieces. You can see why the USN loved monitors and kept building them until the 1890s. Wonder if the game will have any rough weather scenarios? Rough weather would ruin the monitors' day because they were so low in the water---they flooded and sank in heavy weather. Guess why the RN hated them?! Their solution was the CAPTAIN class turret ship with high ends but low amidships to carry the massive turrets.

As for the scenario I played, the only way to win as the South is to blow right through the Union squadron at full speed, ram the wooden steam sloops, and get out at high speed. Don't even bother shooting at or ramming the monitors. If they start to swarm your big Austrians, use their greater speed and seaworthiness to run away. My efficiency rating at the end was 16%---all I managed to do was wreck one steam sloop with a perfect ram job. Union had 68% because they wiped me out---one of my big Austrians was able to run for dear life and escape the pack of monitors.

The game beautifully models the effect of turning on these ships. If you keep turning, pretty soon you run out of momentum just like a turning airplane. You stall to practically 0 speed. I didn't fully realize what I was doing to my ships by trying to maneuver all the time. It takes several turns to build up speed again and you only do this by steaming straight ahead.

There was one mystery: sometimes I managed to pull right next to an enemy, and I expected my guns would blow him to kingdom come, but, no, nothing happened. I could not shoot. This was very frustrating!

I think IRONCLADS is a brilliant design. I've always wondered what would have happened if British ironclad designs had been in battle in this period. Most of the fights are "what if" but I think it is a legitimate "what if".

Graphics and detail supposed to be better with full monty version. Bought it but haven't loaded it yet.

☆☆☆☆

JHS
02-22-09, 10:30 AM
Played the first campaign game scenario of the standard game this morning as the Southern commander. Fabulous. I love this brilliant game.

I hope they carry it on to model the whole close-range "ironclad" period up until the Spanish-American War.

CaptainHaplo
02-22-09, 11:49 AM
I wouldnt know - they STILL havent sent me my unlock key.

JHS
02-23-09, 02:18 AM
I had to wait over 24 hours. The producers told me they sent many emails but they weren't getting through. Have you emailed them? I sent a follow-up email after 24 hours.

CaptainHaplo
02-25-09, 10:31 PM
I helped them test - and they were kind enough to send me the game - just haven't been able to get a registration. I will email them again - its been a long while and its likely whatever was the problem has been corrected. I think it was nice of em to comp me the game. I don't blame them by any means.

CaptainHaplo
03-05-09, 06:49 AM
Finally got my activation - looks like the guys never got the email the first time. I don't blame them as they were always responsive during testing too. Sweet game! Thanks Totem Games!

USS Sea Tiger
11-01-10, 02:01 PM
wondering if a mod was ever created so as to 'build a battle"
i.e. pick the ships, and map, and then go at it vise only the scenerios in game??

I am still loving this game but would be tremendously :) better if so.

Also, is there a way to add additonal vessels?
Just me, I would like to add others civil war vessels just like SHIII has the abillity to addon

Maxim
11-14-10, 03:26 AM
We have released the Anthology, which includes all our games. In Custom Battle available all ships of all 5 scenarios. You can quickly choose any of the ships and fight. We have added the sailors on the decks of ships. Activation key, the buyer gets together with a link to download the game.

SubCommand
02-03-11, 01:51 PM
I don't own it, but the graphics issue seems to be a common problem. Of course, the ocean and the sky looking similar is always a problem, and not just in sub games. The screens I've seen haven't looked BAD--but I'm not sure I'd "shell out the 35 bucks" either. :-?

Maxim
02-12-11, 06:35 AM
Anthology (5 games) sold on our site for 29.99 dollars. It was not our goal to delight someone graphics in the game. So is not obliged to say that the quality of our ships is not worse than in any naval simulator.

funnygu
09-14-11, 12:16 AM
this looks like a good game to me:woot: but is it laggy?! for a dell xps14

Maxim
09-29-11, 05:04 AM
this looks like a good game to me:woot: but is it laggy?! for a dell xps14

Your computer:
Dell XPS 14 2.53GHz Core i5 460M processor and 4GB of DDR3 RAM

Ironclads System Requirements:
OS Windows XP / Vista / 7, DirectX 9.0C; Processor 1.1 GHz or better; RAM: 512 MB; Videocard: 128 MB GeForce 6600 / RADEON 9600 or better

Your computer meets the minimum system requirements.
If you buy on this site (www.totemgames.ru), you can return the game if there will be problems.