Click here to access the Tanksim website![]() |
The Web's #1 BBS for all submarine and naval simulations! |
|
![]() |
#1 |
Soundman
![]() Join Date: Oct 2008
Posts: 142
Downloads: 0
Uploads: 0
|
![]()
Not sure if anyone else will be keen, but in the interests of sharing the good stuff
![]() I've been having a blast with Conquest of the Aegean, set in 1941 during the German and Italian advances through Greece, the capture of Crete and some early Desert War action, with some hypotheticals such as the invasion of Malta. The AI is relatively strong, both when assisting the player (orders are given to formation HQs - ranging from the single company or platoon through Battalion HQs with their companies and support elements, all the way up to Corps comprised of several Divisions, plus support regiments or brigades - the orders take some time to be developed, and propagated to the subordinate units - but the need to micromanage each element in order to just make an administrative advance is purely optional), or when attempting to make life hard for the player as his opponent. Combat and movement are free, not depending on hex grids or fixed turns but influenced by the terrain in which they are deployed. Units tend to slow and become less effective if they are over-used and suffer fatigue or run low on basic supplies, but casualties are generally low if units aren't overrun or surrounded when they can be forced to surrender by superior forces. This is the only wargame system I've played where I've not felt that I was fighting against the artificial game system, rather than against an opponent using reasonably sensible manouvers and tactics. |
![]() |
![]() |
![]() |
#2 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
|
![]()
...im interested, what game are you talking aboot?
__________________
Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
![]() |
![]() |
![]() |
#3 | ||
Soaring
|
Quote:
![]() Quote:
I myself wait for World in Flames, which is making slow but constant progress. The Operational Art of War III failed me due to the interface that always gave me a hard time to read it.
__________________
If you feel nuts, consult an expert. |
||
![]() |
![]() |
![]() |
#4 |
Soundman
![]() Join Date: Oct 2008
Posts: 142
Downloads: 0
Uploads: 0
|
![]()
Yes, I should have made it more clear I guess
![]() This is one of a series of titles based on a slowly evolving engine. The whole series is:
Last edited by Lieste; 01-23-09 at 04:21 PM. |
![]() |
![]() |
![]() |
#5 | |
Soaring
|
![]() Quote:
Is the engine used in any modern-era title? How is stability, support and patch status?
__________________
If you feel nuts, consult an expert. |
|
![]() |
![]() |
![]() |
#6 |
Soundman
![]() Join Date: Oct 2008
Posts: 142
Downloads: 0
Uploads: 0
|
![]()
There are a variety of datagroups working, including for the Eastern Front and for Modern Era version to be developed in the future.
Stability is good, some intial problems with Vista, current status unknown. Support is generally good, but mostly historical as most limitations/problems have been identified and where possible patched. There are four patches that fix most problems and add some of the most important missing features for the theatre. The intitial release was stable and ran reasonably well out of the box, although routeing near crossings could become confused under some circumstances. |
![]() |
![]() |
![]() |
|
|