Sliders for Turns

Sliders for Turns

Woudl you like a slider for turns?


  • Total voters
    106
Real time campaign movement would solve so many issues. Turn based movement is a thing of the past, get on with the times CA!

I totally & utterly disagree.

'Real time' is not the way TW plays. It has always been turn based.

I really cannot get on with that type of mechanic & that is why I find I cannot get on with the likes of Crusader Kings.

Balla :(
 
This would only be feasible if the slider scaled absolutely everything: construction time, travel time, aging, research time, recruitment time, retraining time. There's a point you'll just skip turns to get stuff done, and that would be just stupid.
 
Thankyou Radzeer !
On topic

A slider woudl be even very simple , just use a multiplier in any of the stats that woudl need a change .. .

like for example let's say basic unit movement is 10 in 1 year / turn , then in a 4 turns a year could be 4 ...

but honestly I think that a movement of one year for a unit would probably bring the unit from Spain to Parthia in one turn to be realistical or even more , so what shoudl be tuned really is not the movement , I would so leave them untouched ...

a 4 season system is a step foward realism , so the actual lenghts of the movements woul dmake more sense for a 4 season rather than a single year turn ...
 
DO you think that at CA are just 4 guys working on the game? Like one makingunits , one campaign , one multiplayer and one organizing?
A small slider woudl take really few for them to be implemented , if a modder can do it in less than an afternoon for the other games, what woudl take to CA to implement a small slider? Would make everyone happy ...
Yeah it takes more than simply adding a slider to make your idea possible, even feasible, let alone popular.
But I'm sure you can prove this by trying to add a slider, then designing the game where the actions of said slider changes a huge amount of the game's dynamics in a predicatble and scaled fashion. Then somehow have absolutely no need to exhaustively test out whether this change in scale actually works.
Doesn't sound so simple to me then...
 
Yeah it takes more than simply adding a slider to make your idea possible, even feasible, let alone popular.
But I'm sure you can prove this by trying to add a slider, then designing the game where the actions of said slider changes a huge amount of the game's dynamics in a predicatble and scaled fashion. Then somehow have absolutely no need to exhaustively test out whether this change in scale actually works.
Doesn't sound so simple to me then...
Well it should, because it is simple, and wouldn't take much effort on their part at all.
 
What do you think of this idea?
Would it be implementable?
Woudl settle everyone desires?

The idea is to have

1 Starting dates for the great campaigns divided in :

Early 270 bc
Middle 170 bc
Late 70 bc

Then a slider with turns per year :

1 , 2 or 4 ...

So you can have as much as 1200 turns with all seasons when starting from 270 bc or as few as just 100 turns if picking starting date late with 1 turn per year ...

Well, you know me - I like sliders, as shown by my sig. :) My vote is a resounding yes; if you can have sliders for troop speed etc, why not for turns per year? I'm very unhappy with one turn per year - bang goes any idea of seasons. If the modders can do it, why can't CA? Only CA would be able to balance it better so build speeds etc aren't out of kilter.

Why are the vote results hidden on this one?
 
I'd much rather the game designers focus on balancing the game for 1 year per turn. This is a bad idea. I don't know why everybody is up in arms about the turn times, surely mods will give you the 5700 turn campaigns you seek, and do the best job of designing the game around it.
 
I can't understand why CA wouldn't do this and why any player would object. Choice and options are always welcome as far as I'm concerned. Instead of making a game that will irritate many players in some instances CA should make a flexible game that will please almost everyone.

Yeah I can't see poll results either.
 
I'd much rather the game designers focus on balancing the game for 1 year per turn. This is a bad idea. I don't know why everybody is up in arms about the turn times, surely mods will give you the 5700 turn campaigns you seek, and do the best job of designing the game around it.
The question is why should we have to mod it in when they can do it themselves in less than a day.
 
I can't see them, 'The results are hidden'.

Asked a moderator to fix it but the results are like at this moment ...



No I want just 1 turn / year 6 7.50%

No I want just 4 turns / year 19 23.75%

No I want just 2 turns / year 9 11.25%

Yes a Slider woudl be best 46 57.50%
 
In E:TW. R2:TW uses a heavily modified version of Warscape. You have no idea, nor can you, of how easy it will be to mod in extra turns.

The purported Psychic ability of certain TWCer's is really beginning to annoy me.
Are you telling me that if I, as a random guy with no experience in coding and only limited experience in modding, can alter the game to run in multiple turns per year with nearly all gameplay mechanics accounted for on a version of the Warscape engine in about 2 hours, that CA can not do the same? Is that honestly what you're saying? I don't need to be psychic to know how ridiculous that is.
 
Are you telling me that if I, as a random guy with no experience in coding and only limited experience in modding, can alter the game to run in multiple turns per year with nearly all gameplay mechanics accounted for on a version of the Warscape engine in about 2 hours, that CA can not do the same? Is that honestly what you're saying? I don't need to be psychic to know how ridiculous that is.

So you added in four seasons to match the increase in turn times? Or did you just fiddle with the numbers as your thread suggests?
 
So you added in four seasons to match the increase in turn times? Or did you just fiddle with the numbers as your thread suggests?
Of course I didn't add in seasons - what do you think I did, remake the entire game? This thread isn't about seasons, it's about turns per year and how easy it is to scale everything to the number of turns per year, if they have already added seasons in then nothing changes - if the seasons change by year then no alteration is needed at all, if it is by turn, you simple 'fiddle with the numbers' as you put it just like with build times, recruitment times, movement points, and whatever else you want. If they haven't added seasons into the game at all then that's it's own issue.
 
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Of course I didn't add in seasons - what do you think I did, remake the entire game? This thread isn't about seasons, it's about turns per year and how easy it is to scale everything to the number of turns per year, if they have already added seasons in then nothing changes, and if not, then still nothing changes... all you need to do, as you put it, is fiddle with the numbers. If they haven't added seasons into the game at all then that's it's own issue.

If CA had sliders to change from 1 turn to 4 turns they would also have to implement relevant changes in season to the campaign and battle maps. Just changing the numbers would not get past quality assurance. It would look lazy. If you want to mod in four seasons then so be it, but you should not expect CA to cater for you in this regards when it is clearly a gameplay chose in a game we have seen nothing of in regards to the campaign. It is far too early to make these kind of assertions. At least wait for the campaign map to be shown.
 
If CA had sliders to change from 1 turn to 4 turns they would also have to implement relevant changes in season to the campaign and battle maps. Just changing the numbers would not get past quality assurance. It would look lazy. If you want to mod in four seasons then so be it, but you should not expect CA to cater for you in this regards when it is clearly a gameplay chose in a game we have seen nothing of in regards to the campaign. It is far too early to make these kind of assertions. At least wait for the campaign map to be shown.
So your argument against having a turns slider is that you don't think they should have to add in seasons? That's not even an argument at all, it's a completely different topic. A turns slider is easy to implement either way, if you disagree with that then it's only because you have absolutely no idea what you're talking about. If you want to start a thread about whether or not CA should implement seasons, in the presence of a turns slider or otherwise, go ahead, this thread is discussing a turns slider, and my point in regards to it is that it can be done in a day without difficulty. My point stands.
 
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So your argument against having a turns slider is that you don't think they should have to add in seasons? That's not even an argument at all, it's a completely different topic. A turns slider is easy to implement either way, if you disagree with that then it's only because you have absolutely no idea what you're talking about.

So if CA are using 1 turn per year then, like me, they don't know what they are talking about because you have first-hand knowledge, presumably through an Oracle or personal revelation, of how easy it is to add a slider to game we have not seen in it's campaign element. Wow.
 
A slider is just a visual representatioof a scaling parameter that can be setup , surely you can do this even by yourself if you know a bit of programming and perhaps using flash ......
a simple math operator variable shared and implemented for all key features variables with a simple equation would do the trick of scaling in a blink of eye.
 
So if CA are using 1 turn per year then, like me, they don't know what they are talking about because you have first-hand knowledge, presumably through an Oracle or personal revelation, of how easy it is to add a slider to game we have not seen in it's campaign element. Wow.
Choosing 1 turn per year as a design decision and stating that scaling everything to turns if they are increased would be difficult are two entirely different things. I have made my point that a turns slider is achievable in a day (significantly less infact) speaking from personal experience that is shown very clearly by the presence of my mod that achieves the same thing, albeit without the UI element. Your opinion that it can not be done in that time frame has no basis whatsoever... and you pretend like I'm the one trying to be psychic, you're not fooling anyone, you have no argument, and you know it.
 
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Choosing 1 turn per year as a design decision and stating that scaling everything to turns if they are increased are two entirely different things. I have made my point that a turns slider is achievable in a day (significantly less infact) speaking from personal experience that is shown very clearly by the presence of my mod that achieves the same thing, albeit without the UI element.

With E:TW... the first warscape engine game. Again, you cannot know how easy it will be to implement in R2. YOU. DON'T. KNOW.

Your opinion that it can not be done in that time frame has no basis whatsoever... and you pretend like I'm the one trying to be psychic, you're not fooling anyone, you have no argument, and you know it.

I'm not the one claiming (apparently) clairvoyant powers.
 
With E:TW... the first warscape engine game. Again, you cannot know how easy it will be to implement in R2. YOU. DON'T. KNOW.



I'm not the one claiming (apparently) clairvoyant powers.
It's the same bloody engine and the same tools that I used on ETW work on all the titles since for the same purposes; even assuming that they don't, CA will have their own tools to achieve the same thing due to having made the game. Changing some numbers around in some files is not hard, regardless of which version of Warscape it is, and scaling gameplay elements to increased turns per year is literally no more complicated than that. Come back when you have some kind of argument, right now you don't. Knowing the difference between speaking from experience and claiming clairvoyant powers might help too. Now I'm going to go and do something more productive than to argue with someone that has no idea what he's talking about and who is only arguing for the sake of it, despite not having a leg to stand on.
 
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