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All the languages are probably derived from the common language of the star union-translation should be a solvable problem without translator mcguffins.
I imagine it would be like an English speaker communicating with a French, Italian, Portuguese or Spanish person (incidentally, not a single one of those last 4 nations in in the World Cup. WTF happened?). Different enough to be obvious, close enough to be understandable, challenging enough to require some learning, but eminently solvable communication issues.

The screenshot below shows how the Kir’Ko Frenzied is posed in one of our Tools, along with an actual shot of it taken in-game.

Wait, is this something players can change whilst playing a game or is this something they set through the editor? Based on the big screenshot, I think the latter no?

BTW, Army of Eva has 40 mp? OVERPOWERED!!!!!!! :p

Can you request of Tombles that he discuss (any/all of) the following when he does the next dev diary:

  1. Will there be a difference between combat movement and strategic map movement, like how athletics worked for Tigrans?
  2. is there anything like death march?
  3. Will terrain in the combat map affect movement? For example, units requiring more mp when going up a hill in combat?
  4. Will there be impassable terrain in combat, e.g. stretches of river? If so, will there be units/abilities that bypass this?
  5. How will elevation work?
  6. Will there be the possibility to burn battlefields down, effectively creating fire barriers, e.g. by burning down a wheatfield.
  7. Will damage caused to the environment in tactical combat be reflected on the strategic map (e.g. if I destroy half the walls and retreat, then come back a turn later) or vice versa (if I bombard an area, then move in, will it reflect this?)
  8. is there combat concealment or is it abstracted so, for example, a unit in a wheatfield ("cover") gets extra defence?
  9. How big are the tactical maps? is there a variation on size (in the preceding games every combat map was the same size iirc.) i got the impression at PDXCON that the maps were bigger.
  10. Will units maintain 3 actions if they have full movement, or will the system be more granular/fiddly, e.g. shooting requires 5 mp, so "faster" (with more mp) units get to shoot more?
  11. What methods are there to neutralise fliers, or rather, the flying ability (things like double gravity?)
  12. Will there be automated defences on any of the maps (like city defence in AoW3) and if so, will there be deployable defences, and leading on from that, defence systems that allow bombarding of nearby tiles?
  13. is it still defender gets to move first, attacker gets to retreat?
  14. What are you doing about the issue of a single, fast, defending unit flying around and avoiding damage, forcing a draw (ymmv, some people think it's fine, and I think it's better than the alternative of never ending combat. The 5 turns no damage = a draw is a decent enough system imho?)
  15. Is it still the adjacent hex rule, in the same way or has it been modified at all? We know that armies are limited to 6 units still, but we also know we have production overflow, so strategiclaly there is now room for a Goblin type strategy (many, cheaper and lesser quality units) so it'#d be nice if that could be refleted in the combat map itself, e.g. by having an extended range adjacent hex rule. AHR + 1. That alone would make for enormous battles towards the end of a game.
  16. What ranges are you using? I.e. are you staying with short/medium/long/extra long or are you going for more individually tailored ranges, like shotgun = 2 hexes, sniper rifle = 15 hexes? The former (current) system is more readable, the latter is more flexible, and allows for more unit mods.
  17. What formula will be used to calculate damage? I heard it's changed from the current attack value+ 10) -(derf value + 10) +/- 5%, minum 1 attack. Similarly, what resistances/special attacks will there be? we've seen flechette rounds, which are armour piercing(?) so what else is there?
  18. Some examples of unit mods please, i.e. screenshots of them in action, or even video?
  19. Are there any inst-death abilities, like disintegrate in AoW3? Some people hated them, I thought it was a useful spell with considerable trade-offs)
  20. How will heroes work? In AoW3 you could build some very powerful heroes with the item forge. I lost a game to Ariga because of that. I had more and better armies, more cities etc. he had 6 heroes in a stack with variations of freeze/burn/stun etc armour, seeker, first strike, ranged elemental damage. granted I let him build it in the first place but that army was a wrecking ball.
  21. Not strictly a combat question BUT...I was jsut playing a bit of AoW3, and I had to defend a town against 3 or 4 waves of Lost souls. It occurred to me, not for the first time, that a last stand mode would be incredible in this game. You have your 6 heroes/units etc, and have to face off against ever more difficult attacking armies. Similar, an arena mode, where you can set up a tactical fight quickly (would also work wonders for testingt unit efficiency.)
  22. How does auto combat work? It may be challenging to program/not worth it, but I honestly think a scripting system like in Dominions would work wonders here. Simple commands like (hold/attack nearest/middle/rear/ranged/use ranged) (and (use spell x- ability in planetfall) would be great to allow some degree of customisation in how AC plays out. Bonus points if map makers/modders can set these, so a mod can be made to make autocombat "smarter."
  23. Can we choose our unit formation (*not* deployment) before combat, i.e. affect where units spawn, so my Archers don't spawn in front so much?
  24. (edited in) Will we be able to set the starting camera angle? In AoW3 the camera angle I like isn't the one combat starts with, so I sometimes have to adjust the camera before fighting. It's a minor minor thing.

index.php


Is this a radar tower?


We intent to have modding support at launch!

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Thanks Arno for the interesting read. I was wondering, you went to Direct X11. Was going to DirectX 12 to big a change from Directx9?
DirectX 12 would probably be great for performance, because you can make better use of a multicore processor. Are you perhaps planning that for the next version of the Creator engine?
 
I also had a few questions for the upcoming combat dev diary:
  1. Will there be an overwatch mode?
  2. Will some races (such as space dwarves) be able to drop turrets and deploy them during battle?
  3. Will some form of LOS be implemented or will sight lines be treated like AoW3?
  4. How will terrain and position (flanking) be treated/implemented?
 
Thanks Arno for the interesting read. I was wondering, you went to Direct X11. Was going to DirectX 12 to big a change from Directx9?
DirectX 12 would probably be great for performance, because you can make better use of a multicore processor. Are you perhaps planning that for the next version of the Creator engine?

The transition from DirectX9 to DirectX11 went pretty smooth. It helped improve the game's performance as DirectX11 just handles the large amount of draw calls that we do much better. Also the new hardware features that DirectX11 supports allows us to do things more efficiently.

DirectX12 would bring this to the next level as it allows us to do even more things in parallel, so that's definitely on our wish list..

But for Planetfall we picked DirectX11 and the main reason for this is that DirectX12 only runs on Windows 10 and for us its important that our games support older hardware.
 
But for Planetfall we picked DirectX11 and the main reason for this is that DirectX12 only runs on Windows 10 and for us its important that our games support older hardware.

Thank you. I realize Windows 7 is getting old, but I appreciate you guys staying with DX11.

My hope is that DX11/Win7 will remain as long-lived as DX9/XP did. I'm in no hurry to update to Win10...
 
Can you request of Tombles that he discuss (any/all of) the following when he does the next dev diary:

Well, the idea was to write a post about the mechanics of combat and how they differ from AoW3, you're list is quite a bit more extensive than that! I'll see what I can do though :)
 
  1. Will units maintain 3 actions if they have full movement, or will the system be more granular/fiddly, e.g. shooting requires 5 mp, so "faster" (with more mp) units get to shoot more?
  2. What are you doing about the issue of a single, fast, defending unit flying around and avoiding damage, forcing a draw (ymmv, some people think it's fine, and I think it's better than the alternative of never ending combat. The 5 turns no damage = a draw is a decent enough system imho?)
It appears that culling the quote messes with the number order, but to throw in my own 2c on these topics:

For the first, there could be ways to make the system more granular without simply giving an advantage to units with more movement points. For instance, certain actions might cost a certain % of movement points. Or units might have a varied number of action points - a Dvar assault troop, for instance, might be slow but have many action points to represent that laying down a barrage of fire doesn't slow them down much, while a hovorbike-mounted sniper might have fewer to represent that while it can move fast, it has to stop and set up in order to snipe.

On the second: I think it's fine in an open field battle: if the defender can run rings around the attacker, it makes sense that the attacker just isn't going to be able to take them out. If there's an objective being defended, though, I think there needs to be some mechanic to represent that the objective has been abandoned by the defender and forfeited to the attacker. If you're just flying in circles around the attacker, after all, you're not defending the objective, and there's a military adage about how an aircraft can't hold ground.
 
But for Planetfall we picked DirectX11 and the main reason for this is that DirectX12 only runs on Windows 10 and for us its important that our games support older hardware.

Thanks for that, I was wondering if this game would end being too much for my laptop...
 
Space dwarf sure is very wide between the legs.Looks odd.

He's very manly so he's got very big things as hinted by the very big armored box. In the future they will say that one is hung like a dvar.
 
Thanks for the answer about DirectX12. It explains why staying with DirectX11 for a while longer is understandable.

I have another question about doing things in parallel. What exactly does the engine do in parallel? Are AI moves for the different players on separate threads? Or would that cause to many synchronization problems?
Do you have a more traditional split in threads like one for thread for UI and graphics and one for the rest?
 
Thanks for the answer about DirectX12. It explains why staying with DirectX11 for a while longer is understandable.

I have another question about doing things in parallel. What exactly does the engine do in parallel? Are AI moves for the different players on separate threads? Or would that cause to many synchronization problems?
Do you have a more traditional split in threads like one for thread for UI and graphics and one for the rest?

I can't speak for planetfall of course, but in 3 multiple AI's each had their own core, if you had sufficient cores and were playing simultaneous. Im guessing it's going to be like that again. I would be surprised if there's any gain in trying to multicore graphical stuff, though.
 
I´m so happy I won´t have to switch to windows 10 to play this game. Looking at my wifes laptop that uses windows 10, its like a gutted windows, compared to all previous versions. And it puts all the annoying smartphone mechanics into PCs...sigh... if computers keep developing further into that direction, and this kind of OS becomes the only option I might end up becoming an offline person xD.