Lets Play Advanced Tactics Gold

This just came to my attention. There is a new very informative 30+ part Advanced Tactics Gold Lets Play up on YouTube. Thanks to TortugaPower.

Click here for the full play list of all the episodes.

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DC: Next Game Post 1: Taking in the Wider View

Work continues at a steady pace on DC3 : Barbarossa but we are starting to give some thought to what comes next.

While there are plenty of obvious candidate conflicts that would benefit from a similar treatment we are pondering something much more fundamental.

Take the following. It’s straight out of my head and highlights four key design elements.

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Fun is obvious. No point making a game if it isn’t fun. The higher up the fun scale you can climb the better.

Replayability is important although these days a lot of games are designed to be played once and then forgotten about. Reliving the game through multiple play throughs isn’t as important as the ‘experience’. Once it’s done, it’s done. Move onto the next shiny light.

Is this something we’d like to emulate?

Continue reading

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We Are Watching You… Metrics Part 2

This is a follow on from Vic’s post ‘Monthly Metrics : 2015’

The game includes a Metrics option that sends data back to our secret Caribbean server every five rounds. What does it send? Only the information that’s been used to compile the following. It’s purely game data and couldn’t reach out beyond the game software package even if it wanted to.

We’re not part of the NSA and Edward Snowden has, I’m pretty sure, never heard of us despite his familiarisation with all things Russian.

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The information is really useful to us in balancing the game and getting an idea of how it’s being played. As developers we strive to do better and having hard data to base decisions around is a huge plus.

The forum is great for bugs and observations but having a few people state that this or that is unbalanced isn’t that meaningful simply because the sample size is too small. We do take it into account but it’s complimentary to the metrics data rather than being a reason for change itself.

If you haven’t already, I’d highly recommend switching on the Metrics setting. Doing so gives you a warm fuzzy ‘helping to improve the game’ feeling that’ll get you through the first few days of winter. Can’t vouch for what comes after that although hard liquor might help.

Here’s what we’ve ascertained to date. We’ve got data back from almost 600 different players and have over 1300 unique records covering about 440 games (each game sends data every 5 rounds hence the larger number of records than games).

First question is who is playing which side?

Continue reading

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The Barbarossa Original Soundtrack

Please meet our musicians: Tempest for an Angel.

Note that the game uses the instrumental version per default, but that you can switch on the vocals through the preferences tab.

Click here for more information on Tempest for an Angel.

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The Monthly Metrics : December 2015

As many of you know I have been asking Barbarossa players to switch on the metrics switch so we can have a better idea how hard the game is for the average player.

In this first Monthly Metrics post I’d like to share a comparison of the German player Victory Points in v1.00 and v1.01.

On the y-axis the number of VP, on the x-axis the number of rounds played. Click to mega-enlarge:
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In my personal opinion the Germans should try to really have around 55 VP at round 10-ish. And than add around 10-15 VP’s per 10 round untill the grand finale arrives. The grand finale is at around a 100 VP’s. At that point the Germans are on the verge of victory.

Taking into account the quite large number of German players with relatively low VP progress abandoning the current game, or restarting it, I have to say it seems like the difficulty level for the average player is just about right.

I am happy to see that judging from the current data the AI in v1.01 seems to better hold itself against some extremely aggressive German players (note the 4 early victories before or around round 30 in the red lines)

Of course I ran more analytics on the data. And I can also say it is quite astonishing to me that almost everybody is playing at the lowest difficulty setting. Me and Cameron put quite a lot of thought and balancing work in getting the ‘challenging’ and ‘hard’ levels right without overloading the AI with combat bonuses, but so far play of ‘challenging’ seems to be absolutely minimal. Guess We’ll probably have to take it as a compliment.

Also I can share that the ratio of German players versus Soviet players seems in the order of at least 5 to 1.

Next month I’ll highlight something different in the Monthly Metric! Hope you enjoyed that we shared a bit of insights here.

Best wishes,
Vic

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Decisive Campaigns : Community Project now available!

Community ProjectIf you own DC:Barbarossa you can now participate in the semi-open BETA of DC:Community Project. The Community Project is a separate game that uses the same engine but is configured to make scenario construction as easy as possible.

Why a separate game?

First of all because we want to be able to eventually share the Community Project with owners of different (and future) versions of our DC games.

One big problem we noticed with series and editors is that the scenarios created have a tendency to become obsolete after the newest game in the series is released. By giving the Community Project a decent subset of features from all new releases and keeping it available to old and new players we should be able to provide a long life-time for any scenario design efforts by the community.

Secondly it helps psychologically for players to understand that the Community Project (default rules) are different from DC:Barbarossa. The default rules of the Community Project are more similar to DC2 and are relatively void of any chrome. In many ways the default setup is for a straight-forward counter-pusher.

That being said the Community Project does come with official libraries that allow you to set for example the weather, victory conditions, political point income, reinforcement and replacement cards and more.

What can I make with it?

The Ardennes offensive, Kursk, the Korean war, Africa, Sicily, world war 1 scenarios… In many ways your imagination is the limitation.

The default rules give you a big amount of landscape types (ranging from jungle to desert) and the rules will work well with any unit scale chosen between divisional and regimental. Though you might get a way with battalion or corps level units as well. Length of turns can be anywhere between 1 turn/day to 1 turn/week or more. My recommendation is to stick to 5km per hex/1 day a turn or 10km per hex/2 day a turn.

You can create trooptype libraries and historical unit libraries (TOEs) for any nation you want. As well as making officer libraries and drawing maps from scratch.

The modular setup ensures that when at a future moment we’ll provide additional chrome-by-event you can easily add it in to your scenario. And your scenario will be available to players of newer games as well.

For the hardcore “modder” it is even possible to create your own event libraries that can directly tap in to over 500 execute- and check- functions that the engine’s scripting system supports.

Where to get it?

To download the Community Project you’ll need to register and login to the scenario bank. To consult the documentation visit the community project wiki pages.

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