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Atlantis

Un article interressant sur BlitzFront.com

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Magic Touch nous fait part de la mise en ligne sur le site russe BlitzFront.com d'un article parlant d'Officers. Voici sa traduction (approximative) en anglais :Il y a pas mal de petites informations à glanée dans ce texte.

When our association only was introduced to the "battalion commander", reaction to it was ambiguous. From one side, the game drew by its drawing, - it was not clear with another, what product nevertheless develop GFI - sequential distribution to thematics WW2 or something more serious. In general, to fear was for which. When even the strongest strongholds of strategists -xardkorРїkov fracture, it is worthwhile to think: and will not become sequential game sequential Generals. For this very reason, holding way into the Moscow office Game Factory Interactive, I assigned to itself one and the same question: That to us to await from Officers, namely under this name will come the West the game. In the office me expected warm encounter and kruzhechka of coffee. But even repair work, which, however, is not so important. At such moments even the passing along the street parade cannot stop the excited worshipper of the subject RTS. meanwhile, some play mission has already been turned after the screen of monitor. Column of trucks, winter views and enemy tanks somewhere far away. Here it is worthwhile to note the fact that in Officers us awaits only the campaign for the allies. As to receive this each decides for itself. 4 it is personally inclined to consider that the game always remains game independently of that, after whom we in it play. Moreover the developers are sincere they promise addon, where the events will go on dear to heart eastern Front. However, we were postponed from the theme. Battalion commander meets us with the sufficiently beautiful picture, about which I will describe somewhat later and by original interface. I do not undertake to guarantee its absolute convenience, but idea clearly interesting. Itself layout of play interface is completely standard: mini- map to the left, in the center information about yunitakh, and to the right the menu of control of these yunitami themselves. Entire matter in the details, which most simply to attentive player it will examine independently. There, this attentive player will find the panel of experience in yunitov. This is is one additional fresh idea of developers. Consists it in the fact that each force has the capability to develop one or other habit or another: mining, shooting and the like forces with the high habit, correspondingly, appear to one degree or another better. Thus, engineers produce the laying of mines the times of more than usual soldiers. Other side of game - this is the scale of actions. This first of all the huge maps, which give player the possibility widest for the actions. In any case, about the battles on pyatochke it is possible to forget. Together with you on the map, as a rule, acts the ally, well and, certainly, enemy. It was explained with the quick survey that they act not simply under the effect of the scripts, which includes by invisible button the player, but also independently, independently of us with you. Add here and nemalen'kiye radii of survey and shooting in yunitov with the standard diagram: tanks shoot further, but they see less, infantry sees further, but it shoots not far. That the main thing, the picture turned on the screens of monitor, gives the sensation of present battle. Pasteboard scenes the improvised ideas left into the nonexistence. In any case, me greatly it wanted precisely so to be, since potential in battalion commander definitely is present. Entire matter after the realization: indeed even the best idea always can be ruined. Thus, for instance, in the game anywhere do not be divided the scale of health. However, with the first acquaintance with the game, in me impression was formed, that the local tanks die if not from one precise entry, then from the second it is accurate. However, it is here still necessary to fall: in the game there are no such situations, when each released projectile hits its purpose. Many will astonish, after hearing about one additional side of game - the system of reinforcements. Blitzkrieg 2 was personally immediately recalled to me. Fortunately, in the battalion commander somewhat different diagram expects us. First, we can cause aviation; moreover to cause immediately several types. If you want, you can first send into the specific zone intelligence officer, and then, until it there turns, bomber, well or first destroyers for the cover, and then bomber. Besides the aviation, is present the possibility to cause shelling. The sufficiently unpleasant for the enemy piece, which can stop even the most successful offensive. However, you indeed do remember that the map of serious size? But shelling acts on the zone sufficiently small on the measures of game; therefore to recut entire locality into the sieve will not come out - it is necessary to act reasonably. Finally, you always can cause reinforcement in the person of tanks and infantry. It is natural that to select troops us they will not allow. Nevertheless, war outside - we will be war than they will give. The need for weighing all and entire, calculating its actions, it concerns the supply of troops. Generally, in the game resources play sufficiently important role. To our troops be required not that cartridges, but also provisions for the infantry, combustible for the tanks. Without the supply the troops will fall into such situation, when army can be deprived completely of combat efficiency. In order to avoid this, it is necessary to check key points, bases, which perform the role of the transportation terminal point of supply. Besides this, we have the capability to send trucks with the same supply. The danger of this in the fact that the enemy can destroy them even on the approach. However, no one prevents you from making the same with it. Controlling geympleyem of battalion commander, you constantly note for itself these or other elements. Here swiftly is filled up the chernen'kaya scale in tank - this is the indicator of recharge in gun. But here is surprising mining. Generally, not in each game you will meet the possibility "to dirty" the surrounding space by mines. But even if you meet, that is executed this not too successfully: mines must be poked on one piece with that stopped up "shiftom". In our case the mining is executed in the form of the task of regions by the rectangular framework. You separate the unspecified piece of locality, and your soldiers here leave for its hilling. However, time itself to glance at missions themselves. They are executed in the standard style: static campaign, the static tasks, which require fulfillment. Certainly, would like dynamics with the tasks, which are changed depending on the actions of player, but this already entirely exotic character. Good, in the battalion commander us expect the most diverse purposes: from defense and tracking of escort to the assault and to it similar. You indeed did not forget, that together with us on the map do act even the allies? So here, in them also are their purposes their tasks, which they carry out. I think, you themselves understand, which this means. But, give let us pass to sweetest part of the game - its graph. Truly, among the games of a similar class there is no more beautiful representative. Us expect neat models and thoroughly selected textures, well and, certainly, specials-effect. One dynamic change alone of the weather conditions of what stands. Local snowfall - this is the indescribable beauty. It simply must be seen very. Naturally, arises the reasonable question: and what computer is necessary in order to overcure local beauties? However it is strange, but super-contemporary computer here does not be required. Certainly, good it would be make an upgrade, but also configuration standard on the current measures also will approach. On the whole, we can boldly say that the beautiful wrapper in game already exists. However, I hope, developers during this distribution will ensure to us tasty filling. It is natural that many in this game it would be desirable to see that which recently became theme for the consideration - realism popular in certain circles. But here immediately it is worthwhile to note: GFI position its project first of all as game, i.e., RTS, where to the foreground it leaves geympley. I.e., to expect the absolute correspondence in all entire to the historical framework does not stand. Certainly, this will be not very pleasant to those, for whom a similar criterion is naivazhneyshim, but I could say to you accurately: despite the fact that in the battalion commander us await the characteristics of yunitov, similar to the real and geympley oriented to series geymera, this game is by no means intended for tank Rasch. _ us await clever strategy, in any case vs4kom slucae, act here arrive first of all pervuh ocered6 head. And, I hope, developers will not go away from this lath of realism, which me personally completely arranges. In conclusion, it would be desirable to say that my fears about the battalion commander did not justify. Give let us glance to truth to the person: to make historically realistic games no longer is fashionable. Geymeram are necessary that, into that it would be interesting to play. In the battalion commander to play interestingly, but in this case, us expects thoughtful of geympley. In any case, 4 for this greatly I hope. P.S. And, certainly, I thank company herself GFI for the warm encounter and demonstration of battalion commander, which answered many my questions about the game.

Kondakov "Vanok" Ivan

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enfin des nouvelles mais un peu suspectes.. :D sur une interview du 28-06-2006. en premier la date!mois de Aout c'est prêt et en automne c'est la sortie..

- The end of development is outlined for the end of August of this year and already in autumn game will be put on the market.

le support, pour jouer le jeux lui reste presque le même..

- CPU 3.0 gHz, RAM of 1000 MB, Nvidia 6600 GT or analog ATI is above.

on joue que les Alliés. :lol:

- We play only for the allies. The possibility to play for the remaining sides is planned into add-on.

a notez que aucune référence au sujet de Multi joueurs.. pour les reste on est toujour a 1.500 unités maximum pour les deux coter.les cartes sont toujour 5x5 Klm (mois le contour)Image IPB

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Merci pour l'information Magic Touch. Voici la traduction de l'interview en anglais (approximatif) :

Officers (battalion commander)Battalion commander. Little it will not seem (interview)Image IPBFrom abundance RTS on the theme World War II, personally in me already it ripples in the eyes. And it is agreeable, if they all a little were differed from each other. So no! Each command of developers is occupied by the thoroughly hidden plagiarism. You will explain how is differed a series "opposition" from the same games from Monte Cristo? By small heap of the changes: is somewhere better balance, graph, the subject of a little another, and on the fact - one and also. More- less blestyat against this background already left in a quantity of two parts "in the rear of enemy", and still developed by the Ukrainian subdivision GFI UA "battalion commander", or Officers. The daring announcements of the latter, impelled us to question Andrey yes'kova, leader of project in GFI UA about that how will be wrapped up their raid in the times of the second world.- how do you do. It is very glad, that you agreed to this conversation. If you please, describe to our readers about the developers of "battalion commander", and about why you decided to create strategy in settinge World War II. But so tell about how the work on the game for long is conducted.- interesting and popular (your question not less it is popular;)) the theme, which allows the mass of play possibilities. Moreover it is close to us by itself. Indeed the same is logical to make strategy and to take for the basis intelligible and memorable by all of event. The command good, united - the majority of colleagues have a work experience in the play industry, they worked at known domestic projects. In the current version the game is developed a little larger one-and-a-half year. To this still yr they worked at the old concept - simulator. Then they arrived at understanding of the fact that into this simulator play will be under the force perhaps that to the inveterate fans of realism with the strong nerves, and they decided everything to simplify - to aim game at the wider segment of audience. - now is already near that hour, when Officers leaves to the counters. Being examined back, say, could you realize entire that outlined, or from something it was necessary to refuse? There were any curious cases, during the development?Image IPB- looking from the belfry of present day to the squandered period, with the confidence I can say one - we, as young command, began on all rakes, on which only it was possible to begin (I suspect, there are other rakes, about which we even do not surmise J), for which repeatedly painfully they obtained on the forehead. But not at all I will regret about this. Our lumps - this is the priceless experience, which made us more strongly, it is clever, it is more reasonable. This as the child, whose generation occurs in the flour and the suffering. But already very soon we will become happy daddies.All to realize in the first iteration of "battalion commander", unfortunately, did not come out. It was necessary to transfer the part of that outlined to the future additions. Overestimation of its own forces - age long whip, young commands.- speaking directly about that, in that will pour out the "battalion commander" excess will learn, what essential differences from the analogous projects, or even innovative ideas you can isolate? - to isolate, and if we are isolated more precisely we will be able with scale (enormous play locations with the size of shchkhshch km, mass battles with the participation to 1500 yunitov, the imposing range coverage and shooting), by atmosfernost'yu (realistic and implicating environment, colorful and juicy specials-effect), by abundance of tactical possibilities (separation into the frontal, lateral and back armor; with more difficulty to fall on, with more difficulty to fall into the moving purpose; the dependence of inflicted loss on distance and angle of the entry of projectile; the dependence of the survey of yunita on the relief and the adjacent objects; the system of resources - food, ammunition, combustible; the imitation of the lines of the supplies, which play far from last role in the play process; the damaged parts in technology - undercarriage, engine, crew, fuel tanks, tower; the possibility to inquire the staff has conducting artillery preparation, to deliver the air strike, to conduct reconnaissance from air, to produce landing in the coordinates indicated and much other), by the dynamic change of the time of twenty-four hours and weather conditions, which directly influence play process. In other respects, this is usual strategic toy. (note of the journalist: yes, after this enumeration of fresh ideas, already any toy will become most usual)- as your creation was estimated on Yee?Image IPB- estimation in essence proceeded from "show us that the fact that you promised the floor of year ago". Therefore, not without the pride I assert that the range of estimations is sufficiently narrow - from "very well" to "excellently". - as I do understand, not about any economic component of speech it does not go? To us in the beginning of mission is given the defined quantity of yunitov and survive as you do know?- approximately thus. In the beginning of mission the player obtains the specific quantity of troops, resources and the possibility the limited quantity of times to cause different forms of reinforcements. But further as you said - survive, as you know, you want, you know how, you can (necessary to emphasize). To construct nothing is necessary, everything is already built to us.- add. are a question. In proportion to fulfillment of assignments, we can design for reinforcements?- yes. After the executed task, and them to the mission several, the player obtains bonus in the form of additional reinforcements. - during theme about the missions. You want to propose what to the player: the separate tasks, the connected with subject campaign, or something the third?- if by separate tasks are implied the missions, not connected with topical line, then the first. Each mission consists of several key tasks and several secondary.- for what sides for us it is necessary to war, and through what basic landmarks of war to pass?- we play only for the allies. The possibility to play for the remaining sides is planned into addony. (note of the journalist: here this possibility exactly proved to be "cut" - initially it was assumed the presence of three campaigns for all participants in the war)Image IPBFor player is in prospect to conduct operation on the debarkation in Normandy, to spill the rivers of the blood in the battle for Kann and his suburbs, to knock out fascists the region of line Mazhino, preodolevaya enemy resistance, to leave to the German boundary, to be fastened on the Rhine coasts, to clean territory near Leipzig. - have you the purpose to adhere to historical authenticity, and generally, as you do consider, possibly, it to realize in the scale strategic battles?- this purpose was not placed. We is utilized historical events as the background, against which "sketch" our events. To reproduce scale historically reliable battles is completely actual. As version - regime of net game, in which to each player are given only those troops, which were in that or other side. A question in other - who will be able into this to play? Present to itself army in the game, which consists of two hundred tanks, one-and-a-half thousand infantrymen, hundreds of guns, etc., and all this extended along the sector of the front by extent, let us say, 2 km is how effectively you will be able to govern all this in the regime of real time? To otvechu for you - you will not be able generally. It is checked, I can show lump on the forehead. Note that I generally keep silent about the requirements for play iron. - if battle goes in the real time and in it participates many yunitov, then it regarding is unguided, here you, nesomnennno, they are right. If only, of course, not to automate some actions, and not to give to player convenient tactical control. What works did conduct in this direction?Image IPB- quite right, without the automation of under wardship to in no way not manage. In our case are realized three types of behavior - aggressive, careful, normal. Depending on the established type, yunity behave differently. In the careful, for example, they automatically occupy shelters on the arrival into the point of movement, even if there is no danger. During the battle, yunit in the careful regime it will not leave the shelter until danger passes. In the aggressive regime the infantry is moved exclusively by run. Even if there is a danger. In the state confronting yunity are maximally vulnerable, but are more maneuverability. In the normal state the infantry in the case of danger is moved crawling - it is slow, but is more safe. Is also realized the algorithm of attack, based on such factors as distance to the purpose, the vulnerability of purpose, the danger in purpose, the possibility to inflict maximum loss. Analyzing these data, yunity make the decision whom to attack first of all. In addition to this, in yunitov is two radii - radius of shooting and a radius of survey. In infantry a radius of shooting is equal to a radius of survey. In technology - a radius of shooting exceeds a radius of survey. I.e. technology can automatically attack the purpose invisible for it, which is located in a radius of the survey of another friendly yunita. - A how a large will be battlefield, how much on it, theoretically, it can be yunitov, and what types of technology are represented in the game?Image IPB- all maps the size of shchkhshch km theoretically, yunitov it can be as much, as you will place, provided iron pulled all sopustvuyushchiye errors and otrisovki. By empirical methods we arrived at the number into 1500 yunitov in the battlefield (not on the map!) for both sides. This is that maximum, which will make it possible to more- less sensibly evaluate situation and will allow players with the average configurations of computers to obtain pleasure from the game. Are represented lungs, average and heavy tanks, the self-propelled guns, rocket artillery, antitank guns. To real prototypes correspond they will be only in the distinctive special features, even then with the correction for play needs. I.e. for example, if the characteristic feature of some tank they were speed and maneuverability, then in the game it will be rapid and maneuverability. If rocket artillery inflicted large loss, then in the game it it will bring.- I met the reference about different forms of ammunition, and about the fact that a quantity of points removed with the entry of projectile depends on many factors. You do not describe, about these factors it is in more detail?- tanks and artillery shoot by explosive and armor-piercing shells in the dependence on what purpose they attack. It is possible forcedly to make it necessary to shoot only by explosive. The value of the loss, inflicted by armor-piercing shell, depends on distance (the it is further, the less), from the angle of entry into armor and from the side of entry (forehead, side, rear). Well and the accuracy of shooting affects the motion of the one shooting and attacked - i.e. if someone one of them dvizhetsya, then the accuracy of shooting decreases. If both dvizhutsya, then the accuracy of shooting is still below. - your strategy promises the presence, further quotation on the press release: the "system of resources, which makes it possible to imitate the lines of supply and to use them for the accomplishment of strategic objectives"; This is, the actually interesting solution, which is worthy praise. But as it will be realized? Already it is too suspicious, in my view, the definition sounds: "to imitate the lines of supply". Image IPB- yes, actually. In the game the resources (food, ammunition, combustible), necessary for conducting the war shooting, are represented. Thus, for instance, in each tank is its fuel capacity fire unit. If fuel concludes, must pass time thus far tank will complete its reserve. Time depends from the distance to the nearest friendly strategic point with the resources. I.e. the further from the base, the more the time required to zapravku/popolneniye of fire unit. If at the nearest point there are no service lives, service lives will "pull" from another nearest point, to that already more than time will be required. In order to reduce waiting time, player can transport resources from one base into another. It is necessary on the plane-table (something like the strategic map of level), to order the transportation of resources, after indicating from where and to where to convey for this. The player observes after return on the tactical map, as trucks begin to ply between the bases. For one mine passages the truck transports the specific quantity of resources. After destroying truck, you automatically destroy a transportable quantity. Thus, you can bring resources to the foremost or evacuate them from there as needed.- today almost each strategy has a RPG- element. However, rarely when this role part exceeds the scope of typical it shifted -ap'ov, that give, for example, an increase in the survey or rate of fire. What surprises you did prepare in the "battalion commander"?- no surprises we prepare - everything is standard. Different habits of yunitov - rifle, engineering, driver, medical, reticence, vigilance - answer for one or other ability or another (name habits they speak themselves for themselves). - thanks, now we much know about what strategy will be "battalion commander". Now, make it possible to inquire, what graphic cursor does use game, and that it does know how?Image IPB- we developed our cursor taking into account of last movements and tendencies. As result, are realized dynamic shadows and samozatenyaemost', dynamic clouds, weather effects, popiksel'noye illumination, the system of particles, skeletal animation, destroyed units, are used sheydery of version 2.0 and much other.- what machine will be required geymeru in order to entirely take pleasure by picture?- CPU 3 gHz, RAM 1000 mb, Nvidia 6600 gt or analog ATI is above. - I finally the chief problem: when? To what date you do plan the end of the development?- the end of the development is outlined for the end of August of this year and already in autumn game will be put on the market.- after "battalion commander" you already have plans for the development of our own games?- unconditionally. But this thus far secret.- now, I propose to you with the freedom of speech to turn to our readers.- solar to you sky overhead! And let war will remain only in good computer games.Again the thanks to you for the detailed answers. Association OGL desires to you success and further creative successes.Interview took Ivan ayriyev aka High Mountain ACE

ACEit is published: 23.06.2006

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Si GFI UA nous fais le coup de ne pas proposer au moins 2 armées jouables ce ne sera pas sérieux : déjà qu'ils ont mis les soviétiques de côté, si en plus maintenant les allemands ne sont pas jouables où va t'on ?Sinon, au niveau des images hivernales qui accompagnent l'interview il n'y a rien de neuf car elles sont toutes dans notre galerie depuis le 7 juin.

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c' est vraiment dommage ça, j' achete un jeux c' est pour jouer avec mon armée préférée: les allemands

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pour le fuel je trouve qu'il est itnutile vue que la distance des cartes est que de 4KLM au :D on sait que un char le minimum qu'il pouvait parcourir etait au moin 100KLM, même le plus gourment :lol:

Si GFI UA nous fais le coup de ne pas proposer au moins 2 armées jouables ce ne sera pas sérieux : déjà qu'ils ont mis les soviétiques de côté, si en plus maintenant les allemands ne sont pas jouables où va t'on ?Sinon, au niveau des images hivernales qui accompagnent l'interview il n'y a rien de neuf car elles sont toutes dans notre galerie depuis le 7 juin.

ce que moi j'ai compris est que seul les Alliées son jouable pour le joueur dans la premiere version(même pas les Allemands..) http://www.leclandesofficiers.com/Forum/public/style_emoticons/default/ohmy.png et que pour le reste se seras en ADD-on.c'est possible que c'est une stratégie de facon a sortir le titre plus vite au lieu de le reporter encore une année sinon ca vas tourné au vinaigre..pas oublier que deja en 01-2003 il etait annoncer pour 2004! <_<quelques corrections que le traducteur prend pas en compte.- >> are used sheydery of version 2.0 and much other.sheydery = SHADERopposition = Sudden Strike.atmosfernost'yu = atmospheric or atmosphere yunitov = units

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c' est vraiment decevant si il n' y a meme pas les russes a controler 8)et les ADD-ON vont mettre du temp a sortir non ?

Edited by Cyber

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des russes ?? de quoi tu parle y a pas de Russes dans ce volet..la on parle du fait que sur les deux armées ALLIED vs GERMAN tu ne peut que joue les Alliés. :unsure: et deja si les Allemands lisent ca ca vas les irritez, car il traite l'armée Allemande de fasciste. :D

to knock out 'fascists' the region of line Mazhino

j'ai notez qelques paragraphes.. http://www.leclandesofficiers.com/Forum/public/style_emoticons/default/dry.png

we arrived at the number into 1500 yunitov in the battlefield (not on the map!) for both sides

donc même les unités externes sont compter dans les 1.500 (longues portées et aviation)

To real prototypes correspond they will be only in the distinctive special features, even then with the correction for play needs.

eux aussi ils on compris que la réalité cole pas avec le game-play.. B) enfin.. esperont que ils vont definir ce que il seras finalement car dans l'interview il dit bien que au debut c'etait prevu en temps que simulateur et que a la suite ils on changer le projet. B)

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http://www.leclandesofficiers.com/Forum/public/style_emoticons/default/clapping.gif mouarf, je me suis cassé le c## pour essaye rde dechiffer l'interview alors qu'elle est deja en UK ..
Battalion commander. Little it will not seem (interview)From abundance RTS on the theme World War II, personally in me already it ripples in the eyes. And it is agreeable, if they all a little were differed from each other. So no! Each command of developers is occupied by the thoroughly hidden plagiarism. You will explain how is differed a series "opposition" from the same games from Monte Cristo? By small heap of the changes: is somewhere better balance, graph, the subject of a little another, and on the fact - one and also. More- less blestyat against this background already left in a quantity of two parts "in the rear of enemy", and still developed by the Ukrainian subdivision GFI UA "battalion commander", or Officers. The daring announcements of the latter, impelled us to question Andrey yes'kova, leader of project in GFI UA about that how will be wrapped up their raid in the times of the second world.- how do you do. It is very glad, that you agreed to this conversation. If you please, describe to our readers about the developers of "battalion commander", and about why you decided to create strategy in settinge World War II. But so tell about how the work on the game for long is conducted.- interesting and popular (your question not less it is popular;)) the theme, which allows the mass of play possibilities. Moreover it is close to us by itself. Indeed the same is logical to make strategy and to take for the basis intelligible and memorable by all of event. The command good, united - the majority of colleagues have a work experience in the play industry, they worked at known domestic projects. In the current version the game is developed a little larger one-and-a-half year. To this still yr they worked at the old concept - simulator. Then they arrived at understanding of the fact that into this simulator play will be under the force perhaps that to the inveterate fans of realism with the strong nerves, and they decided everything to simplify - to aim game at the wider segment of audience. - now is already near that hour, when Officers leaves to the counters. Being examined back, say, could you realize entire that outlined, or from something it was necessary to refuse? There were any curious cases, during the development?- looking from the belfry of present day to the squandered period, with the confidence I can say one - we, as young command, began on all rakes, on which only it was possible to begin (I suspect, there are other rakes, about which we even do not surmise J), for which repeatedly painfully they obtained on the forehead. But not at all I will regret about this. Our lumps - this is the priceless experience, which made us more strongly, it is clever, it is more reasonable. This as the child, whose generation occurs in the flour and the suffering. But already very soon we will become happy daddies.All to realize in the first iteration of "battalion commander", unfortunately, did not come out. It was necessary to transfer the part of that outlined to the future additions. Overestimation of its own forces - age long whip, young commands.- speaking directly about that, in that will pour out the "battalion commander" excess will learn, what essential differences from the analogous projects, or even innovative ideas you can isolate? - to isolate, and if we are isolated more precisely we will be able with scale (enormous play locations with the size of shchkhshch km, mass battles with the participation to 1500 yunitov, the imposing range coverage and shooting), by atmosfernost'yu (realistic and implicating environment, colorful and juicy specials-effect), by abundance of tactical possibilities (separation into the frontal, lateral and back armor; with more difficulty to fall on, with more difficulty to fall into the moving purpose; the dependence of inflicted loss on distance and angle of the entry of projectile; the dependence of the survey of yunita on the relief and the adjacent objects; the system of resources - food, ammunition, combustible; the imitation of the lines of the supplies, which play far from last role in the play process; the damaged parts in technology - undercarriage, engine, crew, fuel tanks, tower; the possibility to inquire the staff has conducting artillery preparation, to deliver the air strike, to conduct reconnaissance from air, to produce landing in the coordinates indicated and much other), by the dynamic change of the time of twenty-four hours and weather conditions, which directly influence play process. In other respects, this is usual strategic toy. (note of the journalist: yes, after this enumeration of fresh ideas, already any toy will become most usual)- as your creation was estimated on Yee?- estimation in essence proceeded from "show us that the fact that you promised the floor of year ago". Therefore, not without the pride I assert that the range of estimations is sufficiently narrow - from "very well" to "excellently". - as I do understand, not about any economic component of speech it does not go? To us in the beginning of mission is given the defined quantity of yunitov and survive as you do know?- approximately thus. In the beginning of mission the player obtains the specific quantity of troops, resources and the possibility the limited quantity of times to cause different forms of reinforcements. But further as you said - survive, as you know, you want, you know how, you can (necessary to emphasize). To construct nothing is necessary, everything is already built to us.- add. are a question. In proportion to fulfillment of assignments, we can design for reinforcements?- yes. After the executed task, and them to the mission several, the player obtains bonus in the form of additional reinforcements. - during theme about the missions. You want to propose what to the player: the separate tasks, the connected with subject campaign, or something the third?- if by separate tasks are implied the missions, not connected with topical line, then the first. Each mission consists of several key tasks and several secondary.- for what sides for us it is necessary to war, and through what basic landmarks of war to pass?- we play only for the allies. The possibility to play for the remaining sides is planned into addony. (note of the journalist: here this possibility exactly proved to be "cut" - initially it was assumed the presence of three campaigns for all participants in the war)For player is in prospect to conduct operation on the debarkation in Normandy, to spill the rivers of the blood in the battle for Kann and his suburbs, to knock out fascists the region of line Mazhino, preodolevaya enemy resistance, to leave to the German boundary, to be fastened on the Rhine coasts, to clean territory near Leipzig. - have you the purpose to adhere to historical authenticity, and generally, as you do consider, possibly, it to realize in the scale strategic battles?- this purpose was not placed. We is utilized historical events as the background, against which "sketch" our events. To reproduce scale historically reliable battles is completely actual. As version - regime of net game, in which to each player are given only those troops, which were in that or other side. A question in other - who will be able into this to play? Present to itself army in the game, which consists of two hundred tanks, one-and-a-half thousand infantrymen, hundreds of guns, etc., and all this extended along the sector of the front by extent, let us say, 2 km is how effectively you will be able to govern all this in the regime of real time? To otvechu for you - you will not be able generally. It is checked, I can show lump on the forehead. Note that I generally keep silent about the requirements for play iron. - if battle goes in the real time and in it participates many yunitov, then it regarding is unguided, here you, nesomnennno, they are right. If only, of course, not to automate some actions, and not to give to player convenient tactical control. What works did conduct in this direction?- quite right, without the automation of under wardship to in no way not manage. In our case are realized three types of behavior - aggressive, careful, normal. Depending on the established type, yunity behave differently. In the careful, for example, they automatically occupy shelters on the arrival into the point of movement, even if there is no danger. During the battle, yunit in the careful regime it will not leave the shelter until danger passes. In the aggressive regime the infantry is moved exclusively by run. Even if there is a danger. In the state confronting yunity are maximally vulnerable, but are more maneuverability. In the normal state the infantry in the case of danger is moved crawling - it is slow, but is more safe. Is also realized the algorithm of attack, based on such factors as distance to the purpose, the vulnerability of purpose, the danger in purpose, the possibility to inflict maximum loss. Analyzing these data, yunity make the decision whom to attack first of all. In addition to this, in yunitov is two radii - radius of shooting and a radius of survey. In infantry a radius of shooting is equal to a radius of survey. In technology - a radius of shooting exceeds a radius of survey. I.e. technology can automatically attack the purpose invisible for it, which is located in a radius of the survey of another friendly yunita. - A how a large will be battlefield, how much on it, theoretically, it can be yunitov, and what types of technology are represented in the game?- all maps the size of shchkhshch km theoretically, yunitov it can be as much, as you will place, provided iron pulled all sopustvuyushchiye errors and otrisovki. By empirical methods we arrived at the number into 1500 yunitov in the battlefield (not on the map!) for both sides. This is that maximum, which will make it possible to more- less sensibly evaluate situation and will allow players with the average configurations of computers to obtain pleasure from the game. Are represented lungs, average and heavy tanks, the self-propelled guns, rocket artillery, antitank guns. To real prototypes correspond they will be only in the distinctive special features, even then with the correction for play needs. I.e. for example, if the characteristic feature of some tank they were speed and maneuverability, then in the game it will be rapid and maneuverability. If rocket artillery inflicted large loss, then in the game it it will bring.- I met the reference about different forms of ammunition, and about the fact that a quantity of points removed with the entry of projectile depends on many factors. You do not describe, about these factors it is in more detail?- tanks and artillery shoot by explosive and armor-piercing shells in the dependence on what purpose they attack. It is possible forcedly to make it necessary to shoot only by explosive. The value of the loss, inflicted by armor-piercing shell, depends on distance (the it is further, the less), from the angle of entry into armor and from the side of entry (forehead, side, rear). Well and the accuracy of shooting affects the motion of the one shooting and attacked - i.e. if someone one of them dvizhetsya, then the accuracy of shooting decreases. If both dvizhutsya, then the accuracy of shooting is still below. - your strategy promises the presence, further quotation on the press release: the "system of resources, which makes it possible to imitate the lines of supply and to use them for the accomplishment of strategic objectives"; This is, the actually interesting solution, which is worthy praise. But as it will be realized? Already it is too suspicious, in my view, the definition sounds: "to imitate the lines of supply". - yes, actually. In the game the resources (food, ammunition, combustible), necessary for conducting the war shooting, are represented. Thus, for instance, in each tank is its fuel capacity fire unit. If fuel concludes, must pass time thus far tank will complete its reserve. Time depends from the distance to the nearest friendly strategic point with the resources. I.e. the further from the base, the more the time required to zapravku/popolneniye of fire unit. If at the nearest point there are no service lives, service lives will "pull" from another nearest point, to that already more than time will be required. In order to reduce waiting time, player can transport resources from one base into another. It is necessary on the plane-table (something like the strategic map of level), to order the transportation of resources, after indicating from where and to where to convey for this. The player observes after return on the tactical map, as trucks begin to ply between the bases. For one mine passages the truck transports the specific quantity of resources. After destroying truck, you automatically destroy a transportable quantity. Thus, you can bring resources to the foremost or evacuate them from there as needed.- today almost each strategy has a RPG- element. However, rarely when this role part exceeds the scope of typical it shifted -ap'ov, that give, for example, an increase in the survey or rate of fire. What surprises you did prepare in the "battalion commander"?- no surprises we prepare - everything is standard. Different habits of yunitov - rifle, engineering, driver, medical, reticence, vigilance - answer for one or other ability or another (name habits they speak themselves for themselves). - thanks, now we much know about what strategy will be "battalion commander". Now, make it possible to inquire, what graphic cursor does use game, and that it does know how?- we developed our cursor taking into account of last movements and tendencies. As result, are realized dynamic shadows and samozatenyaemost', dynamic clouds, weather effects, popiksel'noye illumination, the system of particles, skeletal animation, destroyed units, are used sheydery of version 2.0 and much other.- what machine will be required geymeru in order to entirely take pleasure by picture?- CPU 3 gHz, RAM 1000 mb, Nvidia 6600 gt or analog ATI is above. - I finally the chief problem: when? To what date you do plan the end of the development?- the end of the development is outlined for the end of August of this year and already in autumn game will be put on the market.- after "battalion commander" you already have plans for the development of our own games?- unconditionally. But this thus far secret.- now, I propose to you with the freedom of speech to turn to our readers.- solar to you sky overhead! And let war will remain only in good computer games.Again the thanks to you for the detailed answers. Association OGL desires to you success and further creative successes.Interview took Ivan ayriyev aka High Mountain ACE
:unsure:

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@Atlantis..je peut pas modifier le message et j'ai fait des corrction en plus sur la traduction..

OFFICERS . Little it will not seem (interview)From abundance RTS on the theme World War II, personally in me already it ripples in the eyes. And it is agreeable, if they all a little were differed from each other. So no! Each command of developers is occupied by the thoroughly hidden plagiarism. You will explain how is differed a series "Sudden Strike" from the same games from Monte Cristo? By small heap of the changes:is somewhere better balance, graph, the subject of a little another, and on the fact - one and also. More- less blestyat against this background already left in a quantity of two parts "Face of WAR", and still developed by the Ukrainian subdivision GFI UA "battalion commander", or Officers. The daring announcements of the latter, impelled us to question Andrey yeskova, leader of project in GFI UA about that how will be wrapped up their raid in the times of the second world.- how do you do. It is very glad, that you agreed to this conversation. If you please, describe to our readers about the developers of "battalion commander", and about why you decided to create strategy in settinge World War II. But so tell about how the work on the game for long is conducted.- interesting and popular (your question not less it is popular;)) the theme, which allows the mass of play possibilities. Moreover it is close to us by itself. Indeed the same is logical to make strategy and to take for the basis intelligible and memorable by all of event. The command good, united - the majority of colleagues have a work experience in the play industry, they worked at known domestic projects. In the current version the game is developed a little larger one-and-a-half year. To this still yr they worked at the old concept - simulator. Then they arrived at understanding of the fact that into this simulator play will be under the force perhaps that to the inveterate fans of realism with the strong nerves, and they decided everything to simplify - to aim game at the wider segment of audience. now is already near that hour, when Officers leaves to the counters. Being examined back, say, could you realize entire that outlined, or from something it was necessary to refuse? There were any curious cases, during the development?- looking from the belfry of present day to the squandered period, with the confidence I can say one - we, as young command, began on all rakes, on which only it was possible to begin (I suspect, there are other rakes, about which we even do not surmise J), for which repeatedly painfully they obtained on the forehead. But not at all I will regret about this. Our lumps - this is the priceless experience, which made us more strongly, it is clever, it is more reasonable. This as the child, whose generation occurs in the flour and the suffering. But already very soon we will become happy daddies.All to realize in the first iteration of "battalion commander", unfortunately, did not come out. It was necessary to transfer the part of that outlined to the future additions. Overestimation of its own forces - age long whip, young commands.- speaking directly about that, in that will pour out the "battalion commander" excess will learn, what essential differences from the analogous projects, or even innovative ideas you can isolate? - to isolate, and if we are isolated more precisely we will be able with scale (enormous play locations with the size of 5x5 km, mass battles with the participation to 1500 units, the imposing range coverage and shooting), by atmosphere (realistic and implicating environment, colorful and juicy specials-effect), by abundance of tactical possibilities (separation into the frontal, lateral and back armor, with more difficulty to fall into the moving purpose, - the dependence of inflicted loss on distance and angle of the entry of projectile, - the dependence of the survey of units on the relief and the parallel objects.- the system of resources - food, ammunition, Fuel, the imitation of the lines of the supplies, which play far from last role in the play process, - the damaged parts in technology - undercarriage, engine, crew, fuel tanks, turret, - the possibility to inquire the staff has conducting artillery preparation. - to deliver the air strike, to conduct reconnaissance from air, to produce landing in the coordinates indicated and much other.- by the dynamic change of the time of twenty-four hours and weather conditions, which directly influence play process. In other respects, this is usual strategic toy. (note of the journalist: yes, after this enumeration of fresh ideas, already any toy will become most usual)- as your creation was estimated on Yee?- estimation in essence proceeded from "show us that the fact that you promised the floor of year ago". Therefore, not without the pride I assert that the range of estimations is sufficiently narrow - from "very well" to "excellently". - as I do understand, not about any economic component of speech it does not go? To us in the beginning of mission is given the defined quantity of yunitov and survive as you do know?- approximately thus. In the beginning of mission the player obtains the specific quantity of troops, resources and the possibility the limited quantity of times to cause different forms of reinforcements. But further as you said - survive, as you know, you want, you know how, you can (necessary to emphasize). To construct nothing is necessary, everything is already built to us.- add. are a question. In proportion to fulfillment of assignments, we can design for reinforcements?- yes. After the executed task, and them to the mission several, the player obtains bonus in the form of additional reinforcements. - during theme about the missions. You want to propose what to the player: the separate tasks, the connected with subject campaign, or something the third?- if by separate tasks are implied the missions, not connected with topical line, then the first. Each mission consists of several key tasks and several secondary.- for what sides for us it is necessary to war, and through what basic landmarks of war to pass?- we play only for the allies. The possibility to play for the remaining sides is planned into addony. (note of the journalist: here this possibility exactly proved to be "cut" - initially it was assumed the presence of three campaigns for all participants in the war)For player is in prospect to conduct operation on the debarkation in Normandy, to spill the rivers of the blood in the battle for Kann and his suburbs, to knock out fascists the region of line Mazhino, preodolevaya enemy resistance, to leave to the German boundary, to be fastened on the Rhine coasts, to clean territory near Leipzig. - have you the purpose to adhere to historical authenticity, and generally, as you do consider, possibly, it to realize in the scale strategic battles?- this purpose was not placed. We is utilized historical events as the background, against which "sketch" our events. To reproduce scale historically reliable battles is completely actual. As version - regime of net game, in which to each player are given only those troops, which were in that or other side. A question in other - who will be able into this to play? Present to itself army in the game, which consists of two hundred tanks, one-and-a-half thousand infantrymen, hundreds of guns, etc., and all this extended along the sector of the front by extent, let us say, 2 km is how effectively you will be able to govern all this in the regime of real time? To otvechu for you - you will not be able generally. It is checked, I can show lump on the forehead. Note that I generally keep silent about the requirements for play iron. - if battle goes in the real time and in it participates many yunitov, then it regarding is unguided, here you, nesomnennno, they are right. If only, of course, not to automate some actions, and not to give to player convenient tactical control. What works did conduct in this direction?- quite right, without the automation of under wardship to in no way not manage. In our case are realized three types of behavior - aggressive, careful, normal. Depending on the established type, unit react differently. In the careful, for example, they automatically occupy shelters on the arrival into the point of movement, even if there is no danger. - During the battle, unit in the careful regime it will not leave the shelter until danger passes. - In the aggressive regime the infantry is moved exclusively by run. Even if there is a danger. - In the state confronting yunity are maximally vulnerable, but are more maneuverability. - In the normal state the infantry in the case of danger is moved crawling - it is slow, but is more safe. Is also realized the algorithm of attack, based on such factors as distance to the purpose, the vulnerability of purpose, the danger in purpose, the possibility to inflict maximum loss. Analyzing these data, unity make the decision who to attack first of all. In addition to this, in unitov is two radius - radius of shooting and a radius of survey. In infantry a radius of shooting is equal to a radius of survey. In technology - a radius of shooting exceeds a radius of survey. I.e. technology can automatically attack the purpose invisible for it, which is located in a radius of the survey of another friendly unita. - A how a large will be battlefield, how much on it, theoretically, it can be yunitov, and what types of technology are represented in the game?- all maps the size of 5x5 km theoretically, units it can be as much, as you will place, provided iron pulled all supposed errors and restrictions. By empirical methods we arrived at the number into 1.500 units in the battlefield (not on the map!) for both sides. This is that maximum, which will make it possible to more- less sensibly evaluate situation and will allow players with the average configurations of computers to obtain pleasure from the game. Are represented lungs, average and heavy tanks, the self-propelled guns, rocket artillery, antitank guns. To real prototypes correspond they will be only in the distinctive special features, even then with the correction for play needs. I.e. for example, if the characteristic feature of some tank they were speed and maneuverability, then in the game it will be rapid and maneuverability. If rocket artillery inflicted large loss, then in the game it it will bring.- I met the reference about different forms of ammunition, and about the fact that a quantity of points removed with the entry of projectile depends on many factors. You do not describe, about these factors it is in more detail?- tanks and artillery shoot by explosive and armor-piercing shells in the dependence on what purpose they attack. It is possible forcedly to make it necessary to shoot only by explosive. The value of the loss, inflicted by armor-piercing shell, depends on distance (the it is further, the less), from the angle of entry into armor and from the side of entry (forehead, side, rear). Well and the accuracy of shooting affects the motion of the one shooting and attacked - i.e. if someone one of them panic, then the accuracy of shooting decreases. If both panic, then the accuracy of shooting is still below. - your strategy promises the presence, further quotation on the press release: the "system of resources, which makes it possible to imitate the lines of supply and to use them for the accomplishment of strategic objectives"; This is, the actually interesting solution, which is worthy praise. But as it will be realized? Already it is too suspicious, in my view, the definition sounds: "to imitate the lines of supply"? - yes, actually. In the game the resources (food, ammunition, Fuel), necessary for conducting the war shooting, are represented. Thus, for instance, in each tank is its fuel capacity fire unit. If fuel concludes, must pass time thus far tank will complete its reserve. Time depends from the distance to the nearest friendly strategic point with the resources. I.e. the further from the base, the more the time required to refuel/re-arm fire unit. If at the nearest point there are no service lives, service lives will "pull" from another nearest point, to that already more than time will be required. In order to reduce waiting time, player can transport resources from one base into another. It is necessary on the plane-table (something like the strategic map of level), to order the transportation of resources, after indicating from where and to where to convey for this. The player observes after return on the tactical map, as trucks begin to play between the bases. For one mine passages the truck transports the specific quantity of resources. After destroying truck, you automatically destroy a transportable quantity. Thus, you can bring resources to the foremost or evacuate them from there as needed.- today almost each strategy has a RPG- element. However, rarely when this role part exceeds the scope of typical it shifted -ap'ov, that give, for example, an increase in the survey or rate of fire. What surprises you did prepare in the "battalion commander"?- no surprises we prepare - everything is standard. Different habits of units - rifle, engineering, driver, medical, reticence, vigilance - answer for one or other ability or another (name habits they speak themselves for themselves). - thanks, now we much know about what strategy will be "battalion commander". Now, make it possible to inquire, what graphic cursor does use game, and that it does know how?- we developed our engine taking into account of last movements and tendencies. As result, are realized dynamic shadows and dynamic effects, dynamic clouds, weather effects, pixel shader illumination, the system of particles, skeletal animation, destroyed units, are used Shader version 2.0 and much other.- what machine will be required geymeru in order to entirely take pleasure by picture?- CPU 3 gHz, RAM 1000 mb, Nvidia 6600 gt or analog ATI is above. - I finally the chief problem: when? To what date you do plan the end of the development?- the end of the development is outlined for the end of August of this year and already in autumn game will be put on the market.- after "battalion commander" you already have plans for the development of our own games?- unconditionally. But this thus far secret.- now, I propose to you with the freedom of speech to turn to our readers.- solar to you sky overhead! And let war will remain only in good computer games.Again the thanks to you for the detailed answers. Association OGL desires to you success and further creative successes.Interview took Ivan ayriyev aka High Mountain ACE

je sais pas si j'ai tout finie, j'ia la tête qui tourne a ton tour.. je te laisse la suite 8)

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