Divisions What Are They? Which is good for what? - A WARNO Basics Video

Поделиться
HTML-код
  • Опубликовано: 11 июл 2024
  • So I have had this question a few times and it came up again in the comments so this video is mainly aimed at my fellow Wargame players who may be new to WARNO or wondering what the Divisions are all about in relation to Wargames Nations/Deck System.
    Get Involved!
    I am also on Twitch: / bandanner
    Join My Discord: / discord
    If you would like to help support the channel here are some options:
    - EPIC Partner: When making a purchase from the EPIC Game Store, or for EPIC ingame items use my creator code EPICBANDANNER and a small % of your purchase will go to the channel rather than EPIC. It's totally free for you.
    - Humble Partner: As with the above, if you make any purchase on Humble via clicking my link a small % will go to the channel, and! you can even edit the % I get:
    www.humblebundle.com/?partner...
    - Or if you want to keep it simple you can drop me a tip here: streamelements.com/bandanner/tip
    Backround music not from the game will be Stream Beats by Harris Heller - Synthwave collection mostly.
    My PC Setup:
    Ryzen 3800, RTX 3080, 32Gb Ram.
  • ИгрыИгры

Комментарии • 13

  • @RazzmannWG
    @RazzmannWG Год назад +13

    One of the four basic operations of arithmetic... I think.

  • @BigDaddyLikesCookies
    @BigDaddyLikesCookies Год назад +4

    Thanks for making a standalone video on this. For people new to Warno, all the division names can be irritating at the beginning.

  • @sunclausewitz7950
    @sunclausewitz7950 Год назад +1

    Thanks...

  • @voyageproper
    @voyageproper Год назад +1

    i've decide to start making really werid decks.. ovlzy this only works for playing with friends or AI. cuz you hadn them over. one issue i have with the game is this kinda min max. want to play the game with diffrent units, and mabye under powerd ones, or novel play. vs just always building to "win" a competive game. ovlzy can't play weird decks on regular online unless people are going to be willing to use one of them. but. feel the scope of the gam eis really limited by building super strong maxium decks.

  • @adiszigo4129
    @adiszigo4129 7 месяцев назад +1

    Thank you for video its helps alot.I am new player so for me any help it will be apricieted.I spend like 50 hours only in armory and litle time in game.Not to say i am losing all my games :)

    • @Bandanner
      @Bandanner  7 месяцев назад

      Haha most people tend to spend a lot of time in the armory, you are not alone ;)

  • @Hector-iq4ow
    @Hector-iq4ow Год назад

    Game just needs more content at this point. As far as QOL, this game is much better than WRD, cause you can deploy at start, vision tool ,etc.

    • @voyageproper
      @voyageproper Год назад +1

      think they need to release a scenario editor. so people can like place AI units. and set up the decks or limit what somone can pick. and play these scenarios coop . also farr more ability to restrict things in mp. like time? why is that not something that can be adjusted? why are points not just something i can enter an int val into. ablity to limit divsions? ablity to only have one of each divison per match? etc etc. more customization of all the paramaters THAT ALREADY exist in the game. i think the company focus way to much on competive play vs letting people build wargames. like any other rts/strategy game. all the restrictions they make are idiotic. personal choices, that limit the engine artificially. the game shines best when being tacitcal. but it very hard to scope. points too low? cant have any neat/pricy units. points too high? spamy mess.

    • @Bandanner
      @Bandanner  Год назад

      They are a fairly small team so adding things like a scenario editor is a lot of work, if their engine can even support it. And it would take away from time needed to work on things like the single player campaign, so I wouldn't get my hopes up too much.
      None of their games have ever had this even when they were larger so I suspect it would be too hard to create. Though they did say they hope to make some kind of map editor, but not till after release.
      Regarding your point on time, I was slightly confused as you can change game time limit in the game options when you make a lobby? And you can change starting points there too. And income rates etc.
      I think beyond that a reason not to limit divisions is because not everyone has a deck for every division so it would make games even slower to fill up. So it is not really something that would function well in this type of game. As Protos always says he hates Lobby simulator and that would just increase it.
      Tournaments run their own rules for stuff like this, the same as you could between friends of course.
      I understand where you are coming from, but time involved in adding lots more settings/options vs who would actually use them is likely not worth it for Eugen.
      Remember it involves a UI redesign, code to cover that, code within the game to handle the gameplay side, possibly new graphics within that. And this is all within the engine... which... as moders of the previous games will tell you is... difficult.
      I wanted more options for control of income in Tactical Destruction games but I also know it would likely be a lot of work for them to add that.

    • @voyageproper
      @voyageproper Год назад +1

      @@Bandanner oh sorry was not clear. ah for time i ment the game speed, not time limits in single player you can adjust the speed of the game. and again for income. its drop-down menus. should be sliders or just a field to input whatever. same with income multiplier. it should be a slider. etc. granual control is very useful in these kind of games, same with adding more controls, it should be nothing but exposing the API to a UI element. adding it to a list. unless the've really done terrible job at basic system architecture and design in the engine.. UI should be nothing but widgets that are swapble with few lines of code. as for underling functions, their should be no code change, UI should not have coupling that is effected by it. whether the UI gives a drop down int/float, or a slider does, the value is processed the same. their should be no need to build "new graphics". as widgets should already exist. they don't have a slider widget? im a software developer. i do this all the time, its a UI change. swamping out a drop down for a slider or "box that takes numbers" would take maybe 15-20 min. plus a code review. whole thing should take less then few hours and be out into the next build within a sprint. if not theirs problems with their development methodology.
      the scenario editor, i can't say how hard it be,. though it seems like tools they would need to build their own campaigns? "single player campaign" would imply scenario editor. unless its just their AG thing which is imo a huge waste of resources. as its basically building a 2nd table top game ontop of the main simulation engine. that though i'd say would take a lager dev time, however the payoff would definitely be a huge boost in interest as its something that is lacking in modern war rts... from the sound of it, based on your comments about trying to mod. id say the issue is more in how the've built their software and tools(or lack their of). poor cohesion and high coupling, and sloppy architectural choices. burn down labour hours. time to do some refactors! vs features.

    • @Bandanner
      @Bandanner  Год назад +1

      ​@@voyageproper Ah thanks for clarifying, that makes more sense. I think lots of people would like more options/sliders including me.
      I can't really comment on Eugen's internal workings/software choices (not least because its not my place to ;) ). As I say it's not the... easiest engine to work with.
      I will say Eugen games have never had sliders for these things and leave it at that.
      But I can say I think you are looking in the wrong place for all the features you would like in an RTS. WARNO is what it is and Eugen simply don't have the finances or manpower to change engine and do everything we would like.

    • @voyageproper
      @voyageproper Год назад

      @@Bandanner ya very fair. lol im spoiled with opensource. big fan of "paid" but open engines. (pay for the assets, and the "game" but have the engine hosted on github haha. feel like its a far more susitnable model for smaller development projects in the longrun. BMS or STALKER really prove this. but i know thats a much larger topic on the method of software delvopment and company asset management. warno is great. and i just love the simulation, and see how wonder it be unlocked from its gamefacade. but ill enjoy it ether way, and will buy their dlc. my support for them is thier, even if im critical of some bizness choicses. haha.