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Recently it came to our attention that a new EAW patch has been in the works. With the popularity of this excellent WWII combat flight simulation, we mailed off an interview to Chris Coon at Microprose. Here is his response. (To download the patch visit our EAW Index
Q: How long has the new patch been in the works, and how many have been
working at it with you?
There are two programmers, myself and Brandon Gamblin, and we have been
working at it off and on really since the last version in January. Once we
got the official go-ahead from Hasbro, the whole process started rolling
with QA, beta testers, producers, translators, and everybody else needed to
bring out a new version.
Q: Give the continued support of EAW and its great popularity, have any
decisions been made with regard to an add-on or new aircraft?
I don't know what's currently planned regarding add-ons or a sequel, but
Hasbro is certainly aware of EAW's popularity...
Q: You've added a new HUD feature for easy identification of flight
positions like wingman or squad leader. Have you also considered adding a single key
wingman padlock?
It was on the list, but just wasn't considered a high enough priority since
you can currently padlock on your wingman (or squad leader) by cycling
through until he appears then padlock as usual.
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Q: The first patch enhanced combat tactics, and it sounds like work in this
area has continued. I'm interested in the process on this one. Is this type
of enhancement difficult?
It is, because it is tough to balance so-called "fuzzy" logic, with all the
different factors and variables involved in their decisions (accomplishing
their mission, protecting their wingmen, staying away from clusters of
enemy, etc). Most of the adjustments made were in the aggressiveness of
lining up for a shot "now" versus maneuvering to get extra close. I think
before, there was too much maneuvering and maybe not enough shooting.
Q: You've also improved gun usage for AI aircraft. Is this a matter of
tweaking the code or is more complicated than that?
That was mostly a tweak, their decision process when to use cannons. Some of
the AI skill levels were a little too conservative.
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