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Cendar

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Landsmen

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  1. Reposting from the Steam thread: A few comments, after several days playing now. First, the AI scaling kills immersion. I understand why it is done from a gameplay mechanic, but perhaps give us the option to turn off the scaling. Even better, make the AI follow the same format as the player in purchasing resources (brigades, replacements, and weapons). The system is already there - just have the AI run the calculations between each battle the same way the player does. That gives the game a historical vibe that I feel is missing by the time I get to Shiloh and Gaines Mill, and that gets worse as time passes. Second, troop movement to adjust position needs to be altered so that troops can move by the left or right flank. They will sometimes to this on their own, but the player can't order it, so if my troops need to shift slightly to meet an incoming attack, they end up turning ninety degrees and getting flanked, then trying to turn back before the attack hits. Worse, if I'm even slightly off, they'll turn completely around, exposing their rear to the enemy, before turning back, usually too late to meet the attack. Third, allow us to divide our units a bit more. There was one engagement - I don't remember which - where playing as the Union, the Confederates are at regiment strength and kept flanking my brigades. Deploying skirmishers didn't do enough - if we could have an option to divide into regiment strength or even just split a brigade in half, it would help. Fourth, allow for division and corps formations. That was something Scourge of War got right - when giving orders at a division level (or even brigade level, since regimental was their base) you had the option of a line, a double line, a line with reserves, and a column for movement. Some of these are automatic, but I'd like an option where we could set a division or corps up as a line with a brigade in reserve without having to manually move each brigade. Fifth, make battles more dynamic. This may already be in the works (it is early access), but I noticed this particularly at Shiloh Day 2. I managed to hold Shiloh Church and the Hornet's Nest as the Union and was beginning a counterattack as Day 1 ended. Then I find that on Day 2 I have withdrawn to Pittsburgh's Landing and have to advance back to my original position, I have to retake the same ground I'd just taken the day before. Ideally, instead of making us follow the historical pattern of the battle, just open the battlefield up and let us sandbox it. Or at least give us that as an option. Sixth, make campaigns more dynamic. One thing I liked about the old SIerra game Civil War Generals 2 was that the campaign was dynamic. They had multiple options after each battle for where to go next. Losses and experience followed brigades from battle to battle, for the AI as well as for the player. While playing through the historical battles are fun, that's why there is a historical battles section. When it comes to the campaign, the historian in me is asking, "What if?" With the current linear campaign, I don't feel that question is being answered. Seventh, allow for custom scenario and custom campaign creation, or provide a tool for such. There are plenty of people asking for additional battles, and letting them create and post their own will help tremendously in meeting what will become a flood of requests. In addition, this will give people the option of adding fictional scenarios - the "what if" of history. Barring that, add more battles. A long list has already been posted, but there are dozens of other fights that I'd be interested in seeing play out - the Battles of Bedford and Lynchburg, for example, as minor engagements. Petersburg is another I'd like to see, even if split into multiple scenarios - the Crater and Five Forks being the two main ones. There's a laundry list of others, too. Otherwise, this is a great game. It is filling a niche that I don't think has really been filled since Civil War Generals 2 (which is so old my computer won't even play it). Thank you for all your hard work, and I hope that my comments are able to help improve the game even more!
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