Jump to content
Game-Labs Forum

TheCenturion

Ultimate General Focus Tester
  • Posts

    67
  • Joined

  • Last visited

Everything posted by TheCenturion

  1. Sorry, but I'm 100% against this idea. While I agree that the AI can be fairly easy to beat, it's still quite competent. However, I really don't want to see bonuses being applied to each difficulty level. To be frank, that's what I no longer play much of the Total War series, because said series relies on AI bonuses.
  2. Remember that the game calculates hits and casualties behind the scenes, while the visuals are more or less just a graphical representation of the combat. So what might appear like a round going straight through the ranks, in reality might not be. At least, that's the way I've come to understand the game's mechanics. Personally I prefer the artillery as is. It can't rout forces if used on its own, but can be deadly if used in conjunction with infantry volleys against your opponents morale. In that manner, it works as a support weapon, and I think that's the way it should stay. I also don't think artillery units should be able to cause massive amounts of damage up close 100% of the time- they shouldn't be able to hold out against multiple infantry units. As is, I find canister shot incredibly deadly as is. It's enough to deter straight up unsupported charges, anyway.
  3. Yeah, I think by the quote you posted Darth simply means that 'friendly fire' is just a function that stops units firing into other friendly units- not so much the actual act of killing friendlies.
  4. While any control you get over your own troops is a good thing, I rarely see FF... in fact I don't think I've seen it at all. Mainly because your commander AI won't allow a unit to fire if it would hit their own units. That's why you can set up lines quite easy, because units behind others wont fire until they have a clear shot. Are you sure that there's FF? I don't think I've seen ANY in my games. Then again, I haven't looked for it, and it's difficult to tell whether unit deaths are from the enemy or your own fire.
  5. Hmhmhmhm... people are comparing this to Napoleonic wars. This is set some forty years AFTER that- from my understanding, technology changed quite a bit in those years. Cavalry charges just weren't considered a viable tactic, if not pure suicidal. And even if they were, this game is being based on historical accuracy. So I wouldn't expect the developers to change the game to be otherwise, without a very good reason. As is, cavalry need to be changed significantly in the way they work, but to be LESS like Napoleonic cavalry, not the other way around.
  6. The game isn't focused on individual details and soldiers, and the game's sprites are far too low resolution to be used any larger as they are. There also wouldn't be much point- this game has a focus on the battle, not zooming in on a soldier, since there's always Total War if you enjoy those sorts of things. Regarding cavalry, I don't think they were used like that in the ACW. That's more of a Napoleonic thing.
  7. Hiya Cerabus, I don't believe it is supposed to be in red. Currently the game uses black to highlight LoS, which is less intrusive and more natural to view. That said, a colour would probably be easier to tell apart from the terrain.
  8. Woah, that's a lot of suggestions, thanks for taking the time to post them! I'll address a few: Is there no way to cancel a move order after you've dragged the arrow?Yes, double click on a unit (Wait... I think ) to cancel their orders. I think we might need a waypoint system. Not sure about that. Isn't the current arrow system already this? I guess the units are sprites. I'd like to see what they'd look like as 3D units.I don't know, I really like the 2D aesthetics the game goes for. The game is focused on the overall battle, rather than individual men and their details. Does terrain affect speed, morale, or other things?I think it does. Forests, for example, provide extra cover but lower speed. Similar story with hills. What is the white circle around the general?I think that's the general's effect range. Units in it will get a morale boost. What are the differences between the infantry types?Line brigades are your normal infantry, skirmishers are smaller and number and are meant to screen/harass, while videttes are... cavalry... of some sort. What determines whether a unit moves as a column or as a line?I long range move order causes the unit to ravel as a column, while danger or a short range move order cause it to switch to line. There should be a default AI. I was really overwhelmed and confused by all the AI choices.I'd say the 'Balanced' AI is fairly default. Is there an easy way to make a unit do a U-turn? I'm currently fighting with the drag arrows to do this simple maneuver.Depends what you mean by U-turn. Hold the middle mouse button to rotate a unit. Draw a U with the arrows, and the unit will slowly turn. Is condition a measure of fatigue or how many men are left?I think it's both, actually. Don't hold me to that though. Many of your other reasons are fully viable suggestions and Darth is working on ways to improve things. I imagine many things will be added after the core mechanics of the game are settled.
  9. Heh heh, 'twas only kidding. Slightly. Maybe. I agree on the cavalry part, while my actual knowledge of the ACW is kinda flaky, it was my understand cav in the CW was used relatively sparingly in actual combat.
  10. Press 'Hold' to get a unit to hold its ground. However, be wary that units can be routed fairly easy like this. Standing your ground takes balls, and the game models that; when units 'leap frog', that's the unit AI taking the best action possible to keep the unit steady. Standing in the line of fire, or bracing for a charge, isn't necessarily a good idea.
  11. Just a heads up though, it's surprisingly easy to recolour the game's sprites to red...
  12. Glad to see people enjoying the game! Though I think looking into future games is still somewhat premature at the moment, considering the game is still in early access rather than a final release. Because of that I think Darth should focus primarily on the chosen time period rather than try to look into others which would probably require dramatically different gameplay and tactics. That said, possibilities are always there should Darth want to expand later on.
  13. I believe Darth wanted to avoid that sort of thing, to stay away from exploiting the game. Every action should 'count', so to speak. That said, there's a poll you can visit where he's asking about save games.
  14. I believe that the skirmisher units do represent elements of other units, which are specifically tasked with skirmishing. Can't comment on the others, though some of those points might be harder to implement as mechanics than you think. Things such as a 'cohesion' gauge might be quite hard to add in, for example. In terms of the combat speed... while I'm sure Darth wants to make a game faithful to the real thing, you have to remember it IS a game. There are some liberties that have to be taken. That said, we'll see what happens on release.
  15. I was kinda hoping that it'd avoid the TW market entirely. Indeed, the current TW market is nothing short of full of casual games looking for a quick fix, and that's not the sort of market I want to be part of. Rome II really kicked the original fans of TW in the balls, and I've just had an argument with a few of the content directors over at TW Center and it confirmed my greatest fears; they have no interest in formation or cohesive battle, just "the overall result". So. Yeah. Playerbase is dead IMO. I'm hoping UG:G will revive the older types of games and their markets, rather than current day casual-town.
  16. Wow, that was totally uncalled for. When somebody says 'prayers', they don't necessarily mean it in a religious sense. In fact, that's just pure douchebaggery on your part, considering the situation in Ukraine. I wasn't aware Darth was from Ukraine, and I haven't checked the other forums yet so I'll give Beserko the benefit of the doubt, but my thoughts and prayers most certainly go out to them in this time of peril if that's the case.
  17. Ahem, just not with the total de-evolution afterwards...
  18. Wow, sounds great! I'll have to pick up the Early Access right away, since you guys deserve every penny for developing this game, and I have every confidence that it'll be an incredible and the long awaited gem that this genre needs. I shall await eagerly!
  19. Ah, fair enough. It's good to hear though that the developer is putting effort into finding this balance, something that's clearly lost on so many 'AAA' titles these days. I agree that the tablets might hold it back a bit, I'm not sure why tablets weren't made secondary rather than a primary release. But I guess we'll just have to wait and see.
  20. No, no. When a developer says 'early 2014', they really mean 'late 2015', silly. But in seriousness, release dates are hard to stick to, especially when you release so much preview stuff afterwards and get a brick wall of suggestions and opinions to the face.
  21. Units firing on the move is a good thing. Certainly makes the game feel more life-like compared to the incredibly mechanical Total War series.
  22. From what I've heard from the developers, the initial game will be based on Gettysburg and will be broken up into multiple 'phases'. There'll also be a custom battle style mode with custom set ups, units, starting positions etc. I think Darth wants to expand more later on though. I'm pretty sure the map is hand made.
  23. I too am curious about this.
  24. The developers have already stated it's tricky finding a balance between realistic speed, and a speed that allows the game to flow correctly. I'd say the UI is temporary, since it looks awfully similar to the default Unity interface. Not sure though.
×
×
  • Create New...