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Teutomatos

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Everything posted by Teutomatos

  1. Husserl the Sadistic Husserl's trap ! Good for a tips and tricks Subject. It's an usual plan. Mask beetween 2 hills. Howether i guess Midknight feeling bad with long range solid impact, as it often observ in common games. Scout watch & arti destroy. Or as the idea he feels or he believes about history. Theres the same about cavalry or looses. ( one bullet on 1 000 touch the target ) I ve warn my friends about that aspect, and when the thing is know, people accept and enjoy it. I guess UGG"s team could assume proudly their choices to follow, their attempt to catch historical context and spirit in marketing advertising. The counter part is to affraid the casual client ... It not arrogance, you could be proud about your product. Finaly the last aspect that seems to be debate, it s the moral attriton and premature disband. You need to know that we have lost the use of intelligent games and our adaptativ minds. Always neglected in the mud of bullshit game's production since ten years ago ... or more. At least we becomes marketing robot to eat the same fast food. Back on the subject. Secession war is a paradoxal and singular period beetween oldest Napoleonic tactics, that it looks like, and the futur european's wars because evolution of firearms technologies. It is not known by most of us. If I had not Compulse few articles, I'll also ignored. We better understand the doctrine of uses weapons in its own juice. At least the game design itself. It's the key.
  2. It's not a real problem. The best improvement concern eventualy to affect "a choosen" an initial tactical design for a troops assembly ( without wordplay ) under a general command. Line, several lines, line refused left, or right, triangle, arrow So allocation of general and its identification will not be a problem Because actualy, general is supposed to restor morale or cohesion, but we can't see and appreciate "the cohesion" factor. Except when moral fall down, and a general is not enough to contain a disband unit. By this way to command a formation design, your gonna restor a common visual use for a géneral.
  3. Certainly. But as we haven't mini map to control, some of them appears stricly with the announce. Anothers some "minutes" ( around 2 or 3 ) and not seconds. It's an embarrassment in the tough fire action from the front, this requires us to make constant back and forth to the point of entry announced. I don't talk about the deployment. But the appearence itself on the map. I do not dispute the relevance of the deployment of AI, but sometimes I wish redirected as soon as possible myself, troops. May be a timer to show the delay of arrival could help to soothe our souls.
  4. Teutomatos

    Ungroup

    Halt is the word before all another action. Ok.
  5. Just an insert in the common conversation. Be careful to distinguish, Cavalry ( saber & 6 barrels gun ) from, Dragoon's operativ like dismount fire action, from ... Mounted Infantry. In the game, Cavalry is essentialy and almost exclusivly a scout unit. Except may be for confederate on the last roll.
  6. It is the case in this particulary part of history. Artillery was releguate to a secondary weapon and particularity cumbersome and unwieldy to use. Please apply an web translation http://www.histoire-pour-tous.fr/dossiers/241-la-guerre-de-secession/3797-les-tactiques-de-la-guerre-de-secession-55.html ** Pifométrique = french expression mean "with the nose" .. evalutate a metric distance to smell the parfum of the air It's why, they finish to renounce to plug one Arti Rgt per brigade or one Arti Btl per Division and gather in a compact dedicated Arti Brigad formation attach to the high level of army corps commander. Theres anothers reasons like abandon the column in the way of assault. Or the deep of the infantry line to obtain the same artillery effecience like the old past. Anyway ... A game is a game ... History ends when the game start. And all feeling are valid.
  7. At least it's like historical inaccuracy. Howether a game is a game. More than an another efficient effect, i've notice that, better issue of arti is an interpose beetween front line brigades. Flank are cover, and moral is less worse. Without colatéral damages. But ... There's a compelling needs, like a position perfectly clear without overlap's side with neibourgh units. Too much overlaps by the mass move automaticaly the units. But often up or down and not on side. Independantly about the hill's relief context. An idea in the box : As the concept should seems promote the front line battle. It could be more interesting to refine that auto repositionning, in function of the ( player ) volontary direction, strictly by the side. What did you think about ? PS : and it's a military order : A step on your right !... right !
  8. Teutomatos

    Ungroup

    Thx, of course i do it yet. But ... I ve made a precision "after movement order" ( arrow ), ungroup seem upset.
  9. Scotts brothers, Ridley & Tony as producers, they know how to make movies.
  10. With your approval and forum agreement ... 5 links in french to understand certain aspect of the game design. Apologizes for that insert. As we can't not make a copy of the texte from that site, I could'nt translate in english. So it reserved for french gamers, really sorry. But it became interesting to me, to share it with my fellow. Both to understand some choices developers, as well as for understanding certain aspects of gameplay arising, in connection everything being equal, with the historical context they attempted subtly enough to transcribe. 5 articles historiques sur la doctrine d'emploi des armes pendant la guerre de sécession. Pour nous permettre de comprendre à travers ces petits résumés, simples mais suffisamment exhaustif, le contexte historique du jeu, la pertinence et l'intention fondatrice probable des développeurs pour le retranscrire figurativement. Ainsi de fait, certains aspects de sa jouabilité. Ce n'est pas indispensable pour jouer. On a coutume de dire, que l'histoire s'arrête lorsque le jeu commence. Et le jeu de toute façon consiste à refaire soi - même l'histoire. Ce n'est pas non plus une justification de sa jouabilité. Chacun est libre de ses préférences. Ca plait ou ça ne plait pas. Le savoir par contre est une base qui évite les qui proquo, affine l'évaluation de chacun, permet l'échange constructif.car à la fois ce n'est qu'une extrapolation. Et qu'a la fin, le jeu reste un jeu, qui doit avant le respect de l'histoire, servir la ludicité. Simplement pour avertir les amis joueurs non férus d'histoire et de tactiques martiales, qu'il y a dans ce jeu une orientation velléitaire et liminaire notable, qui déroge avec d'autres RTS qui se contentent usuellement d'habillage cosmétique. . A travers ces articles, on comprend mieux les comportements et mécanismes dynamique de l'artillerie, de la cavalerie, ainsi que des tirailleurs qui ont inspirés les développeurs pour le jeu. Manoeuvres et déplacements http://www.histoire-pour-tous.fr/dossiers/241-la-guerre-de-secession/3791-les-tactiques-de-la-guerre-de-secession-15.html Tirs et dégats http://www.histoire-pour-tous.fr/dossiers/241-la-guerre-de-secession/3792-les-tactiques-de-la-guerre-de-secession-25.html Tirailleurs et tireurs d'élite http://www.histoire-pour-tous.fr/dossiers/241-la-guerre-de-secession/3794-les-tactiques-de-la-guerre-de-secession-35.html Cavalerie http://www.histoire-pour-tous.fr/dossiers/241-la-guerre-de-secession/3796-les-tactiques-de-la-guerre-de-secession-45.html Artillerie http://www.histoire-pour-tous.fr/dossiers/241-la-guerre-de-secession/3797-les-tactiques-de-la-guerre-de-secession-55.html
  11. Not exactly. Actualy renfocement comes lately after announce. I can't evaluate the timer, but may be almost a minute may be it could be more.
  12. Teutomatos

    Ungroup

    Hi, I can't ungroup any units after making movement order. Movement order doesn"t desengage too, at this point. Ungroup seems to be problematic sometimes.
  13. hello keyboard touch "F" for fallback don't seems working for me
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