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GShock

Civil War Tester
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Posts posted by GShock

  1. The problem with skirmishers has been reported and, yes, it's being addressed.

    The same problem you mentioned with loss of condition and consequent rout with no apparent reason, in regards with infantry brigades is something I wasn't sure about and I am sure now that you also have experienced it. There has got to be something wicked interacting between morale and condition that needs to be narrowed down. I have the feeling that the experience level of the Bde is also heavily affecting this issue but there's no clue because we have no clear indication about the Bde data. We can only see morale, condition, cover and reload status (+ the kills). The DEVs need more reports, I'm happy you did yours because it surely helps. :)

     

    I proposed a fix for the skirmishers which should lose condition a bit slower and recover condition a little faster. That would put them at good use without exploitation of their movement speed advantage.

     

    The problem with units being by the border of the map is that the whole flag disappears. Units also seem to lose formation but that's marginal... According to me when a unit is pushed off map, it should rout: shattered.

     

    The arty limbering is on the top of the list for the future feature implements. I suppose it will be done in due time.

     

    As of https://www.dropbox.com/s/o1ghgavex9vdwli/2014-11-30_00005.jpg?dl=0

     

    When a unit shoots, there's always some enemy unit that is highlighted (it's the marked target). Try to identify if this target is highlighted next time because, sometimes units shoot at routed units no longer on the field. It's the case of CSA shooting empty map spots where Calef's artillery has been destroyed. Yes, it's a known bug.

     

    In regards with https://www.dropbox.com/s/da7y4lchl53o9yg/2014-11-29_00001.jpg?dl=0

     

    Yes the AI needs a rework but do mind this problem is connected to the arty not being half as deadly as it should. You send Iron Bde in the open like that and it will be smashed in a few minutes when that happens. Agree, as long as that is not addressed, and in any case, the AI should not easily be flanked without reacting like you've shown in this picture. 

     

    The MP, as well as many other things have basically been put on hold to solve the freezing issues that were paramount. I'm sure all will be sorted out now that, apparently, this problem has been solved.

  2. A new hotfix should be released soon, hang tight.

    Narrowing down individual problems of this kind is a pain in the azz, unfortunately it takes many reports, from different rigs, to understand what's going on.

    I had freezes, 2 patches ago, then no more. A li'l patience more! :huh:

  3. The comparison between AACW/CW2 and UGG can't stand but it's true that at least the battlefield promotions, army organization and a higher level of tactics (select objectives without letting the PC do it for the next day, decide how many corps you want to commit in the following battle, merge depleted units, for example... and there's a whole new world to discover if supply/ammo carts were implemented) is doable.

     

    The game is brand new and it could implement many good things, starting with the BC and then up to the DC (Brigadier Commander is possibly even more important than the Division Commander in my opinion). I think until 2.0 mostly will be polishing, bug fixing and finetune/balancing. The rest could be done as DLC because with a base price of 12€, I suppose 90% of the players would prize Games-Labs with buying them if the development between 1.0 and 2.0 proves they are up for the task.

     

    My aim is set on the long range, whatever is built here can be used for many other scenarios.

  4. He said charges are inconclusive and cause too few losses. On that he's right.

    You can either stall, win or lose a charge. In most cases, I can't even reach the impact point.

     

    On the rest you are right because there were inconclusive charges too.

     

    That mechanic needs to be finely implemented. It's far from complete right now.

    • Like 1
  5. You are fully right.

    The charge, musket and arty fire should be finetuned for more realistic results.

     

    The DEVs have gotten into the habit of pushing a patch with fixes alongside with gaming tweaks and balance.

    You will certainly see a big series of improvements in the fields you mentioned (and more).

  6.  

    1.  

    To sum this up. My idea here is being able to split the brigades into, for example, three regiments in order to create more tactical possibilities. Maybe to try and create an even longer flanking maneuver. Perhaps, the negative of doing this is the regiments could lose morale easier. Just an idea.

     

    The proposal of splitting brigades has been already pushed, it's also in the "wishlist" that is being polled in the main forums and, of course, this feature, as well as many others (lie down, fire & advance/fallback, volley/fire at will, formations, etc. etc.) are all good ideas that most other games have implemented. I think this particular move should make the resulting regiment lose a small base of morale because the real leader of the Bde (the Colonel, which is abstracted inside the unit) can only be attached to one at the same time. So a 100% Bde, split into 3 regiments would have 3 regiments fight with a starting morale of 85%, for example.

    The problem of chaos is mitigated in this game by absence of BG leaders riding up and down to rally the troops. Morale could use a bit of tweaking, as reported elsewhere. The battlefield is not chaotic enough because currently the kill rates are still very low, units still fight at great disadvantage and they stay too long on the field. Once they rout, they come back too soon. That's why there's little chaos. If those things are but tweaked you'll see a real mess on the battlefield.

     

     

    1. “Columns

     

    I think that this would be the easiest of my three suggestions to implement. The game already has columns moving faster than the battle line. So, if we could have a button to manually place brigades in columns or battle lines, that would make this possible. We could then keep our reserves in columns, to quickly respond to threats, or perform maneuvers, than order them into the battle line when we want. Much like manual targeting or the run commands, brigades could do their thing on their own with the AI, unless manually overridden by us.

     

    It's inherent to those features I mentioned and obviously it's a good idea, just like the other ones.

    By giving a speed bonus in the march, and the switch button between column/line formation, this could be perhaps the easiest of those features to implement. I believe the real problem here is not the button nor the feature, nor the bonus but the AI usage. It would take scripting the AI (which is something relatively easy to do) to pick the column as soon as a flanking manouver is decided (not performed, decided). So, basically, you tell the AI to play like a real player: set column formation as the default non-combat formation and switch to line when bombarded by arty. This means AI targets with the artillery the marching columns for extra damage, unless more pressing problems need arty support (so you see, you've got to also program the AI targeting priorities). Inside the combat range and regardless of artillery, the AI would be scripted to take the flanker, switch to column, double quick step in position and then switch to line for attack.

     

    This is the reason why columns and other features were not implemented (yet). It takes a moment to build the button and change the mechanics (movement speed bonus and casualty rate increased) and no extra work is required to make it work in multiplayer but it is not feasible until the AI is scripted to act according to the presence of this new feature. Do not forget that column formation requires a drastic change of arty kill rate on column formation with the SOLID ammo type. All things being connected, this as well as all the other features I mentioned in the previous point, need careful assessment, little work to implement but a major rework for the AI. There are, according to me, other big priorities in this specific moment and YES, once they are done, all those features should be implemented, including columns. I think the true power of this engine is its simplicity.

    They didn't change much between 1.00 and 1.01 and look how gameplay has already dramatically improved. It is astonishing what it can do.

    1. “Cavalry

    My idea here, is what others on the forums have stated, the ability to have multiple formations for brigades. As stated above there are negatives and positives to doing this. It would allow a brigade to not be outflanked as easily, for example, if It were possible to put brigades into a square, but, then the brigade would be immobile and not able to use all of its fire power. My idea is precisely that. Being able to put a brigade into a square or an L to stop its side from being flanked. However, doing this would immobilize the brigade, in order to create a trade off scenario with such decisions.  These are just ideas.

     

    Totally agreed.

    Square and L would be great.

  7. I agree.

     

    However, the 1.01 contained some critical and some very important gameplay glitch fixes, that postponing the release for an occasional freezing was not really necessary.

    Not everyone with 1.01 was/is freezing. Hang on everybody! :)

  8. Oh I've seen worse, much worse than that.

    Actually this is one of the most polished 1.0 I ever saw... there's games who are at the 2.0 and have no glitches but a catastrophic gameplay design, games released 14 months ago that are so glitched you'd rather uninstall and the non plus ultra, games that have gone through alpha, beta, 2.0 and they are completely unplayable with glitches, bugs, memory leaks (forcing the restart) and CTDs.

     

    The freezing bug is just a small glitch, which doesn't happen with the alternate render... things like these may happen but if they are fixed in a few days it wouldn't be a big deal. Nick warned of the bug, I've had it and then switched to alt-render I had it no more. And there's basically no visible change, at least here, for the alt-render version. This prompt communication mitigated the hiccup a lot.

     

    Anyway a permanent fix should be coming very soon.

  9. Also game crashes/freeze after most battles. Especially if the other quits game. Requiring you to Control Alt Delete to go to task manager to close program.

     

    Does this also happen to you when you quit an "alternate render" gaming session?

     

    I can't play normal render due to freezing during battle. This doesn't happen during alternate render battles but in this case, when I hit the EXIT button, it does jam requiring task manager to terminate the task.

  10. Though any historical period could be covered, I'd rather stay in this segment and use mostly the same combat model to cover the american revolution.

     

    The DEVs could then sell DLC to support development by expanding these periods, so as we have Gettysburg here we could have Shiloh next and we could have the same with the revolution with Washington.

    Considering the game is very cheap and DLC would be a lot cheaper, I'd say it's very well worth a shot.

  11. I honestly didn't notice any difference at all between the normal rendering and the alternate rendering.

    Also, I've played normal without freezes (occasionally, but 80% of the times it does freeze)... yet the alt rendering did it for me. Happy it did for you too. :)

  12. The editor would allow the community to do wonders but I think after a first phase of ironing out bugs and glitches, the best thing to do is to implement big things that are currently missing but that are definitely needed.

     

    What amazes me is how a small team could build such a beautiful map, such a polished 1.0, such a fun game wtih a shallow learning curve.

    Easy to enjoy, hard to master... and when you do it's even more fun.

     

    This is an accomplishment that has very few precedents for small Dev Houses such as this one.

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