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Showing results for tags 'terrain'.
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I wanted to start a thread for those of us trying to understand the new game mechanics. To get the ball rolling, I am wondering how we take cover behind stone walls or other embattlements. I have seen the AI do it, and my men have sometimes started in that position, but I have no idea how to order them to do so. Does anyone have any suggestions or other new mechanics they are struggling with.
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Hi there, One thing I've noticed as I've been sailing around the Bahamas and the Florida Keys are the towering pinnacle rocks and ridges soaring high above the waves... while that sort of terrain exists elsewhere in the Caribbean (the Windward and Leeward islands come to mind), the Florida Keys and Bahamas don't have any mountains or particularly much rock whatsoever. The Bahamas and the Keys are quite low: the highest point of New Providence Island is little more than 100 feet, while none of the Florida Keys breaks 20 feet. As an example, Key West's maximum elevation is 18 feet above sea level, so it probably shouldn't look like this: From what I've observed, an elevation similar to the areas near Charleston's outer harbor for these islands would be more accurate. Thanks so much for creating a great game--you guys rock. Cheers--
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When playing this great game, one of the space of improvement I have experienced is the terrain. Currently, I recognised only one effect terrain has - the amount of "cover" (defense bonus) and I find little annoying is, that the roughness of terrain has no impact on formation. It does not matter if it is clear, woods or town, the lines or columns are still the same, moving in the same speed, retaining the same cohesion and combat effect. So, the suggestion: rough terrain would change the formation of the unit to "disrupted" immediately after entering it (it will look like a unit after melee in current game). Effects of disruption: - moving slower - lower firepower - unit cannot charge If the unit remain stationary, it recovers its formation (even in the rough terrain, but it takes more time). Skirmishers are not affected by this "rule". If only part of the unit enters rough terrain, only part of the unit is disrupted, but it slows down the whole unit. Also, it would be nice to have special "formation" for occupying built-up areas (even recognisable by ingame graphics - like soldiers in buildings). But I can imagine, that this would be very hard to implement.
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