Norb:
Norb:
Norb ;
Do you remember changing anything that has to do with the supply wagons ?
I could stop them from moving in the other game, this still applies to my side with this game, but not the enemies side?
Also, are you going to release the mapnames csv files?
I really do need these files to adjust the defensive bonus of the terrain, this helps to reduce the casualties ?
Thanks,
davinci
Do you remember changing anything that has to do with the supply wagons ?
I could stop them from moving in the other game, this still applies to my side with this game, but not the enemies side?
Also, are you going to release the mapnames csv files?
I really do need these files to adjust the defensive bonus of the terrain, this helps to reduce the casualties ?
Thanks,
davinci
The only true logic is that, there is no true logic!
Re: Norb:
We will release the map files with the sdk.
I didn't change anything with the wagons in the beta patch I'm pretty sure.
I didn't change anything with the wagons in the beta patch I'm pretty sure.
Re: Norb:
norb wrote:
norb wrote:
It’s not a real problem, I was just wondering if you altered the code for the wagons!
I'll have to figure out something else, to slow them down!
Thanks,
davinci
OK, great news!We will release the map files with the sdk. .
norb wrote:
I didn’t mean this game before the beta-patch , I meant that this worked in TC2M , but not this game.I didn't change anything with the wagons in the beta patch I'm pretty sure.
It’s not a real problem, I was just wondering if you altered the code for the wagons!
I'll have to figure out something else, to slow them down!
Thanks,
davinci
The only true logic is that, there is no true logic!
Re: Norb:
I rewrote the entire game, so yes much has changed. One big change from the previous design is that their effective radius was increased and they should be much more scared of the enemy.
Re:Norb:
Norb ;
Question – does the game count the beginning sprites ( Flags ) at the beginning of the battle and update the status of the game during combat?
The reason for asking is that I started the battle with 235 units – the figure that shows when viewing the FPS menu at the top left-hand corner of the screen.
Now, even after units are routed or captured the figure will never change!
Also, any unit that has been captured , and has disappeared from the battlefield, the game will still allow you to go into the OOB and click the go to unit button, and go to the last place that the unit was standing!
If a unit has been eliminated shouldn’t the sprite \ unit count drop by one, and the los checks be updated to reflect this?
Or, does this have nothing to do with nothing?
davinci
Question – does the game count the beginning sprites ( Flags ) at the beginning of the battle and update the status of the game during combat?
The reason for asking is that I started the battle with 235 units – the figure that shows when viewing the FPS menu at the top left-hand corner of the screen.
Now, even after units are routed or captured the figure will never change!
Also, any unit that has been captured , and has disappeared from the battlefield, the game will still allow you to go into the OOB and click the go to unit button, and go to the last place that the unit was standing!
If a unit has been eliminated shouldn’t the sprite \ unit count drop by one, and the los checks be updated to reflect this?
Or, does this have nothing to do with nothing?
davinci
The only true logic is that, there is no true logic!
Re:Norb:
Units that are gone from battle are still there, but removed from Update and AI loops. But they need to be there for stats, etc. The goto button working I did not think of when I put in that functionality. It's not a big deal, but should be fixed.
Re:Norb:
norb wrote:
Norb, quick question: Is there a way with the new game engine to prevent routed units from completely disintegrating when they reach the map borders? They could be "parked" there until they had sufficient time to rally (say 4-12h maybe)? If not, would you guys consider that as an option to be added in a later patch?Units that are gone from battle are still there, but removed from Update and AI loops. But they need to be there for stats, etc. The goto button working I did not think of when I put in that functionality. It's not a big deal, but should be fixed.
Re:Norb:
There are a couple of different things going on. It's really only broken units that disappear and that is the lowest level of morale. They are supposed to be gone. All other levels, or routed units will stop and you can recover them.
So to look at the heart of what you are saying, you do not ever want a unit to become broken?
So to look at the heart of what you are saying, you do not ever want a unit to become broken?
Re:Norb:
Kind of, yes. Maybe I need to be more accurate describing the effect I would like to see, which would be crucial for longer scenarios that exceed 6h hours or a day.
In vanilla TC2M, or CMP3, routing was very frequent, especially after melees, or for arty formations (which likely because they only had few men and would take losses in comparably "big quanta", often skipped the retreat and routed off map right away).
I would like to see broken units halt somewhere near the edge, and see them slowly recover their moral and status. Say Archer gets badly whipped on the morning of July 1st, or Howard's men in the afternoon, and they rout. In game terms, whole regiments'd be gone for good. But in fact most of the regiments were still part of the later battle, non were entirely gone. Some during CW battles got totally extinguished in battle, but rarely. Others, such as some of Howard's or Reynold's badly battered ones were recombined with other regiments even during July 2nd and 3rd. But in that sense they'd still be available later.
So if units would optionally just stay on the rim of the map until reformed, and if you'd want to be fancy even recover a tiny fraction of its missing (stragglers etc; or maybe for artillery it would be awesome if they could draw gunners from somewhere as they'd otherwise remain quite weak and useless).
I tried to mod that in TC2M by changing the morale levels so that routing required to be below a threshold of -1E10, which worked for firefights. But for melee, and artillery, it occasionally remained a problem in the long scenarios.
I don't know whether you could add a flag or something that can be modded optionally to completely avoid this? It would be a very nice feature for modding a 3 day battle.
In vanilla TC2M, or CMP3, routing was very frequent, especially after melees, or for arty formations (which likely because they only had few men and would take losses in comparably "big quanta", often skipped the retreat and routed off map right away).
I would like to see broken units halt somewhere near the edge, and see them slowly recover their moral and status. Say Archer gets badly whipped on the morning of July 1st, or Howard's men in the afternoon, and they rout. In game terms, whole regiments'd be gone for good. But in fact most of the regiments were still part of the later battle, non were entirely gone. Some during CW battles got totally extinguished in battle, but rarely. Others, such as some of Howard's or Reynold's badly battered ones were recombined with other regiments even during July 2nd and 3rd. But in that sense they'd still be available later.
So if units would optionally just stay on the rim of the map until reformed, and if you'd want to be fancy even recover a tiny fraction of its missing (stragglers etc; or maybe for artillery it would be awesome if they could draw gunners from somewhere as they'd otherwise remain quite weak and useless).
I tried to mod that in TC2M by changing the morale levels so that routing required to be below a threshold of -1E10, which worked for firefights. But for melee, and artillery, it occasionally remained a problem in the long scenarios.
I don't know whether you could add a flag or something that can be modded optionally to completely avoid this? It would be a very nice feature for modding a 3 day battle.
Re:Norb:
norb wrote:
davinci
OK, Thanks for the reply!Units that are gone from battle are still there, but removed from Update and AI loops. But they need to be there for stats, etc. The goto button working I did not think of when I put in that functionality. It's not a big deal, but should be fixed.
davinci
The only true logic is that, there is no true logic!