A bit of thinking
Posted: Thu Apr 08, 2010 12:00 pm
Well, after about a week of constant playtesting here's my considerations I wanted to share with you all.
Let's start with the good points. This engine is a rock, not a single CTD. This is a 1.0 and it's easily the most stable thing I ever saw which is a priority at this stage. The only real problem I have is with the sound but I guess a solution is already underway. I could write for ages about the good sides of this engine but for the sake of brevitas I will just list a very small number of things that caught my attention:
Fluid: There's hundreds of sprites in motion and the scenery is built with the latest generation of textures... still it's fluid and that's a fact. If there was a chance to add in the graph options the % of men to be displayed in a regiment, those spare resources could be addressed into drawing a larger part of scenery or add more details but it surely came as a surprise to have almost everything maxed out and in a corps vs corps battle to have everything so totally fluid. Perhaps I am advantaged because I play with a VERY restricted camera view but I can't see anyone complaining about FPS shortage so it can't be just me the lucky guy, it means it's a good engine.
AI: If you consider the complexities of tactical combat, this is probably the only AI you don't need to give a bonus in die rolls. There's plenty around who are so stupid the players had actually to mod handicaps for themselves while there's another bunch of AIs around that are so stupid that the DEVS had to give them bonus to make them cheat on the player or there's no contest. This doesn't happen here. If you don't do things properly the AI will trounce you: see to believe.
As a sidenote, everytime I play a scenario and even more prominently in sandbox, the AI seems to come with a plan but it always changes and the AI always reacts in a timely and smart fashion (yes even my subordinate generals do). I have yet to play 2 identical games... the longevity factor is infinite in this game.
Moddability: Wait and see.
Everything is perfectible but nothing is ever perfect, right? This is instead where I think the engine and game could improve. Of course there's a big margin and this is still a game in its infancy so there's all the time in the world to see how it evolves.
Arty: We have already said that cannister is basically the only ammo that works and only at close range. Things are bound to change soon and the game will become even better. While a rgt will shoot separate guns at the same time (it's only a matter of weapon files as to how many volleys they can stand before all servers are killed or routed) I hate it that the only way to capture the guns is to charge them. That's because when a gun unit routs, the cannon is brought along. This is one of the things I really would like to see changed. Why should i charge a gun in hand to hand when I have 300 rifles at the ready to shoot the servers down? Why would the servers of the gun next to the one I just captured NOT rout? My infantry regiment has captured a gun 5 meters away from you, would you turn the cannon or flee? Self explanatory, if the guns are close to one another, a single charge should take them all but even if the gun is routed by musket fire, the cannon itself should remain there for me to grab.
Stacking: When units are involved in a melee, you can see regiments walk right through them. Same happens with a regiment passing over another regiment or a general passing through a regiment. Perhaps there's no need to make these sprites solid but working on the pathing could be a good solution. It was actually hard to manouver regiments properly but look, we've got the sidesteps and oblique buttons, very nice addition. I would just like to see a regiment NOT pass through another regiment because the way is blocked. It's about pathing not about building objects on the map.
Pathing: There's nothign worse than a stupid courier. Couriers take off the road from the closest point to you but that is not necessarily (almost never actually) the safest route. There's definitely margin to improve the way couriers select their path and this is also true for generals. I hate to see an enemy general walk right through one of my regiments and get killed but this is no mere problem of keeping a safe distance it's a complex matter of pathing that sooner or later we'll have to tackle I fear. Maybe the AI would find it useful (and safer) if the area of morale influence extending from a general was a bit larger. You really didn't need to stay in the regiment itself to boost its morale. Men knew a general was a primary target for a sharpshooter and would be happy just to hear the voice of the general behind them... surely happier than to see him dead ahead of them.
Generals' casualties: It appears that the only way to kill an enemy general is to walk right through him. I would love to see some of my soldiers take a shot at generals who are in range and that doesn't have to be following the same rules as shooting a whole regiment, of course the target is harder to hit but seeing an enemy general in front line and killing him only if he walks through your regiment is something I really hate to see.
Formations: The regiments must not be allowed to change formations unless I order so. They can't change to column just because they are going far. I need to see the gaps between one regiment and the next so they should change formation only if I tell them to or if they are closing to the enemy. Formation wheeling and changing is way too fast imo and it gets even faster if you hit the run button which, I am not sure is consuming energy so we could have a gamey exploit here at hand. I miss a button that lets me organize a regiment in lines. If a regiment must fill a gap between two regiments there's no point why it should be in 2 lines and half of the men are covered by the 2 neighboring regiments. Better set it on 3 lines and make the lines shorter but have all the men shooting. About the formation facing... didn't we have in TC2M a feature to let us turn the arrow by 90 degrees with a single click?
Charges/Routing: It was not so easy as it seems to capture enemy soldiers. That's because when a regiment routed, the regiment who standed cheered or was immediately engaged elsewhere. I surely would like to see my regiments cheer after winning a charge, then in disordered status take their time to get reorganized. Unless the regiment wanted to pursue... and this could be modelled according to the regiment's experience (discipline!). The way things work with all the formations and including this particular issue is too fast. As soon as you rout an enemy, your troops are already starting to shoot and I think it's improper. Surely cheering after routing a regiment in ranged combat is ALSO something that took place very very often.
Military bands and other unit types: I would so much like to see the military band, the standard bearer, doctors and nurses, the grooms and quartermasters, horses running wild without riders on the field... these things give atmosphere but I'm sure some mod will fill this hole. Most of these sprites would just be there for eyecandy while the other part would be inside the rgt itself so I am sure it will take very little for the community to draw them.
Well so far so good... I'll probably reupdate this thread when something else comes to my mind. Needless to say, I took my time to write it between a game and the other... which means: see ya, I'm going to play again now. LOL
Let's start with the good points. This engine is a rock, not a single CTD. This is a 1.0 and it's easily the most stable thing I ever saw which is a priority at this stage. The only real problem I have is with the sound but I guess a solution is already underway. I could write for ages about the good sides of this engine but for the sake of brevitas I will just list a very small number of things that caught my attention:
Fluid: There's hundreds of sprites in motion and the scenery is built with the latest generation of textures... still it's fluid and that's a fact. If there was a chance to add in the graph options the % of men to be displayed in a regiment, those spare resources could be addressed into drawing a larger part of scenery or add more details but it surely came as a surprise to have almost everything maxed out and in a corps vs corps battle to have everything so totally fluid. Perhaps I am advantaged because I play with a VERY restricted camera view but I can't see anyone complaining about FPS shortage so it can't be just me the lucky guy, it means it's a good engine.
AI: If you consider the complexities of tactical combat, this is probably the only AI you don't need to give a bonus in die rolls. There's plenty around who are so stupid the players had actually to mod handicaps for themselves while there's another bunch of AIs around that are so stupid that the DEVS had to give them bonus to make them cheat on the player or there's no contest. This doesn't happen here. If you don't do things properly the AI will trounce you: see to believe.
As a sidenote, everytime I play a scenario and even more prominently in sandbox, the AI seems to come with a plan but it always changes and the AI always reacts in a timely and smart fashion (yes even my subordinate generals do). I have yet to play 2 identical games... the longevity factor is infinite in this game.
Moddability: Wait and see.

Everything is perfectible but nothing is ever perfect, right? This is instead where I think the engine and game could improve. Of course there's a big margin and this is still a game in its infancy so there's all the time in the world to see how it evolves.
Arty: We have already said that cannister is basically the only ammo that works and only at close range. Things are bound to change soon and the game will become even better. While a rgt will shoot separate guns at the same time (it's only a matter of weapon files as to how many volleys they can stand before all servers are killed or routed) I hate it that the only way to capture the guns is to charge them. That's because when a gun unit routs, the cannon is brought along. This is one of the things I really would like to see changed. Why should i charge a gun in hand to hand when I have 300 rifles at the ready to shoot the servers down? Why would the servers of the gun next to the one I just captured NOT rout? My infantry regiment has captured a gun 5 meters away from you, would you turn the cannon or flee? Self explanatory, if the guns are close to one another, a single charge should take them all but even if the gun is routed by musket fire, the cannon itself should remain there for me to grab.
Stacking: When units are involved in a melee, you can see regiments walk right through them. Same happens with a regiment passing over another regiment or a general passing through a regiment. Perhaps there's no need to make these sprites solid but working on the pathing could be a good solution. It was actually hard to manouver regiments properly but look, we've got the sidesteps and oblique buttons, very nice addition. I would just like to see a regiment NOT pass through another regiment because the way is blocked. It's about pathing not about building objects on the map.
Pathing: There's nothign worse than a stupid courier. Couriers take off the road from the closest point to you but that is not necessarily (almost never actually) the safest route. There's definitely margin to improve the way couriers select their path and this is also true for generals. I hate to see an enemy general walk right through one of my regiments and get killed but this is no mere problem of keeping a safe distance it's a complex matter of pathing that sooner or later we'll have to tackle I fear. Maybe the AI would find it useful (and safer) if the area of morale influence extending from a general was a bit larger. You really didn't need to stay in the regiment itself to boost its morale. Men knew a general was a primary target for a sharpshooter and would be happy just to hear the voice of the general behind them... surely happier than to see him dead ahead of them.
Generals' casualties: It appears that the only way to kill an enemy general is to walk right through him. I would love to see some of my soldiers take a shot at generals who are in range and that doesn't have to be following the same rules as shooting a whole regiment, of course the target is harder to hit but seeing an enemy general in front line and killing him only if he walks through your regiment is something I really hate to see.
Formations: The regiments must not be allowed to change formations unless I order so. They can't change to column just because they are going far. I need to see the gaps between one regiment and the next so they should change formation only if I tell them to or if they are closing to the enemy. Formation wheeling and changing is way too fast imo and it gets even faster if you hit the run button which, I am not sure is consuming energy so we could have a gamey exploit here at hand. I miss a button that lets me organize a regiment in lines. If a regiment must fill a gap between two regiments there's no point why it should be in 2 lines and half of the men are covered by the 2 neighboring regiments. Better set it on 3 lines and make the lines shorter but have all the men shooting. About the formation facing... didn't we have in TC2M a feature to let us turn the arrow by 90 degrees with a single click?
Charges/Routing: It was not so easy as it seems to capture enemy soldiers. That's because when a regiment routed, the regiment who standed cheered or was immediately engaged elsewhere. I surely would like to see my regiments cheer after winning a charge, then in disordered status take their time to get reorganized. Unless the regiment wanted to pursue... and this could be modelled according to the regiment's experience (discipline!). The way things work with all the formations and including this particular issue is too fast. As soon as you rout an enemy, your troops are already starting to shoot and I think it's improper. Surely cheering after routing a regiment in ranged combat is ALSO something that took place very very often.
Military bands and other unit types: I would so much like to see the military band, the standard bearer, doctors and nurses, the grooms and quartermasters, horses running wild without riders on the field... these things give atmosphere but I'm sure some mod will fill this hole. Most of these sprites would just be there for eyecandy while the other part would be inside the rgt itself so I am sure it will take very little for the community to draw them.

Well so far so good... I'll probably reupdate this thread when something else comes to my mind. Needless to say, I took my time to write it between a game and the other... which means: see ya, I'm going to play again now. LOL