Now for a civil war game the mele works ok, once it has started you loose control, but for the modders it would be nice to have some control, to be able to break of the mele.
I'm thinking spesificly for cav in any napoleonic mod that might get made
Has mele/cav been "fixed"?
Has mele/cav been "fixed"?
Last edited by Gunfreak on Wed Jan 07, 2009 10:12 am, edited 1 time in total.
- Little Powell
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Re:Has mele/cav been
Gunfreak wrote:
It would be convenient to have the option to stop the charge and the troops just move to formation. BUT on the other hand, I think in the Civil War, once troops were ordered to CHARGE, I'm sure it was very hard for a commander to yell out "wait, nevermind! stop! stop!!" and have their troops mind them.
I second this idea. Sometimes you will order an infantry charge and realize that you ordered it in front of a fence, so your troops will get torn to shreds while slowly charging over the fence.Now for a civil war game the mele works ok, once it has started you loose control, but for the modders it would be nice to have some control, to be able to break of the mele.
I'm thinking spesificly for cav in any napoleonic mod that might get made
It would be convenient to have the option to stop the charge and the troops just move to formation. BUT on the other hand, I think in the Civil War, once troops were ordered to CHARGE, I'm sure it was very hard for a commander to yell out "wait, nevermind! stop! stop!!" and have their troops mind them.
Last edited by Little Powell on Wed Jan 07, 2009 10:54 am, edited 1 time in total.
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Re:Has mele/cav been "fixed"?
I'd like to see a charge end automatically after a certain distance. No sense in having troops chasing a double-timed enemy and being led into an ambush.
I'm not sure it would be historically accurate to have an actual "stop charge" button.
I'm not sure it would be historically accurate to have an actual "stop charge" button.
Who is John Galt?
Re:Has mele/cav been "fixed"?
Maybe i'm wrong here since i never paid much detailed attention to charge/melees but i seem to remember when a small renegade regiment of mine is in the middle of a melee with one of those humungus Yankee regiments that hitting the retreat button works...the downside they get shot up while they're skeedaddling by that Yankee regiment and their morale plummets. Still its better than having em rout or go broken. I agree it would be cool if the charge could be stopped 'before' the brawl starts.
I'm pretty sure this works with cavalry which usually recover their morale relatively fast if their commander is around along with their other squadron(s).
I get so wrapped up in the strategy and commanding a bunch of brigades or corps that i don't pay much attention to these types of details unless they're frustratingly blatant.
No grog here i geuss!
I'm pretty sure this works with cavalry which usually recover their morale relatively fast if their commander is around along with their other squadron(s).
I get so wrapped up in the strategy and commanding a bunch of brigades or corps that i don't pay much attention to these types of details unless they're frustratingly blatant.
No grog here i geuss!
Re:Has mele/cav been "fixed"?
In answer to the question of this topic, nothing in gameplay has been fixed yet, we are just starting our work on that right now.
My schedule is first get MP running. I plan this because it will be a lot more fun for the testers to work on gameplay if they can do it together sometimes. MP seems to be running now, I just need to transfer the scenario files across and get them used.
Then we'll start looking at the AI/gameplay bugs. I have a plan of attack for how to make this much better that I discussed with Jim the other night. We're on the same page here, I just have to get it done and see how it works.
Then it's all about running it, getting feedback, fixing it. A big loop until we all feel it's where we want it to be.
The maps are done, we are looking at any extra ones we want to make sandbox & mp better. The art is pretty much done, the scenarios are close and waiting for gameplay fixes like everything else. So we're looking good on schedule. But we have this 800 pound gorilla called gameplay/AI that we are facing. So we have to see how that goes. It's the heart and soul of these games and also my pride and joy, but next to MP, it's the hardest to work on.
My schedule is first get MP running. I plan this because it will be a lot more fun for the testers to work on gameplay if they can do it together sometimes. MP seems to be running now, I just need to transfer the scenario files across and get them used.
Then we'll start looking at the AI/gameplay bugs. I have a plan of attack for how to make this much better that I discussed with Jim the other night. We're on the same page here, I just have to get it done and see how it works.
Then it's all about running it, getting feedback, fixing it. A big loop until we all feel it's where we want it to be.
The maps are done, we are looking at any extra ones we want to make sandbox & mp better. The art is pretty much done, the scenarios are close and waiting for gameplay fixes like everything else. So we're looking good on schedule. But we have this 800 pound gorilla called gameplay/AI that we are facing. So we have to see how that goes. It's the heart and soul of these games and also my pride and joy, but next to MP, it's the hardest to work on.
Re:Has mele/cav been "fixed"?
Norb, the AI in TC2M is tolerable with its warts 'n all regardless of all the complaints and criticism. The proof? Us the dedicated following:)Norb Wrote:...But we have this 800 pound gorilla called gameplay/AI that we are facing. So we have to see how that goes. It's the heart and soul of these games and also my pride and joy, but next to MP, it's the hardest to work on...
I for one realize the new game has to get released in a timely fashion. But i would also hope you along with the veteran TC2M NSD team members who i'm sure are aware of most of this stuff that you all take some of these suggestions we all present here at leat a little bit seriously. We all are looking forward to an improved more realistic updated game.