Kevan
Posts: 72
Joined: 9/22/2004 From: Brandon, MB, Canada Status: offline
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I'm not sure if I understand your problem completely, but here are some possible replies. Turn-based movement With hex-battle games, turn-based is usually easier to implement than simultaneous movement. With turn-based movement, there has to be some way of selecting which units move in which order, usually either randomly generated or using some sort of initiative system. Each of your units will have a chance to move each turn, though in some situations, such as during snowstorms or floods ( Note: floods are easy to overlook and I know I couldn't figure out why my divisions were bogged down for the first day when I fought in my first flood, as there's no graphical representation, but it's noted at the bottom of the screen), there may be turns when a division can do no more than change facing. Reinforcements Reinforcements do not move on the first turn they enter the map. Artillery enters tangled, so is effectively immobilized for two turns. Garrisons Garrisons and other divisions that you place on defensive status will be skipped each turn until you move the mouse over them and hit 'e' on your keyboard. The above response covers the only situations that I can think of where a unit does not move during a given turn. What you're describing is more of a RTS-style interface such as is used in RTS games and the Total War series. It's a system that definitely has it's selling points, and which has impressed me in some modded versions of the Total War games that actually get battlefield mechanics working as they should. I guess any system has it's compromises. If CoG had a Total War style battle system, it could be an improvement if done correctly.
< Message edited by kevan -- 3/20/2006 9:16:21 PM >
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