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UPDATE! - 4/19/2016 4:19:51 PM   
gdrover

 

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We are creating an update for the game that will incorporate many of the suggestions/ changes asked for on this thread. A list of the improvements will include:
* Adding the Generals' names to their tiles
* Generals may now move for free on their own (no action point cost).
* Allowing the player to discard Event Cards
* When a nation's capital is taken, there is a percentage chance that it will surrender every turn that it is occupied. This means that nations will hold out longer and have a better chance to re-capture their capital and to receive help from other nations before surrendering.
* The Freindly Neutral period has been extended from 6 to 9 turns.
• Improved strategic AI on re-taking capitals
• Improved strategic AI for Russia: Being more aggressive in driving more armies into Austria and Prussia
• Improved tactical AI
• Adding a combat bonus for Cavalry vs. Disordered Cavalry. This means that attacking infantry with cavalry is more dangerous if there is enemy cavalry in the same area.
• ‘Passing’ in the advanced battles. When the player ‘passes’, the AI automatically wins initiative for the next move
* The 1800 scenario now lasts until 1815

< Message edited by gdrover -- 4/19/2016 8:53:59 PM >
Post #: 1
RE: UPDATE! - 4/19/2016 6:40:12 PM   
James Ward

 

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Looks good.

Any chance the battle AI will be worked on down the road?

(in reply to gdrover)
Post #: 2
RE: UPDATE! - 4/19/2016 8:53:43 PM   
gdrover

 

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We're working on it right now.
Notice on the list the reference to both strategic and tactical AI improvements.


(in reply to James Ward)
Post #: 3
RE: UPDATE! - 4/19/2016 9:12:15 PM   
SteveD64

 

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From: Shaker Hts, Ohio, USA
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Looks good, thanks for the update.

(in reply to gdrover)
Post #: 4
RE: UPDATE! - 4/19/2016 9:14:57 PM   
sage3

 

Posts: 10
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Great news -- really happy to see some of these changes.

What about an 'administrative move' option for armies that are moving from the Capital to any other region within the contiguous French land, without combat? It shouldn't take a year+ to march my Winter reinforcements from Paris to the battlefront.

(in reply to SteveD64)
Post #: 5
RE: UPDATE! - 4/19/2016 9:15:50 PM   
James Ward

 

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From: Baltimore, Maryland, USA
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quote:

ORIGINAL: gdrover

We're working on it right now.
Notice on the list the reference to both strategic and tactical AI improvements.




Missed that. Thanks.

(in reply to gdrover)
Post #: 6
RE: UPDATE! - 4/19/2016 9:40:25 PM   
bssybeep


Posts: 237
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great, can't wait

(in reply to gdrover)
Post #: 7
RE: UPDATE! - 4/20/2016 4:15:22 AM   
Uncle_Joe


Posts: 1985
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Looks like a good start depending on how extensive the Battle AI tweaks are.

I'd still like to see some reason to want to hold territory in the long run and some risk for Cav charging ordered infantry (the Cav vs blown Cav mod doesn't seem like it'll change that dynamic as I rarely charge enemy infantry as long as their Cav is still active because I thought there was already a benefit for counter-charging).

I think Cav should be MUCH easier to 'rout' so that they aren't quite so re-usable. Sure, over time you could coax them back and then get them back on the line but that would limit how much damage they could do.

Anyways, looking forward to the patch and if you want to do some sort of beta test program, you know where to find testers! ;)

_____________________________


(in reply to bssybeep)
Post #: 8
RE: UPDATE! - 4/20/2016 8:26:47 AM   
gdrover

 

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quote:

ORIGINAL: Uncle_Joe

Looks like a good start depending on how extensive the Battle AI tweaks are.

I'd still like to see some reason to want to hold territory in the long run and some risk for Cav charging ordered infantry (the Cav vs blown Cav mod doesn't seem like it'll change that dynamic as I rarely charge enemy infantry as long as their Cav is still active because I thought there was already a benefit for counter-charging).

I think Cav should be MUCH easier to 'rout' so that they aren't quite so re-usable. Sure, over time you could coax them back and then get them back on the line but that would limit how much damage they could do.

Anyways, looking forward to the patch and if you want to do some sort of beta test program, you know where to find testers! ;)


Think of the cavalry charges on unprotected infantry in this game as if the cavalry were 'threatening' to charge but not charging home.
They are keeping the infantry pinned in square by being nearby ready to charge, but are not galloping into the squares.
They may still elect to charge if the square looks unsteady or is starting to break under the pressure rom the attacking infantry or artillery (thus the targeted infantry may still be overrun.)

Each attack in this game represents the cumulative efforts of the all of the forces attacking them and all forces supporting on the defense. So while the game focuses on each unit one by one, the bonuses and thus chance to win take into account the entire area.
So thinking about each unit attacking or defending by itself is not a complete and accurate depiction of what is going on.
It's only part of the picture.

The bonus for counter-charging disordered cavalry (or in some cases stationary cavalry) that have just pinned an infantry unit in square, represents the need to 'win' the cavalry fight and dominate the area before one side can safely focus on the infantry.


(in reply to Uncle_Joe)
Post #: 9
RE: UPDATE! - 4/20/2016 5:10:56 PM   
Uncle_Joe


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Understood and agreed on the abstraction.

Maybe just forbid Disrupted Cav from attacking? The problem is that even Disrupted Cav makes Infantry square and makes them very vulnerable (and weaker on the attack) at no risk the Cav (since they are already disrupted). This magnifies the power the Cav too much IMO and allows 1 Cav to continuously square Infantry after Infantry. Since squared infantry has little chance of successfully attacking even Disrupted Cav, it’s just ‘rinse/repeat’ while your own infantry/cannon shoot up the squares.

Yes, you can have Cav of your own available to counter-charge but in the absence of that, Cav should not be so resilient to Infantry fire while simultaneously being able to continuously force said Infantry into squares with no risk.

I think that’s sort of what gives Cav that ‘tank-like’ feel in the game. They are pretty much vulnerable only to opposing Cav (or cannon at close range, but the Cav often can act earlier and at lease Disrupt the arty which lessens the risk). Cav should either be more vulnerable to ordered infantry or else shouldn’t be as ‘available’ to continuously square opposing infantry.


_____________________________


(in reply to gdrover)
Post #: 10
RE: UPDATE! - 4/20/2016 6:34:40 PM   
Solaristics


Posts: 195
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From: UK
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quote:

ORIGINAL: gdrover
* When a nation's capital is taken, there is a percentage chance that it will surrender every turn that it is occupied. This means that nations will hold out longer and have a better chance to re-capture their capital and to receive help from other nations before surrendering.
* The Freindly Neutral period has been extended from 6 to 9 turns.


Any chance of making these moddable?

(in reply to gdrover)
Post #: 11
RE: UPDATE! - 4/21/2016 5:35:40 PM   
gdrover

 

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Interesting idea. Perhaps. I'll talk to James.

(in reply to Solaristics)
Post #: 12
RE: UPDATE! - 4/23/2016 6:30:19 PM   
*Lava*


Posts: 1924
Joined: 2/9/2004
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quote:

ORIGINAL: gdrover
Think of the cavalry charges on unprotected infantry in this game as if the cavalry were 'threatening' to charge but not charging home.
They are keeping the infantry pinned in square by being nearby ready to charge, but are not galloping into the squares.
They may still elect to charge if the square looks unsteady or is starting to break under the pressure rom the attacking infantry or artillery (thus the targeted infantry may still be overrun.)

Each attack in this game represents the cumulative efforts of the all of the forces attacking them and all forces supporting on the defense. So while the game focuses on each unit one by one, the bonuses and thus chance to win take into account the entire area.
So thinking about each unit attacking or defending by itself is not a complete and accurate depiction of what is going on.
It's only part of the picture.

The bonus for counter-charging disordered cavalry (or in some cases stationary cavalry) that have just pinned an infantry unit in square, represents the need to 'win' the cavalry fight and dominate the area before one side can safely focus on the infantry.


Nice explanation of what is being abstracted.

Looking forward to the update and having fun playing the vanilla game as is.

(in reply to gdrover)
Post #: 13
RE: UPDATE! - 4/25/2016 4:41:19 AM   
amtrick

 

Posts: 82
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From: United States
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How about adding a "Hall of Fame" to the opening menu that tracks a player's results? Scenario, level, raw score, relative/net score, etc?

_____________________________

RickD

(in reply to *Lava*)
Post #: 14
RE: UPDATE! - 4/27/2016 9:55:40 AM   
Elma666


Posts: 67
Joined: 4/27/2016
From: Germany
Status: offline
Hi there. Any Chance to get a german Version of this game?

(in reply to amtrick)
Post #: 15
RE: UPDATE! - 4/28/2016 4:41:30 AM   
gdrover

 

Posts: 215
Joined: 12/4/2008
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I like this a lot.
Can't do on this go around because we're done and sending it to Slitherine tomorrow.
We'll look at this for the DLC or the next upgrade.



quote:

ORIGINAL: amtrick

How about adding a "Hall of Fame" to the opening menu that tracks a player's results? Scenario, level, raw score, relative/net score, etc?


(in reply to amtrick)
Post #: 16
RE: UPDATE! - 4/28/2016 4:43:13 AM   
gdrover

 

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Ja! Naturlich!

We will discuss this with Slitherine to see if it makes financial sense.


quote:

ORIGINAL: Elma666

Hi there. Any Chance to get a german Version of this game?


(in reply to Elma666)
Post #: 17
RE: UPDATE! - 4/28/2016 9:21:26 AM   
Elma666


Posts: 67
Joined: 4/27/2016
From: Germany
Status: offline
Na das hoffe ich doch sehr,sieht nach nem gutem game aus,wer schade das nicht in deutsch zu bekommen!

(in reply to gdrover)
Post #: 18
RE: UPDATE! - 4/28/2016 10:13:00 AM   
zakblood


Posts: 22687
Joined: 10/4/2012
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English only please thanks

quote:

Na das hoffe ich doch sehr,sieht nach nem gutem game aus,wer schade das nicht in deutsch zu bekommen!


quote:

Well I hope so, see NEM good game of who pity not to get in German!


< Message edited by zakblood -- 4/28/2016 10:14:59 AM >

(in reply to Elma666)
Post #: 19
RE: UPDATE! - 4/29/2016 5:53:10 PM   
Tamas

 

Posts: 985
Joined: 1/7/2001
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The update's public beta version is now available on Steam! We are not planning any changes to it before release unless there is feedback on any issues, so the public beta period shall not last long.

If you have a Steam build of the game (and you can get one, please see the instructions on this forum), you can grab it, see here for instructions:
http://steamcommunity.com/app/443020/discussions/0/364040166676970370/

(in reply to zakblood)
Post #: 20
RE: UPDATE! - 4/30/2016 5:54:30 PM   
deeter

 

Posts: 27
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When will this be available for the Matrix release?

Deeter

(in reply to Tamas)
Post #: 21
RE: UPDATE! - 4/30/2016 6:16:37 PM   
Uncle_Joe


Posts: 1985
Joined: 8/26/2004
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I'm 3 years into my beta 1805 campaign (back to General difficulty for testing) and I have to say that it's a LOT more interesting now. I'll follow-up when I finish the campaign with complete feedback but it's a definitely much more difficult now that the AI will occasionally threaten zones even on the defense. And the potential delay in capitulation helps significantly as well (I've had to weather repeated counter-attacks a few times and that really drains the troops).

I'm not sure this is working:

* The Freindly Neutral period has been extended from 6 to 9 turns.

But in any case, I'd definitely leave it at 6 with the other new mechanics. I had Austria re-declare while I was still messing with Prussia and now Russia is in the mix and I'm having to fight across multiple fronts which is grinding down my troops.

Tentatively, I like the Cav change as well. I'm still forming a solid opinion on how it affects the flow of the combats but so far, so good (although I think the Heavy cav is still a bit too resilient to everything BUT other Heavy cav leading to that 'Main Battle Tank' feel. I've just lost my first 4-str Cav so we'll see how they do in the long term).

All in all, I'm very happy with the update. I think the strategic mechanics (especially the naval aspect which I still completely ignore) could be fleshed out a bit more but the tactical and 'operational' feel is much much improved.

Thanks!

_____________________________


(in reply to deeter)
Post #: 22
RE: UPDATE! - 5/2/2016 10:40:12 PM   
gdrover

 

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Joined: 12/4/2008
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We are currently working on a greatly expanded tactical naval battle system for the DLC, which will also allow the player to play as Great Britain and her allies, as well as multiplayer online and hotseat play.

Note: The extended period of Friendly Neutrality was added to the Corporal difficulty level only.


(in reply to Uncle_Joe)
Post #: 23
RE: UPDATE! - 5/3/2016 3:01:46 AM   
Lascar


Posts: 489
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Sounds great, looking forward to these enhancements.

(in reply to gdrover)
Post #: 24
RE: UPDATE! - 5/9/2016 2:02:59 PM   
mike0liver

 

Posts: 4
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I like the sound of being able to play Britain in the naval game. Will this include being able to play Britain (or the Allies) on land?

Cheers,
Mike

(in reply to Lascar)
Post #: 25
RE: UPDATE! - 5/11/2016 10:25:05 PM   
cardolan


Posts: 26
Joined: 9/19/2010
Status: offline
quote:

ORIGINAL: gdrover

We are creating an update for the game that will incorporate many of the suggestions/ changes asked for on this thread. A list of the improvements will include:
* Adding the Generals' names to their tiles
* Generals may now move for free on their own (no action point cost).
* Allowing the player to discard Event Cards
* When a nation's capital is taken, there is a percentage chance that it will surrender every turn that it is occupied. This means that nations will hold out longer and have a better chance to re-capture their capital and to receive help from other nations before surrendering.
* The Freindly Neutral period has been extended from 6 to 9 turns.
• Improved strategic AI on re-taking capitals
• Improved strategic AI for Russia: Being more aggressive in driving more armies into Austria and Prussia
• Improved tactical AI
• Adding a combat bonus for Cavalry vs. Disordered Cavalry. This means that attacking infantry with cavalry is more dangerous if there is enemy cavalry in the same area.
• ‘Passing’ in the advanced battles. When the player ‘passes’, the AI automatically wins initiative for the next move
* The 1800 scenario now lasts until 1815


That sounds great.

I have seen some gameplays of this game in youtube and i think this is the long awaited simulation of the napoleonic campaigns 1800-1815. The moment you introduce multiplayer in the game i will buy it.

I have some sugestions. Currently battlefields seems a bit dull. If you have advantage in artillery there is no reason to move at all. I think there must be some randomly generated villages/hills/forest In every battle so it would make sense to attack in order to ocupy it and gain better ground to fight. I am aware this could be hard to handle for the AI so not sure if possible.

Also, when the battle goes badly, there is not point on fighting past round 2. Its insta-retreat. The player that retreats in round 3 should suffer more in pursuit that other that keeps fighting till round 4 or 5 in order to "prepare" a better retreat. This will pose the player the decision between keep fighting to delay the enemy (and risk more losses in battle to avoid loses in pursuit) or just retreat when available knowing that will suffer more in pursuit.




< Message edited by cardolan -- 5/11/2016 10:27:23 PM >

(in reply to gdrover)
Post #: 26
RE: UPDATE! - 5/12/2016 3:11:02 PM   
James Ward

 

Posts: 1183
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From: Baltimore, Maryland, USA
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quote:

ORIGINAL: cardolan


I have some sugestions. Currently battlefields seems a bit dull. If you have advantage in artillery there is no reason to move at all. I think there must be some randomly generated villages/hills/forest In every battle so it would make sense to attack in order to ocupy it and gain better ground to fight. I am aware this could be hard to handle for the AI so not sure if possible.

Also, when the battle goes badly, there is not point on fighting past round 2. Its insta-retreat. The player that retreats in round 3 should suffer more in pursuit that other that keeps fighting till round 4 or 5 in order to "prepare" a better retreat. This will pose the player the decision between keep fighting to delay the enemy (and risk more losses in battle to avoid loses in pursuit) or just retreat when available knowing that will suffer more in pursuit.





I like both these ideas. Not sure if the system could handle them but if it could they would add a lot.

(in reply to cardolan)
Post #: 27
RE: UPDATE! - 5/12/2016 8:21:39 PM   
Uncle_Joe


Posts: 1985
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Yes I thought automatic terrain nearly every battle would help change things up as well. The AI would have to be 'taught' how to react, but in general it should be a fairly easy algorithm to determine if it's worth the risk to advance to take a piece of terrain.

_____________________________


(in reply to James Ward)
Post #: 28
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