Deride
Posts: 488
Joined: 6/21/2004 From: Dallas, TX Status: offline
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ORIGINAL: A_Turtle Appologies to Lewis Carol. I just had some comments on the game I thought I would post. I like the game very much and enjoy it greatly. Thanks for the feedback! quote:
ORIGINAL: A_Turtle In regard to flank and rear attacks, I know they affect a unit's morale indirectly through them suffering more casualties than they otherwise would, at least on average, but do they affect unit morale in and of themselves? From my playing it seems they don't and I am thinking their swhould be some automatic morale effect for being hit in the flank or rear. No, rear and flank attacks do not change enemy morale; however, as you stated, more loss in life will likely result in morale loss -- you will have a morale roll per step loss. So, in most cases, a rear or flank attack will result in some morale loss. quote:
ORIGINAL: A_Turtle As to archers engaged in hand-to-hand combat, shouldn't they only be allowed to shoot at the enemy that has them by the short hairs? The routine for archer targeting otherwise seems well done. The intent for archers is that they can continue firing even when being attack. But, almost always, they will lose melee combat and be pushed back -- making them unable to fire. quote:
ORIGINAL: A_Turtle In some battles it seems that enemy untis that are pushed back don't always go back where you might expect, but sometimes go forward. Is this because they were plotted to move forward or because the push-back routine is perhaps overly simplistic? lol. Actually, the pushback routine often seems too complex! When being attacked, you will be pushed back opposite your facing except when you are rear attacked -- in which case you will move forward. When deciding where to be pushed back, your unit will go to the spot on the map that has the most friendly units -- or causes the least amount of damange to you. For example, pushing back through friendly units results in a morale loss for you and a morale loss for the friendly unit. Pushback through an enemy unit results in 400 deaths for you. (Exception is elephants who rampage when pushed back -- resulting in damage and morale loss all over the place!) quote:
ORIGINAL: A_Turtle Likewise, sometimes routing enemy untis route don't route away from my troops, rather route towards what seem to be objectives that may be behind my troops. Very odd. Routing units move to the space on the map in their next turn that is the least "threatened" -- i.e., has the least amount of enemy units around. It isn't intended to be the perfect "smart" move since routed units are running away. But, it usually ends with them running to the side of the map. quote:
ORIGINAL: A_Turtle It seems ot me that the game does a great job in capturing the dynamics of an anceint battle. I like the way cavalry and infantry have been differentiated, especially in terms of their resiliance in prolonged combats. We have worked hard to balance the levels and the AI so that it plays like an ancient battle. We have started work on the next game in the series, and we are tuning the AI to play better in formations that would be better suited for the era we are building the game around. quote:
ORIGINAL: A_Turtle The various cards are a good foundation for a magic system, if you ever do a fantasy version (wink wink hint hint). Nudge heard. We know that fantasy is one of the top miniatures game type. I think we are going to stick with historical battles for the next game or two. Fantasy would be a lot of fun! quote:
ORIGINAL: A_Turtle Thanks for game! You are welcome. Thanks for the feedback. We are always looking for ways to improve your experience, so let us know! Deride
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