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RE: Back to EiA - 8/2/2005 4:55:38 AM   
Titi

 

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quote:

ORIGINAL: malcolm_mccallum

Then riddle me this: Why historically did the Austrians never try to mass a 150, 000 man army in the Tyrol and dare the French to attack them? Why were the 1805 and 1809 campaigns fought almost entirely in the Danube valley? Why were all the Italian campaigns fought in the northern plains and the only role of Tyrolia in any of these campaigns was to control the ability to shift troops from one theater to the other?

Even Suvarov's campaign only went into the mountains when he was trying to move to support the Rhineland.

Did Napoleon, Charles and Suvarov all just not get it? Were they horrible players who didn't understand the uses of mountains? Did they not see that they could just fight in the 'plains of Tyrolia' and ignore the mountains?

Switzerland has not been free from war these many years because it was neutral. It is free from war because it is near impregnable and is not even a good route to anywhere else. Mountains are things that armies avoid.



Reading with distance this flame war, i just stop to this point. With the RAW of EiA, currently we have the same problem with Tyrol, Theresestad and a little less Switzerland.

The Moutains provinces are the key of movement, and it's more important controlling them that controlling the plains.

They have a bonus to defense but they lack any limit to supply or stacking. So they are the best place to "park" la grande armee or another major force waiting for a good counterattack opportunity.

Does we need some change or has EiH already solved this?

(in reply to malcolm_mccallum)
Post #: 91
RE: Back to EiA - 8/3/2005 7:22:40 PM   
malcolm_mccallum

 

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I don't have a copy of EiA anymore to say what the boardgame rules were.

1> forage values should be very low in the mountains.This ill enforce stacking issues. There is also a limit on how many units can be fed from one dept, isn't there?

2> movement costs should be based on moving through a mountain hexside and not on the terrain of the province you are moving into so that you cannot blitz out of mountains. Once in the mountains, you are severely limitied on where you can go in the next month.

3> I may be confusing EiA with other games now but is there not a hexside movement limit? Only so many troops can pass through one hexside per turn based on terrain?


(in reply to Titi)
Post #: 92
RE: Back to EiA - 8/3/2005 10:30:49 PM   
Jabba

 

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EIA doesn't use hexes.

(in reply to malcolm_mccallum)
Post #: 93
RE: Back to EiA - 8/4/2005 4:34:49 AM   
Titi

 

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quote:

ORIGINAL: malcolm_mccallum

I don't have a copy of EiA anymore to say what the boardgame rules were.

1> forage values should be very low in the mountains.This ill enforce stacking issues. There is also a limit on how many units can be fed from one dept, isn't there?


Generally, Forage value isn't different between mountains areas and adjacents areas.
There are no stacking limits, in plains or in mountains areas. Mountain cost one more point that clear area so reducing the forage probability when entering the area, not if using a depot.
Only four corps may use a depot each turn, corps not moving keep their full movement for foraging.
There is a penalty for foraging when there are other corps in the areas, but it increase no more when more than three.

quote:


2> movement costs should be based on moving through a mountain hexside and not on the terrain of the province you are moving into so that you cannot blitz out of mountains. Once in the mountains, you are severely limitied on where you can go in the next month.

The increased cost of movement is for entering the moutains, not for exiting. So you are enjoying from the defense bonus and having the advantage of a full movement when making a "sortie".


quote:


3> I may be confusing EiA with other games now but is there not a hexside movement limit? Only so many troops can pass through one hexside per turn based on terrain?

Yes, you are confused. No hexes but areas, only rivers or crossing arrows are between areas but not changing movement; only affecting combat.


So EiA has the same potential problem that CoG, if it's a problem...

(in reply to malcolm_mccallum)
Post #: 94
RE: Back to EiA - 8/4/2005 11:13:58 PM   
Pippin


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quote:

Only four corps may use a depot each turn, corps not moving keep their full movement for foraging.


The four corps to a depot rule is just a house rule. It was devised by people TRYING to make the game more realistic. In fact, it just makes things more unrealistic. As with everything else that gets added to EiA/EiH, for each improvement, 10 new loopholes arise.

It does not take even a newbie very long to realize there is something wrong when four corps of 20 factors a piece have much easier supply than 5 scout/bluff corps of just 1 factor!

I could go on, but enough of the arguement has been debated on the yahoo groups.



_____________________________

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(in reply to Titi)
Post #: 95
RE: Back to EiA - 8/5/2005 3:01:57 AM   
malcolm_mccallum

 

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quote:

So EiA has the same potential problem that CoG, if it's a problem...


It certainly is a problem, in theory. It is strange though that I don't ever recall it being an issue in EiA games that I played and I played with some notoriously cheesey players. If mountains gave a safe and secure place to hide an army, why was this not done more for us?

What is the standard ideal plan for Austria and Russia in 1805 for EiA? Is it to merge Mack and CHarles in the Tyrol and sit safe and secure daring Napoleon to advance toward Vienna and then look for an opportunity to dash the Russians into the same Tyrolian stack? What in EiA would make this a ludicrous strategy?

In reality, the strategy is ludicrous for the following reasons:
a> The army could not fight there even if they wanted to
b> They could not move out of the mountains and in fact could be bottled up in there by something as small as a Corps.
c> Their supply line to Vienna would be trivially cut
d> They cannot defend Austria from the Tyrol and they certainly couldn't drive on France through Switzerland if they were so inclined.


< Message edited by malcolm_mccallum -- 8/5/2005 3:06:29 AM >

(in reply to Titi)
Post #: 96
RE: Back to EiA - 8/6/2005 3:02:22 AM   
Naomi

 

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Limited surrender is among options.

(in reply to malcolm_mccallum)
Post #: 97
RE: Back to EiA - 8/7/2005 4:29:33 PM   
Ralegh


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quote:

In reality, the strategy is ludicrous


Yep. In COG, the number of divisions allowed to fight in the battle is affected by terrain (and a number of other factors) - parking anything over about a dozen divisions in Tyrol is a waste of time. (Although I think the quality difference of the French v the Austrians is even more marked in COG - the Austrians don't stand any chance at all in 1805.)

It doesn't have a solution to the supply chain thing though - both COG and EIA/EIH/EIANW have a problem defining a sensible supply policy to make this stuff realistic without it being too onerous for players. I sure would like to see supply based on strength - after all, its trivial for the computer to handle the math for us.

_____________________________

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Steve/Ralegh

(in reply to malcolm_mccallum)
Post #: 98
RE: CoG and EiA - 8/9/2005 1:15:58 AM   
mdesarno

 

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quote:

ORIGINAL: NeverMan

So I take it that CoG is a bust? This is what it is sounding like from everyone on here. Good, cuz I almost thought about it. What was the other game Matrix put out that was a bust, like Iron Hearts or Hearts of Iron or something like that?

I just hope EiA isn't a bust (especially considering it has so many EiH additions). Crossing my fingers.



Here's my take on it. I'm an original hard core [in this case hard corps] player of EiA from the early days. I'm talkin' 1980s when the game was originally published by ADG.

I got CoG last week because knowing that EiA was coming out on the computer but not being able to play it was killing me. About a day or so later they came out with the 1.1 patch.

My verdict: CoG is very much the same experience as playing EiA. Even after the 1.1 patch, there are some annoying game play bugs that need work, but the developers are very responsive and are putting a lot of work into fixing things. Most of the CTD type bugs are history now, so the game is playable.

The differences are that there is yes, much more micro-management in CoG than there is in EiA. [Remember I am not a beta tester and have only played the original EiA board game and the AH reprint]. The interface is clunky and can be frustrating, but if you stick with it you get used to it. The combat is a lot different than in EiA, but the end results of combat, sieges, movement, foraging, treaties, and most of the rest of it are strikingly similar to a game of EiA. I like the detailed hex map combat a lot, it is really fun. If you like both Panzer General and EiA you should enjoy that aspect of the game. It is also a lot like running a miniatures table top game but on a hex map. It works well and I have not had a single crash, although other players have. But, the 1.1 patch should help a lot of those players.

It actually has some cool things in it that an original board game of EiA doesn't have. Like an open ended way to craft and ratify treaties, and diplomats that can move around the map and perform various spying or diplomatic missions, kinda like Civ III.

I don't mind the micromanagement, because my personal style of play is to build and micro manage stuff, and then go pick a fight when I'm ready. There is a great thread over at the CoG forum near the top that details a good way to start off a game and set stuff like the economy and draft rate. Thanks to that thread, I was able to successfully play a long and fun game the second time I tried it. I've stayed up 'til 3 or 4 in the morning playing it on work nights a couple days recently because it was so fun. Although there is some micro management, it consists of picking 2 or at most 3 sliders of about 8. You do this to prioritize production on a screen for each province. Complexity of this screen is no worse than running the city screen in Civilization. There is another screen to set national priorities like the draft rate and taxes, and I have had no problems with just setting it the way I want and leaving it alone for the rest of the game. Other than those 2 things, the only other thing you have to manage is the trading system. It is a little intimidating at first but it turns out to be easy. You click a city, set the amount of commodities to trade, click a foriegn city, and select the commodities to receive. The advisor tells you if it is a reasonable trade or not. You submit it and the other country either accepts it or rejects it at the end of the turn. Once the main trades are all made, you just go in and initiate more trades when you really need stuff, or occasionally the AI countries send you a trade request you can accept or reject. It's easy and fast once you've done it a few times.

The game is fun and addictive, and some of the more annoying bugs have not impacted my games much, although they did come up. The primary problems right now as I see them are that defeated Armies and Corps will sometimes retreat into enemy territory, and there is an annoying feature that returns your forces to your home country immediately upon an enemy's surrender. The retreat bug can theoretically be avoided by having a backup Army or Corps behind your lines to prevent that from happening, and preventing your depot from being overrun. I've never had the extra troops to try that though. Supply works virtually the same way as in EiA, except depot chains have to be in every province instead of every other province. Units can supply themselves from provinces adjacent to a depot, though.

In the end, I'm glad I got CoG and I can't wait for EiA. I'll probably play them both, because CoG is a good game in its own right. When they make some small changes in mechanics and sequence of play, it will be one of the best strategy games ever.

Oh, and Hearts of Iron is a Paradox game. I have been playing a lot of Hearts of Iron II, and it is a very similar situation. The game is very good, but it needs a couple of things to be fixed for it to meet its true potential. They are also very responsive over there at continued development to please the gamers, and I am confident that both HoI2 and CoG will both end up being two of the best strategy games ever once they are each patched once or twice more. For now, I enjoy them both, knowing what some of the issues are and working around them.

(in reply to NeverMan)
Post #: 99
RE: CoG and EiA - 8/11/2005 8:24:33 PM   
Roads

 

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quote:

ORIGINAL: Marshall Ellis

I think game complexity has risen above our capacity to properly kill all bugs in a timely manner! There is a medium in here somehwere (When to release) that I honestly don't know where it is ???
Bottom line is that the programmer is ALWAYS going to get screamed at. It is our lot in life!


That's the rub isn't it. It would be simple to release high quality bug-free games, but this would come at the cost of simplifying the design and therefore the code, and of significantly increasing development time and therefore price. But it's pretty clear that the market is happy to accept buggy games with increased complexity games and lower price.

(in reply to Marshall Ellis)
Post #: 100
RE: CoG and EiA - 8/11/2005 8:47:13 PM   
malcolm_mccallum

 

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quote:

ORIGINAL: Roads

quote:

ORIGINAL: Marshall Ellis

I think game complexity has risen above our capacity to properly kill all bugs in a timely manner! There is a medium in here somehwere (When to release) that I honestly don't know where it is ???
Bottom line is that the programmer is ALWAYS going to get screamed at. It is our lot in life!


That's the rub isn't it. It would be simple to release high quality bug-free games, but this would come at the cost of simplifying the design and therefore the code, and of significantly increasing development time and therefore price. But it's pretty clear that the market is happy to accept buggy games with increased complexity games and lower price.


Will we ever see the day when the game is released with a disclaimer:

"This game is incomplete but playable. The developers commit to no less than 3 significant patches to it over the course of 6 months when it will be declared complete."

That's what is happening now with games but woe to the developers that say it.

(in reply to Roads)
Post #: 101
RE: Back to EiA - 9/17/2005 7:58:03 PM   
JavaJoe


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quote:

ORIGINAL: Pippin

quote:

Only four corps may use a depot each turn, corps not moving keep their full movement for foraging.


The four corps to a depot rule is just a house rule. It was devised by people TRYING to make the game more realistic. In fact, it just makes things more unrealistic. As with everything else that gets added to EiA/EiH, for each improvement, 10 new loopholes arise.

It does not take even a newbie very long to realize there is something wrong when four corps of 20 factors a piece have much easier supply than 5 scout/bluff corps of just 1 factor!

I could go on, but enough of the arguement has been debated on the yahoo groups.




4 corps to a depot is an optional rule in EiA. 12.3.1 It's not a house rule.

It's used to make monster stacks harder to supply.

I agree, using 1i corps can be expensive.






(in reply to Pippin)
Post #: 102
RE: Back to EiA - 9/19/2005 8:05:03 PM   
AdmiralN


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Hope this optional rule will be granted in the final version of pc game. It makes French army stronger, true, but it enacts a far more deep diplomacy within other MPs.


_____________________________

I have only one eye, I have a right to be blind sometimes... I really did not see the signal!

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(in reply to JavaJoe)
Post #: 103
RE: CoG and EiA - 9/21/2005 7:16:58 AM   
ravinhood


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I see so many negatives on all released games nowadays, actually have for several years now and thus why I don't buy hardly any newly released game. Glad I waited on COG though I did have my radar up for it. Have my radar up for EIA also, but, will wait until I see the player comments and reviews. GGWAW another I passed on.

I just can't support an unfinished product out of the box anymore. I expect them to be unfinished now and will just wait. Hearts of Iron 2 is like $15 now and still waiting on patch 1.3 to fix the ai.

Mainly it just burns me that an "internect connection" is required to get the "finished product" (patches). For some that's $120 to $360+ a year if the only reason you have an internect connect is for patches (basically my case, though I will use it to get my moneys worth on forums like these and the occassional encyclopedia lookup an a PBEM game every now and then, but, when you look at it, $10 bucks a month to play a game online, guess I'm just too tight.). So I figure that's $10 a month that must be made up purchasing games, thus, waiting on ebay, amazon.com or discount software at retail outlets. Course I know Matrix games are a little harder to get at reduced pricing, but, if you wait long enough and keep an eye on ebay you'll find them eventually. Got EYSA for .99 cents. Only played it once and put it away, just don't like real time games even if they do have a "pause" feature.

I'd really like EIA to be great out of the box, but, I'm not expecting it. I expect pretty much the same at release, CTD's, crappy AI and something in PBEM doesn't function properly.

While I am happy Matrixgames does support their products (unlike Creative Assemblys recent screwover of the RTW non-fixes), I still have to ask, why release a game you know you're going to have to patch? If you say it's for the money, what do you think that makes me think? Moneys just as important to me as the next guy. I just can't see supporting what I know will be broken when I buy it. Would you do that with any other product? Would you buy a broken ladder with the promise to fix it "someday"? Would you buy a car without an engine with the promise to add one "someday"? Why is it that most of the consumer public is so quick to accept faulty broken unfinished products when it comes to software, but, would scream bloody murder if it came to any other tangible product? Hell if they left off the french fries at a Burger King, you'd drive back there and give em hell for it. Or at least call them up on the phone if you didn't check (I always do now) before you left. I once got a hamburger from Sonic that didn't have any MEAT, can you believe that?? Did NOT have the MEAT in the burger. Well you can bet I got a free extra burger because of that after I got done talking ( heh wasn't really talking) to the manager.

But, thas just me and if everyone were like me there would be "perfect" software out of the box, though very few publishers. heh

(in reply to Jordan)
Post #: 104
RE: CoG and EiA - 11/19/2005 8:41:49 AM   
ktotwf

 

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EVERYONE whines so much on game boards, it makes me laugh. Is that all the internet for is bitching, pissing, and moaning?

(in reply to ravinhood)
Post #: 105
RE: CoG and EiA - 11/19/2005 11:38:36 PM   
NeverMan

 

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If you only use the internet for getting game patches, then you are really missing out, what a shame!!

(in reply to ktotwf)
Post #: 106
RE: CoG and EiA - 11/20/2005 7:18:00 AM   
1LTRambo


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I'm glad to have waited on CoG and have found the chat in this thread to be very interesting. I'm hoping that CEiA will be a much better release than what CoG sounds like. I applaud those who like the game and I don't discount your fun in playing it. I am concerned about "Patches" being the answer to "not so steller" releases. I think patches should be for small glitches that occur because a player tries to do something out of the ordinary in game play that obviously would be overlooked in development and testing before release. Patches should not be the answer for achieving a specific release date.

From what I have read in previous threads, I don't believe this will be the case for CEiA. I understand that there may be upgrades to include different ship types or additional rule options. However, these don't make the game playable, because the game was fully playable out of the box.

What do you CEiA beta testers have to say about this? Am I right in the previous statement or off my rocker?

(in reply to NeverMan)
Post #: 107
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