AI in HW's (Full Version)

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christof139 -> AI in HW's (3/21/2007 9:33:18 AM)

AI in HW's is good!!! I have only played a couple of HW's but the AI did OK. They were small battles of up to about 30,000 troops per side in the largest one. I am still learning the mechanics of HW in this game, but the mechanics are OK.

What bugs me is that sometimes your troops are locked in combat and you can't stop it. Plus the quick change or bounce from unit to unit bugs me and my eyeballs.

Also, when a hex a unit is in is highlighted when it is that unit's turn to move, it is hard to distinguish since the highlighted blue hex outline is simply thicker than all the other blue sided hexes around it, causing me to sometimes move the wrong unit by hasty mistake.

***Can the highlighted hex have flashing red sides or something added to better distinguish it?? ****

This really kills HW's for me, besides the fact I would like to be able to turn on and off the colored command and movement and range hex outlines as you could do in the TalonSoft battleground series of games. The automatic appearance of these colored hexes really takes away fom the asthetic appeal of the map and sprites etc., at least to me they do, plus it is more challenging not to be able to see all your command and range limits all the time anyway.

As for the smoke, with both my upgraded new and old compooter systems I haven't had any problems with it bogging down the game, but then again I have only used HW with smaller battles, as very large ones would take hours, even a day, but that was also true of the TalonSoft games, they do take a lot of time to play.

Chris




Zakouski -> RE: AI in HW's (3/21/2007 11:58:38 AM)


quote:

ORIGINAL: christof139

quote:

What bugs me is that sometimes your troops are locked in combat and you can't stop it.


Is it not because your units are out of command ? (blinking star indicates that)

quote:

Also, when a hex a unit is in is highlighted when it is that unit's turn to move, it is hard to distinguish since the highlighted blue hex outline is simply thicker than all the other blue sided hexes around it, causing me to sometimes move the wrong unit by hasty mistake.

***Can the highlighted hex have flashing red sides or something added to better distinguish it?? ****


Totally agree on that - The blue thick hex is not very easy to see in the middle of a battle

and the movement path is too strong for a good map-reading (for example, I have trouble to see the type of terrain, or the entrechments under).

And a command radius option would be great.




MorningDew -> RE: AI in HW's (3/21/2007 3:14:11 PM)

quote:

ORIGINAL: christof139

What bugs me is that sometimes your troops are locked in combat and you can't stop it.


I think I read that line in Longstreets' memoirs[;)]




ericbabe -> RE: AI in HW's (3/21/2007 3:30:35 PM)

In addition to out-of-command, infantry units can also become "pinned" if they are face-to-face and adjacent to another enemy infantry unit. If they're pinned, they just fire and end their turn. Chance of becoming pinned is inversely proportional to quality, and I believe generals help avoid units becoming pinned.


I made a new version of the unit selection cursor in detailed combat -- actually I just made the old one red.

1) Go to: http://www.west-civ.com/ForgeOfFreedom/PublicDownloads/
2) Download HW_DirectionArrows.pcx
3) Copy this over Gfx/Hexwar/HW_DirectionArrows.pcx in your copy of FOF.

That should turn the unit selection cursor bright red.
I haven't tested this yet, and I should add the caveat that I don't normally make any of the graphics files for the game, so hopefully I didn't make any mistakes.

I also added a new version of HW_DirectionArrows_a.pcx which goes in the same directory. Patching this version will make the movement arrows more transparent (about 35% more transparent, if I understand Photoshop correctly). I haven't tested this either. You can use either patched graphic independently of the other one, that is, you can use either one, both of them, or neither of them.






Zakouski -> RE: AI in HW's (3/21/2007 6:17:53 PM)

Just installed HW_DirectionArrows.pcx : IMO, it is much better. The red square is instantly recognizable. Good job ! [8D]

Will install the HW_DirectionArrows_a.pcx next and report back.



Edit : just checked the change on an ongoing saved detailed battle. Have to try with a new battle.

Edit 2 : the HW_DirectionArrows_a.pcx is very good. The map is much more readable. [&o]




Ironclad -> RE: AI in HW's (3/21/2007 7:00:52 PM)

Actually there is a big downside which I assume you didn't encounter. When you are given the option of placing a division at the start of battle the screen fills with a red grid which was so offputting that I had to exit the battle. So I never got to see the red cursor which seemed like a really good idea. (Nice if you could turn the green grid off temporarily to see the terrain underneath but I wouldn't want to see the red grid even briefly).




christof139 -> RE: AI in HW's (3/22/2007 4:54:45 AM)

quote:

Is it not because your units are out of command ? (blinking star indicates that)


Maybe, but I think this happens to units in command and with brigade leaders attached too, I'l have to check for myself. thanx, Chris




christof139 -> RE: AI in HW's (3/22/2007 4:56:45 AM)

quote:

I think I read that line in Longstreets' memoirs


Ha ha ha!!! Yeah, I think Heth and Bragg and McClellan and a few others also said that, including General Chris here. (I just promoted myself from Full Bird) [:)][X(][8|]

Chris [>:][>:][>:]




christof139 -> RE: AI in HW's (3/22/2007 5:01:00 AM)

quote:

In addition to out-of-command, infantry units can also become "pinned" if they are face-to-face and adjacent to another enemy infantry unit. If they're pinned, they just fire and end their turn. Chance of becoming pinned is inversely proportional to quality, and I believe generals help avoid units becoming pinned.


Yeah, that is what is happening. A decent game feature in many games that is realistic. However, I like an option to skedaddle, even though the skeddadling unit would most probably take more casualties.

I can appreciate the accuracy of the game mechanism here, I just like to skedaddle at times to regroup if possible. To heck with additional casualties, they are just sprites after all. [X(][:)][8|]

Chris




christof139 -> RE: AI in HW's (3/22/2007 5:03:30 AM)

Thanx a lot for those!!! i never did go to the optometrist yet, have to do that soon methinks. [8|][:)]

Chris [>:][>:][>:]




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