Gil R. -> RE: Big disappointment (1/29/2009 4:30:21 AM)
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ORIGINAL: *Buzzsaw* Salute The game should have differentiated between Coastal and River guarding forts and the inland fortifications which were created by Infantry digging trenches. Gunboats and Ships were able to run the gauntlet and get past the river guarding or Coastal forts, as they did at New Orleans, or Mobile Bay, or on rivers as they did at Vicksburg. There was a big difference between fortifications like Fort Sumter which guarded the coast and the entrance to Charleston Bay and the Confederate land entrenchements which guarded Petersburg and Richmond, or the Union fortifications which protected the land approaches to Washington. Erik Rutins has suggested this very thing, which we'll consider if we do a FOF2. All forts should have had some facing and be vulnerable to being attacked from the rear. By the way, Fortress Monroe should be a port to allow the Union to land and embark troops from there. McClellan landed a whole army in the Peninsula, then re-embarked it. You can't do that in the game. It can't be a normal port, because it was qualitatively different from New Orleans, Charleston and other ports in FOF. So there would have to be some specialized coding. But I'm a bit confused -- why can't you land an army there now? In other words, what would you want to be able to do that you can't do? The whole map for the Peninsula and the opposite side, ie. Norfolk is wrong. http://upload.wikimedia.org/wikipedia/commons/2/2e/PeninsulaCampaign.png http://upload.wikimedia.org/wikipedia/commons/8/8d/Battle_of_Hampton_Roads_Map.png The basic problem with FoF is that the area/provinces are way too big. You should re-do the map with the same system, so that there are more areas, the areas are smaller, so they really give a feel for the terrain and maneuver options. BLUE AND GREY does a much better job of making a map which feels like the real enviroment, and where you need to maneuver to get anywhere. (that game has lots of problems too) Ahh, here you're coming into a conversation long after it has already taken place. As we explained soon after release, the map is necessarily abstracted to some degree because of graphics-related reasons (that I, as a non-programmer and non-graphics designer, cannot explain). We know that Richmond, Fort Henry, and several other cities and forts are not where they should be, but that's because every city and fort is actually a movable graphics unit and the game places them in a logical (i.e., graphics-logical) spot on an invisible grid, sometimes moving them when it needs to show other units in the province. As for the size of provinces, this is partly a graphics issue (small provinces means not enough room to display all the units in them without stacking and/or reducing them in size) and partly a programming issue. If you have lots of smaller provinces then armies can easily miss each other, and it's harder for the AI to be challenging because the more provinces, the more options for the AI, and thus the more "state spaces." (Search for that phrase in the FOF forum and you'll find multiple discourses by Eric on the importance of state spaces in AI design. It's actually quite interesting.) So, overall, there are legitimate reasons for all of this. (That said, I do have an idea or two about how to introduce more maneuver into a FOF2, should we make one.) And also, you have the ships incorrectly identified as to type. There were no 'Ships'. The biggest ships the Union had were Steam Frigates. The ships used for closein blockade were smaller types, which could navigate rivers easily, even shallow ones. We deliberately made the naval part of the game abstract so as to put more into the land game. As our upcoming "Crown of Glory: Emperor's Edition" release will show, when a war is famous for its naval battles we're willing to put a ton of detail and effort into the naval game, so this was a design decision on our part not to do that.
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