RE: So, lets hear form someone who bought it (Full Version)

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AlAmos -> RE: So, lets hear form someone who bought it (1/24/2010 11:37:51 PM)

Swivels, and guns on fortress/naval carriages.




Sumter -> RE: So, lets hear form someone who bought it (1/25/2010 2:10:43 AM)

Mortars would be great.




jackx -> RE: So, lets hear form someone who bought it (1/25/2010 12:24:37 PM)

AlAlamos: I'm aware of that, I was just using it to illustrate how the current system of handling casualites is suboptimal. With my single-rank re-arrangement of the current graphics, I've made the command figures the last ones standing, but that doesn't really solve the problem, either - once a unit is down to ~25% strength, it'll consist only of an officer and a flagbearer/drummer.

I like Magnus' idea, the more soldiers the better, and the less "blocky" the lines of infantry and cavalry.

More artillery graphics would be nice, preferably with more gun types (howitzers, perhaps mortars, too) as well in the stats, so their performance can be represented more accurately (for instance howitzers should add +disruption when firing at cav, and be more effective when firing at built-up areas).




AlAmos -> RE: So, lets hear form someone who bought it (1/25/2010 3:15:50 PM)

Jackx,

The problem you mention is easily fixed by having the scenario designer dissolve units that hit 25% or lower, or some such low strength unit. Once the unit is down to mere cadre it would be combat ineffective anyway.




jackx -> RE: So, lets hear form someone who bought it (1/25/2010 5:35:05 PM)

The unit dissolution kicks in when the unit routs.
However, heavy casualties do not necessarily mean a unit routs, nor should they.
Sure, the game's a bit prone to MSU, as # of men does not affect frontage covered, but since numbers have quite an (adjustable) impact on morale, it's really not that bad.

A detailed representation of unit composition is too detailed for the scope of this mod, not to mention that the effect on combat effectiveness would have to be largely guesswork, as we simply don't have sufficient documentation to determine what effect which officer/nco/men ratio should have for the combat effectiveness for which army.

Of course, the graphical representation of casualties becomes more important when you play more of the artillery-heavy scenarios.  At Mollwitz or Chotusitz, it's negligible, you won't have a whole bunch of units with 50-80% casualties incurred in 1-2 turns. If the graphics are changed, and given that we'll probably get the bloodbaths of Kunersdorf and Zorndorf along with that change, I'd like to see more options to adjust the representation of casualties.

Similarly, I could imagine that some would like no casualties at all, to maximize the "stands of miniatures" feel of the graphics.




Magnus -> RE: So, lets hear form someone who bought it (1/25/2010 5:51:02 PM)

So far I donīt think the game engine allowes naval vessels.




PrinzHenrich -> RE: So, lets hear form someone who bought it (1/25/2010 6:47:48 PM)

Time for my voice
32 is quite lot for battalion, it's ratio 1:25 men for 800 men battalion, for 650 (most avaible in this period) 1:20 men. If we take example that one battalion loosing in battle 250 men it would be 10 men. Hex will full of bodies (extremal view). AND one more ... HOW will fix 32 men for each battalion to stay in wanted order? In 8 men is quite much work, ask Sertorius! You must changes or centered men in 8 different directions, multiply by men and multiply by formations. One-two days for unit are gone. Or we change editor :)




jackx -> RE: So, lets hear form someone who bought it (1/25/2010 9:10:08 PM)

All we'd really need is an option that'd allow us to import positions only, instead of graphics (including positions), and it'd not be much work.

A workaround might be to edit the default positions (after making a backup, of course), and using that instead of importing, that way you'd not have to re-select all the soldier graphics for existing units when you change positioning.




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