Redmarkus5
Posts: 4456
Joined: 12/1/2007 From: 0.00 Status: offline
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quote:
ORIGINAL: RebBugler quote:
ORIGINAL: redmarkus4 So I am still confused. What is it that the Total War devs CAN do, but which the SoW devs apparently CAN'T do that makes the TW units move much more realistically, without the SoW snaking and conga dancing? Instead of being confused, perhaps you could help out some if you would like to see SOW improvements. Maybe compare files with games you like of the same genre and relay some specifics; i.e.: formations, engagement procedures, etc. Other folks in this thread are offering useful, thought out, options to improve the SOW system. We at SOW are not in denial, we know the game isn't perfect. Short of converting to a modeling type engine, we are constantly seeking ways to improve upon what we do best, epic proportioned 'musket war' simulations. Many of the things you kvetch about could be fixed immediately, if we slow the game down...halt, reform, move. However, then we open the door to a whole new batch of negative fodder by slowing down what is already a slow genre by nature - musket wars. This is why marketing these type games is always a gamble as they appeal more to a smaller base of intellectual, historically minded folks. You included, friend! Sorry. I gave up in frustration and just read your post. I have made many suggestions about how (bearing in mind my non-technical background) movement should be calculated, as well as making numerous comparisons to the way this is handled in other games. There are several constructive comments and diagrams/images in this and other Waterloo threads, and I have been trying to pursuade you guys to fix this issue for years in other forums. Please don't try to assign responsibility for this obvious flaw to me. You are holding my money and I'm only holding a very flawed bit of software that I never use...
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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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