Yes the lack of capture is a problem,I would like to trigger a capture event when a ships morale drops below a certain level,but how I'm going to get that into the game remains an issue.
There is no way to event this. It has to be hard coded. A kind of malee order for ships and land units. By the way, there are some other issues that seems to be odd:
1. Actually ships move like motor units. We would need a kind of compass card which indicates the wind direction at the beginnig of a turn (little gamey but it has to be simple). Courses before the wind would then be at maximum speed. In the wind with three-quarter speed and against the wind at half speed.
2. Currently the AI and the game setting provides a "building long frontlines" and "fight to the end and for every town" which is perfect for 1900+ games but odd for more ancient order of battles.
3. In Napoleonic times a lot of small and even major countries changed their status to neutral or even change sides after loosing a main battle or if their capital is endangered. Others have a long struggle. (Spain/Russia) There will be a lot of event work, right?
4. Neutral countries (with a leaning to a major) should permit the passage of other troops. I think this is not possible at the moment.
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quote:
ORIGINAL: TheBattlefield
There is no way to event this. It has to be hard coded. A kind of malee order for ships and land units. By the way, there are some other issues that seems to be odd:
1. Actually ships move like motor units. We would need a kind of compass card which indicates the wind direction at the beginnig of a turn (little gamey but it has to be simple). Courses before the wind would then be at maximum speed. In the wind with three-quarter speed and against the wind at half speed.
2. Currently the AI and the game setting provides a "building long frontlines" and "fight to the end and for every town" which is perfect for 1900+ games but odd for more ancient order of battles.
3. In Napoleonic times a lot of small and even major countries changed their status to neutral or even change sides after loosing a main battle or if their capital is endangered. Others have a long struggle. (Spain/Russia) There will be a lot of event work, right?
4. Neutral countries (with a leaning to a major) should permit the passage of other troops. I think this is not possible at the moment.
Yes, I'm not quite sure how to get round the "building long frontlines" issue, Napoleonic warfare wasn't like that, was more about holding/taking key cities and fortresses and occasional epic pitched battles with the majority of the combatants armies in one place.
BTW partisan activity in Spain and Portugal (and Russia?) should be high - can these places get partisans in occupied areas even if the nations themselves have not surrendered?
There should also be decisions to create new countries, like the Grand Duchy of Warsaw, but I guess this could be handled much like the creation of Croatia is in the vanilla WW2 game.
How will the USA be handled in this game? I assume it would start off with a leaning towards the French?
Regarding ships of this period I think you should use a different classification instead of rates, as you know for sure only the Royal Navy had 2nd rate ships, and in the third rate are the large 80s and 74s together with the small 74s and 64s, and there was a big difference between a 64 and a an 80s. Then there is the problem of carronades that makes rating even more misleading. Finally, within "frigate" you have everything from the 8pdrs to the 24pdrs "Superfrigates". In all I think your ship classification would benefit from some reconsideration.
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Joined: 7/1/2012 From: Oxford, United Kingdom Status: offline
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ORIGINAL: Iñaki Harrizabalagatar
Regarding ships of this period I think you should use a different classification instead of rates, as you know for sure only the Royal Navy had 2nd rate ships, and in the third rate are the large 80s and 74s together with the small 74s and 64s, and there was a big difference between a 64 and a an 80s. Then there is the problem of carronades that makes rating even more misleading. Finally, within "frigate" you have everything from the 8pdrs to the 24pdrs "Superfrigates". In all I think your ship classification would benefit from some reconsideration.
Yes, but you could make it so that only the British could build second rates?
The frigates issue is perhaps significant, e.g. the American heavy frigates were the pocket battlecruisers of the day, though perhaps it would be sufficient to have two classes of frigates, with only the USA being able to build heavy frigates, at least until later in the war
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Joined: 7/1/2012 From: Oxford, United Kingdom Status: offline
BTW what time period will the game cover? Will it start as early as 1792, or not until 1803 or even 1805? I'd be fine with it starting in 1803 or even 1805
Regarding ships of this period I think you should use a different classification instead of rates, as you know for sure only the Royal Navy had 2nd rate ships, and in the third rate are the large 80s and 74s together with the small 74s and 64s, and there was a big difference between a 64 and a an 80s. Then there is the problem of carronades that makes rating even more misleading. Finally, within "frigate" you have everything from the 8pdrs to the 24pdrs "Superfrigates". In all I think your ship classification would benefit from some reconsideration.
First, I'm only a unit helper. Kirk is the mod creator. You are of course right for your information. But I think there must be some compromises in the sense of clarity and simplification. The vanilla game does it and take the German order of battle as a frame for (nearly) all countries. So I believe Kirk take the French OOB for land units and the British OOB for naval units. This is just as comprehensible for this epoch, as well as for the possibilities of the game engine makes sense. Hope this will help.
Like the overlapping of many vanilla 3D units. Since no important unit information is covered there will be no problem, right?
I still think it doesn't look quite right, would prefer the ship image to be a little smaller to fit in hex
Really, oxford_guy? If I was a developer, I would make the "Rate" plate permanently in the foreground. The proportions of the ships are required for graphic reasons. I think a compromise to be coped with. Nevertheless, you are welcome to post a counter-draft. Kirk will eventually decide what he wants to see in his mod.
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Joined: 7/1/2012 From: Oxford, United Kingdom Status: offline
quote:
ORIGINAL: TheBattlefield
quote:
ORIGINAL: oxford_guy
quote:
ORIGINAL: TheBattlefield
Like the overlapping of many vanilla 3D units. Since no important unit information is covered there will be no problem, right?
I still think it doesn't look quite right, would prefer the ship image to be a little smaller to fit in hex
Really, oxford_guy? If I was a developer, I would make the "Rate" plate permanently in the foreground. The proportions of the ships are required for graphic reasons. I think a compromise to be coped with. Nevertheless, you are welcome to post a counter-draft. Kirk will eventually decide what he wants to see in his mod.
That would be a better solution than current, just looks a bit messy as is with the overlap, but I know what you mean about having the larger ship proportions
Ok, before I continue I would like a boss decision. Kirk? SPIRES? The British ship has a transparency. The Frech one has a sub counter cut. The Ottoman has a counter cut. Which variant should it be?
Ok, before I continue I would like a boss decision. Kirk? SPIRES? The British ship has a transparency. The Frech one has a sub counter cut. The Ottoman has a counter cut. Which variant should it be?
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Joined: 7/1/2012 From: Oxford, United Kingdom Status: offline
quote:
ORIGINAL: kirk23
quote:
ORIGINAL: TheBattlefield
Ok, before I continue I would like a boss decision. Kirk? SPIRES? The British ship has a transparency. The Frech one has a sub counter cut. The Ottoman has a counter cut. Which variant should it be?
My vote is for British ship has a transparency.
I know I'm not Kirk or Spires, but my vote would be for transparency, but with the unit above taking precedence, so that the rate text is always in front of the top of the ship masts - would that be feasible and, if so, could you show an example of how that would look? It might look rubbish in practice, though, so think we need to see. Thanks!
Like the overlapping of many vanilla 3D units. Since no important unit information is covered there will be no problem, right?
I still think it doesn't look quite right, would prefer the ship image to be a little smaller to fit in hex
Really, oxford_guy? If I was a developer, I would make the "Rate" plate permanently in the foreground. The proportions of the ships are required for graphic reasons. I think a compromise to be coped with. Nevertheless, you are welcome to post a counter-draft. Kirk will eventually decide what he wants to see in his mod.
As I said, if I were a developer... This behavior is hard coded. But if you know a getting round, please show me...
Ok, before I continue I would like a boss decision. Kirk? SPIRES? The British ship has a transparency. The Frech one has a sub counter cut. The Ottoman has a counter cut. Which variant should it be?
Yep the british definitely Sorry I was away few days, sounds like I miss many post After for the national color, what about using the "1st rate panel" background as a national color? Or something similar to what I did on my WW2 MOD for battleships.
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Joined: 7/1/2012 From: Oxford, United Kingdom Status: offline
quote:
ORIGINAL: SIPRES
quote:
ORIGINAL: TheBattlefield
Ok, before I continue I would like a boss decision. Kirk? SPIRES? The British ship has a transparency. The Frech one has a sub counter cut. The Ottoman has a counter cut. Which variant should it be?
Yep the british definitely Sorry I was away few days, sounds like I miss many post After for the national color, what about using the "1st rate panel" background as a national color? Or something similar to what I did on my WW2 MOD for battleships.
Perhaps we also need a few contemporary fortresses. SIPRES has a skilled hand...
Your not that bad also for graphics handling. Could you prepare any Map Napoleonic enhancement for us (If Kirk do agree) I would be disapointed to see some Russian Sapeur building Concrete bunkers instead of Fleches redoubt. I think Harbors should deserves some retouch also, and certainly many other items
Regarding ships of this period I think you should use a different classification instead of rates, as you know for sure only the Royal Navy had 2nd rate ships, and in the third rate are the large 80s and 74s together with the small 74s and 64s, and there was a big difference between a 64 and a an 80s. Then there is the problem of carronades that makes rating even more misleading. Finally, within "frigate" you have everything from the 8pdrs to the 24pdrs "Superfrigates". In all I think your ship classification would benefit from some reconsideration.
First, I'm only a unit helper. Kirk is the mod creator. You are of course right for your information. But I think there must be some compromises in the sense of clarity and simplification. The vanilla game does it and take the German order of battle as a frame for (nearly) all countries. So I believe Kirk take the French OOB for land units and the British OOB for naval units. This is just as comprehensible for this epoch, as well as for the possibilities of the game engine makes sense. Hope this will help.
I agree, but at the same time, since this is a mod, I think some historical flavour would be good, without really compromising clarity. A classification by guns instead of rates would be very clear and better adapted to minor maritime powers. Just my opinion.
Regarding game scale, I think it is impossible to do a Napoleonic strategic mod with the SC engine, but I think individual campaigns are doable. I recall there was a FrancoPrussian war scenario for SC2 that could serve as a model. I myself did 2 Napoleonic scenarios for TOAW XIX century game, Prussia 1807 and a Germany 1813 campaign starting after the truce. IMO something like a 5Km/hex/Division/week turns for the 1813 scenario or something like 1Km/hex/brigade/half week turns is doable, but not a long game covering several years.
Regarding game scale, I think it is impossible to do a Napoleonic strategic mod with the SC engine, but I think individual campaigns are doable. I recall there was a FrancoPrussian war scenario for SC2 that could serve as a model. I myself did 2 Napoleonic scenarios for TOAW XIX century game, Prussia 1807 and a Germany 1813 campaign starting after the truce. IMO something like a 5Km/hex/Division/week turns for the 1813 scenario or something like 1Km/hex/brigade/half week turns is doable, but not a long game covering several years.
Unfortunately there is a little bit of truth there. I hate to say these words, but antiqe (turn) strategy games at a global level need unit stacking and zone of control for land and sea areas. But maybe with some compromises we manage a playable multiplayer mod. Or something more...we will see.
Yes you can do this in the form of campaigns that follow And players can discuss peace treaties Campaigns are prepared in advance and adapted as needed ( with the editor) based on the result of the previous campaign, so alliances and neutrals can be changed . You can even draw random events between campaigns
< Message edited by daon -- 1/22/2017 10:16:41 PM >