some faults in v1.12 beta

The Seven Years’ War was fought across the globe and called by some the first “World War” as virtually every major power participated. In the center of events was Prussia, almost constantly at war and lead by the now legendary Frederick the Great.

Relive the exciting and trying days of Frederick the Great in Horse and Musket: Volume I, the improved and expanded combination of the previous Prussian War Machine and Prussia’s Glory titles. Horse and Musket: Volume I is a reboot of the successful Horse and Musket series, including not only two solid historical titles in one package, but also many new game features, a powerful new editor, and a complete graphics overhaul to an already acclaimed gaming system.

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Gribeauval
Posts: 242
Joined: Sun Sep 06, 2009 5:33 am

some faults in v1.12 beta

Post by Gribeauval »

I have installed the v1.12 beta patch and played some scenarios.
I have noted some faults.
1) The unlimbered artillery doesn’t pay any MP for a facing change. It should pay +2 MP according to the chart that is in the scenario editor, but when I rotate an unlimbered artillery unit, it doesn’t lose any MP.
2) The unlimbered artillery pays zero MP for an elevation climb. Is it not a fault ?
3) In the scenario “Chotusitz is burning”, the nationality of the Bayreuth dragoons and the Roehl dragoons is austrian (in the unit description box). But both units belong to the prussian army.
4) The rules say that no more than two non-leader units can stack together (page 42). But, in the current version, the player can stack 1 artillery unit and 2 infantry units (in column) in the same hexagon. Is it a bug or is there a mistake in the rules (page 42) ?
5) When I select a cold steel move for a unit in line, I can still change the unit’s formation. Thus, I can put the unit in column. In this case, the unit in column can move in enemy ZOC (which is forbidden according to the manual). When I deselect the unit at the end of its cold steel move in column (the unit is now in EZOC), the engine automatically changes again the formation of the unit to place it in line formation. Should not the engine prevent a unit from changing formation when doing a cold steel move ?
6) In the unit information box and in the bottom of the screen, a unit in defensive formation is considered as being in “square”. Should not the description differentiate “square” and “defensive” ?
7) In the v1.12 beta patch, the manual has not been updated. Could you please correct the small mistakes that are in the initial version of the manual. It is really an help for the player.

Thanks for this great game.
PrinzHenrich
Posts: 815
Joined: Mon Mar 17, 2008 6:30 pm
Location: Poland

RE: some faults in v1.12 beta

Post by PrinzHenrich »

Thanks for all your notes, particularly for scenarios :)
Changes....
jackx
Posts: 353
Joined: Wed Jul 08, 2009 8:34 am
Location: Germany

RE: some faults in v1.12 beta

Post by jackx »

Regarding 4), not sure if this is a bug or intentional (the 2x inf 1x arty), but there is clearly a lack of consistency, because you can also stack 2x arty and 1x inf, but only if you move the arty into the infantry hex, not the other way around.

Agreed on 5), you can use the extra MP for all kinds of shenanigans. Personally, I prefer if it reverted back to the old style "Prussian assault" move (though available for everyone, as it is now), i.e. you take a morale test at the end of the move, even when you're not in an EZoC. That way you can still use it to rush units across the field (and into unguarded flanks for instance), but it'll carry a significant risk that scales with unit quality.

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