Permeable Walls

Forum dedicated to the Scourge of War Game set during the Napoleonic Wars. Scourge of War: Waterloo follows in the footsteps of its American Civil War predecessors and takes the action to one of the most famous battles in history. It is by far the most detailed game about the final battle of the War of the Seventh Coalition.

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baldbrother
Posts: 308
Joined: Fri Jun 16, 2006 7:52 am

Permeable Walls

Post by baldbrother »

In the excellent review in Rock Paper Shotgun, the writer refers to "preposterously permeable walls". Are there any plans to stop units marching into structures straight through the walls?
Also once inside the units often just stand there and don't fight back.
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hjc
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RE: Permeable Walls

Post by hjc »

My understanding is that troops entering and defending buildings are abstracted: rather than spend a lot of time developing animations of sprites passing through doorways/entrances, we get 'permeable walls'. They do indeed fight back when inside - once again this is abstracted to some degree. Everything is a trade off - SOW games give us (comparatively) good AI and extremely large scaled battles practically limited only by your PCs capabilities, while having only 2d sprites and less focus on eye candy. Abstractions aside the game looks grand and beautiful.
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LittlePowell_NSD
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RE: Permeable Walls

Post by LittlePowell_NSD »

ORIGINAL: BofH

My understanding is that troops entering and defending buildings are abstracted: rather than spend a lot of time developing animations of sprites passing through doorways/entrances, we get 'permeable walls'. They do indeed fight back when inside - once again this is abstracted to some degree. Everything is a trade off - SOW games give us (comparatively) good AI and extremely large scaled battles practically limited only by your PCs capabilities, while having only 2d sprites and less focus on eye candy. Abstractions aside the game looks grand and beautiful.

Thank you, that's a very good answer.

We'd like to do more to improve those things visually (and hope to in a future patch or release). But like BofH stated, there is a trade off in this area and some things are a bit abstracted. We wanted to design a solid system that is both fun and visually pleasing, and we will continue to improve on it wherever we can.
NSD Map/Scenario Lead
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