Compleate Features List?

Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options

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peskpesk
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Compleate Features List?

Post by peskpesk »

Since the development is at the finish line and we all are so eager to know more!
Can we get the Complete Features list and what is not in release one but planed to the next one? How about it Marshall? [:D]
"'Malta - The Thorn in Rommel's Side"
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ardilla
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RE: Compleate Features List?

Post by ardilla »

Yes Marshall, it would be great, because after so many time in this forum and there are many things said I am kind of lost about some features.

Post it in the oficial game web page if you dont want to drop it here at least.

Thanks in advance.
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Nordiska
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RE: Compleate Features List?

Post by Nordiska »

I concur.
YohanTM2
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RE: Compleate Features List?

Post by YohanTM2 »

sure, but don't waste a single day of effort doing it if it will delay the release!!
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peskpesk
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RE: Compleate Features List?

Post by peskpesk »

Marshall, can you give us a compiled list [:)], or is't secred? [:(]

Maybe we can make a prioritize of features list for next release(After the first one)[:D]
"'Malta - The Thorn in Rommel's Side"
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Marshall Ellis
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RE: Compleate Features List?

Post by Marshall Ellis »

Hey guys:

Broad overview:

Up to 7 players!
Any combination of AI players accepted and each is individually adjustable for difficulty.
New ship types (Heavy ships, Light ships and Transports) now available!
Privateers! Send your ships to attacks another nation's commerce!
External combat resolution option! Now you can export your battle to a text file and fight the battle using your favorite miniature battle system then import the results back into your game!

Thank you
Thank you

Marshall Ellis
Outflank Strategy War Games


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ardilla
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RE: Compleate Features List?

Post by ardilla »

Thanks Marshall, but after your reply I assume...

No advance naval combat rules.
GB starts with 100 ships or 80 the Grand Campaing??
And all the optional rules from the original EiA like ships building locations, etc..???

Thanks

P.S. When are going to be able to pre-order the game to download ?!?! [:D]
My VISA number is 4090 9894 ....[;)]
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1LTRambo
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RE: Compleate Features List?

Post by 1LTRambo »

ORIGINAL: Marshall Ellis

Hey guys:

Broad overview:

Up to 7 players!
Any combination of AI players accepted and each is individually adjustable for difficulty.
New ship types (Heavy ships, Light ships and Transports) now available!
Privateers! Send your ships to attacks another nation's commerce!
External combat resolution option! Now you can export your battle to a text file and fight the battle using your favorite miniature battle system then import the results back into your game!

Thank you

Thanks you answered my question from my other post about difficulty levels for the AI Players[&o]
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peskpesk
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OPTIONAL RULES List

Post by peskpesk »

Marshall can you please, say which of the below optional rules are in the first release? [:)]

OPTIONAL RULES
11.0 NEW POLITICAL COMBINATIONS Page 31
[ 11.1 ]POLAND (GRAND DUCHY OF WARSAW) Page 31
[ 11.2 ]* THE KINGDOM OF ITALY Page 31
[ 11.3 ]* THE KINGDOM OF WESTPHALIA Page 32
[ 11.4 ]* THE KINGDOM OF BAVARIA Page 32
[ 11.5 ]* THE CONFEDERATION OF THE RHINE Page 33
[ 11.6 ] * THE OTTOMAN EMPIRE Page 34
[ 11.7 ] * THE KINGDOM OF THE TWO SICILIES Page 34
[ 11.8 ] * ALTERNATE DOMINANT POWERS Page 34
[ 11.9 ] * POLITICAL RESTRICTIONS ON PEACE Page 35
11.9.1 "BALANCE OF POWER" RESTRICTIONS ON LOSSES Page 35
11.9.2 GREAT BRITAIN AND FRANCE AT WAR Page 35
12.0 MISCELLANEOUS OPTIONS Page 36
[ 12.1 ] * REINFORCEMENT OPTIONS Page 36
12.1.1 MILITIA CONVERSION Page 36
12.1.2 SHIP BUILDING LOCATIONS Page 36
12.2NAVAL OPTIONS Page 36
12.2.1 OPTIONAL SEA CROSSING ARROWS Page
12.2.1.1 CHANNEL ARROW Page 36
12.2.1.2 DANISH/SWEDISH SEA CROSSING ARROWS Page 36
12.2.2 NAVAL RAIDING Page 36
12.2.3 MOVING LARGE FLEETS/TRANSPORTS Page 36
12.2.4 REDUCED NAVAL TRANSPORT CAPACITY Page 36
12.2.5 PROPORTIONAL NAVAL LOSSES Page 36
[ 12.3 ] LAND OPTIONS Page 36
12.3.1 SUPPLY LIMITS PER DEPOT Page 36
12.3.2 BRITISH TRAINING Page 36
12.3.3 CAVALRY OPTIONS Page 36
12.3.3.1 CAVALRY SUPERIORITY Page 36
12.3.3.2 CAVALRY WITHDRAWALS Page 36
12.3.4 GUARD COMMITMENT Page 36
12.3.5 ARTILLERY CORPS Page 37
12.3.6 PROPORTIONAL LAND LOSSES Page 37
12.3.7 ARMY LEADER OPTIONS Page 37
12.3.7.1 CORPS LEADERS Page 37
12.3.7.2 FURTHER TACTICAL RATING REDUCTIONS Page 37
12.3.7.3 NAPOLEON'S RATINGS Page 37
12.3.8 DETACHING/ABSORBING MINOR FREE STATE FACTORS Page 37
[ 12.4 ] * PEACE TREATY LIMITED ACCESS Page 37
[ 12.5 ] * ECONOMIC MANIPULATION Page 37
[ 12.6 ] BLANK FORMS Page 38
[ 12.7 ] LEADER CASUALTIES Page 38
[ 12.8 ] * ALLIED VOLUNTARY ACCESS Page 38
[ 12.91 * AMERICAN TRADE OPTION Page 38
"'Malta - The Thorn in Rommel's Side"
shanebosky
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RE: OPTIONAL RULES List

Post by shanebosky »

Marshall,

What exactly does it mean for each counrty to be adjustable for difficulty? Does it simply mean that AI will backstab more often, or are there complicated algorithms that seriously differentiate the levels of difficulty? Examples?
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yammahoper
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RE: OPTIONAL RULES List

Post by yammahoper »

Well, lets say the AI settings are PUSHOVER, NOT TO BRIGHT, BRIGHT, NOT PRONE TO ERROR and KILLER INSTINCT. When you start a game, you could set Fr to NOT PRONE TO ERROR, Pr and Au to KILLER INSTINT, Ru to PUSHOVER, Sp to BRIGHT and Tu to NOT TO BRIGHT, assuming you are playing GB, or any other setting you like, thus making some nations easier to play against/defeat and others much more resilient.

yamma
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shanebosky
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RE: OPTIONAL RULES List

Post by shanebosky »

Aside from a general idea of how resilient AI controlled countries are, though, are there more specifically predictable behaviors involved. For example, if French player is the host against human players GB, Turkey, and Prussia, does the Frenchman know that AI Russia is very likely to backstab Prussia because he has set the AI for Russia to Killer Instinct? Does he know that Austria and Spain are easily tempted because he has set them to Pushover?
How does the AI setting most affect play--tactically, strategically, economically, diplomatically? Assuming the human players in any given game are at least proficient, is there really any point in having ALL the AI countries anything less than the most difficult setting?
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yammahoper
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RE: OPTIONAL RULES List

Post by yammahoper »

I would love random AI settings that flucyuate every few years on their own, representing swings in effectiveness. That would be a maddening game!

yamma
...nothing is more chaotic than a battle won...
YohanTM2
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RE: OPTIONAL RULES List

Post by YohanTM2 »

If the AI is even half decent I will be awestruck. Asking for any more is nutso...
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Windfire
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RE: Compleate Features List?

Post by Windfire »

ORIGINAL: Marshall Ellis

External combat resolution option! Now you can export your battle to a text file and fight the battle using your favorite miniature battle system then import the results back into your game!

Very much looking forward to using this feature. Thanks for adding it.
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Freddy Fudpucker
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RE: Compleate Features List?

Post by Freddy Fudpucker »

ORIGINAL: Windfire
ORIGINAL: Marshall Ellis

External combat resolution option! Now you can export your battle to a text file and fight the battle using your favorite miniature battle system then import the results back into your game!

Very much looking forward to using this feature. Thanks for adding it.

So how does this work?
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Windfire
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RE: Compleate Features List?

Post by Windfire »

ORIGINAL: Freddy Fudpucker
ORIGINAL: Windfire
ORIGINAL: Marshall Ellis

External combat resolution option! Now you can export your battle to a text file and fight the battle using your favorite miniature battle system then import the results back into your game!

Very much looking forward to using this feature. Thanks for adding it.

So how does this work?

My assumption is that the text file will contain the leaders, corps and strength points/types (cav, inf, etc) involved. This can then can be used to generate a miniature OB using a conversion system the players have or create. I intend to use the one from the Napoleons Battles expansion designed to match with EiA. The battle is then fought using minitatures and the player then converts the results (losses) back into the appropriate text format and enters it into the computer. Again, this is my assumption of how it will work from what I have seen posted.

This is an excellent feature for miniature gamers as the computer can handle the campaign system and the players get to fight the miniature battles without having to deal with all the bureaucracy/paper of running a campaign system.
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