Battles observations

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

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Alaric_31
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RE: Battles observations

Post by Alaric_31 »

maybe objetive hexes can "pop-up" during units fight, routed units can lose supply as well and these hexes from wich units rout can
qualify for objetive hexes, control of this objetive hexes can affect combat in some ways, i.example... can act as limited supply sources or can affect the army morale gaining or losing control of it, only some suggesstions

thanks for your time,

with best regards,

Alaric.
There is no plan of battle that survives the contact with the enemy.
Wolfeh
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RE: Battles observations

Post by Wolfeh »

One thing I'd like to see resolved is the fact that the AI seems to be almost suicidal in its use of cavalry. It always seems to attack first turn with cavalry, my men then form emergency squares and then finally my cavalry charge their cavalry. This hasn't happened all of the time, but it seems to be something of a regular occurance.

I know the point has been raised before, but it's an issue I'd very much like to see resolved. The detailed battles would probably be one of my favourite parts of the game if the small issues it has could be ironed out.
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sol_invictus
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RE: Battles observations

Post by sol_invictus »

I agree with all your suggestions and really like the color coded message idea. Did you slow down the disply by using the Delay bar in battle? That helps alot but having the color code would be wonderful.
"The fruit of too much liberty is slavery", Cicero
Jordan
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RE: Battles observations

Post by Jordan »

Of course, allowing players to further optimize their starting positions could make the tactical battles easier (too easy?) in a way, as I'm sure the AI could be tricked somewhat easier...?

I agree with this...while I'm for starting a little farther apart, the farther apart the forces are the worse the AI will become.
But for most tactical size battle games, the "objectives" are really just forcing the players to follow the historical battle. Ie, a village or hill became important in the historical battle, so its an objective in the game. But for CoG, just let the opposing generals decide which villages and hills they want to fight over. Just generally say the attacker has to push the defender out of the way, or else the attacker is the one retreating at the end.

This might be one way to increase the distance between forces...certain features of the battle map that are reaonable near your entry point (a town, a tower, high ground, etc) would be more valuable (from the AI's perspective) than others and the AI could head for that ground.

I have been (but am unsure now) a proponent of a "mid level" map where you could choose various entry points into the battle map in order to represent the advantages of the corps system. However, after playing a lot, I think that this would be too much of a game change and I now think that the system only needs a couple of tweaks. Another way to model (and model is the key word) distributed manuever would be choosing your intial placement for your various groups (but not a detailed unit by unit set-up which I'm opposed to!). A nation with the corp system and upgrade would be alowed a wider area in which to place groups.
ojnab_bob
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RE: Battles observations

Post by ojnab_bob »

Does the AI rout too early in most battles? Right now, every tactical battle occurs, in the following order:

1: I form line with cavalry at the flanks

2: AI cavalry crashes into infantry right away, emergency squares, disordered, my cavalry routs him

3: One or two Infantry AI show up, immediately attack in column without shifting into line, get pounded

4: Computer decides to retreat although a lot of his force never engaged, I run down his boys, catch as catch can

Right now, I think here are some things that could be improved --

a) Have AI infantry form line before engaging

b) better check on enemy cavalry (Ney at Waterloo is always in charge!)

c) Have AI stick out battles a little longer

d) have enemy forces clump a little more, they get too spread out and can be destroyed in detail.

The engine is very sound, just needs a little adjustment to put up more of a fight.
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GreenDestiny
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RE: Battles observations

Post by GreenDestiny »

ORIGINAL: ojnab_bob

2: AI cavalry crashes into infantry right away, emergency squares, disordered, my cavalry routs him

3: One or two Infantry AI show up, immediately attack in column without shifting into line, get pounded

This is what the AI does in most of my battles over and over. Basically they just charge at anything they see most of the time.
marc420
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RE: Battles observations

Post by marc420 »

ORIGINAL: Arinvald
Did you slow down the disply by using the Delay bar in battle?


Oh!!! That's what that does. DOOOOOOOOH! I thought it had something to do with delaying a unit till later in the battle. Thanks for the tip .... that alone will help me a lot!
Guard against the impostures of pretended patriotism. ~George Washington
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sol_invictus
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RE: Battles observations

Post by sol_invictus »

The manual stated it incorrectly, so don't feel bad. I played several battles trying to use the green bar as stated in the manual and thought I was dense or crazy.
"The fruit of too much liberty is slavery", Cicero
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