Official wishlist

Hussar Games "For Liberty!" is a turn based game of the American Revolution and the Rakoczi Independence War. Command the armies of the newly born United States of America against Britain or the ill-equipped Hungarian rebels against mighty Austria. 1848 is a turn base game on the Hungarian rebellion against Austria in 1848-49.

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gdpsnake
Posts: 435
Joined: Mon Aug 07, 2000 8:00 am
Location: Kempner, TX

RE: Official wishlist

Post by gdpsnake »

James,
I did not know that, I'll give it a try. Still, I'd like to see it when I select the unit to avoid having to right click everyone.
And, is the number the basic number or already factored for readiness, morale, numbers, etc?
James Ward
Posts: 1163
Joined: Tue May 09, 2000 8:00 am
Location: Baltimore, Maryland, USA

RE: Official wishlist

Post by James Ward »

ORIGINAL: gdpsnake

James,
I did not know that, I'll give it a try. Still, I'd like to see it when I select the unit to avoid having to right click everyone.
And, is the number the basic number or already factored for readiness, morale, numbers, etc?

They are just base numbers but each unit has a "special" ability. I don't know if you can check it outside of a tactical battle. I think I found it by accident.
Hidde
Posts: 81
Joined: Sun May 01, 2005 10:02 am

RE: Official wishlist

Post by Hidde »

snake, very good list. I agree on every count.
Heck, I haven't played this for a long time and reading this reminded me how funny those tactical battles are.
Anything to boost the AI would be great. Anyhow, I have a feeling that Hussar concentrates on the new game
(I hope there is a new game in the works,wish they would say something) and that FL will see not very many changes.
gdpsnake
Posts: 435
Joined: Mon Aug 07, 2000 8:00 am
Location: Kempner, TX

RE: Official wishlist

Post by gdpsnake »

James,
No right clicking does not work except in the recruiting menu where you only see a base value. What I'd like is a value on the unit, adjusted for the current situation of morale, readiness, experience at all times and maybe a fire value as well. Seems if the 'code' is calculating this in combats, it could easily be posted on each unit sort of like most games that have little bars or numbers on icons or below 'sprites.'
If Hussar is holding off and creating a newer version then let's hope they really get more details - some of which I alluded to in my post. A BIG HELP would be objectives in battles to boost the AI's ability and reduce the ridiculous amount of influence cheating.
Just my two cents. I know English is a second language for Hussar but all code is binary! LOL!
HussarGames
Posts: 219
Joined: Wed Oct 18, 2006 7:44 am
Contact:

RE: Official wishlist

Post by HussarGames »

Replying to gdpsnake points:

1-2: These are problems with the map I admit that, but we cannot change it now.
3-4: There is a button to switch off the minimaps - right next to the minimap.
5. Results are displayed as messages at the bottom. Whe there is too much action you can always check it (mouse scroll can be used to scroll the messages).
6-7. This could lead to an exploit. It would be very easy to surround a unit with small, mobile detachments and force a surrender. This will not be changed in FL or subsequent game. This is a design decision. If you want a surrender, cut the supply, starve the enemy (for months!) and then hit it. This is realistic and will result in surrenders.

8. In the time-period depicted, it was EXTREMELY rare for armies to defend in the actual town. A town would be a trap.
Victory hexes would be a huge headache for the AI - this might happen in a future game but not in FL or Napoleon in Italy. (Ooops I just gave away our next game title ;) )
As for victory conditions, we will make a few tweaks.

9. Fleet control is there on strategic overview screen. We do not plan to expand functionality on fleets, it is just not worthwhile for this war. If we do a campaign in which naval operations played a key role, then we will add more detailed fleet management.

10. Each unit has a special ability.
Eg: grenadiers have a shock effect on the attacked unit, causing a -5 morale. Check the manual.

Unit base stats are also available by the use of the Info button on the Army management screen. We will add modified (actual) stats to it in NIT.
Polish Hussar
Posts: 3
Joined: Thu Sep 06, 2007 7:51 pm

RE: Official wishlist

Post by Polish Hussar »

1. I'd like a new version of 1848 if that's possible.

2. Make major battles less frequent and more meaningfull:

a) the losses of men should be higher, even thousands in big battles

b) defeated's army morale should decrease more significantly

All this should force AI to seek shelter and refreshment after a lost major battle instead of exposing itself to another blow. I found that it was too easy to beat Hungarians in 1848 even without any Russian help whatsoever. They never retreated behind the Tisza river, even when beaten badly on the western bank.

3. This leads to the conclusion that the general AI should be improved, make retreat directions more logical.
George40
Posts: 21
Joined: Fri Dec 01, 2006 5:38 pm

RE: Official wishlist

Post by George40 »

1.  A dialogue window for save/load games with the option to delete games so you can see what saves you have and manage them.
2.  A way to simply end tactical battles without setting them up if the computer or the opponent is just going to run away.  Alot of time gets wasted setting up for battles that never happen.
3.  Some modest attrition that results from running away from battles.
4.  The option to not watch the computer move, if it would speed things up.
runiago
Posts: 1
Joined: Tue Sep 11, 2007 2:27 am

RE: Official wishlist

Post by runiago »

Great game folks. Thanks much. If I had my druthers, I would like to see ...

1) The ability to edit the reinforcement schedule in custom scenarios (mentioned above).

2) The ability to "turn off" one or more regions of the map (North, Middle, South) in custom scenarios in order to create smaller faster scenarios.

Regards,

Ed H.
Ed H.
jeffreysutro@jeffreysutro.com
Posts: 138
Joined: Fri Feb 27, 2004 1:06 am

RE: Official wishlist

Post by jeffreysutro@jeffreysutro.com »

Here are some other suggestions

1) The automatic retreats sometimes go in really strange directions. It would be nice to be be able to designate a retreat point toward which the commander will move if forced to retreat. This works well in Frank Hunter's "Campaigns on the Danube", and would probably work well here too.

2) Alfred uses too few commanders. On the tactical battlefield commanders are extremely powerful, and for large battles having enough commanders (I think 6 is the maximum) can often be the difference between victory and defeat.

3) Alfred often has lots of very small regiments which are nearly useless in tactical battles, but which seem to cause him to overestimate the true power of his forces. Any regiments that fall below 250 men should be disolved as soon as practicable.

4) Alfred should learn to concentrate his fire in tactical battles, with several regiments firing at one single enemy regiment. Alfred should remember from turn to turn which regiments are his targets and keep pounding on them until they rout. Then another victum should be selected and the process repeated. At some point the neighboring units will start to rout also, and you reach a "tipping point" where whole scetions of the enemy line start to disolve, and the battle is won.

If suggestions 2-4 were to be implemented Alfred should become much more effective in tactical battles, which would make an already excellent game even better. Thank you for considering these ideas.
All My Best,

Jeff Sutro
Jabba
Posts: 62
Joined: Thu Mar 24, 2005 9:42 pm

RE: Official wishlist

Post by Jabba »

Instead of just giving the player a choice of "Simple" or "Advanced", make it so that the player can customize his game by selecting which of the advanced features he wants to include.

For example, it should be possible to play without unit stances, without sacrificing the additional advanced game rules.

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