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RE: Tactical Combat Questions
Posted: Fri Apr 13, 2007 9:54 pm
by Walloc
Your welcome.
If u have any more questions dont hesitate to ask and ill try and do my best to answer.
kind regards,
Rasmus
RE: Tactical Combat Questions
Posted: Fri Apr 13, 2007 10:30 pm
by christof139
You could balze away in an Infantry firefight in TS ACW games and at long range too, but you couldn't get routs or disordered status doing that usually, but you could run out of ammo. The Arty. worked well IMHO in the TS games. The 25 man-stepped casualty system wasn't that bad but wasn't variable, unless you modded it and modding was easy overall, except for adding new Leaders to the Leaders and faces files due to OOB changes.
I liked the Review Panel in the TS games, that way you didn't have to have blinking out-of-ammo symbols on the battlescreen, which symbols just use up memory on your compooter and help to make it run slower. The Review Panel was nice because you could make new and improved icons. I don't like the monitor/battle screen being cluttered with excess symbols that take away from the aesthetic appeal of nice looking sprites and terrain.
I think the casualties can still be lowered more in FoF, especially if you end up in a 3-day battle, but they are OK now.
With the Horse and Musket Era, whether or not a game engine can pin down a unit with fire is something that may ar may not be necessary or desireable, but either way it doesn't matter much IMHO. Seems in FoF that units get pinned and out of control just a wee little bit too much maybe. What would be interesting to implement is units falling back before another unit charging them makes contact, then having the charging unit usually stop and reform/hold in the hex targetted by its charge. That would be maybe somewhat difficult to do but prrobably not too hard. of course the fallback and reform/hold would be percentage based, that is usually occurring but not always.
Have fun, Chris