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RE: Brother against Brother
Posted: Mon Apr 26, 2010 7:47 pm
by wodin
Hmmm...I'm abit baffled here....if arty doesnt fire into any adjacent hex then how does it work? You have to mone arty onto a hex with an enemy unit on? I suppose its the same with infantry. I imagined infantry would be able to fire one or two hexes away and arty a few more if the game is tactical...
whoops think I understand now...your saying arty won't hit any other hex than the one targeted?
RE: Brother against Brother
Posted: Tue Apr 27, 2010 12:02 am
by Gil R.
Yes, exactly.
A tactical game like BAB (or FOF's tactical engine) is largely based on board games, and in the ones I've played, at least, artillery doesn't fire into hexes adjacent to the target by mistake. (Of course, I haven't played them all...) It's actually a perfectly reasonable suggestion to have that happen sometimes, but since it might create some programming difficulties -- which, in turn, could lead to new bugs -- it is definitely something to consider post-release.
RE: Brother against Brother
Posted: Tue Apr 27, 2010 1:29 pm
by Hexagon
A little list of questions:
-Multiplayer... well, i think that it works like in Combat Mission games, i move send the file to my enemy, he move and resolve the turn but do you have a classic system where is the player who send the file or as in FoG have a server system???
-Another multiplayer question, if you only move the troops and is the AI who do the rest... is possible have a system that permits multicommanders games??? i want refer to have more than 1 human player in a side, game creator can assign troops to human players, i think that in "Scourge of War: Gettysburg" works.
-I read about no editor but do you refer to no map editor but game has a scen + OOB editors (like HPS games)or no editros zero???
-Units... well, do you have decided what is a units??? number of soldiers, number of weapons by type, ammo (if this is present can troops take enemy weapons or from friendly mates wounded or dead... like in Close combat series), fatige-morale-experience...
-Do you think in have complete stadistics in casualties (KIA, MIA, WIA...) or only casualtie??? capture officers...
And only add that i wait more information of your game, i find it interesting and if works fine can "travel" to other periods [&o]
RE: Brother against Brother
Posted: Tue Apr 27, 2010 3:41 pm
by Gil R.
ORIGINAL: Hexagon
A little list of questions:
-Multiplayer... well, i think that it works like in Combat Mission games, i move send the file to my enemy, he move and resolve the turn but do you have a classic system where is the player who send the file or as in FoG have a server system???
It's done by e-mailing back and forth.
-Another multiplayer question, if you only move the troops and is the AI who do the rest... is possible have a system that permits multicommanders games??? i want refer to have more than 1 human player in a side, game creator can assign troops to human players, i think that in "Scourge of War: Gettysburg" works.
No, we're sticking with 2-person. Multiplayer would add enormous amounts of work, and our idea has always been a straightforward two-player game. It's something we might consider in the future, since the idea obviously has its appeal. But I think we would use a new engine we've been working on for that.
-I read about no editor but do you refer to no map editor but game has a scen + OOB editors (like HPS games)or no editros zero???
We don't have a map-editor that's in shape to be released, and that won't change soon. OOB's can be edited using Microsoft Excel or a similar program -- the game is highly moddable.
-Units... well, do you have decided what is a units??? number of soldiers, number of weapons by type, ammo (if this is present can troops take enemy weapons or from friendly mates wounded or dead... like in Close combat series), fatige-morale-experience...
I'm not sure I understand the question, but I think the answer you're looking for is that units have such characteristics as strength, weapon type, fatigue level, supply level, morale, quality (= experience), and more. Check out the OOB thread for more on this.
-Do you think in have complete stadistics in casualties (KIA, MIA, WIA...) or only casualtie??? capture officers...
No, it's one number covering all.
RE: Brother against Brother
Posted: Tue Apr 27, 2010 3:55 pm
by Hexagon
Thanks for the reply. In the units question i am going to read the OOB post and talking about OOB... i know that in the game no map editor is included but i understand that if you can edit OOB you can edit scens to create alternative scenarios (for example no surprise in Wilson´s Creek or militia for the Union).
Well, only can wait to the first screen shoots i am curious about units art (for HPS ACW games are an interesting mod).
RE: Brother against Brother
Posted: Tue Apr 27, 2010 5:14 pm
by Gil R.
We're using the same animated sprite graphics for our units as in "Forge of Freedom" -- those were quite good, so no reason to redo them all -- so just look at screenshots from that game and you'll see what units are like.
RE: Brother against Brother
Posted: Wed Apr 28, 2010 4:47 am
by wodin
I like the look of the unit sprites in that game....good job
RE: Brother against Brother
Posted: Wed Apr 28, 2010 6:24 am
by Hexagon
I see, but with the change of scale in the game (regiment level... well, battalion for me)the units art is very important (more if is the only point of view in the game, no 2D) and after see FoF combat screens see it a little poor, a single line of soldiers to represent a unit... i understand that you want use the work made but now the tactical battle is the game, not a part of the game and need more details in the art, something like this

[/img]
Oooo another question, do you think in use fixed representation of unis or adinamic representation??? i refer to a unit that have X soldiers to represent it and when suffer casualties the unit loose then, something like in "Fields of Glory" (the abandonware nap title not the anciente/medieval title)
PD: dont understand me bad, when i like something i am very [:@] [:'(]
RE: Brother against Brother
Posted: Sat May 01, 2010 10:46 am
by janh
This really sounds interesting. I hope you guys will improve the FOF detailed battle engine substantially, for example give players the ability to select units in any sequence by mouse and move them, instead of the fixed sequence in FOF that was sometimes extremely annoying. I hope we will this time also see Brigade leaders, replacement leaders to be selected/determined by duty age/rank, various ammo types for arty, ability to recombine and separate regiments out of brigades, and much much more. Also the road networks and supply lines/rules ought to be more realistic, and be more important to AI. Also a "3D view" mode of the battlefield would be nice.
I guess this is most exciting to me, because if you guys can make a new, much improved "battle engine", then all that is missing for a new FOF2 is a strategic map with much smaller provinces (i.e. counties, or even smaller) and a smarter strategic AI (that doesn't immediately make Grant head of the AoTP, and withdraw all forces from the West). It would be awesome if you guys would one day come out with a dual set of games: FOF2, that covers the strategic and economic level, and that could interface to any of your BAB engines. You'd earn twice, and players could choose to focus on strategic level and instance combat, or fighting things out with plentiful detail and realism. I hope that is something that also came to your mind...
RE: Brother against Brother
Posted: Sat May 01, 2010 2:59 pm
by Gil R.
Hexagon,
Such graphics changes, even though I can see the argument for them, would delay release of this game and at least two others we're working on by six months, since producing those sprites is VERY time-intensive.
janh,
Yes, you now move units the way you suggest. Some of the other changes you describe might be in future releases, but not this one -- the engine will be built up over time, based in part on what customers most want to see.
What you describe with a FOF2 and BAB would be difficult to pull off, but we do have some ideas for a FOF2.