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UPDATE!

Posted: Tue Apr 19, 2016 1:19 pm
by gdrover
We are creating an update for the game that will incorporate many of the suggestions/ changes asked for on this thread. A list of the improvements will include:
* Adding the Generals' names to their tiles
* Generals may now move for free on their own (no action point cost).
* Allowing the player to discard Event Cards
* When a nation's capital is taken, there is a percentage chance that it will surrender every turn that it is occupied. This means that nations will hold out longer and have a better chance to re-capture their capital and to receive help from other nations before surrendering.
* The Freindly Neutral period has been extended from 6 to 9 turns.
• Improved strategic AI on re-taking capitals
• Improved strategic AI for Russia: Being more aggressive in driving more armies into Austria and Prussia
• Improved tactical AI
• Adding a combat bonus for Cavalry vs. Disordered Cavalry. This means that attacking infantry with cavalry is more dangerous if there is enemy cavalry in the same area.
• ‘Passing’ in the advanced battles. When the player ‘passes’, the AI automatically wins initiative for the next move
* The 1800 scenario now lasts until 1815

RE: UPDATE!

Posted: Tue Apr 19, 2016 3:40 pm
by James Ward
Looks good.

Any chance the battle AI will be worked on down the road?

RE: UPDATE!

Posted: Tue Apr 19, 2016 5:53 pm
by gdrover
We're working on it right now.
Notice on the list the reference to both strategic and tactical AI improvements.


RE: UPDATE!

Posted: Tue Apr 19, 2016 6:12 pm
by SteveD64
Looks good, thanks for the update.

RE: UPDATE!

Posted: Tue Apr 19, 2016 6:14 pm
by sage3
Great news -- really happy to see some of these changes.

What about an 'administrative move' option for armies that are moving from the Capital to any other region within the contiguous French land, without combat? It shouldn't take a year+ to march my Winter reinforcements from Paris to the battlefront.

RE: UPDATE!

Posted: Tue Apr 19, 2016 6:15 pm
by James Ward
ORIGINAL: gdrover

We're working on it right now.
Notice on the list the reference to both strategic and tactical AI improvements.


Missed that. Thanks.

RE: UPDATE!

Posted: Tue Apr 19, 2016 6:40 pm
by bssybeep
great, can't wait[:D]

RE: UPDATE!

Posted: Wed Apr 20, 2016 1:15 am
by Uncle_Joe
Looks like a good start depending on how extensive the Battle AI tweaks are.

I'd still like to see some reason to want to hold territory in the long run and some risk for Cav charging ordered infantry (the Cav vs blown Cav mod doesn't seem like it'll change that dynamic as I rarely charge enemy infantry as long as their Cav is still active because I thought there was already a benefit for counter-charging).

I think Cav should be MUCH easier to 'rout' so that they aren't quite so re-usable. Sure, over time you could coax them back and then get them back on the line but that would limit how much damage they could do.

Anyways, looking forward to the patch and if you want to do some sort of beta test program, you know where to find testers! ;)

RE: UPDATE!

Posted: Wed Apr 20, 2016 5:26 am
by gdrover
ORIGINAL: Uncle_Joe

Looks like a good start depending on how extensive the Battle AI tweaks are.

I'd still like to see some reason to want to hold territory in the long run and some risk for Cav charging ordered infantry (the Cav vs blown Cav mod doesn't seem like it'll change that dynamic as I rarely charge enemy infantry as long as their Cav is still active because I thought there was already a benefit for counter-charging).

I think Cav should be MUCH easier to 'rout' so that they aren't quite so re-usable. Sure, over time you could coax them back and then get them back on the line but that would limit how much damage they could do.

Anyways, looking forward to the patch and if you want to do some sort of beta test program, you know where to find testers! ;)

Think of the cavalry charges on unprotected infantry in this game as if the cavalry were 'threatening' to charge but not charging home.
They are keeping the infantry pinned in square by being nearby ready to charge, but are not galloping into the squares.
They may still elect to charge if the square looks unsteady or is starting to break under the pressure rom the attacking infantry or artillery (thus the targeted infantry may still be overrun.)

Each attack in this game represents the cumulative efforts of the all of the forces attacking them and all forces supporting on the defense. So while the game focuses on each unit one by one, the bonuses and thus chance to win take into account the entire area.
So thinking about each unit attacking or defending by itself is not a complete and accurate depiction of what is going on.
It's only part of the picture.

The bonus for counter-charging disordered cavalry (or in some cases stationary cavalry) that have just pinned an infantry unit in square, represents the need to 'win' the cavalry fight and dominate the area before one side can safely focus on the infantry.


RE: UPDATE!

Posted: Wed Apr 20, 2016 2:10 pm
by Uncle_Joe
Understood and agreed on the abstraction.

Maybe just forbid Disrupted Cav from attacking? The problem is that even Disrupted Cav makes Infantry square and makes them very vulnerable (and weaker on the attack) at no risk the Cav (since they are already disrupted). This magnifies the power the Cav too much IMO and allows 1 Cav to continuously square Infantry after Infantry. Since squared infantry has little chance of successfully attacking even Disrupted Cav, it’s just ‘rinse/repeat’ while your own infantry/cannon shoot up the squares.

Yes, you can have Cav of your own available to counter-charge but in the absence of that, Cav should not be so resilient to Infantry fire while simultaneously being able to continuously force said Infantry into squares with no risk.

I think that’s sort of what gives Cav that ‘tank-like’ feel in the game. They are pretty much vulnerable only to opposing Cav (or cannon at close range, but the Cav often can act earlier and at lease Disrupt the arty which lessens the risk). Cav should either be more vulnerable to ordered infantry or else shouldn’t be as ‘available’ to continuously square opposing infantry.

RE: UPDATE!

Posted: Wed Apr 20, 2016 3:34 pm
by Solaristics
ORIGINAL: gdrover
* When a nation's capital is taken, there is a percentage chance that it will surrender every turn that it is occupied. This means that nations will hold out longer and have a better chance to re-capture their capital and to receive help from other nations before surrendering.
* The Freindly Neutral period has been extended from 6 to 9 turns.

Any chance of making these moddable?

RE: UPDATE!

Posted: Thu Apr 21, 2016 2:35 pm
by gdrover
Interesting idea. Perhaps. I'll talk to James.

RE: UPDATE!

Posted: Sat Apr 23, 2016 3:30 pm
by *Lava*
ORIGINAL: gdrover
Think of the cavalry charges on unprotected infantry in this game as if the cavalry were 'threatening' to charge but not charging home.
They are keeping the infantry pinned in square by being nearby ready to charge, but are not galloping into the squares.
They may still elect to charge if the square looks unsteady or is starting to break under the pressure rom the attacking infantry or artillery (thus the targeted infantry may still be overrun.)

Each attack in this game represents the cumulative efforts of the all of the forces attacking them and all forces supporting on the defense. So while the game focuses on each unit one by one, the bonuses and thus chance to win take into account the entire area.
So thinking about each unit attacking or defending by itself is not a complete and accurate depiction of what is going on.
It's only part of the picture.

The bonus for counter-charging disordered cavalry (or in some cases stationary cavalry) that have just pinned an infantry unit in square, represents the need to 'win' the cavalry fight and dominate the area before one side can safely focus on the infantry.

Nice explanation of what is being abstracted.

Looking forward to the update and having fun playing the vanilla game as is.

RE: UPDATE!

Posted: Mon Apr 25, 2016 1:41 am
by amtrick
How about adding a "Hall of Fame" to the opening menu that tracks a player's results? Scenario, level, raw score, relative/net score, etc?

RE: UPDATE!

Posted: Wed Apr 27, 2016 6:55 am
by Elma666
Hi there. Any Chance to get a german Version of this game?

RE: UPDATE!

Posted: Thu Apr 28, 2016 1:41 am
by gdrover
I like this a lot.
Can't do on this go around because we're done and sending it to Slitherine tomorrow.
We'll look at this for the DLC or the next upgrade.


ORIGINAL: amtrick

How about adding a "Hall of Fame" to the opening menu that tracks a player's results? Scenario, level, raw score, relative/net score, etc?

RE: UPDATE!

Posted: Thu Apr 28, 2016 1:43 am
by gdrover
Ja! Naturlich! [8D]

We will discuss this with Slitherine to see if it makes financial sense.

ORIGINAL: Elma666

Hi there. Any Chance to get a german Version of this game?

RE: UPDATE!

Posted: Thu Apr 28, 2016 6:21 am
by Elma666
Na das hoffe ich doch sehr,sieht nach nem gutem game aus,wer schade das nicht in deutsch zu bekommen!

RE: UPDATE!

Posted: Thu Apr 28, 2016 7:13 am
by zakblood
English only please thanks
Na das hoffe ich doch sehr,sieht nach nem gutem game aus,wer schade das nicht in deutsch zu bekommen!
Well I hope so, see NEM good game of who pity not to get in German!

RE: UPDATE!

Posted: Fri Apr 29, 2016 2:53 pm
by Tamas
The update's public beta version is now available on Steam! We are not planning any changes to it before release unless there is feedback on any issues, so the public beta period shall not last long.

If you have a Steam build of the game (and you can get one, please see the instructions on this forum), you can grab it, see here for instructions:
http://steamcommunity.com/app/443020/discussions/0/364040166676970370/