Game update

The Seven Years’ War was fought across the globe and called by some the first “World War” as virtually every major power participated. In the center of events was Prussia, almost constantly at war and lead by the now legendary Frederick the Great.

Relive the exciting and trying days of Frederick the Great in Horse and Musket: Volume I, the improved and expanded combination of the previous Prussian War Machine and Prussia’s Glory titles. Horse and Musket: Volume I is a reboot of the successful Horse and Musket series, including not only two solid historical titles in one package, but also many new game features, a powerful new editor, and a complete graphics overhaul to an already acclaimed gaming system.

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Tim Coakley
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Game update

Post by Tim Coakley »

Checking in before heading out for two weeks of military training.

Just uploaded a new version for the testers. Some good progress on behind the scenes items. Graphics are still a problem but some improvement (more with the next version as I got more from the artist today after uploading the test version).

I will get back to answering posts in early September.

Tim
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sol_invictus
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RE: Game update

Post by sol_invictus »

Train well; train hard.[;)]
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Le Tondu
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RE: Game update

Post by Le Tondu »

Good going Tim. Thanks for the small update. We were beginning to wonder if they should grumble a bit. [;)]
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Tim Coakley
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RE: Game update

Post by Tim Coakley »

Quick update. Back from military training (lots of fun), but now working on Katrina Relief efforts here in NJ. I am full time National Guard and we are organizing men and material for the relief.

Will get back to the game ASAP.

Tim
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Le Tondu
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RE: Game update

Post by Le Tondu »

Good luck Tim.

Be safe.

Rick
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Tim Coakley
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RE: Game update

Post by Tim Coakley »

Checking back in. New version from Frank last night but with one major flaw that needs to be corrected. I can then post some new screenshots with the final terrain. Hexsides look good.

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RE: Game update

Post by Le Tondu »

Welcome back Tim. [8D]

We'll be waiting. [:)]
Rick
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RE: Game update

Post by sol_invictus »

Waiting with great anticipation!
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RE: Game update

Post by Tim Coakley »

Quick screen shot with the graphics cleaned up a little bit.

Expecting a new version from Frank for next weekend...and then some more screen shots.

Tim


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Le Tondu
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RE: Game update

Post by Le Tondu »

REAL Cool Tim. Thanks a gazillion. [&o][&o][&o]

Just some thoughts..........

It looks like each infantry unit will have its own (known) ammo limit. Nice. [:)]

Are artillery units single batteries? And are they limbered? If limbered, shouldn't those guns be turned around somehow? Just wondering.

That unit with the three stars must be a leader.

The stream looks way too rigid, IMHO. Maybe, some angles that aren't as sharp?

We're behind you guys all the way.
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RE: Game update

Post by Hanal »

Not to be a kill joy around here, but though I am interested in this title, I wish Frank would devote all his efforts to get Guns of August up to speed first!
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RE: Game update

Post by Le Tondu »

And that green cavalry must be Russian cavalry, right? [8D]
Rick
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Tim Coakley
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RE: Game update

Post by Tim Coakley »

The arty is a limbered battery. The facing "pip" up front denotes direction, but I see your point.

Good thing all of the unit pictures can be modded.

Same for the terrain.

The green units are Russian Cav in this test scenario...but the user can selct the color from a list of 22 colors. So, Russians could be blue! Or multiple colors on one side.

The 3 Star is a Corps leader. 5 Levels of leaders with increasing base size and # of stars.


Frank Hunter--- GoA is still moving along, but that is Frank's personal project. I am looking forward to it myself.

Tim
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TheBlackhorse
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RE: Game update

Post by TheBlackhorse »

Amen to that Jonah. I knew Frank was contributing to this title, but I didn't realize his contribution was coding the thing. With all the Napoleonic titles that Matrix has available or in the works (other than this one) it is a bloody crying shame they can't finish GOA and make it available to the public.
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RE: Game update

Post by marc420 »

A question about the terrain modeling. In the picture, I see the shading and the contour line indicating an elevation change. The question is, how does line-of-sight work over this?

I pretty much gave up on the HPS games when I figured out that these elevations work as a flat plateau, and then a sheer drop at the contour line in terms of line-of-sight calcs.

Maybe its because I work with terrain modeling software for mappers and engineers, but I just could deal with units hiding behind that sheer drop .... when the contours really indicated a gentle 2% slope down a hill.

So after looking at this map, I was curious how this game was going to work?
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Tim Coakley
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RE: Game update

Post by Tim Coakley »

Marc,
teh LOS is similar to HPS games. I am not aware of any hex games that have "slope"...think it is the nature of the game engines using a hex format.

Even some of the RTS games that have the appearance of sloping terrain, are just very small squares...so it is a matter of scale.

I am sure many game designers would love to have the realism of sloped terrain, but it is not practical on the budget or computer resources.

When I make another game ( :) ) , I would not go with hexes anymore.

Tim
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*Lava*
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RE: Game update

Post by *Lava* »

HI Tim,

Been lurking...

It's look quite nice.

Just a graphic note. For the limbered artillery, there seems to be enough room to add a limber and a couple horses.

And a question, will the graphics be modable, so I could add my own limber and horses if I wanted?

Ray (alias Lava)
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Le Tondu
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RE: Game update

Post by Le Tondu »

Ray,
I do believe that Tim has already said that they will be moddable. [8D]

Rick
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RE: Game update

Post by bschulte1978 »

Tim,

Are there plans for a series of games based on this engine? For instance, if this one does well are there plans to expand either back to the Wars of Frederick the Great, or maybe forward to the American Civil War?
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RE: Game update

Post by kc_chiefs »

Tim - I am not sure if you and I discussed this in your pre-game era but have you guys thought of using a more realistic LOS scheme for this game?

Here is what I mean: if you have a contour in a game its not really the breakpoint to LOS being blocked.

Using the HPS model: I would think that only if a embankment is added to the downslope of the hex would LOS to the hex behind the hex that is on the top would it block LOS.

Example: use a line of 5 hexes. Number them 1-5 with 1 being on the left.

Hex 1-3 are level 5. Hex 4-5 is level 4.

Hex 5 can see hex 1. Why? Because the contour represents a GRADUAL SLOPE.

Now use the same hexes but put a embankment between hex 3 and 4. Now you have LOS from hex 5 to 3 but not from 5 to 2. Hex 3 can see ALL of the hexes because it is on the same level as hex 1 and 2 AND is on the top of the rise.

Another example: Ok - so how do you represent gradual rises and dips in terrain ala Waterloo and reverse slopes?

Easy: logic says that a contour change wont block LOS UNLESS a DOWN slope occurs.

Example: new line of six (6) hexes: hex 1 and 2 are on level 4. Hex 3 and 4 are on level 5. Hex 5 and 6 are on level 4 like hex 1 and 2.

Unit in hex 5 can see hex 3,4 and 6 but not hex 1 and 2 because the LOS goes through a UP contour and then is blocked by the DOWN contour. Hex 3 and 4 can see ALL of the hexes because its on a gradual slope. Its like standing at the top of the slope.

PRESTO: rolling terrain.

Now take the same example and use embankments between hexes 2 and 3 and 4 and 5.

Hex 5,6 cannot see hex 3. Hex 1,2 cannot see hex 4.

Hex 3 can see hex 1,2,4 but not 5 and 6. Hex 4 can see hex 3,5 and 6 but not 1 and 2.

The embankment adds in a new element which precludes LOS.

Thus instead of a rolling hill you get an abrupt edge. Pancake terrain.

Now for the test of seeing along rolling terrain you would use the same LOS tests as many boardgames do for spotting. For multiple up contours you would do a test based on how far back from the contour breaks you are.

Anyway, the idea of a gradual slope over a pancake slope has always appealed to me.

If you want to get an idea what I mean take a look at the Combat episode called "The Bunker" They are out in the open but some of the terrain has embankments. And then others go way up to the Bunker but are over a gradual rise rather than a one time contour shift.

Contours in this case would not affect MPs. As you move UP a HILL you would lose MPs proportionate to the rise you go up. And accrue fatigue accordingly. Once you reached the top terrain you no longer would pay costs. Result: gradual slopes cost MPs whether you move over a contour or not until you reach the crest or crown as its called. Once the terrain goes downhill you dont pay the costs.

Question: any bonus for moving downhill? Possible loss of order due to men having harder time to keep step? Cavalry gaining impetus down a hill?
Bill Peters
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