Yes the penalty for doing these things dont always apply unfortunately.
I also hope for a patch before going further into the campaign.
One thing mentioned will be included in the patch is a cav nerf when attacking squares. As it stands, cav can attack squares without effort, which kind of breaks ...
Search found 54 matches
- Sun Apr 22, 2018 9:38 am
- Forum: March to Glory
- Topic: cavalry strength modifiers
- Replies: 4
- Views: 3795
- Sat Apr 21, 2018 11:00 am
- Forum: March to Glory
- Topic: Inconsistencies
- Replies: 7
- Views: 4260
Re: Inconsistencies
Your screenshots show another strange—though only cosmetic—problem. In some scenarios, the flags on the battle analysis pop-up are reversed. For example, in the first post, third image, the French player has the Austrian flag in the pop-up, and in the second post, the Prussian flag. But in other ...
- Fri Apr 20, 2018 9:53 pm
- Forum: March to Glory
- Topic: "Victory by turns"
- Replies: 8
- Views: 4078
Re: "Victory by turns"
Perhaps reaching the turn limit declares victory to whoever is leading by points.
- Fri Apr 20, 2018 7:55 pm
- Forum: March to Glory
- Topic: "Victory by turns"
- Replies: 8
- Views: 4078
"Victory by turns"
In my infancy I was under the impression that reaching the turn limit earned you a Defeat. As it turns out, you actually get a Victory.
Is this by design?
Is this by design?
- Fri Apr 20, 2018 7:51 pm
- Forum: March to Glory
- Topic: Inconsistencies
- Replies: 7
- Views: 4260
Re: Inconsistencies
I keep encountering these.
Attacking over a river? 50% chance of get -2 attack / 50% no effect.
Surrounding an enemy? 50% chance your unit will get the support bonus.
Charging someone on a hill? 50% chance you get the penality.
Shooting at a column? 50% chance you get a line vs col modifier.
No ...
Attacking over a river? 50% chance of get -2 attack / 50% no effect.
Surrounding an enemy? 50% chance your unit will get the support bonus.
Charging someone on a hill? 50% chance you get the penality.
Shooting at a column? 50% chance you get a line vs col modifier.
No ...
- Fri Apr 20, 2018 2:23 pm
- Forum: March to Glory
- Topic: What do the difficulty levels mean?
- Replies: 5
- Views: 3298
Re: What do the difficulty levels mean?
Oh thats interesting.Matto wrote:I saw difference in AI activity ... on Normal level was AI more passive
I thought the AI was a little passive at times, or made stupid choices. Wasnt even aware the Difficulty was a setting
- Tue Apr 17, 2018 6:35 pm
- Forum: March to Glory
- Topic: Computer breaking rules
- Replies: 1
- Views: 3239
Computer breaking rules
Several times the comuter has moved units adjacent to my units to other adjacent tiles. Strafing like this is prohibited and something I am not allowed to do. But the enemy keeps doing it :x
AI also likes to abandon towns it is defending for no good reason. Like charging out in front of it ...
AI also likes to abandon towns it is defending for no good reason. Like charging out in front of it ...
- Tue Apr 17, 2018 10:06 am
- Forum: March to Glory
- Topic: Inconsistencies
- Replies: 7
- Views: 4260
Re: Inconsistencies
Some more instances of confusion.
- Tue Apr 17, 2018 10:01 am
- Forum: March to Glory
- Topic: Inconsistencies
- Replies: 7
- Views: 4260
Inconsistencies
I am experiencing some inconsistencies regarding modifiers and terrain Line of Sight.
- Sun Apr 15, 2018 8:18 pm
- Forum: March to Glory
- Topic: First Impressions
- Replies: 16
- Views: 22785
Re: First Impressions
Ive spent a few hours with the game now and beat the first 6 Chapters.
When everything works, its great fun. It looks and sounds great. But its where it plays I am seeing some cracks in the facade.
I have already experienced quite a few terrain issues with Line of Sight, with units that should be ...
When everything works, its great fun. It looks and sounds great. But its where it plays I am seeing some cracks in the facade.
I have already experienced quite a few terrain issues with Line of Sight, with units that should be ...
- Sun Aug 20, 2017 6:50 pm
- Forum: Modders Corner
- Topic: Changing in-game Font - Short Guide
- Replies: 2
- Views: 12717
Re: Changing in-game Font - Short Guide
I find Essays great aswell. A nice addition to my personal P&S overhaul 
- Sun Aug 13, 2017 9:42 pm
- Forum: Modders Corner
- Topic: Shadows
- Replies: 5
- Views: 4431
Re: Shadows
Could someone explain the different parameters in this file and what they do, please.
Like:
Fog?
Bloom?
None of these seem to have any effect when I change the values around...
Thanks
Like:
Fog?
Bloom?
None of these seem to have any effect when I change the values around...
Thanks
- Sun Aug 13, 2017 9:18 pm
- Forum: Pike & Shot
- Topic: P&S Quick Reference Guide
- Replies: 9
- Views: 26960
Re: P&S Quick Reference Guide
Very useful indeed, thanks!
Ive been playing this game for years now, and although Ive gotten a 'feel' for certain situations and methods, some of the actual mechanics behind them are still eluding me.
Ive been playing this game for years now, and although Ive gotten a 'feel' for certain situations and methods, some of the actual mechanics behind them are still eluding me.
- Sun Aug 13, 2017 5:22 pm
- Forum: Modders Corner
- Topic: Four Seasons Texture Mod Pack - Released.
- Replies: 21
- Views: 19453
Re: Four Seasons Texture Mod Pack - Released.
So I fiddled around and managed to get the Autumn objects as default palette on random maps. I also edited the default ground textures with Gimp and changed the FoW to look darker rather than desaturated.
Obviously they dont look as good as a custom made map, but since I mostly play random maps ...
Obviously they dont look as good as a custom made map, but since I mostly play random maps ...
- Sat Aug 12, 2017 11:35 am
- Forum: Modders Corner
- Topic: Four Seasons Texture Mod Pack - Released.
- Replies: 21
- Views: 19453
Re: Four Seasons Texture Mod Pack - Released.
If Id like all of my battles to use the Autumn: Based on vanilla Central Europe style for instance, could I rename them to replace the vanilla files permanently? If so, which files would that be?
Thanks :)
Edit:
I did some experimenting and I seem to get the Autumn graphics by default now ...
Thanks :)
Edit:
I did some experimenting and I seem to get the Autumn graphics by default now ...
- Mon Mar 13, 2017 10:19 pm
- Forum: Modders Corner
- Topic: How to remove the blood?
- Replies: 4
- Views: 11147
Re: How to remove the blood?
Id also like to remove or alter it. A black ink spatter or a pink lotus flower or something would be nice
How can I open/edit .dds files?
Best Regards
How can I open/edit .dds files?
Best Regards
- Tue Jan 31, 2017 3:29 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Broken Units
- Replies: 9
- Views: 3472
Re: Broken Units
The way that ranged units fall back when beat in melee (and the attacker pursue) is a reaction I think would fit well to broken units aswell. Falling back. And it would make the battlefield come alive a bit more imo.
- Tue Jan 31, 2017 12:32 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: [Suggestion] Issue a melee attack order from a distance
- Replies: 18
- Views: 7822
Re: [Suggestion] Issue a melee attack order from a distance
I agree that charging and melee should be more of a commitment and it would save mouseclicks as well. Not sure if the AI could handle it though - might become too easy to drag AI into melee with cheap Bloodclaws and have them stuck there.
Not really any easier than it currently is? Units in ...
- Tue Jan 31, 2017 7:47 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: [Suggestion] Issue a melee attack order from a distance
- Replies: 18
- Views: 7822
Re: [Suggestion] Issue a melee attack order from a distance
How about a melee phase where engaged units bash each other automatically until one of them wipes or breaks? No need to go through every engaged unit clicking 4 times each just to make them do what theyre there to do.
This would turn assaulting more into a commitment, and become more enjoyable to ...
This would turn assaulting more into a commitment, and become more enjoyable to ...
- Mon Jan 30, 2017 4:50 am
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Broken Units
- Replies: 9
- Views: 3472
Re: Broken Units
IMO a broken unit should be completely shut down for a full turn, running away from closest enemy automatically during the same turn that it breaks.