Hex based vs. Auto-battle
Moderators: Slitherine Core, Gothic Labs
Hex based vs. Auto-battle
Sovereignty offers two modes of battle
1) Hex-based Panzer General style battles for stacks led by Heroes
2) Quick resolution auto-battles for the majority of non-Hero stacks
The distinction here is that most stacks will not be led by heroes. A Hero stack should be considered special and be aimed at hot spots.
Units have a number of stats like Attack, Ranged Attack, Morale, Initiative and so forth. They may have special abilities like Scout, Shackles, Flying, Venom, Dragonslayer, and so on. Special abilities apply to both tactical and auto-battles. Terrain affects movement and combat modifiers. Elves gain bonuses in Forest, Dwarves in mountains.
While in tactical battle, players may play a Hero card: a special "turn of the tide" card at a key moment. For example, let's say you're playing as the Orcs of the Iron Barony. Your Hero is a Taskmaster. The card grants: All Units you control have a -1 Morale for the remainder of this battle. Your opponent skips his next turn.
A powerful tool that comes at a cost. Use it at key moment to unbalance your enemy!
Good Hunting!
Breca
1) Hex-based Panzer General style battles for stacks led by Heroes
2) Quick resolution auto-battles for the majority of non-Hero stacks
The distinction here is that most stacks will not be led by heroes. A Hero stack should be considered special and be aimed at hot spots.
Units have a number of stats like Attack, Ranged Attack, Morale, Initiative and so forth. They may have special abilities like Scout, Shackles, Flying, Venom, Dragonslayer, and so on. Special abilities apply to both tactical and auto-battles. Terrain affects movement and combat modifiers. Elves gain bonuses in Forest, Dwarves in mountains.
While in tactical battle, players may play a Hero card: a special "turn of the tide" card at a key moment. For example, let's say you're playing as the Orcs of the Iron Barony. Your Hero is a Taskmaster. The card grants: All Units you control have a -1 Morale for the remainder of this battle. Your opponent skips his next turn.
A powerful tool that comes at a cost. Use it at key moment to unbalance your enemy!
Good Hunting!
Breca
Re: Hex based vs. Auto-battle
The Iron Barony crosses into Dunhollow...
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- The Iron Barony crosses into Dunhollow...
- BattleShot.jpg (1.62 MiB) Viewed 11926 times
Re: Hex based vs. Auto-battle
Autobattle (non-Hero).
The Iron Barony challenges the dwarves of Cor Vilaad at Karn's Trough...
The Iron Barony challenges the dwarves of Cor Vilaad at Karn's Trough...
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- The Iron Barony challenges Cor Villad
- Autobattle.jpg (423.61 KiB) Viewed 11925 times
Re: Hex based vs. Auto-battle
The Taskmaster drives his troops on...
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- The Taskmaster
- Taskmaster.jpg (83.34 KiB) Viewed 11924 times
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Xerkis
- Major-General - Tiger I

- Posts: 2312
- Joined: Thu Jul 07, 2011 12:56 pm
- Location: Northeast, USA
Re: Hex based vs. Auto-battle
great stuff. looks awesome!
Re: Hex based vs. Auto-battle
I like it.Breca wrote:Sovereignty offers two modes of battle
1) Hex-based Panzer General style battles for stacks led by Heroes
2) Quick resolution auto-battles for the majority of non-Hero stacks
One question please regarding 2) above:
Will there be an option to manually play battles even if no hero is present? Or will the software determine which ones are manually done?
Re: Hex based vs. Auto-battle
We wrestled with this for a while during the design phase. Here's where our thinking is:RedHawl wrote:
Will there be an option to manually play battles even if no hero is present? Or will the software determine which ones are manually done?
In all practicality, there are over 300 provinces on the campaign map. Each is individually mapped for tactical battle. Provinces may change hands numerous times as the fortunes of realms rise and fall. If we give players the option to play in tactical battle, there will be a natural tendency for players to want to win, to believe they can outsmart the AI more effectively than "leaving the battle to chance," and then to almost feel forced to engage in tactical battle every time. The sheer number of battles fought (with enemy waves contesting the same province numerous times throughout a war) will start to feel overwhelming, even early in a game.
Now if we enforce a rule that says, "Assign Heroes to a few stacks. Direct them to hotspots," this does some nice things to the gameplay. First, it results in much better game pacing. Tactical battles and Heroes create special moments of glory, even against odds. A rule like this also presents the player with some hard choices. Non-hero stacks are less reliable. This can be a very good thing, as it creates tension in where you wish to direct your power. You can't be powerful everywhere. And as Frederick the Great once said, "He who defends everything, defends nothing."
And so we would like it to be.
...Direct your elite forces where you need them most.
...Garrison your empire as best you can.
...Beware the stab in the back, while your forces are heavily engaged.
Good Hunting!
Breca
Re: Hex based vs. Auto-battle
I see your point. Let's say that I will reserve my views on this until the game is visible.
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mbpopolano24
- Senior Corporal - Destroyer

- Posts: 107
- Joined: Sat Jul 21, 2012 2:09 pm
Re: Hex based vs. Auto-battle
Vaporware? One year after the beta was announced to come out 'soon'....
Re: Hex based vs. Auto-battle
No, just a larger game for a small team. The game has many moving parts, and they all have to feel right. I know it can be hard to hear this, but Slitherine will make a formal announcement when we are ready to move to beta.
Breca
Breca
Re: Hex based vs. Auto-battle
Keep up the good work chaps. I think that this project is raising some expectations (at least mine), and we love to dwell on updates however sparse they might be. That being said a monthly update even short and crisp could also help you create a sense of community around the project.
Last edited by RedHawl on Thu Feb 27, 2014 8:26 pm, edited 1 time in total.
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Xerkis
- Major-General - Tiger I

- Posts: 2312
- Joined: Thu Jul 07, 2011 12:56 pm
- Location: Northeast, USA
Re: Hex based vs. Auto-battle
AbsolutelyRedHawl wrote:Keep up the good work chaps. I think that this project is raising some expectations (at least mine), and we love to dwell of updates however sparse they might be. That being said a monthly update even short and crisp could also help you create a sense of community around the project.
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CaptainHuge
- Corporal - Strongpoint

- Posts: 66
- Joined: Tue Apr 27, 2010 11:32 am
- Location: Ottawa, Canada
Re: Hex based vs. Auto-battle
It looks interesting to me too. I like the feel of the maps and graphics. Is it your intention to remain '2D' centric?
Re: Hex based vs. Auto-battle
We'll definitely post more shots. A number of small areas have been polished since the last batch of shots. Sovereignty is intended to be played on a 2d map. At this time, that perspective hits the sweet spot for us.
Good Hunting!
Breca
Good Hunting!
Breca
Re: Hex based vs. Auto-battle
Thanks Breca, this sounds good. The game website still mentions a release date of Q1-14, how does this reconcile with the current polishing progress of the game?
Re: Hex based vs. Auto-battle
Q2 is what we're targeting. I'll get with Slith to update.
Breca
Breca
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Xerkis
- Major-General - Tiger I

- Posts: 2312
- Joined: Thu Jul 07, 2011 12:56 pm
- Location: Northeast, USA
Re: Hex based vs. Auto-battle
Well then, I hope we can imply from this that Beta testing should open up soon?Breca wrote:Q2 is what we're targeting. I'll get with Slith to update.
Breca
. . . . . Please oh please
Re: Hex based vs. Auto-battle
Thanks Breca. Xerkis I am with youXerkis wrote:Well then, I hope we can imply from this that Beta testing should open up soon?Breca wrote:Q2 is what we're targeting. I'll get with Slith to update.
Breca
. . . . . Please oh please
Re: Hex based vs. Auto-battle
I am eagerly looking forward to this game as well. =)

