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Re: Medieval warfare? Not even close . . .

Posted: Wed Jun 12, 2013 8:28 am
by stockwellpete
Jonathan4290 wrote:So in the DAG lists, make English longbowmen elite. Problem solved :P
Yes. If you are allowed to pick a maximum of 16 longbowmen units then make it 0-8 superior and 0-8 average.

Re: Medieval warfare? Not even close . . .

Posted: Mon Jun 17, 2013 11:42 pm
by Old_Warrior
Multi-hex units are a programmers nightmare. I work for John Tiller and the concept of having the Extended Line formations actually be ONE unit was just too much for him to tackle. Same with artillery that went into extended line.

I would love to see a "hex-less" game very much like miniatures where the width and depth of a unit were much more accurate. At this scale you have a phalanx having the same size as any other unit.

Re: Medieval warfare? Not even close . . .

Posted: Mon Jun 17, 2013 11:57 pm
by TheGrayMouser
Old_Warrior wrote:Multi-hex units are a programmers nightmare. I work for John Tiller and the concept of having the Extended Line formations actually be ONE unit was just too much for him to tackle. Same with artillery that went into extended line.

I would love to see a "hex-less" game very much like miniatures where the width and depth of a unit were much more accurate. At this scale you have a phalanx having the same size as any other unit.
Well, that's because he (JT) would have to retrograde ALL the games in a series to accommodate just that one change so it would be a nightmare! TGBOH games , what , circa 1996??, were able to pull it off flawlessly. I too would love a "hexless game" but is it even possible for an AI to operate in that environment? (assuming turn based of course as Realtime games arnt hexbased, but sometime ago I read /heard that its actually easier to program an AI in a realtime game for some voodoo techie math related reason LOL ...)

Re: Medieval warfare? Not even close . . .

Posted: Sun Jun 23, 2013 3:37 pm
by Pseudonius
stockwellpete wrote:
Jonathan4290 wrote:So in the DAG lists, make English longbowmen elite. Problem solved :P
Yes. If you are allowed to pick a maximum of 16 longbowmen units then make it 0-8 superior and 0-8 average.
Well...I tried setting the longbowmen as Elite in a small test scenario and it appeared to make no difference whatsoever to the impact of their shooting - nor did extending the range of their bows, which didn't work period. Disappointing...

Re: Medieval warfare? Not even close . . .

Posted: Sun Jun 23, 2013 4:34 pm
by TheGrayMouser
Pseudonius wrote:
stockwellpete wrote:
Jonathan4290 wrote:So in the DAG lists, make English longbowmen elite. Problem solved :P
Yes. If you are allowed to pick a maximum of 16 longbowmen units then make it 0-8 superior and 0-8 average.
Well...I tried setting the longbowmen as Elite in a small test scenario and it appeared to make no difference whatsoever to the impact of their shooting - nor did extending the range of their bows, which didn't work period. Disappointing...
Quality has a big impact on shooting, dice re-rolls, elite bows should do very well... Just how small was your test scenario? Nothing will effect the range....