Re: Patch 4 is out! (v1.1.1)
Posted: Thu May 28, 2020 12:32 pm
Very pleased with the alterations within the scenario builder. Glad to see default experience now works, like the experience gain tweaks, like the purchase equipment option - like the gameplay changes. Nothing in all this not to like. Like the ability to empty the map and redeploy all units too in multiplayer.
3 thoughts going forward:
1. I like the move to increasing kills for suppressing units - BUT while this is a good thing for air I played a 4 hour multiplayer session this morning and it feels as though artillery has now been made very deadly. As an example - I had an infantry unit reduced to strength 7 by a 122mm gun in 2 shots (2 turns). That was the most extreme example in the session, but overall the number of infantry casualties was definitely up. The tweak may possibly have made artillery too powerful. More gameplay will give a feel.
2. Customisable player options like traits and heroes not working in custom multiplayer scenarios - in fact previously traits worked and now don't. No biggie - in multiplayer I think they need rebuilding/redesigning anyway and I'm sure these are disabled while they are worked on by the team. Thank you for the work you are putting in - no criticism from me. Just hoping to see these up and running in a future patch when ready.
3. As I've said before - I only really play multiplayer and I'm putting in several hours each day. Fast learning curve. One thought - slot size is a really really useful tool. My opponent and I have found that air attacks get a bit tedious - and air units are cheap. Battlefields saturated by tac bombers adds just too much noise. I know we can play around with airfield placement and in theory take air out altogether but as a designer I don't want to do that. I want to make the decisions around the purchase much more thought provoking. Our solution has been to substantially increase the slot size of aircraft which in a multiplayer environment suddenly makes the purchase option about more than just prestige cost. "Do I want another fighter, or actually would I prefer 2 infantry units on the ground?" This is achievable by fiddling with the units file and I'm ok with that - but maybe a multiplier option in the scenario options a bit like the random results modifier and the experience increase rate modifier would be useful? In other words for differing pre-built scenarios the designer could set certain types of unit to occupy more or less prestige slots via a modifier. Set air to 200 and suddenly all air units occupy twice the slot size without having to do manual changes to the units file each time which is relatively time consuming. Just a thought. Think it might be a useful tool.....
3 thoughts going forward:
1. I like the move to increasing kills for suppressing units - BUT while this is a good thing for air I played a 4 hour multiplayer session this morning and it feels as though artillery has now been made very deadly. As an example - I had an infantry unit reduced to strength 7 by a 122mm gun in 2 shots (2 turns). That was the most extreme example in the session, but overall the number of infantry casualties was definitely up. The tweak may possibly have made artillery too powerful. More gameplay will give a feel.
2. Customisable player options like traits and heroes not working in custom multiplayer scenarios - in fact previously traits worked and now don't. No biggie - in multiplayer I think they need rebuilding/redesigning anyway and I'm sure these are disabled while they are worked on by the team. Thank you for the work you are putting in - no criticism from me. Just hoping to see these up and running in a future patch when ready.
3. As I've said before - I only really play multiplayer and I'm putting in several hours each day. Fast learning curve. One thought - slot size is a really really useful tool. My opponent and I have found that air attacks get a bit tedious - and air units are cheap. Battlefields saturated by tac bombers adds just too much noise. I know we can play around with airfield placement and in theory take air out altogether but as a designer I don't want to do that. I want to make the decisions around the purchase much more thought provoking. Our solution has been to substantially increase the slot size of aircraft which in a multiplayer environment suddenly makes the purchase option about more than just prestige cost. "Do I want another fighter, or actually would I prefer 2 infantry units on the ground?" This is achievable by fiddling with the units file and I'm ok with that - but maybe a multiplier option in the scenario options a bit like the random results modifier and the experience increase rate modifier would be useful? In other words for differing pre-built scenarios the designer could set certain types of unit to occupy more or less prestige slots via a modifier. Set air to 200 and suddenly all air units occupy twice the slot size without having to do manual changes to the units file each time which is relatively time consuming. Just a thought. Think it might be a useful tool.....