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Posted: Wed Apr 21, 2010 5:44 pm
by Paisley
In fact I almost felt bad playing this (now fixed) drilled retreat exploit on Paisley.
Oh I didn't mind... I just noted it in my Little Black Book of Grudges (now running to vol XXIX for this year...).

The new system is miles better though. I suspect drilled heavy foot tactics will need a thorough rethink, especially for the side whose drilled heavies are outclassed.

Posted: Wed Apr 21, 2010 5:53 pm
by Epicouros
Oh I didn't mind... I just noted it in my Little Black Book of Grudges (now running to vol XXIX for this year...).
Oh, so you're a Dwarf player at heart! :wink:

Now, that could be a project for FoG once all historical army lists are released: Fantasy armies for FoG! Dwarfs! Elves! Orcs! Big Monsters! Undead! Magic!... :D

(actually, if done well, I'm only half joking...)

Posted: Wed Apr 21, 2010 6:06 pm
by Scutarii
Epicouros dont worry i use my lance to charge "gigants" :wink: i like the changes in general but for drilled troops in retreat the changes reduce in this situation 60º the rotation, i test it and dont find good that an undrilled unit retreats equal than a drilled unit because drilled troops virtutes arent only in attack, defense is another important part of a battle because not allways you can charge to enemy line, we are "generals" not roman consuls hehehe.

Posted: Wed Apr 21, 2010 6:27 pm
by batesmotel
Scutarii wrote:Epicouros dont worry i use my lance to charge "gigants" :wink: i like the changes in general but for drilled troops in retreat the changes reduce in this situation 60º the rotation, i test it and dont find good that an undrilled unit retreats equal than a drilled unit because drilled troops virtutes arent only in attack, defense is another important part of a battle because not allways you can charge to enemy line, we are "generals" not roman consuls hehehe.
You will find that undrilled troops turn around and withdraw more slowly than drilled since they essentially lose a movement point for turning before moving. The drilled troops still turn around and withdraw at full speed, e.g. drilled HF can turn around and go 2 hexes in celar terrain while undrilled would only go 1.

Chris

Posted: Wed Apr 21, 2010 6:36 pm
by Scutarii
But i dont have problems in attack, the problem is when you CANT attack and find that with your drilled troops are in the same situation that with undrilled troops and expend in 3 pike unit 11 points and find the same disaventage than with 3 units of HF by 7 points per unit... you can buy 3 HF units and can buy 2-3 skirmish units with pike units not, this is my point, pay more and have less tactical options (is bad have less rout points but dont have tactical choices...).

Posted: Wed Apr 21, 2010 6:44 pm
by RyanDG
Scutarii wrote:But i dont have problems in attack, the problem is when you CANT attack and find that with your drilled troops are in the same situation that with undrilled troops and expend in 3 pike unit 11 points and find the same disaventage than with 3 units of HF by 7 points per unit... you can buy 3 HF units and can buy 2-3 skirmish units with pike units not, this is my point, pay more and have less tactical options (is bad have less rout points but dont have tactical choices...).

But the point is that you don't have less tactical options with drilled. In every situation you will always have more tactical options for maneuvering than an undrilled foot. Furthermore, if you find yourself in a position where you are within charge range and would absolutely require a retreat followed by a forward facing move, you should probably give it a really hard look on how you got into that position to begin with. You have plenty of maneuvering options before entering charge range of the enemy -- you also have more maneuvering options vs undrilled foot even once you get into charge range. These should be used in order to prevent the situations that you are describing. Not relying on a move that traditionally speaking would pretty much in nearly every circumstance result in a rout.

Re: Yellow fields of fire are UGLY

Posted: Wed Apr 21, 2010 7:32 pm
by john2412
SRW1962 wrote:
batesmotel wrote:Is there any way to turn off the yellow fill in the hexagons/triangles showing where a missile unit can fire? The yellow outline around the area is probably a useful addition but the yellow fill in the area while the BG is selected is basically hideous and doesn't really make it any easier to see than just the yellow outline would. Unfortunately this wasn't included in any of the beta updates so it was an unpleasant surprise when I installed 1.2.5 this morning.

Chris
Totally agree with you about this, the firing arc is absolutely awful to look at. An on/off button in preferences would be very useful and perhaps a less garish colour overlay, although its a feature I would personally want turned off at all times, so the colour really won't matter too much to me.
So far the fill area and the triangle I quite like giving more of a tabletop measuring feel to it - think its going to be a personal choice thing. The ability to have it on or off is probably best for all users and in case it becomes an annoyancd to those who do like it initially :)

Posted: Wed Apr 21, 2010 7:38 pm
by john2412
RyanDG wrote: I believe that the current changes brings the game both in line closer to the table top and closer to the historical representations of the units without sacrificing unit balance.
I agree - this is my view of the most of the features of this release

Posted: Thu Apr 22, 2010 1:14 am
by 76mm
Sigh...I downloaded the patch last night, but when I tried to install it, it said the file was corrupted. I am now trying to download it again from the Slitherine AND Matrix websites and both of them simply time out over and over and over again...

[EDIT: download link finally worked, patch installed OK (on Matrix game BTW)

Posted: Thu Apr 22, 2010 8:37 am
by IainMcNeil
The problem is volume of traffic. When thousands of people try and download a 200MB file our server just can't keep up I'm afraid.

Posted: Fri Apr 23, 2010 6:54 pm
by Brigz
I don't know if anyone has mentioned this or not, but I noticed that Historical battles are now in alphabetical order. A minor change but very glad to see that. Thanks for the 1.2.5 update. Still trying to absorb all the new changes.

Posted: Sat Apr 24, 2010 12:33 am
by Retreat_in_shambles
keithmartinsmith wrote:The in-game help is working here on a test system. Is this help from the main menu or from within a game in progress? Keith
The in-game help has not worked for me for about the last 3 patches. Just a brown field with close up the top - although if I invoke the Task Manager when I go back to it the help menu is invisible. From memory this happened after a vid card swap (from Nvidia to ATI) so it might be a hardware thing.