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Posted: Tue Sep 07, 2010 3:26 pm
by Lysimachos
I would reccomend to introduce in the road map the possibility for a player to detail his challenge in order to avoid non wanted battles.
In fact it happens that you should like, for example, to play Romans vs Attalids but if you are not able to explain it, you'll find there's no chance to have such a battle given the fact that usually a single book contains at least 30 different armies.
In my opinion it shouldn't be difficult to realize this little change, giving the players this little but important option.

Posted: Tue Sep 07, 2010 3:47 pm
by TheGrayMouser
I like this idea, sometimes you do want to play a specific line up and it is not always easy to arrange one via a private challenge.

To keep the UI and display simple the option should likly be your army vs the army you want the challengee to accept

Posted: Thu Sep 09, 2010 8:32 am
by gazxtrix
Yeah! All for this. Would be nice to have some form of text message to append to a challenge. perhaps for a rematch or invite or specific battle requirements.

Cheers

Gazxtrix

Posted: Thu Sep 16, 2010 5:51 pm
by Skanvak
When will custom army list will be on the road map? and custom map too?

Posted: Mon Oct 11, 2010 1:13 pm
by CheerfullyInsane
TheGrayMouser wrote:I like this idea, sometimes you do want to play a specific line up and it is not always easy to arrange one via a private challenge.

To keep the UI and display simple the option should likly be your army vs the army you want the challengee to accept
Would be nice to have a drop-down menu with armies who can accept the challenge, much like there's a choice now between all army-books, or just one specific.
After playing SoA for a while now, I'm getting thoroughly sick of everybody turning up with Swiss pikes. :wink:

Lars

Posted: Mon Oct 11, 2010 1:28 pm
by TheGrayMouser
Hmm, I find i dont end up seeing a lot of actual Swiss armies, rather most armies have the ability to buy a decent lot of Swiss thru either regular troops in the list , or as an ally....

Posted: Mon Oct 11, 2010 4:43 pm
by CheerfullyInsane
Well, I can only speak for myself, but the last 6 DAG battles I've started have ended up in fighting the Swiss.
You'd think the country had run out of troops by now :lol:

Lars

Edit: Okay, not the last 6.....Just seemed like it at the time of writing.
Think I got the LoEG mixed up into that number somewhere.....

Swiss Cheeze

Posted: Wed Oct 13, 2010 12:19 pm
by claymore58
CheerfullyInsane wrote: You'd think the country had run out of troops by now :lol:.
Not really, the Swiss Confederation was much larger than it is today. Plus there were many imitators who where almost as good as the Swiss (Landsknechts for example). However, I take your point that within the SOA list they rein supreme.

Posted: Wed Oct 13, 2010 1:41 pm
by Xiggy
There are 6 to 8 swiss ally lists. (2 German, 2 condotta, low countries, etc) so I think that is what you are seeing. As far as them reigning supreme, they lose to horde armies just due to numbers and they cant fight in bad terrain. (Even though their first notable victory was in a swamp in the late 1390's, but they had all HVY weapon in that battle) So they are probably a bit weaker in FOG than in real life.

I see many more longbow armies, than swiss. They fight in jungles, on steep hill and generally do very well.

Re: Swiss Cheeze

Posted: Wed Oct 13, 2010 4:32 pm
by TheGrayMouser
claymore wrote:
CheerfullyInsane wrote: You'd think the country had run out of troops by now :lol:.
Not really, the Swiss Confederation was much larger than it is today. Plus there were many imitators who where almost as good as the Swiss (Landsknechts for example). However, I take your point that within the SOA list they rein supreme.

Good point, the Swiss had the ability to muster very very large amount of troops , very quicky (albeit for only a short period of time)
This is what runied Charles the bold's camapign (and his skull) at Grandson. He chose poorly in his strategy ie a battle seeking one, at the time of year the Swiss were able to field 20k men. if he had waited , the majority would have likley disbanded and maybe there would have been a nation permanently situated between Germany and France (for better or worse)

Posted: Sat Nov 13, 2010 4:28 pm
by TheGrayMouser
Ooh , I see the products page now has a timeline for the next 4 expansions. Legions Triumphant in February , hurrah! Looks like Viking afficianadoes this time next year. Good stuff!

Posted: Mon Dec 06, 2010 10:45 am
by stockwellpete
TheGrayMouser wrote:Ooh , I see the products page now has a timeline for the next 4 expansions. Legions Triumphant in February , hurrah! Looks like Viking afficianadoes this time next year. Good stuff!
Only a year until I can be a huscarl! :D And then "Oath of Fealty" could be ready by the spring of 2012, I suppose. I had better start saving up.!

Posted: Thu Dec 09, 2010 2:14 pm
by CaptainHuge
Is there any official word on whether Slitherine is going to be carrying on the digital game into the new Renaissance lists? I know it will still be a long way off but I was just curious.

Posted: Thu Dec 09, 2010 2:29 pm
by IainMcNeil
Its a big question mark right now. Its not well suited to the battlegroup system for ancients and the troop types are more varied making it much more expensive to make so we haven't made any final decisions.

Posted: Thu Dec 09, 2010 3:26 pm
by TheGrayMouser
iainmcneil wrote:Its a big question mark right now. Its not well suited to the battlegroup system for ancients and the troop types are more varied making it much more expensive to make so we haven't made any final decisions.

I would love to see a Ren game based on FOG but do agree the current FOG pc system wouldnt be ideal for it.... So get crackin on a new engine:)

BTW is there any techincal reasons turn based games MUST be hex based? After all realtime games can have actual maps where exact positioning of units is possible...So why not turnbased?
Also, by using any vector based graphics program (including many nice freeware ones) it is easy to slide around, rotate , wheel "bases" etc like in a real TT games

Posted: Thu Dec 09, 2010 5:23 pm
by Skanvak
The DBA computer version use actual positionning, not hexes. Hex are only convenient as they limit the coding of the position.

Posted: Thu Dec 09, 2010 6:05 pm
by IainMcNeil
The reason is primarily to make it easier for you to play. It is very fiddly to set the exact position and rotation of an object. Its also very hard to see if you are in range/out of range, move to contact etc.,

Posted: Thu Dec 09, 2010 6:15 pm
by TheGrayMouser
iainmcneil wrote:The reason is primarily to make it easier for you to play. It is very fiddly to set the exact position and rotation of an object. Its also very hard to see if you are in range/out of range, move to contact etc.,

Hmm i would think that there would be ways around this, for example the current game gives a nice "cone" for the field of fire for missle weapons and is not limited to 'wrapping around" hex outlines... Some type of overlay could be done to make it easy for players to see wheeling arcs , moves fwrd etc... ( a virtual ruler, lol)
I always assumed we havnt seen games like DBA online (in terms of hexless) due to AI programming constraints, but what do i know:)

As much as i like hexes the concept of a game that can handle Tercios or other formations "spatially accurately" would be a must buy.

Posted: Thu Dec 09, 2010 10:46 pm
by hidde
iainmcneil wrote:Its a big question mark right now. Its not well suited to the battlegroup system for ancients and the troop types are more varied making it much more expensive to make so we haven't made any final decisions.
Just want to say that I really hope for a Ren version. I'll pay whatever price you find appropriate(within reason) :D

Posted: Fri Dec 10, 2010 12:59 pm
by Morbio
iainmcneil wrote:The reason is primarily to make it easier for you to play. It is very fiddly to set the exact position and rotation of an object. Its also very hard to see if you are in range/out of range, move to contact etc.,
Medieval II Total War (I assume all the Total War games) doesn't use hexes and this works fine (apart from the poor AI) and looks great. If a unit is out of range, you just move a little closer - pretty realistic I'd guess.

However, having said that, I don't have a problem with the hex system, although if the kind of realistic graphics like M2TW could be used then that would be brilliant! :)