patch 1.2.8 observations by pantherboy
Posted: Sun Jun 20, 2010 1:49 am
Awesome improvements to the game engine.
Now units evade facing away. This has made a huge impact on the game. No longer can poor LF screen and then come back immediately to pin other troops. Obviously you can still perform this tactic if you deploy in a manner to utilize it but in general it will make it more difficult to do.
Since troops evade that means first they turn and then check to move. What is happening is my opponents have been surrounded so the unit turns and discovers it has no evade path and then recieves the charge which takes it in the rear. I think this may of not been an intentionally planned design but shou definitely be kept. It means weaker troops who normally evade that get trapped simply are destroyed. It really encourages a more historical use of the units rather than the commando style that is present. I've only done this to light troops so fr and will try and catch someones cavalry next and see if they turn to evade and then get hit in the rear. If so I think this is great too as when you have the option of setting aggresiveness you will be forced to set them to a stance making them stand and fight rather than constantly evading unless you want to risk having them be charged frontally an then they turn and get hit in the rear since they have been trapped.
The AI is slowly getting better though it will never substitute for a live opponent. It is just impossible for the game engine to anticipate their opponents strategies.
Double moves are a good inclusion now with the requirment of a leader. It makes having a wide command zone more relevant as I often field all troop commanders. The only problem is using it against the AI. The AI cannot effectively utilize double moves as it lacks the ability to forsee what is happening. My advice is only play double moves versus a human opponent unless you want a fast match beating up on the AI.
LOS seems to be working fine. The changes to FOW movement and reveal has allowed the ability to screen better and lay traps more effectively.
The auto-update feature worked smoothly and is a perfect addition. It will negate peoples concerns regarding what version to use.
Really great job Slitherine and HexWar.
Cheers,
Steve
Now units evade facing away. This has made a huge impact on the game. No longer can poor LF screen and then come back immediately to pin other troops. Obviously you can still perform this tactic if you deploy in a manner to utilize it but in general it will make it more difficult to do.
Since troops evade that means first they turn and then check to move. What is happening is my opponents have been surrounded so the unit turns and discovers it has no evade path and then recieves the charge which takes it in the rear. I think this may of not been an intentionally planned design but shou definitely be kept. It means weaker troops who normally evade that get trapped simply are destroyed. It really encourages a more historical use of the units rather than the commando style that is present. I've only done this to light troops so fr and will try and catch someones cavalry next and see if they turn to evade and then get hit in the rear. If so I think this is great too as when you have the option of setting aggresiveness you will be forced to set them to a stance making them stand and fight rather than constantly evading unless you want to risk having them be charged frontally an then they turn and get hit in the rear since they have been trapped.
The AI is slowly getting better though it will never substitute for a live opponent. It is just impossible for the game engine to anticipate their opponents strategies.
Double moves are a good inclusion now with the requirment of a leader. It makes having a wide command zone more relevant as I often field all troop commanders. The only problem is using it against the AI. The AI cannot effectively utilize double moves as it lacks the ability to forsee what is happening. My advice is only play double moves versus a human opponent unless you want a fast match beating up on the AI.
LOS seems to be working fine. The changes to FOW movement and reveal has allowed the ability to screen better and lay traps more effectively.
The auto-update feature worked smoothly and is a perfect addition. It will negate peoples concerns regarding what version to use.
Really great job Slitherine and HexWar.
Cheers,
Steve