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_[REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Mon Jan 19, 2015 5:20 pm
by ianiow
I don't know if this is a design decision or not, but the combat resolution happens waaay too fast. I had a line of 9 hoplites fighting Persian MF and all nine combats seemed to be resolved simultaneously. My brain could not keep up with what was happening!

Also having the routs happen at the same time as the combat is also quite confusing. I have all the settings set to Slow but this doesn't seem to have any effect on the speed of the game.

Re: [REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Tue Jan 20, 2015 12:59 am
by Blathergut
It all happens all but simultaneously. It is impossible to keep track. Can it be set to do one resolution at a time?

Re: [REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Tue Jan 20, 2015 7:48 am
by cothyso
On your own turn, you can manually order each melee combat, so it's not a problem. On AI's turn or during the replays, it might be for some players.

This might be improved by tweaking of the replay speed code or by adding as a separate option.

Re: [REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Sun Jan 25, 2015 10:43 am
by ianiow
I think changing the speed of the game back to FOG[RB] levels should be one of the highest priority fixes before release.

For me, the current gameplay is an utterly confusing swirl of units dashing around on steroids with numbers flashing all over the place like a 70's disco. :wink: Battles consisting of thousands of men should be slow trudging affairs, with the key points of the battle slowly unfolding as time progresses. I'm sorry, but watching the current version of FOG(U) is like watching a pinball machine at the moment. :(

I play FOG[RB] on the slowest settings during competition play. Not only does it bring a sense of realism to the battle, it also allows me to scrutinise every move my opponent makes at a pace that my old brain can comfortably handle. I like to watch the missiles slowly float towards their targets. I like to watch the slow crumbling of the line of hoplites. I like to see my opponents cavalry canter around the flank of my infantry and turn menacingly for next turns charge. I find this is an excellent way of studying my opponent's play style and learn strategy and tactics from better players.

Sorry for the overly dramatic post Dan, but I feel very strongly about the speed issue, and like you I want this game to be the best it can be.

Re: [REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Sun Jan 25, 2015 4:35 pm
by hidde
ianiow wrote:I think changing the speed of the game back to FOG[RB] levels should be one of the highest priority fixes before release.
Can't agree more!
For exactly the same reasons that Ian described.

Re: [REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Wed Jan 28, 2015 11:23 am
by stockwellpete
Yes, I also agree. The game is incomprehensible when it is the opponent's turn.

Re: _[REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Fri May 08, 2015 7:17 pm
by cothyso
Automatic Combat Speed control added in rev 991 (default slow - accessible via the F12 Debug Options menu, Miscellaneous tab, 3rd column, Automatic Combat Speed button)

Re: _[REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Thu May 14, 2015 7:13 am
by stockwellpete
This change has made it better but it is still a bit too fast for me. Can it be slowed down some more please? I noticed on the F12 menu "Simultaneous moves" and "Discrete moves". What would be the impact of switching them to "off"?

Re: _[REQ] rev976 [Gameplay] Combat resolution too fast!

Posted: Thu May 14, 2015 7:56 am
by cothyso
I will make it on a slider at some point (same as for animation speed).

Changing the movements from simultaneous to discrete will just completely skip the animation, teleporting the moving unit from the start hex to the end hex.