Version 1.03 feedback so far
Posted: Sat Jul 22, 2017 11:51 am
Hi,
Have played a couple of games since the v1.03 patch came out, and I thought now would be a good time to list some feedback on a range of items that could do with tweaking/changing. For the most part it is a very enjoyable game, and just a few changes would, in my opinion, really improve things:
Graphics
CSA IX Corp seems glitched when it arrives - the units stream on from what is clearly the wrong entry hex, in some cases passing right over Union units on the board.
Its not very clear when objectives change hands, the first time I played I completely missed the subtle change in brightness of the symbol. Would it not be better to have the objectives show a Union flag which then changes to Reb upon capture?
The number of SP left on AI units seems to be shown wrong quite a few times, so it looks like a brigade should shatter and disappear, but when you hover the mouse over it, it says still has 1-2 SP left.
AI tactics/flow of the game
When playing as the CSA the AI needs to have something done to avoid a day 2 pile up in Gettysbury. Currently it ignores most of the objectives in favour of piling on WW1 style at the immediate objectives directly above the town - with human wave attacks preceded by massed earth shaking artillery bombardments. Little Round top never gets a look in, so the game doesn't "flow" out towards the flanks as it did historically.
A solution may be to have either the AI not recognize the central 5 objectives for any reinforcements arriving turn 10 or later, which might then force them in the direction of the Little Round Top and/or Culps hill.
Another idea could be that on turn 11 the central 5 objectives "disable" so day 2 only has 2 objectives on Culps hill, and maybe two on Round top & little round top, and the one on the cross roads just south of Cemetery ridge. They could then "re-activate" start of day 3?
that would force the play to spread out on day 2 to the flanks before CSA then gets to choose anywhere to attack day 3.
General game play
The centring of mouse on reinforcements is better, but has thrown up new problems - in that when you select a unit that came on previous turn, often the view centres on the reinforcement hex rather than the unit.
It would be nice if when you opened the calendar it showed the current day.
FOW would be great. I believe PzGndr gave a very good idea for how to implement it in a previous thread. Not a deal breaker though.
At Day 2 night time turn I as Union player was given the control of CSA IX Corp for deployment and movement?!
cheers
Steve
Have played a couple of games since the v1.03 patch came out, and I thought now would be a good time to list some feedback on a range of items that could do with tweaking/changing. For the most part it is a very enjoyable game, and just a few changes would, in my opinion, really improve things:
Graphics
CSA IX Corp seems glitched when it arrives - the units stream on from what is clearly the wrong entry hex, in some cases passing right over Union units on the board.
Its not very clear when objectives change hands, the first time I played I completely missed the subtle change in brightness of the symbol. Would it not be better to have the objectives show a Union flag which then changes to Reb upon capture?
The number of SP left on AI units seems to be shown wrong quite a few times, so it looks like a brigade should shatter and disappear, but when you hover the mouse over it, it says still has 1-2 SP left.
AI tactics/flow of the game
When playing as the CSA the AI needs to have something done to avoid a day 2 pile up in Gettysbury. Currently it ignores most of the objectives in favour of piling on WW1 style at the immediate objectives directly above the town - with human wave attacks preceded by massed earth shaking artillery bombardments. Little Round top never gets a look in, so the game doesn't "flow" out towards the flanks as it did historically.
A solution may be to have either the AI not recognize the central 5 objectives for any reinforcements arriving turn 10 or later, which might then force them in the direction of the Little Round Top and/or Culps hill.
Another idea could be that on turn 11 the central 5 objectives "disable" so day 2 only has 2 objectives on Culps hill, and maybe two on Round top & little round top, and the one on the cross roads just south of Cemetery ridge. They could then "re-activate" start of day 3?
that would force the play to spread out on day 2 to the flanks before CSA then gets to choose anywhere to attack day 3.
General game play
The centring of mouse on reinforcements is better, but has thrown up new problems - in that when you select a unit that came on previous turn, often the view centres on the reinforcement hex rather than the unit.
It would be nice if when you opened the calendar it showed the current day.
FOW would be great. I believe PzGndr gave a very good idea for how to implement it in a previous thread. Not a deal breaker though.
At Day 2 night time turn I as Union player was given the control of CSA IX Corp for deployment and movement?!
cheers
Steve
