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Keywords from CNAW.

Posted: Wed Sep 24, 2008 3:34 pm
by firepowerjohan
Might try something unique and show some of the keywords of the game in a short manner :)

Vassals, Revolts, Privateers, Short Scenarios, Grand Campaigns, Merchant Looting, Convoys, Scorched Earth Tactics (Razing Cities), Upkeep cost, Disband, Combined Arms Bonus, Horses needed, Siege Warfare, Plundering Supplies, Admirals, Generals, Science, Retreats, Victory Locations, Fog of War, PBEM, TcpIP, Dynamic Weather System, Manpower, Wagon Movement.

Edit:
Road movement bonus

Posted: Wed Sep 24, 2008 6:50 pm
by alaric318
greetings, first of all good luck with the project and thanks for bring on such a napoleonic turn based game,

this being said i have some questions, i am not sure if i have to wait up to release to know about them but i are to place here only if them can be on answer now,

1- difference between light and line infantry

2- optional rules available

3- if the game and scenario files are somewhat or to some point as moddable as the files in commander europe at war,

thanks in advance and best regards,

alarick.

Posted: Wed Sep 24, 2008 7:54 pm
by firepowerjohan
1) One of the most interesting differences in game. Light infantry (movement 5) is faster than line inf (movement 4) and good fighting but have weak anti cav bonus. This creates a small rock-scissors-paper behaviour on these units. Furthermore Light infantry is much better attacking than defending so perfect harassing enemy infantry prior to an attack. On the other hand if the light infs do not get any support and can be countered they do not stand up too well. They panic easier also, so when they start taking big casualties their efficiency drops radically.

2) Nothing much more than the CEAW game. We have added an advanced weather option. When it is OFF weather only mildly affects movement rates while if ON then mud or snow can have drastic effects on your mobility. Both ON/OFF option will affect combat efficiency though. There is a science callad Weather Adaption which is set so that Russia has higher level than France so unless France makes some big progress in that area they are going to be suffering more than Russia when winter comes.

3) Game is at leist as moddable as Commander Europe at War. I added some new parameters in the unit.txt script which enables you to tailord make new units such thing as if a unit can move+fire, if it can move on land if it can move on water and much more. The editing tool will not be available in the near future though since it needs to be shaped up and easier for the user.

Further down the line, if interest goes up for the game the editor might be released too we have to wait and see. The best support you can show for the game is buying the game here at Slitherine since this is the main publisher and main site for the game. The % will be higher for each dollar going to the developer teams Firepower Entertainment and The Lordz Games Studio here ;)

Posted: Wed Sep 24, 2008 10:40 pm
by alaric318
thanks for all advice and fast repply, it only makes me more interested in the game, the paper scissor rock is mainly the parameter given in napolenic wars, a must buy, i can see, indeed, here, this game as a wargame of the year candidate, i like the model about russian winter effects, is historical, and being optional is a great feature, you can turn off for practice and then go on with the enhanced weather system when learn the mecanics of combat, i forgot to ask for another feature, the feature that makes commander europe at war worth for AI play, the difficulty settings, i failed to defeat the allied AI in maximum level in europe at war, will we have these difficulty settings too in commander - napoleon at war?, as all games on the market the main playing is between human vs human but i like to have a good AI opponent, too glad to know that the game is moddable, a must buy indeed,

thanks again and best regards,

alarick.

edit... the large and outstanding scale given on the map is the best i have seen on a napoleonic wargame, i cant hardly wait until monday to start a campaign and try to conquer russia, very pleased :D

Posted: Wed Sep 24, 2008 10:55 pm
by firepowerjohan
The AI is improved in certain areas from CEAW, tactically it has less flaws. For difficulty levels, since there are many small scenarios as well as the grand campaign I can bet you will some scenarios that are almost impossible to beat on higher difficulty.

Posted: Thu Sep 25, 2008 2:57 am
by alaric318
thanks for the advice, glad to know it, i have much experience but less dexterity against other players, the difficulty settings add replay value added to the index of scenarios to choose from, so, the higher difficulty settings will be for the pleasure of me that play less online, and so on for experienced and with high dexterity players,

thanks again and best regards,

alarick.