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Viewing 15 posts - 16 through 30 (of 118 total)
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  • in reply to: ios #1367
    Kris
    Keymaster

    Thank you so much! I will be taking a look into it.

    in reply to: ios #1364
    Kris
    Keymaster

    I do plan to move the games to more platforms in the future. Ios is one I will be considering.

    in reply to: Great War Suggestions #1359
    Kris
    Keymaster

    Hi! Sorry for the delay, I have a bad case of the flu. What you’ve said makes a lot of sense. Thanks for your thoughts.

    in reply to: Saratoga #1330
    Kris
    Keymaster

    Thanks for the report. I’ll check it out!

    in reply to: Rethinking Leaders #1317
    Kris
    Keymaster

    Love your ideas thank you! I think giving HQ units unique abilities will make them more interesting.

    in reply to: Simpler Flags? #1272
    Kris
    Keymaster

    I’ll be adding an option to use simplified flags in the menu. Flags don’t create any performance issues. The option is there for anyone who, for example, creates a large sandbox battle with units from multiple nations, and has trouble recognising who’s who.

    The default option will be off so this won’t impact players who aren’t interested in this option.

    in reply to: Black Powder Periods – Napoleonic Technical Improvements #1271
    Kris
    Keymaster

    Flanking occurs anytime a unit has more than one enemy unit adjacent to them. Currently, flanked units have reduced firepower in all combat resolutions (both when attacking and defending). The more enemy units flanking, the greater the reduction.

    Terrain can lessen the effects of flanking. For example, if a unit is surrounded when in a fort, the flanking is greatly less effective.

    in reply to: Black Powder Periods – Napoleonic Technical Improvements #1265
    Kris
    Keymaster

    Thank you for the ideas and resources! It is difficult to draw the line on the simplicity and complexity. Infantry currently act as if they form square when attacked by cavalry, unless they are disordered. So cavalry have a big advantage against disordered infantry, while having a big disadvantage against formed infantry. However, this doesn’t take into effect the slowness and vulnerability to artillery that the squares had. I do think more can be done here.

    Thanks for the interesting video! I’ve actually fired a Brown Bess musket myself! Got some powder burns, but was a brilliant experience!

    in reply to: Rethinking Leaders #1264
    Kris
    Keymaster

    Yes, the Internet can indeed bring out the worst in people at times. I suppose computers and phones can make people feel separated from whoever they are trolling/griefing etc.

    in reply to: Rethinking Leaders #1263
    Kris
    Keymaster

    I’ll try and send out a new beta update this week. There will be quite a few changes to the way leaders work in it.

    in reply to: Rethinking Leaders #1257
    Kris
    Keymaster

    Ah yes, those painful loading times on the C64! Especially for any complex games. It was even more painful when the game would load to the point the game should start, and then your greeted with a blue “READY” screen!

    in reply to: Battle of Wagram: War of the 5th Coalition #1256
    Kris
    Keymaster

    You certainly seem to know your history on this! Certainly agree with you that central and eastern Europe bore the brunt of Napoleon’s armies. I’ll be sure to call on you if I make a game about this.

    If you would like to share some images here of your work in your painting then that would be great! I get a kick out of stuff like that! I recently went to a wargames show called Colours in Newbury. Fantastic to see all those wargames laid out!

    Thank you for your kind words! ?

    in reply to: Battle of Wagram: War of the 5th Coalition #1253
    Kris
    Keymaster

    You make a good case for Wagram! It could make an interesting game, and I can’t remember ever seeing that battle portrayed in another game before.

    in reply to: Rethinking Leaders #1252
    Kris
    Keymaster

    I know the TRS80! I do have an obsessive interest in retro computers! Unfortunately, I’ve never actually used one, and only ever seen one in a shop window of an electronics shop. Personally I started on the Commodore 64 (Also showing my age a bit here!). As to the look of the graphics, they were originally inspired by a game i used to play on the Commodore Amiga called Fields of Glory.

    in reply to: Rethinking Leaders #1247
    Kris
    Keymaster

    Thank you for your thoughts! ? I will be returning to the horse and musket era. However, the human race has been happily killing one another for thousands of years, so there is a lot of history to make a Pixel Soldiers game out of!

    Happy to hear you like the games, but would like to hear what your pet peeves are. I might be able to fix them.

    One thing that I decided early on with the Pixel Soldiers games was that the battlefield should be as streamlined as possible. Just units, terrain, and the effects of battle. It would be quite difficult to have an authentic army organisation without things looking a bit untidy and complicated. But I could be wrong on that. Today I’ve been experimenting with adding an HQ unit into the Great War game which will soon be sent out to the beta testers. I’ll be trying new things and see what works. I’ll then adapt the changes to the horse and musket era.

    Will anyone miss the current system of pressing the attach button to add the leader to a unit? Currently the leader isn’t displayed on the field and is only visible when attached to a unit.

Viewing 15 posts - 16 through 30 (of 118 total)