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NapoleonicNapoleonParticipant
Unit moves reset everytime the player exits out the current game they are in and then goes back in while on their turn, giving the player infinite moves.
NapoleonicNapoleonParticipantTanks seem to have become stronger against Infantry now as they are longer able to be charged without losing for taking heavy damages. I’m good with this update but I do have a unit in mind that can counter the tank, but also not overpowered enough.
When the Entente began using tanks, the Central Powers were looking for a way to counter them. The Germans invented the TankGewher, a long rifle that shot a bullet big enough to penetrate the Steel, and kill the occupants. A pair of soldiers would be sent out and essentially snipe at tanks.
I believe Anti Tank units can be added to the game to be a main counter to tanks without having to sacrifice precious Artillery fire or your own tanks to take them out. They could be a small group that is only allowed to either move or fire, not both. Reason for this is because the gun was so heavy it had to have a bi pod so the user wouldn’t get knocked over by the recoil so moving and setting it down will be a lengthy process. It is also able to be counter by Infantry due to their small size, and other sentry units. But with the fact these units can remove tanks efficiently off the battle field with little effort, will be good trade off.
NapoleonicNapoleonParticipantEdit:
I believe this bug happens when the disordered unit is on Barb wire or in a forest. On normal grass it’s no problem, but on Forest and Barbwire, the bug happens. I’ll keep doing further testing.NapoleonicNapoleonParticipantUnfortunately I found a new bug in the game that stops me doing one of my favorite things to do in the game; charging and destroying retreating or disordered units.
I was playing the last campaign in the game with the beta to test it out (I’ll write a report and opinions on that soon) and was casually having a good time. When I saw a retreating unit with about 100 men I presume , I decided to go charge at them with a healthy unit of 500+. When I did, I absolutely decimated it, but my units told me they were too strong and got disordered! I tested this with more healthy units and the same result happened. I think what happened was that the unit got destroyed, but the game didn’t register a charger result and so came to the conclusion it was a fail. This goes the same for tanks. This is a very annoying bug which takes some of the fun out of annihilating your enemy.
NapoleonicNapoleonParticipantPerhaps a leadership action for the artillery is to call a barrage. This would make artillery fire have a splash damage rather then one square so damage could be dealt on a cluster of enemies.
Perhaps for leaders, you could switch from a mobile HQ to a stationary HQ. Mobile Hqs would let you take the HQ wherever it is needed on the battle field, while a stationary HQ could cover more squares. Perhaps different skills would be available depending on which HQ is set up, or kept the same.
NapoleonicNapoleonParticipantPerhaps have the AI be only able to move the retreating units in a safer path once they pass a certain threshold of squares. That way, the player or enemy AI can strategically force the retreating soldiers into a trap they’ve set up and won’t feel cheated. I’m not much of a coder so I wouldn’t know if this is possible or not but it seemed like a good idea to put forward. Only problem I would say about this is that perhaps the AI may try to constantly entrap the routing enemy regardless of the status that unit is in or leaving key areas. Then again, I don’t work with AI so I wouldn’t know. I’ll leave it to the Professional!
NapoleonicNapoleonParticipantSorry if I am overwhelming you with my suggestions, ideas, and comments. This is the first time I’m part of a community like this and my first time helping someone develop such a detailed game. I want to be involved as much possible here and make a contribution to development. I’ve waited for more then a year scrapping as much free google play money as I can to buy this game I am happy it was worth the wait and money! Now that I have been giving access to beta, I just want to assist as much as I can and so that’s why I’m being as active as I can in these forms. Thank you for also reading and replying to my messages!
NapoleonicNapoleonParticipantThe Arditi Uniform started out as Black or Dark Green later in the war however, they were changed out for the grey green uniforms. Also like to mention they were very fond of knives and grenades rather then using rifles and sub machine guns(quite the daring ones!) Regardless, I would be over-thrilled to have them implemented and hope this becomes a fan favorite for the community!
NapoleonicNapoleonParticipantI found some interesting results while testing the disorder retreat from weakend units.
Findings:
It would appear that if any obstacles such as Barb wire ,water ,soldiers, and the border of the map itself are in the way of the retreating units will instantly kill the unit. I was able to win most of the campaign by forcing units to retreat into these obstacles and made things drastically easy. It’s as if the AI couldn’t find another route and must take a straight line to evacuate.Suggestions:
Perhaps the AI could create a better pathfinding or the soldiers and/or stop when an instant death object is in their way. Units encircled or pinned to a wall by other enemy units could attempt an escape by going through a disordered flanking unit, or simply surrender, removing them from the game, but not showing up as a causalities. Same with units that the border. I would like to see them retreat rather then showing up as a kill even though they were far away from danger.Other Opinions:
Retreating into soldiers and causing an instant death is realistic to a sense if the unit makes a mistake into running into them, or pure strategy from the enemy to cut off any retreat for the units and destroying that unit. As for amphibious landings, I rather keep the instant death for the soldiers if they run into the water. Sure, it doesn’t make sense, but then it would make the landings impossible if I had disorder units crowding the beaches.Final thoughts
Whether these are fixed or left alone won’t effect my perspective of the game since I find these to be commonplace. Some people may want smarter retreating units for them and/or for realism. Others would prefer to keep it the same to keep it easier for them by removing units and not having to deal with them again. I do not know it this was intentional or something overlooked but it seemed like an interesting topic discuss.NapoleonicNapoleonParticipantI’d also like to note some images and paintings of them have them in green like the regular infantry instead of black. I wouldn’t want to misguided you and jeprodize the historical accuracy of the game so perhaps independent research would prove beneficial
NapoleonicNapoleonParticipantYes. Just a new spirte for the soldiers of course. Got to show the Italians some love!
NapoleonicNapoleonParticipantI believe the Italian Arditi Unit should be added to the game.
The Italian Arditi were shock troopers that were actually not based off German Shock troopers believe it or not! They wore black uniforms and had a do or die mentality in every battle they fought with their motto being “Either we win, or we all die”. Fun fact, they were copied by Benito Mussolini for his Blackshirts. This would be easy to implement as a Shock Trooper for the Italians and perhaps used in an Italian-Austrian Battle if one is ever implemented in the Campaign.
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