I am having some trouble with this.

Let's talk about the issues in converting the SOW engine to handle Waterloo. Ideas, suggestions, feature requests, comments.
con20or
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Re: I am having some trouble with this.

Post by con20or »

1:6 is the default. The engine is not designed to handle oversized units at 1:2. They look impressive but you will see problems with formation changes and unit overlap as demonstrated in your screens
mitra76
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Re: I am having some trouble with this.

Post by mitra76 »

I do not have the game and, to be honest, do not feel able to purchase at the moment due to these problems. Watching replays from YouTube tend to find myself concentrating, negatively, with these ridiculous formations instead of following the battle.

Perhaps if I had a demo in which to immerse myself I would "forget" them in the excitement of my battle/orders.

Histwar go about ordering formations by drawing a line that specifies actual width.

I do so hope that the problem can be overcome.

Regards to all the developers.
Ess, I was one of pre-purchasers of histwar in the 2009, the 82th purchaser to be more specific, and I followed and supported the game until the 2012-13 more or less, I was also one of betatesters for some time. This for put in evidence I know well the game and how works (or how it worked until the last version I used ) the AI.

First the scale and gameplay is very different, Histwar is more linked to the tabletop concepts and it is Jominian in his base ideas; the deployment you speak was that of corps done on a 2d map, you define the point and the area covered, how much pressure apply and the formation\reserve. After a enemy is found along the path the corps stop and starts to place the guns,send individually the single regiments (not battalions) to attack or defend and this proceed until there's enemy before the corps. Is a system completly different with little micro level of fight (I found the use of single detached regiments very sad for attack the pratzen at place of full Saint-Hilaire division) with no concern for the pathfinding or road use. The complexity is all devoted to the corps logic of fight, which is splendid (when it worked well).

GB and WL present a different style of gameplay, with more levels in the AI hierarchy, micromanagement of situations and interaction with the map features, operational logics (when the enemy is not face to face) this presents other kinds of problems, but is more dynamic if you like the style. Of course is not perfect (WL presented a set of problems GB had not because the nature of fight changed), but we work to improve it. I think the best of type of game with WL\GB for a hardcore player is to play multi in hits mode
Visit my wargames blog: http://warforgame.blogspot.it/
essdee
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Re: I am having some trouble with this.

Post by essdee »

Many thanks mitra76 for taking the time to explain.
regards.
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Little Powell
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Re: I am having some trouble with this.

Post by Little Powell »

NSD needs to stop trying to paper over this problem and spend the time and effort needed to fix it.
Don't you think we've done that? This isn't an easy, snap your fingers kind of fix. We've put in many (and continue to work on) changes to help rectify it. If we had 10 more Norbs, or one of those remotes from that movie "Click" so we could pause time, then we'd have the problem fixed yesterday. :)
Skyhigh
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Re: I am having some trouble with this.

Post by Skyhigh »

Thanks guys, I appreciate all the comments.

I tried again, WL04 and sent only Donzelot forwards straight ahead to the enemy lines. Sprite ratio 1:6.

TC off, sent Donzelot forward with Command Map N, and then changed formation into Line Wide. Then I got a cup of tea whilst they were marching.

Lo and behold.
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con20or
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Re: I am having some trouble with this.

Post by con20or »

Excellent. Glad it is working better for you now.

We know there are areas where we can improve unit manoeuvring at close quarters, but most of the very bad examples you see online are rare occurrences or due to an impressive but unsuitable sprite ratio. Any edits we make to force unit avoidance results in frustrating traffic jams if people have other routes blocked with other troops. We had very strict rules in place early in development but it took half the day just to get all your forces onto the road as units waited for gaps. It was not fun and this game has to be both realistic and fun.

We probably should have just capped the sprite ratio it but we don't like to limit peoples options. We will put a warning on the SR slider in the patch.
Last edited by con20or on Tue Aug 18, 2015 12:27 pm, edited 1 time in total.
roy64
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Re: I am having some trouble with this.

Post by roy64 »

Out of interest what is the suitable sprite ratio meant to be because I used to play the game with a sprite ratio of 1:2
Leicestershire
con20or
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Re: I am having some trouble with this.

Post by con20or »

The default is 1:6.
essdee
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Re: I am having some trouble with this.

Post by essdee »

Thank you all for posts in this most interesting subject.

I am becoming more and more interested in SOWWL. Might yet bite the bullet :)
roy64
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Re: I am having some trouble with this.

Post by roy64 »

So you are saying a sprite ratio under 1:6 is not suitable?
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