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Blind Officers
Posted: Thu Oct 03, 2013 5:06 am
by KG_Soldier
It would be really nice of you guys if you could find a way to let us make all officers unable to spot enemy units.
We have a rule in GCM games that you must keep all officers within 200 yards of friendly units. And that works okay. But it would be cool if we were forced to use skirmishers to scout and not simply plant officers on the flanks to guard against traps and flank movements.
If you ever make another patch for SOW: GB, please take this request into consideration. The GCM community would appreciate it.
Regards
Re: Blind Officers
Posted: Thu Oct 03, 2013 5:44 am
by Little Powell
Ok, request submitted.

Re: Blind Officers
Posted: Thu Oct 03, 2013 6:26 am
by Saddletank
Seconded. Some kind of AI controlled semi-autonomous screening/skirmishing/picquet line formation and function whether a foot or mounted unit with the ability to specify how far ahead of the main body it goes would be really useful as well as realistic.
This unit wouldn't have amny great combat power and would fall back when pressed but it should send reports of what it sees.
Re: Blind Officers
Posted: Thu Oct 03, 2013 8:33 am
by RebBugler
How about making officers vulnerable to sniper or musket fire in general?
Re: Blind Officers
Posted: Thu Oct 03, 2013 9:27 am
by Garnier
Seems to me that adding a unit class attribute that makes them unable to spot other units, if that's possible, would be simpler than anything else so more likely to actually happen.
Ideally, sure, generals near enemy units should be vulnerable to dying somehow, but that would probably be a lot more complicated to code.
Re: Blind Officers
Posted: Thu Oct 03, 2013 12:40 pm
by con20or
Ideally, sure, generals near enemy units should be vulnerable to dying somehow, but that would probably be a lot more complicated to code.
Bitter experience has taught me they already are

, but I suppose what is required for MP play is an increase in the radius, and some sort of 'nearest distance to friendly unit' calculation when if exceeded this penalty applies. It's a nice idea.
Re: Blind Officers
Posted: Thu Oct 03, 2013 5:58 pm
by Little Powell
Speaking realistically, if something like this makes it into the next patch, it will be the simplest solution such as a INI edit or something like that. I doubt Norb will be able to spend a lot of time on it and risk breaking something else, so any complex change such as sniper fire, calculation change etc. will need to wait until the next game.
Again just speaking realistically here. I know Norb well, and I know how involved we are in the next project, so any change here will be very minor/simple/low risk.
Re: Blind Officers
Posted: Thu Oct 03, 2013 9:34 pm
by Chromey
If the dev team can add this, the sooner the better!
Re: Blind Officers
Posted: Sat Oct 12, 2013 10:31 pm
by Anthropoid
Ideally, sure, generals near enemy units should be vulnerable to dying somehow, but that would probably be a lot more complicated to code.
Bitter experience has taught me they already are

, but I suppose what is required for MP play is an increase in the radius, and some sort of 'nearest distance to friendly unit' calculation when if exceeded this penalty applies. It's a nice idea.
Whaa? Officers cannot die? I thought they already could die?
In the little bit I've played I've definitely noticed some "Deceased" officers so I am almost positive they can die. Why would their vulnerability need to be increased?
Re: Blind Officers
Posted: Sun Oct 20, 2013 12:55 pm
by garyknowz
Whaa? Officers cannot die? I thought they already could die?
In the little bit I've played I've definitely noticed some "Deceased" officers so I am almost positive they can die. Why would their vulnerability need to be increased?
That's bothered me too. Command control lost due to commander casualties was a critical factor in many battles.
The "deceased" officers occurs when an errant officer walks through enemy lines. IMHO, there should be random events modifyer based on a commanders proximity to combat.