What do you actually mean with nasty fog of war?I would like to see some kind of nasty fog of war in the game
I couldn't give a damn about your downvotes. I'm more interested in some actual arguments as to why the battles should last longer than a day.
Why are 1 day battles ridiculous? The maneuvering should be a different phase from the actual combat, and if you think the fighting itself lasted more than a day, I suggest you stop posting.
What do you actually mean with nasty fog of war?
Definition of games are basically:Nobody thinks that fighting itself IRL last longer than a day. Everybody thinks this is a computer game and thus player control is more important than 'realism'.
Im pretty sure armies can only see neighbour cities and cities are much smaller than provinces which mean you can basically walk into an enemy army. However having no or limited visibility even in neighbour cities would probably be too unforgiving.It would work very well to launch a surprise invasion on a powerful but unaware neighbour, or to make ready an ambush from the oposite side...
I mean to be able to hide info about your provinces to the other side of the border, specially if they aren't friends/allies.
Real time controlable battles only work because the total war games are built around them.In a single player game yeah you could pop up each battle in turn and let the player get involved in each. But that's basically turn based and it's how CAs Total War solve the problem. But it doesn't work in a real time multiplayer game with multiple concurrent battles.
You will very rarely experience six battles at a time when the battles are resolved in one day. That probability will be very low.Nobody thinks that fighting itself IRL last longer than a day. Everybody thinks this is a computer game and thus player control is more important than 'realism'.
Being able to reinforce or retreat are important player control that people want thus there needs to be enough time for the player to see, recognise & respond to what's going on. Thus the battle has to last multiple ticks. Maneuvering as a possible solution suffers from no real losses occur thus you'll never realistically have much to respond to (other than running away from an overwhelming fight).
Your idea of sub-ticks purely for battle resolution don't work in the case where there are multiple battles at the same time. In a multiplayer situation where one person is involved in 6 battles, another player in 2 battles and third involved in no battles - how would the ticks work? You either have the game run at sub-tick time and one person sit around doing nothing or the game runs at normal tick time and one player has no chance of getting involved in the majority of the battles.
In a single player game yeah you could pop up each battle in turn and let the player get involved in each. But that's basically turn based and it's how CAs Total War solve the problem. But it doesn't work in a real time multiplayer game with multiple concurrent battles.
The point still remains, if the battles lasted only one day the player would have no option to react to anything, and in a game that is bad game mechanicsYou will very rarely experience six battles at a time when the battles are resolved in one day. That probability will be very low.
I'm sure EiA wasn't the 1st game with tactics and I do not know how was the implementation in 1776.first time I played with tactics was in the game 1776 which was released in 75? I think. wanna say EmInArms was possibly the last AH game I bought in 86, but the concept of tactics such as it had had been around long before it.
Imperator EiA
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All Out Assault Escalated Assault
Frontal Assault Assault
Outflanking Attack Outflank
Echelon Attack Echelon
Probing Attack Probe
Strong Counter Attack Escaleted counter-attack
Probing Counter Attack Counter-attack
Hard Defence Defense
Mobile Defence Cordon
Withdraw Withdraw
also very similar to 1776...But the ones in Imperator seem to match in 'name and number' to the ones EiA used.
It increase damage but dont reduce casulties your units suffers.Excuse me I just read this dev diary and I'm not sure to have understand how function discipline. It only gives a bonus to damage when you attack and when you defend, or it also reduce casualities ?
It increase damage but dont reduce casulties your units suffers.
Nothing can attack from the 2nd row AFAIK. And there's also no 2nd row.@Johan
Can only (horse-)archers attack from the second row, or every unit?
Is there any drawback of having a pure archer army versus pure heavy infantry?
Do all units have the same basic stats, and the only difference is the difference in modifiers?
Nothing can attack from the 2nd row AFAIK. And there's also no 2nd row.
There's only a primary frontline and a secondary frontline
if you are firing from the back line, you are basically at 50% efficiency.
It's changed. Read the later Dev Diary by Trin on battlesfrom the dev diary