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XIII Century: Death or Glory Real-time strategy game covering major battles of the 13th Century. Lead the English, the French, the Mongols, the Germans or Kievan Rus' (Russians) to victory! |
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#1
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Battle Speed
Optimizations and improvements in 1.2 lists:
- Speed of the game during battles lowered down 25%. Is this true? As I don't see it. In my opinion the game could use another (if not the first) 25% 'reduction' in overall battle speed. And a 25% (maybe 50%) 'increase' in hand to hand combat resolution (takes too long now). I am comparing the current version of XIII with 8 years of playing the Total War series, and 6 years of reviewing replays of the worlds largest competition of that series. Great job so far, but still needs a little work. Thanks for your attention. Tomi |
#2
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It is true
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#3
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I don't know Tomi: sure the battle speed is rapid, but as other face of coin I found very exciting and realistic, overall in multi, play the battle at this speed. Probably a setting parameter for battle speed is the better solution, so each player can set the battle speed at own preference. In the hand to hand, sometime I have also experimented the long time you talk, other time I saw a rapid conclusion, I think the moral play a major role in this different result. |
#4
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Thanks!
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Ok; so I went back and started testing basic unit types in custom, and aside of what seems to be an un-tuned marching footstep audio sync (to the new speed), found all movement speeds to actually be very realistic. I think my original assessment was one of frustration in a full compliment battle. It was more a matter of a cross of memory and perception, than of deduction. I was having problems positioning my camera and selecting units the way I wanted to (having not played for months), and surmised that ‘nothing had changed’, when indeed it has. Thanks! Quote:
Competitive multiplayer speed would of course always be at the normal setting. Quote:
I am still learning to handle my troops in this game, and have just realized how much might be possible in micro-management of the individual units. In one-on-one ‘unassisted’ unit combat, it is easy to see “unemployed” individual troops standing around doing nothing. Until yesterday I didn’t understand that I might be able to get them going at the target enemy unit again, by just reinitializing the attack with additional clicks. I am still experimenting with this, but it seems what is missing here is a “gang mentality”. In other words, 25 troops versus 5 troops is now fought out as 5 vs. 5, with 20 watchers (just a made up example). That’s what takes so long. You know that those 25 should walk right over the smaller force (without intervention), but they don’t. Last edited by Tomisama; 11-15-2008 at 12:45 AM. |
#5
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What you think of self control? i found the concept very interesting. In game is a double blade weapons: can help to take advantage of situations the player don't saw, but can generate problem of central controls if he don't make attention. |
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