augustus
Recruit
Does anyone from HPS frequent these boards? I have a couple of ideas that could be easily added to the series in a patch that I think should be considered.
It does take a bit to get used to after you have played the other engines, but I do enjoy it myself.So far I only have Campaign 1776, and while I didn't like the company size unit scale at first (thought it should be on a battalion/partial regiment level, though some battles are too small even for that) I'm getting used to it. For the most part, there are just a few interface tweaks I'd like to see, and one gameplay option.
A pretty big undertaking really...not only would it require programming, but it would also involve significant amounts of artwork...can't honestly say I see it happening, sorry.1. Map views. I know in the Ancient Wars series it's possible to flip the map so you see the battle from north to south as opposed to south->north. It would be handy to be able to do not only this, but to be able to view the map from the east or west as well. Since I play mostly on the 3D maps with these games, that would be very helpful in seeing the land formation.
Possible, but various factors like terrain would slow some units and not others...so the entire command would be slowed. Might be possible to include as an optional rule. I'm assuming you mean this for when the unit is deployed in Line formation on the battlefield and the entire force would move forward as one?2. I think it was in Tiller's Campaign Series that he had "echelon movement" where all units of a group would move as one, not with one unit following another but all moving in the same directions as the unit you have selected. For example, in the EAW games it would allow you to select one unit of a regiment, and then move the entire regiment at once, instead of one unit at a time.
Also possible, though don't know how likely it will be for anything to get implemented with no new title on the short list for release...changes like this are usually tied to a release and then rolled out to the older titles - and the last round of updates put in a lot of changes to the series.3. There were other interface related things I thought of, but can't remember them now. But the gameplay addition is what I suppose I'll call "Hex-fire." I doubt very much that soldiers in this era were told "See that huge mass of enemy troops? On my signal, fire on the 3rd company..." There should be an option to either have the computer decide what unit is fired on, or that damage done to a hex should be spread out among the different units there, depending on size of the defending units, size of the firing units, etc. The only exception would be artillery, which can be distinguished from other units.
Send me a specific scenario to look at...could simply be a "flag" issue in the header which tells the AI what to do. Scripting yields a better result, but is very time consuming and also redundant, so not great for replay, so many scenarios will use the generic AI orders instead.I do have a question about HPS games and the Battleground games regarding the AI. I don't expect the AI to be much of a challenge, but i noticed that in the Battleground series the AI at least moves troops around and shoots at you, while the HPS games from the 18th-19th century, the AI barely does anything. Why is that?
Not within the scope of a 5 minute turn...artillery of this period was not highly mobile.Oh yeah, one more thing, though this is more of an opinion than anything else: I think that artillery that only changes its direction facing, without otherwise moving, should be able to fire in that player's offensive fire phase.