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 Post subject: New patch on the way from CA.
PostPosted: Fri May 08, 2009 3:25 pm 
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From the daily update.

Quote:
May 8th
For the first part of this update I would like to clarify an issue that seems to be causing confusing and talk a bit about the AI.

Technical v game play patches

Some people seem to have got the impression that we are going to do a cycle of game play patch then technical patch then game play patch etc. So as 1.2 was a game play patch 1.3 won't have any game play improvements in it. This is not true. All patches will include bug fixes and game play/balance improvements. Hot fixes of course are done for specific issues we feel need to be addressed more quickly. So there is no wait for a long time between balance improvements or for bug fixes, patches will include both.

Patch 3/1.3/Patch 4

There has also been confusion about the naming/numbering of patches, which really stems from the disconnect between our internal branch names and the version number you see in game.

1.2, the large that came out on the 29th of April was referred to as Patch 3 on the forums for a while before being called 1.2. Now the next patch has been referred to as Patch 4 in some places leading some people to think we are talking about 1.4. Patch 3 and Patch 4 are simply the internal project branch names for what was patch 1.2 and what will be patch 1.3. Of course this has caused confusion and is merely a result of devs referring to internal branch names instead of using the version numbers that will be used for the patches on public release.

AI

One of the hot topics on the forums lately have been discussions about several battle and campaign AI issues, and people have been asking whether we are going to address them or make any further improvements to the AI. I would like to repeat something I said in the first Daily Update I posted (exactly one month ago in fact). There will be continual work and improvements done to the AI with each patch.

The big topic of discussion in relation to battle AI is a new problem people have spotted where the AI units constantly try to move out of the way of each other resulting in them just walking into the player's line and engaging in melee instead of sensibly standing at range and shooting. This has occurred as a result of a change we made to try and prevent the AI from blobbing its units together presenting a nice easy target for the player. Obviously it has not worked as well as we would like, but rest assured improvements are being made so this problem will not exist in 1.3.

We do not want to put out a hot fix for this as we want to do thorough testing of this issue; both internally and with the beta testers so as to make sure there have been improvements. Battle AI will have a bigger testing focus amongst the beta testers for the next patch.

For the campaign AI, the big issues are AI factions making peace with each other and naval invasions still as whilst they do now occur, they are rare as we said they would be pre-patch. There have been improvements to both of these made for the next patch, and as said earlier the campaign AI is constantly being worked on.
Balancing Changes

The second part of this update is about the balance changes for land battles that will be in the next patch.

I know there were some discussions amongst the multiplayer community who wondered why some changes were made when balance was already decent in the release version of Empire and they felt that only slight changes were perhaps needed.

It is precisely because the balance was decent, and not good or great that balancing changes are continuing to be made, as Empire can and will be better balanced.

So, what is changing?

This patch pretty much covers every aspect of land battles to improve game play and balancing. Summed up, the changes are as following:

- Slight slowdown in unit movement speed.
- Increased differences between unit types.
- Balancing improvements made to morale system to improve battles.
- Big changes to projectiles to provide more diversity between shot types and to make more shot types viable.
- Better survivability for guns and carriages in artillery units.
- Better balancing and costs for units.
- Addition of mob formation for native infantry, skirmishers and some irregulars and light infantry.
So as you can see quite a lot is changing.

Unit Diversification

A big part of the balance changes have been more about trying to give clearer differences between unit types through both stats and other changes.

For an example of a change, light infantry, skirmishers, irregulars, light cavalry and missile cavalry can now spot hidden units at longer distances making them more useful for scouting on the battlefield.
I will be posting threads in the multiplayer forums here, at TWC, CSS and at .org for more detailed discussion of these changes as there are a lot and I don't want to bog this post down with statistics.

Shot Types and Artillery

Currently, some shot types are very useful and some are not very useful at all. Artillery is also very vulnerable and it is too easy to knock out guns. Round shot for foot and horse artillery has been improved to make it more useful, range of shrapnel has been decreased, howitzer range has been decreased. Mortars have also had the accuracy of their more exotic shot types reduced.

All the changes are aimed at making all shots have their use and to encourage the use of different shots within a battle. And to make sure artillery is no longer very easy to take out; their survivability has been increased a lot.

Morale

At the moment it is very difficult to break most units unless they have taken a very large amount of casualties, resulting in some melees lasting too long and decisive rear/flanks charges not having the impact they should. No I'm not saying long melees shouldn't happen, and that combat should be over really quickly, just at the moment it is a bit too long. So some morale factors have been tweaked to improve the flow and feel of combat.

This is just a brief summary of the changes that have been made, as said earlier I will be posting threads in the multiplayer forums here, at TWC, CSS and at .org for more detailed discussion of these changes as there are a lot and I don't want to bog this post down with statistics.

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