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March 6th, 2004, 07:29 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: Speeding up battles
hi everyone, my 2 cent:
The problem is not the battle replay itself, but its really the missiles imho. given you put your archers at the bach and they shot a volley each turn, then you waste quite a lot of time watching those arrows. I played approx 50-60 hours until now, and sometimes im really PISSED about the arrows. It happens that i quit a combat as soon as i realize that this one will take like forever to resolve.
The worst thing when zoom archers arent in range, the ones at the front fire their arrows, the arrows fly and hit something. then the archers at the back of that "regiment" move forward and shot another volley. this is really...well...BS
My conclusion: the game is good, BUT it could be by FAR better if some of the bigger bugs/flaws would be taken out. And whatever you all say, 50€ or whatever is FRIGGIN expensive for bugged things like this. Its not unplayable, but you sometimes think "well what if this would have been fixed by now"
just my 2 cent.
^^
oh yeah, dont let this end in a fanboy flame again
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March 6th, 2004, 07:37 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Thanked 92 Times in 43 Posts
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Re: Speeding up battles
Quote:
Originally posted by Davidious:
This is correct. besides, I don't actually want to 'watch' the battle replays (although it's fun).
What I want to do is READ the battle replay. So something that generated a text file with all the 'to-hit' rolls, damge, current state of the unit, etc. Basicaly a blow-by-blow text account of the battle would be awesome.
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Awesome ?
I wouldn't like to have hundreds of pages of text to wade through just to analyze one battle.
Two commanders fighting for five turns would probably make at least one page of text (if
presented in a readable way). Imagine a big and important battle with hundreds of units, mages and in-battle summoned creatures. Finding and analyzing the role of a specific unit in the battle would be a 'härke' of epical proportions.
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March 6th, 2004, 09:02 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Speeding up battles
Quote:
Originally posted by Kristoffer O:
I wouldn't like to have hundreds of pages of text to wade through just to analyze one battle.
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Just because *you* wouldn't like it doesn't mean that there aren't some players (such as myself) who would like the ability to do so.
Some players like MP, some SP. Some large maps, some small. Some fast battles, some very detailed ones ... with text reports.
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March 6th, 2004, 11:00 PM
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Lieutenant Colonel
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Join Date: Apr 2003
Location: Nuts-Land, counting them.
Posts: 1,329
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Re: Speeding up battles
Quote:
Originally posted by Kristoffer O:
I wouldn't like to have hundreds of pages of text to wade through just to analyze one battle.
Two commanders fighting for five turns would probably make at least one page of text (if
presented in a readable way). Imagine a big and important battle with hundreds of units, mages and in-battle summoned creatures. Finding and analyzing the role of a specific unit in the battle would be a 'härke' of epical proportions.
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Sure, the best solution is to allow us to jump at the start of each round (I dont care about not having the rendering done between these rounds). Often in big battles some issues are not decided before round 10+, and its a big pain to wait for this moment.
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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March 6th, 2004, 11:08 PM
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Sergeant
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Join Date: Feb 2004
Posts: 320
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Re: Speeding up battles
Quote:
Originally posted by Pocus:
Often in big battles some issues are not decided before round 10+, and its a big pain to wait for this moment.
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Actually, I just hate when I miss it happen and I have to start it all over again
- Kel
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March 7th, 2004, 12:19 AM
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Private
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Join Date: Oct 2002
Location: Colorado
Posts: 21
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Re: Speeding up battles
Quote:
I wouldn't like to have hundreds of pages of text to wade through just to analyze one battle.
Two commanders fighting for five turns would probably make at least one page of text (if
presented in a readable way). Imagine a big and important battle with hundreds of units, mages and in-battle summoned creatures. Finding and analyzing the role of a specific unit in the battle would be a 'härke' of epical proportions.
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well I'd love it.
besides, once I had the text output I'd write some little 'combat analyzer' utility to help sort it all 
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March 7th, 2004, 12:29 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
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Re: Speeding up battles
Quote:
Originally posted by Davidious:
besides, once I had the text output I'd write some little 'combat analyzer' utility to help sort it all
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Several of us have the same idea. 
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