I will be posting about my impressions soon enough. Cheers!
| Author | Comment | ||
|---|---|---|---|
Bozo.shoguntotalwar |
Compliments |
Lead | |
|
I just popped in to express my warmest congratulations to magitech... so very warm my congrats are that the GG downloader is 30% done and I'm already
regretting I uninstalled the T3 demo.
I will be posting about my impressions soon enough. Cheers! |
|||
Bozo.shoguntotalwar |
|||
|
All right so here's something we miss.
We could use a save feature for the army deployments so that you can load a pre built setup with formations and individual stances we previously ... and sweating so much... built manually. What I mean is to design new overlays like we do now, but also save them so we can reuse them in the future. Another thing we could use is a reverse button both for the inbuilt army layouts and for the ones we design manually. Isn't there a merge button for armies? Say what do I do with 2 armies in the same castle, need to disband one and then re recruit them into the already existing army? Need a reverse option for panning with middle mouse button. Something like the X Y Z axis reverse we use in flight sims. Pull back means nose up but if i like pull back can also mean nose down. That's just about it... and in a full day of playing i'd say it's really silly things, i'm so happy! :-) |
|||
minglee7 |
|||
|
Hello, thanks for the comments and recommendations. We will take notes and see if we can improve those when we have time. We have a patch coming out to fix a
bug in capital castle's production and improve speed on some castles, but we probably won't be able to add other new fixes in a short period of time.
|
|||
Bozo.shoguntotalwar |
|||
|
It's ok Minglee7 all in due time. I've been a beta for 19 yrs and counting, it's a natural attitude to spot problems and report them be in a dev
team or not... then it's up to you to take notes and discuss among yourselves on how and when to best improve your lovely product.
Meanwhile i am sad to report that in 2 consecutive tests my takeda army moved into 2 different enemy villages (and in 2 different games) to pillage for supply, 2 CTD took place so it's confirmed, whenever I move into a village, a CTD happens. Urgent fix required (if you need crashlogs you need to tell me where they are and IF they are generated). I basically manage to see the flame icon on the village but the game immediately freezes and I see the app has crashed only by alt-tabbing. The 3d sprites are so nice and the engine is really good at its job, however I have problems with controls. To begin with, I am used (like everyone else) to give move orders (or attack orders) with the right mouse button while i select combat groups with the left one. This means, in T3, that most of the times I have to give orders twice for i left click somewhere to select another group and the previously selected group instead of carrying out its orders, actually MOVES to the second group i was trying to select. This is pretty messed up... what I'm trying to do is select a second group, what happens instead is that the first group takes a move order i dont want it to take. Perhaps it would be best to use the left mouse button on the 3d world to select (or drag-select) only. Move orders with changes of facing should also be done with the right mouse button held. In other words, Total War style. We're all familiar with that system, it has proven successful (and leading actually) so I don't understand why you used a different one. However... I am still in the learning process so it's me who might be doing something wrong. Now... knowing what I was trying to do, how do you do it in this engine? Give me a tip on that pls. Similarly, the somehow simplified 3d engine doesnt seem to really give clues on what's really happening on the battlefield due to the extreme complexity of the formations, manouvers, special abilities and so on. Selecting a group is difficult without unwanted effects (as i explained) but if you select it through the general banners, the 3d view changes and you basically get lost. Indicators on what each group is doing on the banners would be cool and yet again it's a feature of the TW engine (which you can beat anytime if you manage to simply improve yours which i think is really up for the job). I am talking about status icons inside (or on top) of the general's banner to depict what's happening to the unit. I do love you can see if it's regrouping, holding, routing attacking or defending but the banner doesn't say if the troopers are shooting or being shot at (arrow icon), moving ( > icon) charging (>> icon) and so on. In the heat of battle and with multiple soldiers from different groups intermixed with one another these indicators would be handy (they ARE invaluable in the TW environment) because thanks to them you will know exactly WHICH 3d group is the one that needs your attentions and you can easily identify it by watching the 3d and cross connecting with the icons on the banners. I do not know if this engine correctly calculates friendly fire, i really hope it does and if it does, we need a function to tell the archers to hold their fire. Another interesting thing missing in this 3d engine (it's as you see a list of improvements that mostly regard interface) is the NAME of the generals when their portrait pops up to give you a message. An example? When a general takes the head of an enemy general, his portrait pops up and he tells you "I have taken a general's head" (i think he says he puts it in his pockets or something like that). Now... with some portraits we know who and where but with ANY of the fictional generals (the ones with the ashigaru hat) there's no way to tell WHO took this head and WHERE he is because the name in the pop up portrait is not displayed and no indicator flashes on the 3d battlefield or on the standards in the bottom of the screen. See if Shingen captures a head you can see it easily since he's the marshall and you must ALWAYS keep an eye on him... but even if you didn't, his portrait is unique... this can't be said for the other generals, and especially the aforementioned ashigaru ones which are very numerous. Just a tip. A final thing (totally unimportant at the moment) i have spotted and would like for it to be changed is the lone general riders on horse running around the battlefield in dismay once their army has called for the retreat. I happen to have surrounded them 50 vs 1 and this one was also being rained with arrows. This is something to fix... due to japanese psychology, a surrounded general must be instantly killed or captured if he doesn't willingly and *immediately* perform a seppuku. I don't wanna see 50 vs 1 battles where the lone general actually even manages to escape. Seen plenty in the numerous mods of TW (and not only) i played. That being said, i urge to focus on the village burning ctd, that's a critical issue the rest are just suggestions for the future. For the rest I wanted to say a final note on the 3d engine: Before seeing TC2M I wouldn't have bet a penny on the capabilities of a sprite engine when compared to the TW 3d model engine. NSD with its War3D engine has proved me wrong and Magitech has proved me wrong again. Contrary to everyone else in this world, i LOVE being wrong. You may take a glance at what NSD is doing here: http://www.scourgeofwar.com/ If there's anything i can do to help you out, just whistle. |
|||
Bozo.shoguntotalwar |
|||
|
I activated the Autosave and tested on entering villages again with my armies. There was no CTD so it's not a 100% thingy, luckily... still something to
keep an eye on. I've noticed a couple more issues I'd like to report in the meanwhile...
CTL-A (select all divisions) is not working. Engine: Ever thought that the bottom banner with the general should match the banner of the 3d units? That is a MAIN help with identifying units in the fray. (i.e. i ve got a division with a white mono and black circle but its general's banner in the bottom shows a red mono). World map: Army mode view should show my army stats when i hover the mouse on my army it shows the castle info instead. Something likely to do with the filter overlay, the mouse is actually catching infos from the nearby castles. Ninja action: I've noticed that if a Ninja is not killed in his mission, he remains attached to your mouse (even though u've long stopped holding the left mouse you use to drag it onto the target army or castle on map). I mean the ninja I just used is moving with my mouse and i can drop him onto another (or same) target to perform another mission. The effect of this issue is that I can use the ninja 2 times in the same turn and I don't think it's intended. I could not see whether this goes on and on because at his second mission the ninja was killed both times. I think in Multiplayer this can be really abusive on another human player and should be looked at. I don't think it's WAD after all, no? Shouldn't it be 1 mission per turn? |
|||
minglee7 |
|||
|
Thanks a lot. It's very nice of you to write such a long comment. We have taken notes on most points here and will look into them later. A few quick notes
here: Battle Control: You should be able to assign divisions to their destination with a single right click. The division will take their current order and
work on their way to your right-clicked destination. Or, You can use left-click and hold and drag to assign the division's orientation on their final
destination. I'm not sure if this is what bothers you, but I hope this will help. The engine does calculate friendly fires and you are right the archer
should have a "stop shooting" order. (The archers actually will try to aim an enemy target before they release their arrows, except they take orders
from the battalion and rain an arrow shower.)
|
|||
Bozo.shoguntotalwar |
|||
|
The problem I have with controls is that after i right click to send a div somewhere, when i left click somewhere else (and i do SPECIFICALLY to select a new
division) I can see the grey LANCE in that spot and the div I had sent an order to (with the right mouse button) *immediately* goes to the new location where i
left clicked. Unfortunately I am left clicking to select... not to give a move order. This is very annoying.
It means i have to go back selecting the first of the 2 Divs and REorder again. I stress the importance of this: the left mouse button on the 3d world should only be used to SELECT units and NEVER to give orders with the only exception being the army/div commands (the menu on the top corner of the screen). Solution to this is the Backspace button (TW style) to DESELECT a Div. Without any div selected you are in army mode so you can't give orders by mistake to any div... but unfortunately we lack this function (just like many others that Creative Assembly hit the mark with). I think that the engine is catching my attempt to select a new div with left mouse as a FACING order for the first Div. I have further tested with gamesaves and noticed that entering villages DOES cause a consistent CTD issue. Not always but most of the times, at least here. My best guess is that there's a mem leak somewhere there. I was wondering what happens in the world of T3 when 3 armies are close to one another and inside the engagement envelope. Is there a 2vs1 (if 2 armies are allied) or a 1vs1vs1 implemented? Have you thought about bringing in the scenario uncontrolled 3rd party events? I haven't really looked into the second and third scenario so I don't really know if the game "ends" at Sekigahara but what I mean is including rebels and ronins into the game... for example the Ikko-Iki revolt of the zen monks of Mt. Hiei (historical) or scismatic wars of secession within a clan at the death of the leader (fictional). Or civil riots due to christianity (and so on). Another interesting thing could be the attempt to bribe an enemy general with gold...or use gold to buy instant supplies to an army (of course it would be really expensive). It took me a LOT to find out that in order to build facilities I had to use Supplies... I was sure I had to use gold so I was wondering "what about putting more options on the players' gold"? I am absolutely enthralled by this game which i consider the best achievement built singlehandedly in almost 2 decades of daily playtesting for countless companies. I have never EVER seen anything like this before and I do not believe what my eyes see when I play. Way to go, way to go!!!! |
|||
minglee7 |
|||
|
Thank you very much for your comments and supports here. We are very much appreciated.
Ideally, when you select another division, the control shall automatically switch to the new div unless you are in "charing", "move" order which will take left-click and hold to assign the direction. (Sorry about my previous tip, you can actually use right-click and hold to drag to assign order directions for other orders) So, you select a division, check to see the stance order (aggressive, defense, or hold), if you don't change anything and right click on the destination, the division will take their current stance order and work their way there. To deselect a division, you only need to left-click on any open space unless you are selecting "charge" or "move" order. Sorry for the confusion, I remember we were trying to make double-click on right button for charge order, but we couldn't do it for some reason. So we end up leave "charge" and "move" on left-clicks. There are some scenario event lines for Takeda 3, but we have reduced the lines from Takeda 2 due to the lack of manpower. Oh, for 3 armies stack or within the engagement ring, the AI will pick the strongest one to engage one at a time. In our earlier S&H1 version, we have combined army forces, but we end up need to remove the feature in the later versions just because of short of budgets. > <
Last Edited By: minglee7
10/28/09 05:42:23.
Edited 1 times.
|
|||
Kuroitatsunoshi |
|||
Bozo wrote:Just an FYI-the Mt. Hiei monks were (and still are today) from the Tendai school, not zen. They didn't revolt-Oda Nobunaga attacked them for sheltering his enemies, and they weren't part of an Ikko uprising (Ikko-ikki would be members of the Jodo Shinshu school of Buddhism). Glad you're enjoying the game-it's my favorite simulation as well. |
|||
Bozo.shoguntotalwar |
|||
|
You're right Kuro. Anyway u get my meaning, some random encounters... bandits attacking small armies and revolts (historical or fictional) would add a lot
of flavor to the game.
So, ultimately, if i select a div and move or charge, how do i deselect it? I can't left click anywhere in this case because that would give them a new move order. |
|||