Suggestions thread
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
Suggestions thread
I think a thread like this to compilate all suggestions would be nice.
I going to start:
The facing of the units isn't always easy to see. Some kind of indication printed directly in the hex would be nice
I going to start:
The facing of the units isn't always easy to see. Some kind of indication printed directly in the hex would be nice
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- Site Admin
- Posts: 13558
- Joined: Fri Apr 01, 2005 10:19 am
Gettign the word out would be a huge help. Posting on other forums you frequent, writing AAR's about your games, tell people down your wargames club. It's hard for us to reach every community out there as wargaming tends to be quite fragmented so if you guys can help with that it will ensure an ongoing supply of add ons and upgrades for the game which is good for everyone!
Another suggestion. The AI is pretty good, but it can be easily fooled by massing your forces in one flank, the AI can´t react to that movement in a fast and coherent fashion, so you end up overruning it in the flank.
So, my suggestion would be to place a fixed "baggage" unit in the center of the battlefield, something worth fighting for it so that if you leave one flank empty the AI can take that baggage and win the game. this way the Human player would be forced to keep forces covering the whole battleline
So, my suggestion would be to place a fixed "baggage" unit in the center of the battlefield, something worth fighting for it so that if you leave one flank empty the AI can take that baggage and win the game. this way the Human player would be forced to keep forces covering the whole battleline
The game seems easily modable in the graphics. Maybe you can do alternative representationsI would like to see a different graphic for the unit in the info box, something more detailed instead of the same top down image of the unit you already get in the game. That could add considerable flavour to the game and facilitate recognizing different types of units

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- Master Sergeant - Bf 109E
- Posts: 459
- Joined: Tue Nov 13, 2007 5:46 pm
How about a full replay of all finished games from start to finish?
You could look over the games and learn from mistakes.
In the Multi-player results screen, how about a win/loss/draw beside each result. Rather than having to enter each played battle to findout the result. Its easy to forget after a few games.
You could look over the games and learn from mistakes.

In the Multi-player results screen, how about a win/loss/draw beside each result. Rather than having to enter each played battle to findout the result. Its easy to forget after a few games.
Great job guys! The game is a blast. I can't stop playing.
How about 'linked campaigns'!!!!?
I love fighting the battles, but now I need more.
Having the ability to fight an entire campaign is great because then it really matters which units are destroyed and how substantial your victory is. Is this do-able?
How about 'linked campaigns'!!!!?
I love fighting the battles, but now I need more.

Having the ability to fight an entire campaign is great because then it really matters which units are destroyed and how substantial your victory is. Is this do-able?
I would like to see some indication of the steadyness of the unit ie whether it is disordered or severely disordered. Do units get disordered in the PC version? Also, the effect on movement seems to be the same for woods as for brush, which is incorrect for most troop types. If there are two types of woods then perhpas they should have different terrain effects - I would like to see Enclosed Fields, Vineyards, and Plantations added, too.
Chris
Chris
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- Master Sergeant - Bf 109E
- Posts: 459
- Joined: Tue Nov 13, 2007 5:46 pm
Yes, the PC version goes like this:vakarr wrote: Do units get disordered in the PC version?
Steady
Disordered
Fragmented
Routed
If you send certain units into certain terrain, they will also become disordered, although a "D" will not appear next to their graphic (you can see it in the unit info box, though).
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- Master Sergeant - Bf 109E
- Posts: 459
- Joined: Tue Nov 13, 2007 5:46 pm
Can we have an option to fight battles to the bitter end? I get kind of annoyed when the game ends, and refuses to allow me to finish the day. In Classical warfare, there were a lot of battles that were two-punch bouts. The opening charge would rout the weaker wing of each army, and then the elite wings would turn and sometimes smash into each other. This game currently doesn't allow that, as the weak units might push you over the break point, and you can't have a bitter grudge-fight.
I am specifically reminded of Agesilaos and the Thebans. In the Battle of Coronea, the Thebans recognised their army's defeat, and attempted to flee the field. However, Agesilaos positioned his hoplites directly, face-to-face, in their path of retreat. The two forces smashed into each other, and after horrendous casualties, only a handful of Thebans made it off the field that day.
This game would be better if there was an option to simulate those two-punch battles. I have played Cynoscephalea about 6 times now, and almost every time there has been the possibility for this sort of grudge match. However, even though the right-flank of each army has thoroughly succeeded and is running in to support the centre, the battle often ends before they make it. It's a good idea to have points and all that, but at least give us a button to finish things off, regardless of who is recorded as the victor.
Also, I have a further suggestion that would make the battles end in a more meaningful manner: brief-out screens. We get an introduction to each campaign when we select them, but the ending is just a chart of numbers, with "Team X wins!" at the bottom. How about a box like this, before you show the numbers (or after):
-Same size box as the victory score box
-The left hand side contains a box for a picture
-The middle/right-side has a large box for text
-The bottom says who won, and has an okay button (clicking Okay sends you to the raw statistics screen, which we have now).
It would work like this:
We are fighting the battle outside Athens, in the first year of the Peloponnesian War. The battle is over, and we get a screen that shows a picture of, say, Pericles on the left, and the text is his speech from Thucydides' text, on the right. You can add a few historical notes if you like.
I think that would add a lot more meaning to the end of battles. You might also make it so that a different concluding picture/statement comes up, depending on who wins the battle (lets say Macedonia wins Cynoscephalea, you could have happy phalangites cheering, while they could be crying if Rome wins).
I am specifically reminded of Agesilaos and the Thebans. In the Battle of Coronea, the Thebans recognised their army's defeat, and attempted to flee the field. However, Agesilaos positioned his hoplites directly, face-to-face, in their path of retreat. The two forces smashed into each other, and after horrendous casualties, only a handful of Thebans made it off the field that day.
This game would be better if there was an option to simulate those two-punch battles. I have played Cynoscephalea about 6 times now, and almost every time there has been the possibility for this sort of grudge match. However, even though the right-flank of each army has thoroughly succeeded and is running in to support the centre, the battle often ends before they make it. It's a good idea to have points and all that, but at least give us a button to finish things off, regardless of who is recorded as the victor.
Also, I have a further suggestion that would make the battles end in a more meaningful manner: brief-out screens. We get an introduction to each campaign when we select them, but the ending is just a chart of numbers, with "Team X wins!" at the bottom. How about a box like this, before you show the numbers (or after):
-Same size box as the victory score box
-The left hand side contains a box for a picture
-The middle/right-side has a large box for text
-The bottom says who won, and has an okay button (clicking Okay sends you to the raw statistics screen, which we have now).
It would work like this:
We are fighting the battle outside Athens, in the first year of the Peloponnesian War. The battle is over, and we get a screen that shows a picture of, say, Pericles on the left, and the text is his speech from Thucydides' text, on the right. You can add a few historical notes if you like.
I think that would add a lot more meaning to the end of battles. You might also make it so that a different concluding picture/statement comes up, depending on who wins the battle (lets say Macedonia wins Cynoscephalea, you could have happy phalangites cheering, while they could be crying if Rome wins).
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- Field Marshal - Me 410A
- Posts: 5001
- Joined: Sat Nov 14, 2009 2:42 pm
I would like to concur to the suggestion of being able to fight battles " to the bitter end"
Perhaps keep the normal mechanics as is, but when one army reaches the rout limit the player could be given the choice to continue the fight until the turn limit is reached (at least in single player mode)
Another option would be to allow players to manually set the rout levels as an additional option when launching the scenario (much like the free deployment option) I believe the Great Battles games had something similar
My final suggestions/wish items(at least for now):
*perhaps some additional terraign types especially "buildings" ie villages , maybe ramparts walls etc... maybe caltrops to snare those pesky camelry units(actually need to add the camels first
*the ability to define the AI in a scenario editor as a defender (dont know if possible w the the engine AI routines) to keep the advantage in a good defensive postion
Thanks for the great game Slitherine! Look forward to future games/addons to the series (please get to Renaissance ist!! ha ha )
Regards
Perhaps keep the normal mechanics as is, but when one army reaches the rout limit the player could be given the choice to continue the fight until the turn limit is reached (at least in single player mode)
Another option would be to allow players to manually set the rout levels as an additional option when launching the scenario (much like the free deployment option) I believe the Great Battles games had something similar
My final suggestions/wish items(at least for now):
*perhaps some additional terraign types especially "buildings" ie villages , maybe ramparts walls etc... maybe caltrops to snare those pesky camelry units(actually need to add the camels first

*the ability to define the AI in a scenario editor as a defender (dont know if possible w the the engine AI routines) to keep the advantage in a good defensive postion
Thanks for the great game Slitherine! Look forward to future games/addons to the series (please get to Renaissance ist!! ha ha )
Regards
I was just coming here to suggest the same thing! I had the Roman army in big trouble. I had routed their flanks and was circling around to hit them from the rear when they reached the rout level.
I would suggest allowing the player to play even beyond the turn limit if he or she wishes.
It's very fullfilling to fight to the end and see your plans come to fruition.
I would suggest allowing the player to play even beyond the turn limit if he or she wishes.
It's very fullfilling to fight to the end and see your plans come to fruition.

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- Lance Corporal - Panzer IA
- Posts: 13
- Joined: Sat Nov 14, 2009 11:18 am
All previous suggestions are very valid and I subscrive them, I add mine: fatigue could increase realism, now units can run at full speed or fight all the time without bad conseguence.
My boardgames collection: http://www.boardgamegeek.com/collection/user/JMass?own=1&subtype=boardgame&ff=1
Roma Victrix!
Roma Victrix!