I am very glad that you like what you've seen so far! It will be better against human opponents than against the poor AI. I'm working on the updated version, so that I'll be able to upload it Friday evening and you can join Dee Jay and me on Saturday and/or Sunday. You can find me on Steam as "Kaunitz" with my forum-avatar. I'm looking forward to it! I hope we don't get the "cannot connect to host"-problem. Dee Jay and I had it initially but it seemed as if this "hamachi"-programme helped us to overcome it.
What questions do you have?Have you played it "in combination" with DMUC (I wonder if that worked?!), or did you disable DMUC to play it?
To keep you informed: I'm working on artillery (quite hopeless), cavalry will be able to "run" again, fatigue=disorder-states will have much bigger consequences than before, infantry walking speed reduced again to fir the 4:1 scale (I slighlty deviated because of all the complaints, but honestly: in multiplayer battles I was stressed at some points!), infantry battalions take more time to turn (also makes their volleys untidy and less dangerous - harder to get a volley effect), morale adapted (units will be shattered more often, to prevent the "disperse, rally, attack from all sides!"-thing; The HQ-FoW-system will stay - it needs some more testing. The HQs' detection range is clearly set too short right now, but it's the only way to make reconoitring an important aspect even in the small battles that we're fighting. You will have the big detection range for the HQ, and if you want to operate far from it, you'll need to use advanced guards. In the last battle I do think I surprised Dee Jay a little bit as my three battalions and even two squadrons (it took ages to get them through the woods!) lured behind my grenzer-screen and then stepped out of the wood.Also, unlike in Dee Jays and my last battle, the HQ will be able to hide.




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