Results 1 to 18 of 18

Thread: Warscape contra Battlemap-Campaignmap-Mapping

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Warscape contra Battlemap-Campaignmap-Mapping

    CA promised, that this time, we will no longer get predefined battlemaps but an automatically generated battlemap terrain, based on the actual campaign map parameters/tiles.

    But the design of the campaign map gave me some concerns about that. First, the coasts are reduced drastically to some few beaches where ships can land - lets say, like 70 % of coast cannot be used for battles.

    Same with the cities, as we no longer have every city siegeable, so possible battlefield variations are also reduced in that way. And last but not least, look at those forests around of every mountain on the map. Each mountain is surrounded of impassable forest, so the "battle-able" areal is once more reduced to a minimum. Look at those screenshots and discuss!

    #1 - Whole coast battleable, forests battleable



    #2 - Only beaches battleable, forests battleable



    #3 - Only beaches battleable, forests unbattleable



    You see - possible battle map terrain is reduced drastically in the third pic. That means, CA ca still make predefined battlefields but sell them as automatically generated terrain from campaign map tiles. This is done by reducing possible battle areas with cliffs, forests and unsiegeable cities.

    Personally, for me, it is not a problem if terrain is not generated in the way like in Rome 1. But it shows once more, that Warscape engine is not really a good base for this game. Just think about the phalanx. About the "formations".
    Last edited by Acroneos; August 02, 2013 at 06:12 PM.
    "The only thing we learn from history is that we never learn from history."
    CPU: Intel Core i7-4790K 4,0 Ghz LGA 1150 | GPU: MSI AMD Radeon R9 280X 3GB DRR5 | RAM: G.Skill TridentX PC3-19200U CL10 16 GB | SSD: Samsung 840 EVO Basic 500 GB SATA 6 GB/s | PSU: be quiet! Pure Power L8 CM 630 Watt | MBU: ASRock Fatal1ty Z97 Killer LGA1150 ATX
    Steam | Origin | Battlelog | Pics
    Austrian Company GC

  2. #2
    Primicerius
    Join Date
    Sep 2011
    Location
    Saskatoon, Saskatchewan Canada
    Posts
    3,522

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    You do realize that there was a ton of impassible terrain in RTW as well, right? Yes, we know that there won't be as many hexes as we want the game to have. I think Modestus touched on this a while back. We'll have to wait and see. By the way, not all forest is impassible. In the new panorama released today you can see barbarian armies in the forest.

    Edit: The cities are siege-able as far as we know. They just aren't siege battle cities. And they still have their own battle maps as far as I'm aware. Some may be automatically generated but I'm not sure. Most if not all field battle maps will be predefined.
    Last edited by Dan113112; August 02, 2013 at 06:16 PM.

  3. #3

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    Quote Originally Posted by Dan113112 View Post
    You do realize that there was a ton of impassible terrain in RTW as well, right?
    Rome 2 seems to have extremely lot of more impassable terrain. Terra incognita, most of caost are cliffs, extremely huge cities, non siegeable cities and possibly impassible forests. No comparison to Rome 1, where you only could not pass high mountains and dense forest (the least one was very scarce if you let away germania and scythia).
    "The only thing we learn from history is that we never learn from history."
    CPU: Intel Core i7-4790K 4,0 Ghz LGA 1150 | GPU: MSI AMD Radeon R9 280X 3GB DRR5 | RAM: G.Skill TridentX PC3-19200U CL10 16 GB | SSD: Samsung 840 EVO Basic 500 GB SATA 6 GB/s | PSU: be quiet! Pure Power L8 CM 630 Watt | MBU: ASRock Fatal1ty Z97 Killer LGA1150 ATX
    Steam | Origin | Battlelog | Pics
    Austrian Company GC

  4. #4
    Primicerius
    Join Date
    Sep 2011
    Location
    Saskatoon, Saskatchewan Canada
    Posts
    3,522

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    Quote Originally Posted by Acroneos View Post
    Rome 2 seems to have extremely lot of more impassable terrain. Terra incognita, most of caost are cliffs, extremely huge cities, non siegeable cities and possibly impassible forests. No comparison to Rome 1, where you only could not pass high mountains and dense forest (the least one was very scarce if you let away germania and scythia).
    You can cross some forest in TWR2. You can see it happening in videos and screenshots. Of course it's going to have more impassible terrain. The map covers more geography than the previous game. Imagine all the time it takes to make those maps. They had to make a decision so that they would have time to complete the map.

  5. #5

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    Quote Originally Posted by Dan113112 View Post
    Imagine all the time it takes to make those maps. They had to make a decision so that they would have time to complete the map.
    Thats why a map.rwm-tile-based-campaign map engine would have been a better solution here. I just cannot understand, why it was not implemented in warscape. Anyhow, I think, the old engine was better than warscape. Medieval II had cool graphics, too.
    "The only thing we learn from history is that we never learn from history."
    CPU: Intel Core i7-4790K 4,0 Ghz LGA 1150 | GPU: MSI AMD Radeon R9 280X 3GB DRR5 | RAM: G.Skill TridentX PC3-19200U CL10 16 GB | SSD: Samsung 840 EVO Basic 500 GB SATA 6 GB/s | PSU: be quiet! Pure Power L8 CM 630 Watt | MBU: ASRock Fatal1ty Z97 Killer LGA1150 ATX
    Steam | Origin | Battlelog | Pics
    Austrian Company GC

  6. #6
    Primicerius
    Join Date
    Sep 2011
    Location
    Saskatoon, Saskatchewan Canada
    Posts
    3,522

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    Quote Originally Posted by Acroneos View Post
    Thats why a map.rwm-tile-based-campaign map engine would have been a better solution here. I just cannot understand, why it was not implemented in warscape. Anyhow, I think, the old engine was better than warscape. Medieval II had cool graphics, too.
    You're missing the point. The tile/hex system is essentially the same as RTW and M2TW. It's just that there are allegedly less tiles in TWR2. Not that there couldn't be more it's just that CA doesn't have time for it.

    The old engine was better? Maybe at certain things but Warscape offers a whole range of options that add depth and immersion to the game. The old engine couldn't give us those options.

  7. #7

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    I agree with the OP. In the campaign map you are following the one path. This was made in Shogun II very clearly and it is repeated now.

  8. #8

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    It is not about battle map, it is about campaign AI not making the fool arround.

    It is said all the ways lead to Rome. In this map the only way leads the campaign AI.
    Last edited by Bethencourt; August 02, 2013 at 06:30 PM.

  9. #9

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    i dont see how non siegable cities would reduce the map variation. if at all, the opposite is the case because you always had the same generic castle maps with only slight but completely irrelevant variations.

    i m pretty sure the field battles will offer more variations. they re more dynamic anyway



    also, while the generated maps in Rome1 were a nice and immersive feature, it had its own flaws. sometimes it generated maps which were totally ridiculous and didnt feel authentic by any means. you would ve never believed that two large armies would choose that battlefield to fight on.

  10. #10
    MathiasOfAthens's Avatar Comes Rei Militaris
    Join Date
    Nov 2006
    Location
    Stockholm, Sverige
    Posts
    22,877

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    I like the way the map looks.

  11. #11
    DogSoldierSPQR's Avatar Senator
    Join Date
    Apr 2013
    Location
    Birmingham, England.
    Posts
    1,256

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    I think this is CA's way of making the enemy ambush us more successfully. AI usually stick to one path, us lot will take every and any route. If you limit pathways, the chances of running into an enemy ambush are higher. Anyone agree? It's the only thing I can think of tbh, guys.
    I personally invite you to check out my complete combat overhaul which will give you a completely new Rome 2 experience:
    (http://www.twcenter.net/forums/showt...ere!-(26-10-13)
    If you rep me, leave that beautiful name of yours so I know who you are
    That a salesperson at my door? Where my Gladius at??
    An empire always fails because it never sees the potential in the individual. The smaller state never fails because it has no choice but to... - DogSoldierSPQR

  12. #12

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    It's no coincidence that the best campaign gameplay since MTW was S2. Rome made the jump to free movement well before they had Ai capable of handling it. By reducing the movement options to almost that of the original games you had a more coherent and challenging enemy. it's not ideal but i'll take the compromise for the better overall experience vs. armies milling about stupidly.

  13. #13

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    Where did they say maps were auto-generated? I read simply all the regions had many battlemaps made for each one.

  14. #14
    Indefinitely Banned
    Join Date
    Jun 2013
    Location
    Canada
    Posts
    881

    Default Re: Warscape contra Battlemap-Campaignmap-Mapping

    I guess we'll find out after release.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •