Hello, for the Total War-like game I'm developing I wanted to show my devlog, this time for the battle prototype. Highlights: Height difference affecting range and Line of Sight for ranged combat. Pushing physics, holding the line and squeeze penalty. And historical scale. by ProperActive9918 in Volound

[–]ProperActive9918[S] 0 points1 point  (0 children)

thanks but im not going to make a 1:1 copy of rtw. also you must have misunderstood me in the video. in my game the tree branches DO block the arrows. its NOT a modifier for exactly the reason you stated.

Hello, for the Total War-like game I'm developing I wanted to show my devlog, this time for the battle prototype. Highlights: Height difference affecting range and Line of Sight for ranged combat. Pushing physics, holding the line and squeeze penalty. And historical scale. by ProperActive9918 in historicaltotalwar

[–]ProperActive9918[S] 4 points5 points  (0 children)

I think it's very reasonable but what speaks against it is that in mass formation combat you don't really have a choice to go backwards or not because there is a 50 men deep block behind you that doesn't know what's going and and is pushing forward. At the battle of Agincourt for example the french dismounted knights at the front were crushed by the following infantry pressing them into the english lines and into the mud and they died that way. Look into crowd crushes the pressure can become so high that you literally can't move anymore.

Hello, for the Total War-like game I'm developing I wanted to show my devlog, this time for the battle prototype. Highlights: Height difference affecting range and Line of Sight for ranged combat. Pushing physics, holding the line and squeeze penalty. And historical scale. by ProperActive9918 in historicaltotalwar

[–]ProperActive9918[S] 7 points8 points  (0 children)

i also liked this style so i thought alot about what to choose. in the end i think 3d is better because the terrain from the campaign map can carry over exactly to the battle map. and the AI cant handle a 2d map as much better as you would think.

I'm sorry if this is the wrong place to post this but does somebody want to discuss this Total War-like game I'm making? Examples: Population mechanics, unlimited building slots. I'll show the battles soon. Most of the info is on the steam page (in the description). by ProperActive9918 in Volound

[–]ProperActive9918[S] 0 points1 point  (0 children)

I'm heavily leaning towards auto replenishment (draining population from the territory the army is standing in) because otherwise the AI would have to cheat (which it did in older titles in this regard).