SigniferOne
08-26-2005, 09:24
Ok I JUST got the demo finally, FOR THE FIRST TIME, and have been able to, with RODEO's help, study the new formations in settings of my choice.
Shield Wall:
The shield wall is a very interesting formation. First off, you can run in it and it does not limit you like the old phalanx formation did. Second of all, CA has improved the core game mechanics, in that if you send a guy to place X and then tell him to get into formation, he will get into formation ON THE WAY, or at least get into it once it gets there. Gone are the clumsy days when your unit would stop in the middle of its travel and form up, messing up all of your movement instructions. Thirdly formation is perfect for hoplites also because the general runs to the very back and does not interfere with the formation. FOURTHLY, this formation does not have any preset dimensions like Testudo does, and you can form a shieldwall from whatever shape your unit is originally. So if you want a very narrow and very long shield wall, you can. If you want a very long, two units deep shield wall, you can. In whatever way the soldiers are already standing, they will form up a shield wall from that. VERY nice. FURTHERMORE, and this is also a very neat feature, if you take three units and tell them both to form shield walls, and then give them the Shift+1, straight line formation, they will make a line WITHOUT breaks, even if the normal patten for the formation is to leave some space between units.
So I am VERY impressed by it, and as long as CA patches up the minor bugs with the formation, such as the pathfinding and the strange "sliding outward" effect, this formation will be VERY GOOD for things like hoplite warfare.
Schiltrom:
Another interesting formation. The most unusual aspect of it is that if a unit has the schiltrom ability, they get the phalanx ability BY DEFAULT, even if they are not in schiltrom at the moment. They will always have that phalanx effect of first few ranks holding spear at level, further back ranks inclining the spear upwards, etc. The schiltrom formation, instead of giving them this ability upon being turned on, instead gives it to them by default, and when activated forms up the already defaultly 'phalanx-ized' soldiers into a defensive spherical formation. In this formation too the units can run, and are not limited like they were in vanilla. I am also grateful that the programmers thought about the little things, such as making the soldiers hold their phalanx formation spears somewhere closer to the middle; in vanilla, they would hold them at the very end, making it look very weird and unrealistic, and in schiltrom they hold it in a far more natural form.
I have still more testing to do about the Berserkers, haven't had enough play time with them, so loading up RODEO right now with a test battle. All I know is that these mofos are CRAZY in battle... and that it's freaking easy for you to lose control of them as they go into their blood frenzy and stop listening to your orders. My berserkers don't even need Warcry to go insane, just any fight will get their blood boiling, and they will chase that unit, however worthless it is, half across the map and will not care less if you hopelessly call them back and order them to stop...
EDIT1: Awesome, tell your units to go to loose formation, then to run to point X, and they both spread out and run at the same time. Then as they are running, tell them to to make tight formation, and they form up tightly on the way to the destination. I'm loving it! Little things like that go a long way.
EDIT2: Okay, berserkers are sick. That's all I have to say on the subject.
Shield Wall:
The shield wall is a very interesting formation. First off, you can run in it and it does not limit you like the old phalanx formation did. Second of all, CA has improved the core game mechanics, in that if you send a guy to place X and then tell him to get into formation, he will get into formation ON THE WAY, or at least get into it once it gets there. Gone are the clumsy days when your unit would stop in the middle of its travel and form up, messing up all of your movement instructions. Thirdly formation is perfect for hoplites also because the general runs to the very back and does not interfere with the formation. FOURTHLY, this formation does not have any preset dimensions like Testudo does, and you can form a shieldwall from whatever shape your unit is originally. So if you want a very narrow and very long shield wall, you can. If you want a very long, two units deep shield wall, you can. In whatever way the soldiers are already standing, they will form up a shield wall from that. VERY nice. FURTHERMORE, and this is also a very neat feature, if you take three units and tell them both to form shield walls, and then give them the Shift+1, straight line formation, they will make a line WITHOUT breaks, even if the normal patten for the formation is to leave some space between units.
So I am VERY impressed by it, and as long as CA patches up the minor bugs with the formation, such as the pathfinding and the strange "sliding outward" effect, this formation will be VERY GOOD for things like hoplite warfare.
Schiltrom:
Another interesting formation. The most unusual aspect of it is that if a unit has the schiltrom ability, they get the phalanx ability BY DEFAULT, even if they are not in schiltrom at the moment. They will always have that phalanx effect of first few ranks holding spear at level, further back ranks inclining the spear upwards, etc. The schiltrom formation, instead of giving them this ability upon being turned on, instead gives it to them by default, and when activated forms up the already defaultly 'phalanx-ized' soldiers into a defensive spherical formation. In this formation too the units can run, and are not limited like they were in vanilla. I am also grateful that the programmers thought about the little things, such as making the soldiers hold their phalanx formation spears somewhere closer to the middle; in vanilla, they would hold them at the very end, making it look very weird and unrealistic, and in schiltrom they hold it in a far more natural form.
I have still more testing to do about the Berserkers, haven't had enough play time with them, so loading up RODEO right now with a test battle. All I know is that these mofos are CRAZY in battle... and that it's freaking easy for you to lose control of them as they go into their blood frenzy and stop listening to your orders. My berserkers don't even need Warcry to go insane, just any fight will get their blood boiling, and they will chase that unit, however worthless it is, half across the map and will not care less if you hopelessly call them back and order them to stop...
EDIT1: Awesome, tell your units to go to loose formation, then to run to point X, and they both spread out and run at the same time. Then as they are running, tell them to to make tight formation, and they form up tightly on the way to the destination. I'm loving it! Little things like that go a long way.
EDIT2: Okay, berserkers are sick. That's all I have to say on the subject.