Melee animations are the biggest cringe factor for me. While some render beautifully (it's amazing to see two soldiers lock in combat, slamming their rifles together, trying to stab each other with a bayonet) half the time they don't engage properly and you'll get soldiers gliding about. The charge animations get hung up for a long time on impact too (a problem from m2 and R), and I find it hard to believe that zero troops would die on impact if Hessian line troops charged into them at full speed with their bayonets drawn.
Cavalry troops will sometimes charge right passed a unit they were sent to attack, sometimes continuing to charge into the wild blue yonder for a long time before realizing "Oh wait. I missed by target thirty yards back.
The rest isn't bad, it's really the charge and melee animations that just feel... unfinished. Maybe hoom is right and this is a debug version of the code and we'll see improvements in the final game. I dunno.
Indeed.I'm glad you got the demo to run more smoothly. If you play it on a high - power machine you can really appreciate it a lot more I think. It's a shame CA didn't optimise it very well.![]()
I'm not as frustrated as I was earlier because I actually got the blasted thing to work. They likely didn't give much time to optimize because they were too busy just getting it to work right.The AI is heavily scripted so I couldn't really get a good look at its capabilities, but I really loved the naval battles. Yeah they are arcadey, but i found them insanely satisfying (double-broadside ftw
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