This is (well, it could be) a great game, but I get the feeling that the devs bit off a tad more than they could chew on this one. For the record, I never had major CTD problems, only minimal campaign lag, and no Steam troubles. I have enjoyed the immersion of the game for the most part and the great attention paid to graphic details, etc. The game is beautiful. Still, I have experienced many of the gameplay glitches and problems reported by others and have got into a number of screaming matches with my monitor. I think many people are talking way too much about the game being bugged, when in fact a lot of what is going on might have to do with design and implementation. Sometimes ideas seem great at first, but are hard as hell to implement successfully. Let me explain what I think I see going on:
Where oh where is the grid?
I read in the pre-release blurbs about many new 'features' in ETW. One thing that caught my eye was a statement by James Russell:
“The campaign map for example is treated in a completely different way, and is no longer based on Rome's grid system -- it's completely freeform.” (http://pc.ign.com/articles/866/866990p3.html).
Previous releases were based on an underlying grid (think game board hexagons) that marked out specific spaces where units could reside. This also gave the game an easy means to calculate movement since each unit could move X-number of grid paces on its turn, and only stop on a single free and open hex. With ETW, they apparently did away with this grid. While this is innovative and great in theory, I think this has caused many of the problems people (and the AI) are having on the Campaign map and in general.
Naval lag: The program now has to calculate movement range, without the pre-set grid, taking into consideration enemy zones of control, separate unit ranges, the coastline, etc. As a result, clicking on a stack of ships often results in a 10 sec. lag as the program sorts all this out. You will notice this particularly in narrow sea area (i.e. the English channel) where a whole lot of things have to be factored in. I also see this more with stacks that have different classes of ships, with presumably different movement ranges. RESULT: huge lag on selecting ships in many cases. If you wait long enough, it usually figures it out- or just crashes to the desktop if it can't. (sigh) For the record, selecting a city containing army units also seems to give a lag, but less than seen with ships. Why? Armies have a shorter movement range requiring the program to do less work figuring it out.
Trade Zones: Same issue? Ships can get stuck after merging or splitting fleets on trade zones, or just entering them sloppily. Trade zone is a tile in a sea of un-tiled space. I think ships get stuck on the 'event horizon' if you will, or just don't quite get into the zone, resulting in a unit ending in neither. I think it may be the player who doesn't quite click on the zone exactly leading to a unit that is stuck in limbo. I found that if you take extra special care when selecting ships and picking their target destinations (like the trade zone you want) you can avoid this problem.
Coastline Embarking/disembarking: Ever pulled your hair out trying to unload troops onto a coastline? Then having to resort to moving your ship around until it finds just the right angle to unload? I pretty much gave up trying to do this after a while and now only unload in ports. The cause is, I think, the same. Without a grid system, the program has to 'decide' if you are close enough to unload. It probably has to do with the percentage of facing pixels on your ship versus the coastline space, or some such thing. Ugh.
Armies: Most of my army glitches have again come from attempting to merge/unmerge units, or move them in or out of cities. You can't move a unit out of city and into a waiting stack with one click. Why? Same deal. Your trying to move from grid space (city) to un-gridded open terrain, and then into another unit. You have to move the unit out of the city (one action) and then merge with the other unit (second action) People have also reported repeatable CTDs when overflow unit recruitment with a general gets bumped to a waiting stack outside the city (sorry, can't find the post). This may be a case of units getting stuck again on the 'event horizon' between city and terrain. Just guessing here.
Battle Map: Would this complicate how the program determines battle terrain and deployment? Sure. It can't just load up the battle map for that grid- there is no grid- so it has to create one. Randomly? Based on what factors? Region default? I have observed little correlation between exact unit locale on the campaign and battle map, so it must use a more general 'typing' system. Heck, without a direct correlation between the campaign map and the battle map, the program might even have problems figuring out where to place the armies and reinforcements. Anybody noticed this? (yuk yuk)
AI Naval Transport: Yes, all this may be a contributing factor in the inability of the AI to transport troops via ships. (and to be clear, the problem in ETW is not about invasions per se, but transport of army units by sea) I really don't think this is an AI problem at all. We have all seen the AI determinedly moving stacks to the coast or into ports, in preparation for transport, but it is never able to get them onto it's ships. Why? While the human player can jiggle his ship around until he can get it in the right spot to load/unload his army, the AI cannot. If the AI ship is not 'just so' along the coast, invariably the unit will move to the coast and then just sit there. Also, the player workaround of loading/unloading in ports may also not be available for the AI. I don't know for sure, but the 3-step process to embark your army (1. move into port, 2. press button to embark, 3. select and transfer units onto ships) might be problematic for the AI-even if it doesn't actually press a button. If the program can't easily get units onto ships, what you get is no naval transport, no reinforcing of colonies, no invasions, and bunches of AI stacks intended for the New World or India, wandering around aimlessly because their path is essentially blocked.
Basically, I think the lack of an underlying grid system is the cause of many of the Campaign problems in ETW. This is not a bug so much as it is a very ambitious feature that hasn't quite been ironed out in terms of gameplay. In spite of all the ranting on these forums, it may not be 'bugged, sloppy programming' at the root of the problem, but a new approach that introduced some unforeseen headaches. This is why CA has not been able to fix some of these problems quickly. We're not talking about cleaning up a bit of mistyped code here, but trying to address problems from what is a core part of the campaign game design. I have every confidence that they will (or have in the forthcoming patch) solve these problems, but it may take more than one patch to make this the great game I know it can be.
But then again, this is all just idle speculation...
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