Results 1 to 30 of 87

Thread: Developer blog update: Morale & Difficulty Settings

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Bland Assassin Member Zatoichi's Avatar
    Join Date
    Jul 2004
    Location
    London
    Posts
    438

    Default Re: Developer blog update: Morale & Difficulty Settings

    It does sound like an improvement - I raised morale across the board in vanilla RTW to get battles to last longer, so it'll be nice if I don't have to do that again!

    One thing that follows on from units lasting longer in combat is the number of casualties on both sides increasing.

    This leads on to the inevitable retraining question - will the AI make sensible use of retraining on the campaign map, or will we face ragtag beaten up armies again like in RTW? Also, will retraining be like it is in RTW or will there be limits to the number of units retrained in a turn like in MTW? Will recruitment pools have an effect on retraining? I'm just retraining crazy tonight it would seem!

  2. #2
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
    Join Date
    Feb 2003
    Location
    England
    Posts
    4,294

    Default Re: Developer blog update: Morale & Difficulty Settings

    I think I see a couple of Martinellas in the background of that Milan fighting Byzantines pic. Looks like we might see them and Carraccios in the game.

  3. #3
    Freedom Fighters Clan LadyAnn's Avatar
    Join Date
    Nov 2002
    Location
    Somewhere unexpected
    Posts
    1,310

    Default Re: Developer blog update: Morale & Difficulty Settings

    Best of luck to anyone that can beat the AI on the “Very hard” setting with a full 20 unit army. My advice is: if you are new to Total War and want to just get to grips with the controls start on the “Easy” setting, if you’re a veteran of Total War games opt for “Hard” or “Very Hard”. Best of all I am confident that “Very Hard” will ensure M2TW is going to sit in your PC for a long, long time, I can’t see even the best Total War Players winning on “Very Hard” without more troops.
    I guess this will be the test before going on MP:
    "Have you beat AI at Very Hard"?

    Anniep
    ps.: it seems we can set the difficulty level as we host MP, or I speculate too much?
    Last edited by LadyAnn; 10-18-2006 at 19:57.
    AggonyJade of the Brotherhood of Aggony, [FF]ladyAn or [FF]Jade of the Freedom Fighters

  4. #4
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: Developer blog update: Morale & Difficulty Settings

    I hope this also means they fixed the instant destruction of (a large part of)routing units.
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  5. #5
    Insanity perhaps is inevitable Member shifty157's Avatar
    Join Date
    Jan 2005
    Posts
    1,145

    Default Re: Developer blog update: Morale & Difficulty Settings

    Well. It does sound very promising. I know ill be going for VH/VH right away to see just how much thought they put into these changes.

  6. #6
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
    Join Date
    Mar 2002
    Location
    In my own little world....but it's okay, they know me there.
    Posts
    8,257

    Default Re: Developer blog update: Morale & Difficulty Settings

    Hmm. Dare I exhibit cautious optimism, or is it too soon yet?
    "MTW is not a game, it's a way of life." -- drone

  7. #7
    Senior Member Senior Member Barkhorn1x's Avatar
    Join Date
    Aug 2001
    Location
    Miami, FL, USA
    Posts
    1,056

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Martok
    Hmm. Dare I exhibit cautious optimism, or is it too soon yet?

    I hear ya, but hope is good.

    Barkhorn.
    "Après moi le déluge"

  8. #8
    Research Shinobi Senior Member Tamur's Avatar
    Join Date
    Aug 2004
    Location
    #2 Bagshot Row
    Posts
    2,676

    Default Re: Developer blog update: Morale & Difficulty Settings

    As K'ung-fu-tzu has said, "Only in the case of regime change is it always too soon to exhibit cautious optimism".
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

  9. #9
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: Developer blog update: Morale & Difficulty Settings

    I really don't understand this blog. If morale and fatigue are ultra realistic on very hard, and the AI is at its smartest, I can't see why that makes playing on very hard a great challenge. It sounds like a level playing field, and I am pretty confident most experienced players can beat even the smartest TW AI on a level playing field.

    The big tension with RTWs battlefield difficulty is between realism and challenge. Medium is realistic in the sense that unit match-ups are what you'd expect from the stats. But veteran SPers often press for hard or very hard to make it more challenging. This greater challenge comes at the price of unrealistic unit match-ups - AI hastati beating human principes etc.

    I can see that higher morale across the board might be both more realistic and make it more challenging (as in RTR), but still on medium and with equal forces, the experienced player will still walk it.

    Fatigue I actually think hurts the AI in RTW - it's often exhausted when it hits your fresh troops. I've started turning fatigue off to increase the challenge.

    Smarter AI is nice, of course, but I can't see why it should not be on by default - rather than linked to difficulty levels. With all due respect to CA, I just can't see it being so smart, it's too smart for most players. Yes, a chess AI can thrash most inexperienced players like me but I doubt TW AI has got to that level yet - there are just too many and too complex options for the AI to compute.

    Something does not compute. The only way I can see very hard being extremely difficult is if things are unrealistically slanted in favour of the AI (e.g. your men rout or tire realistically, but the AIs act like tireless Spartans). Either VH is not very challenging - which is unlikely given that Jason is an experienced MPer - or it is not the most realistic experience you are likely to have. If the AI will only be smart on a difficulty level where things are in some hidden way slanted in favour of the AI, then that is a bad game design decision, IMO.

  10. #10
    Senior Member Senior Member Jambo's Avatar
    Join Date
    Jul 2002
    Location
    Athens of the North, Scotland
    Posts
    712

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by econ21
    I really don't understand this blog. If morale and fatigue are ultra realistic on very hard, and the AI is at its smartest, I can't see why that makes playing on very hard a great challenge. It sounds like a level playing field, and I am pretty confident most experienced players can beat even the smartest TW AI on a level playing field.

    The big tension with RTWs battlefield difficulty is between realism and challenge. Medium is realistic in the sense that unit match-ups are what you'd expect from the stats. But veteran SPers often press for hard or very hard to make it more challenging. This greater challenge comes at the price of unrealistic unit match-ups - AI hastati beating human principes etc.

    I can see that higher morale across the board might be both more realistic and make it more challenging (as in RTR), but still on medium and with equal forces, the experienced player will still walk it.

    Fatigue I actually think hurts the AI in RTW - it's often exhausted when it hits your fresh troops. I've started turning fatigue off to increase the challenge.

    Smarter AI is nice, of course, but I can't see why it should not be on by default - rather than linked to difficulty levels. With all due respect to CA, I just can't see it being so smart, it's too smart for most players. Yes, a chess AI can thrash most inexperienced players like me but I doubt TW AI has got to that level yet - there are just too many and too complex options for the AI to compute.

    Something does not compute. The only way I can see very hard being extremely difficult is if things are unrealistically slanted in favour of the AI (e.g. your men rout or tire realistically, but the AIs act like tireless Spartans). Either VH is not very challenging - which is unlikely given that Jason is an experienced MPer - or it is not the most realistic experience you are likely to have. If the AI will only be smart on a difficulty level where things are in some hidden way slanted in favour of the AI, then that is a bad game design decision, IMO.
    My centiments exactly.
    =MizuDoc Otomo=

  11. #11

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Jason
    The message from you, the community was loud and clear. As a result in Medieval II: Total War, the difficulty settings will only affect unit morale, fatigue and AI. As the difficulty ramps up, the influence of morale and fatigue become more apparent with the “Very Hard” setting giving you the most realistic battle experience possible. In addition we have included AI mechanics that will give the AI a faster and far more intelligent feel. Best of luck to anyone that can beat the AI on the “Very hard” setting with a full 20 unit army.
    The AI units respond faster on the higher difficulty settings (Note the last sentence which suggests that no one will be able to handle the full 20 units against the AI which implies the AI gets some kind of speed advantage.), and I'm quite sure it's the player's morale and fatigue that gets lowered not the AI's. Difficulty settings have always caused a dispartiy in morale between the player and the AI in every Total War game, and now they've extended that idea to include fatigue. Also, the blog doesn't actually say the AI is more intelligent. What it says is that some AI mechanics have been included which gives the AI a more intelligent feel. Again this sounds like an advantage the AI gets and the player doesn't.
    Last edited by Puzz3D; 10-19-2006 at 03:19.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  12. #12
    Member Member danfda's Avatar
    Join Date
    Jun 2006
    Location
    Dispensing plasmids one bacteria at a time...
    Posts
    260

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Puzz3D
    The AI units respond faster on the higher difficulty settings (Note the last sentence which suggests that no one will be able to handle the full 20 units against the AI which implies the AI gets some kind of speed advantage.), and I'm quite sure it's the player's morale and fatigue that gets lowered not the AI's. Difficulty settings have always caused a dispartiy in morale between the player and the AI in every Total War game, and now they've extended that idea to include fatigue. Also, the blog doesn't actually say the AI is more intelligent. What it says is that some AI mechanics have been included which gives the AI a more intelligent feel. Again this sounds like an advantage the AI gets and the player doesn't.

    Normally I agree with you Puzz3D, but you lost me here. I don't think that he means any actual "speed" difference, as in the AI's troops move faster than yours do. It seems to me Jason intimated that the AI will react more readily and aggressively to your troop maneuvers--for example, recognizing and moving to counter any flanking attempts more quickly--than the troops sprinting like Justin Gatlin on steroids. The AI may get some less obvious and less potent fatigue and morale gifts on VH, as econ21 illustrated, that may give the illusion of being faster, but I do not think you can draw the conclusion that speed itself is altered. Those AI bonuses are designed to make the game closer to the challenge that we all desire (which I am sure you're okay with and I myself don't mind), but I would be astounded if the AI itself wasn't greatly improved. They made such a leap from MTW to RTW that the AI couldn't really keep up. Now having learned some lessons, there is no reason not to expect the AI to be much more "intelligent."

    But that is my opinion, and only mine.
    "Its just like the story of the grasshopper and the octopus. All year long the grasshopper kept burying acorns for winter while the octopus mooched off his girlfriend and watched TV. Then the winter came, and the grasshopper died, and the octopus ate all his acorns and also he got a racecar. Is any of this getting through to you?"

    --Fry, Futurama, the show that does not advocate the cool crime of robbery

  13. #13

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Puzz3D
    The AI units respond faster on the higher difficulty settings (Note the last sentence which suggests that no one will be able to handle the full 20 units against the AI which implies the AI gets some kind of speed advantage.), and I'm quite sure it's the player's morale and fatigue that gets lowered not the AI's. Difficulty settings have always caused a dispartiy in morale between the player and the AI in every Total War game, and now they've extended that idea to include fatigue. Also, the blog doesn't actually say the AI is more intelligent. What it says is that some AI mechanics have been included which gives the AI a more intelligent feel. Again this sounds like an advantage the AI gets and the player doesn't.
    Well I don't know if you're right, but if the AI has a fatigue advantage in VH, I imagine that could make for a pretty tough challenge.

    Really though, I cannot understand CA's obsession with making all the decisions for the gamer, instead of letting him make his own. Why can't there simply be a set of game options where you can set things like morale and fatigue levels for both yourself and the AI, so that you can tailor the game to the exact level of challenge you find most appropriate?

  14. #14
    Member Member *Ringo*'s Avatar
    Join Date
    Jan 2004
    Location
    Eboracum
    Posts
    278

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Puzz3D
    and I'm quite sure it's the player's morale and fatigue that gets lowered not the AI's.
    Thats the way i read it also. What would be the point of lowering both the AI and player's stats uniformly? That results in no differences at all!

    IMO this is CA's last chance to get the Total War series back on track. Understandably the new engine in RTW wasn't as polished as the STW engine was in MTW, it simply wasn't as developed. Lets hope that's the problems CA have addressed in MTW2 look more towards MTW as a benchmark and from this blog i'm encouraged (although not convinced).

    Anyway, only time will tell; all this speculation is making me dizzy!

    Quote Originally Posted by screwtype
    Why can't there simply be a set of game options where you can set things like morale and fatigue levels for both yourself and the AI, so that you can tailor the game to the exact level of challenge you find most appropriate?
    Excellent idea btw screwtype!
    Last edited by *Ringo*; 10-22-2006 at 15:05.
    Denuone Latine Loquebar?

  15. #15
    New Member Member ProudNerd's Avatar
    Join Date
    Oct 2006
    Location
    The front lines searching for glory and honor.
    Posts
    137

    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by econ21
    I really don't understand this blog. If morale and fatigue are ultra realistic on very hard, and the AI is at its smartest, I can't see why that makes playing on very hard a great challenge. It sounds like a level playing field, and I am pretty confident most experienced players can beat even the smartest TW AI on a level playing field.

    The big tension with RTWs battlefield difficulty is between realism and challenge. Medium is realistic in the sense that unit match-ups are what you'd expect from the stats. But veteran SPers often press for hard or very hard to make it more challenging. This greater challenge comes at the price of unrealistic unit match-ups - AI hastati beating human principes etc.

    I can see that higher morale across the board might be both more realistic and make it more challenging (as in RTR), but still on medium and with equal forces, the experienced player will still walk it.

    Fatigue I actually think hurts the AI in RTW - it's often exhausted when it hits your fresh troops. I've started turning fatigue off to increase the challenge.

    Smarter AI is nice, of course, but I can't see why it should not be on by default - rather than linked to difficulty levels. With all due respect to CA, I just can't see it being so smart, it's too smart for most players. Yes, a chess AI can thrash most inexperienced players like me but I doubt TW AI has got to that level yet - there are just too many and too complex options for the AI to compute.

    Something does not compute. The only way I can see very hard being extremely difficult is if things are unrealistically slanted in favour of the AI (e.g. your men rout or tire realistically, but the AIs act like tireless Spartans). Either VH is not very challenging - which is unlikely given that Jason is an experienced MPer - or it is not the most realistic experience you are likely to have. If the AI will only be smart on a difficulty level where things are in some hidden way slanted in favour of the AI, then that is a bad game design decision, IMO.
    That’s exactly what I think the entire blog makes the AI sound totally redundant. I’m not impressed in he slightest. Btween this and the apprantly same horrible dipo its removed a heck of alot of the excitement for mtw2. Who caes thats its a new setting and all that if it has these two gaming ruining flaws?

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO