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  1. #1

    Default Developer blog update: Morale & Difficulty Settings

    http://totalwardev.blogspot.com/

    It looks promising.


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  2. #2
    Member Member TB666's Avatar
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    Default Sv: Developer blog update: Morale & Difficulty Settings

    Sounds very good.
    I'm so gonna go for VH now that he is challenging us

  3. #3
    Banned ELITEofWARMANGINGERYBREADMEN88's Avatar
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    Default Re: Sv: Developer blog update: Morale & Difficulty Settings

    Looks good, does look promising FYI

  4. #4

    Default Re: Sv: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by {BHC}KingWarman888
    does look promising FYI
    Lol I think you mean IMO ;)

    Anyway seems...odd. Mainly from an mp aspect, what difficulty will we be set on? I mean if difficulty affects fatigue etc looks like this will surely effect mp...looks like just more rules and settings to chose

    But otherwise looks good.

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    Senior Member Senior Member Jambo's Avatar
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    Default Re: Sv: Developer blog update: Morale & Difficulty Settings

    So they've removed the bonuses to attack the AI got. That's good for immersion, but for me I imagine the AI will be even easier to beat considering I used to play on HARD in RTW and found that easy enough...
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    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
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    Default Re: Sv: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Jambo
    So they've removed the bonuses to attack the AI got. That's good for immersion, but for me I imagine the AI will be even easier to beat considering I used to play on HARD in RTW and found that easy enough...
    If you compare MTW with RTW you'll see a considerble difference in the difficulty of winning battles (in MTW:s favour, aka much harder battles). If his comments is correct then the AI is a huge improvement from MTW , and 200 miles ahead of the RTW one.
    We are all aware that the senses can be deceived, the eyes fooled. But how can we be sure our senses are not being deceived at any particular time, or even all the time? Might I just be a brain in a tank somewhere, tricked all my life into believing in the events of this world by some insane computer? And does my life gain or lose meaning based on my reaction to such solipsism?

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  7. #7
    Resident Pessimist Member Dooz's Avatar
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    Default Re: Developer blog update: Morale & Difficulty Settings

    Sounds good overall, but still hints that battles will be a bit too short for certain tastes. It was mentioned somewhere there that "you will be lucky if units rout within 30 seconds of engaging in melee, and if they do...". Seems overall battles still won't last too long, but I suppose such things can be modded.

    Also, I kind of didn't mind the difficulty levels giving the AI attack bonuses, as it was the only way to kind of even out casualties in RTW. Maybe they should have some small defense bonuses or something? Well, in any case, I suppose we'll see how it all plays out in a few weeks, then modding will take care of the rest.

  8. #8
    Bland Assassin Member Zatoichi's Avatar
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    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!

  9. #9
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Wonderland
    Sounds good overall, but still hints that battles will be a bit too short for certain tastes. It was mentioned somewhere there that "you will be lucky if units rout within 30 seconds of engaging in melee, and if they do...". Seems overall battles still won't last too long, but I suppose such things can be modded.
    Even in MTW and STW you could get a unit to route in less than 30 seconds. I think the line :

    "you will be lucky if units rout within 30 seconds of engaging in melee, and if they do..."

    Is saying if a unit routs in less than 30 seconds you or the AI brought a knife to a gunfight.
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  10. #10

    Default Re: Sv: Developer blog update: Morale & Difficulty Settings

    Quote Originally Posted by Monarch
    Anyway seems...odd. Mainly from an mp aspect, what difficulty will we be set on? I mean if difficulty affects fatigue etc looks like this will surely effect mp...looks like just more rules and settings to chose.
    Are there difficulty settings in MP now? There never have been before.

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  11. #11

    Post Re: Developer blog update: Morale & Difficulty Settings

    If it is. I'd like to play on hard or very hard.
    - - - - -


  12. #12

    Default Re: Developer blog update: Morale & Difficulty Settings

    The new morale and fatigue system with nice combat speeds and larger unit sizes will ensure the game is smooth and ensures success is not determined by mere chance but by better tactics.
    In the last few days the Quality Assurance department have been playing LAN games and many campaign players are now addicted to multiplayer.

    umm... yay!
    ...trying to remember to spell check...

  13. #13
    Member Member Sol Invictus's Avatar
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    Default Re: Developer blog update: Morale & Difficulty Settings

    Time will tell. I desperately want to get my hopes up.
    "The fruit of too much liberty is slavery", Cicero

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