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Thread: Blog

  1. #1
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Feb 2004
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    Default Blog

    I don't think I've seen it discussed

    http://www.totalwarblog.com/

    There are two new posts. One just explains that they are merging all their blogs into one - http://www.totalwarblog.com/

    The next is an update from Jason AKA Palamedes.

    It contains info about the timing of the release of the patch, and importantly, it contains info about charging and charge mechanics:


    Quote Originally Posted by Jason
    On a personal note I thought I would clarify the cavalry charging issue. Most of the posts I have read in the forums are correct, it is a new charge mechanic and this has been reexamined in the forthcoming update. In simple terms, you will now be able to get more than one charge out of a unit and you will be able to charge skirmishers with your lance down.
    Regarding the new charge mechanic, there are two charges available to a cavalry unit: a formed charge which allows for most of the unit to charge into a target; and an unformed charge which stops the charge after 10% of the soldiers within that unit have made contact with the target. In RTW this wasnít as much of an issue because cavalry did not have long lances and as such did not require two significantly different charge abilities. The M2TW charge system allows you to have a very powerful charge if you do everything right and a light charge if you donít.

    The triggers for a formed (powerful) charge include:
    • Line up the cavalry parallel to the target
    • Utilize a long straight run up toward the target
    • Prioritize stationary targets as moving targets may result in a last second turn and reform
    The triggers for an unformed (weak) charge include:
    • The unit is spread out just before charging
    • The charge is issued while too close to the target
    • The charge is issued when the unit isnít facing the target
    • The player changes direction just before the chargeē The target moves and turns just before being hit
    Currently we have set the balance so that a formed charge is very strong due to the unitís collision mass on impact and have set the unformed charge to be rather weak due to the 10% stop charge threshold. This ensures that players that love to see mass destruction and men thrown in the air get what they want and those that want a balanced game where cavalry donít dominate every other unit get what they want. This is certainly something we will look to get your feedback on once you get the update and see the charge in action with the additional tweaks.

  2. #2
    Texan Member BigTex's Avatar
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    Default Re: Blog

    Quote Originally Posted by Myrddraal
    I don't think I've seen it discussed

    http://www.totalwarblog.com/

    There are two new posts. One just explains that they are merging all their blogs into one - http://www.totalwarblog.com/

    The next is an update from Jason AKA Palamedes.

    It contains info about the timing of the release of the patch, and importantly, it contains info about charging and charge mechanics:
    There's 3 or 4 other threads floating around about that blog update. But the cavalry charge explanation is definately useful. Has definately helped with forming better charges, and made me scream a little less at my computer.
    Wine is a bit different, as I am sure even kids will like it.
    BigTex
    "Hilary Clinton is the devil"
    ~Texas proverb

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