Men in the older engine were constantly tracked through out battle and the campaign, I'm not so sure about the new engine. Every many had his own valour stats IIRC. The unit valour is just an average of the valour of every man in the unit. I believe that this is no longer the case in the newer engine.Originally Posted by Noir
True, I have noticed this also.Originally Posted by Noir
I find them unwieldy and they never seem to target a particular man in a unit but more so attack the mass of the unit, I've observed cavalry riding past jabbing at thin air, and a man on the ground suddenly fall down dead when he was clearly not close enough. This is more obvious when you're trying to clean up routers. Also you can end up having to pull units out and send them in again just to kill off a lone enemy in a "glob" this is more of a problem in city plazas. The contact is simply unconvincing. If they were individuals then one of those individuals would be able to kill that lone enemy inside the mass of your men, this leads me to believe that somehow they're not. STW/MTW had poor sprite based unit graphics but if you look you can see exactly which man is attacking which.Originally Posted by Noir
True, the battle engine has been designed around a different principle. Trying to apply the STW/MTW principles of slower speeds, lower kill rates etc doesn't work for RTW IMHO.Originally Posted by Noir
The problem with the battle engine is that CA's entire focus was on 3D unit models, and nothing else. In a strategy game where if you're actually zoomed in close enough to appreciate it all, then you cannot really oversee the battle effectively. The physics of this are quite simply appalling. Men shooting through the air in all directions, flying horses, slow and unrealistic lunges and swipes. The physics seemed to have taken second place to the appearance.Originally Posted by Noir
And this is, for me, the interesting part. 3D men with no substance. They are 3D visually only. They still work on the principles and same attack round system of SWT/MTW, as far as I can tell. The weapons and attack swings are only cosmetic and very often out of sync with the opponents death. This is no more advanced than STW/MTW in terms of combat, and not truer combat physics such as that seen in some hack and slash games where the actual weapon is picked up, and used to attack the enemy causing damage on intersection with the mesh/bounding box. It doesn't work like this in TW games because a true physics engine for combat, for thousands of men, and not just a few, would eat the CPU. In short their 3D nature is only cosmetic, it adds nothing to the physics and dynamics.Originally Posted by Noir
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