Results 1 to 14 of 14

Thread: No Tiles

  1. #1
    Instigator. Member Kings Hand's Avatar
    Join Date
    Aug 2007
    Location
    Pulling The Strings
    Posts
    13

    Default No Tiles

    This is one of the improvements mentioned in relation to the campaign map for empires.
    How do you think this will effect both the campaign as a whole and the battle map?
    I'm not very knowledgable conscerning the mechanics of the campaign map, in the last 2 games was the campaign map infact hundreds of individual battlefields - tiles? I was under the impression that tiles didn't really matter as i have fought multple battles on the same tile, with the same feature (ruin, outcrop etc) in following battles, but i have noticed momentum moving forward, for example: 1st battle begins with your starting area ontop of a hill but after continuous battles your starting area slips down the hill further each time. Does this mean that the battlefield is infact only a fraction of the tile and your position dictates which section is used? So if in my example you move too far towards the edge of the tile you are transported to the next tile as there is not enough room to set up both armies.
    And if this is the case then will the new system mean that the campaign map is one big battlefield with no magical teleportation to the next tile because of space restrictions.
    I cant say I have noticed this so if i completely wrong could someone set me straight.
    The Bad Sleep Well.

  2. #2
    Come to daddy Member Geoffrey S's Avatar
    Join Date
    Jun 2005
    Location
    Shell Beach
    Posts
    4,028

    Default Re: No Tiles

    I thought this mainly referred to the campaign map. RTW and I think MTW2 worked on the basis of lots of small squares making the map, probably a leftover from the older AI. Perhaps now everything is fluid, which should make for a tighter AI.
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  3. #3
    the G-Diffuser Senior Member pevergreen's Avatar
    Join Date
    Nov 2006
    Location
    Brisbane, Australia
    Posts
    11,585
    Blog Entries
    2

    Default Re: No Tiles

    Tiles were locations, the battle maps were randomly generated.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  4. #4
    Still warlusting... Member Warluster's Avatar
    Join Date
    Aug 2006
    Location
    Brisbane, Queensland, Australia
    Posts
    2,590

    Default Re: No Tiles

    Wait a second, what are these tiles? I don't get it.

  5. #5
    Member Member Alexander the Pretty Good's Avatar
    Join Date
    Jun 2004
    Location
    New Jersey, USA
    Posts
    4,979

    Default Re: No Tiles

    In Rome and Medieval 2, the strategy map was composed of tiles. Every city was 1 tile, every army took up 1 tile and had it's movement in tiles. CA is saying they are getting rid of them, which sounds good to me.

  6. #6
    Member Member Zenicetus's Avatar
    Join Date
    Jul 2005
    Location
    On a ship, in a storm
    Posts
    906

    Default Re: No Tiles

    Here's how the tiles currently work. There's a game exploit in M2TW, where you can kill off an agent by surrounding him with individual military units, and dropping one more unit right on top -- "poof" he's dead. Very useful for eliminating pesky Inquisitors and heretics if you've tried everything else, and just need that agent GONE from the map.

    You have to put three units across the top, one to the left side, one to the right side, and three across the bottom (if I'm remembering this correctly). The agent is occupying the tile in the middle, so it's a 3x3 grid of 9 tiles where only one army or agent can be at the same time. The whole campaign map is overlaid (or underlaid?) with that grid, and it's how movement and blocking is determined.

    So if they're getting rid of that grid, it might mean more fluid movement. Although I'm assuming there will still be some kind of "zone of control" so you can't just sneak past (or through) an enemy army blocking a strategic choke point on the map. Ideally that zone of control should be much smaller for fleets at sea than for land armies. Visibility is just line of sight on the ocean, so you don't block or control much area. On land, it's more determined by geography (i.e. one single mountain pass or bridge can "control" a huge area if it's the only way through geographic obstacles). There might also be spies and such that would let you know if an army was passing nearby, which isn't the case for ships at sea. I don't know if that's what they're actually doing with this game, but getting rid of the tile grid would allow that flexibility.
    Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant

  7. #7
    Member Member hoom's Avatar
    Join Date
    Oct 2002
    Location
    The country that replaced Zelix
    Posts
    1,937

    Default Re: No Tiles

    Well, Shogun & Medieval didn't use tiles either.
    You could place your armies/agents anywhere within each province.

    Part of the dumbness of the RTW/M2TW military campaign AI is that it clearly at least sometimes still thinks its working with the Shogun/MTW style drag & drop campaign map.

    Could it be that we are returning to something like that? Drag & drop between provinces but with auto-generated terrain based on where you dropped.
    maybe those guys should be doing something more useful...

  8. #8
    the G-Diffuser Senior Member pevergreen's Avatar
    Join Date
    Nov 2006
    Location
    Brisbane, Australia
    Posts
    11,585
    Blog Entries
    2

    Default Re: No Tiles

    The mistake with that is that so many people like the new campaign map.

    My personal view on what they will do is have a map like RTW/M2TW but no tiles, just blocked areas you cant go on. Kind of like a big battle map.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  9. #9
    Member Member Zarky's Avatar
    Join Date
    May 2007
    Location
    Finland
    Posts
    381

    Default Re: No Tiles

    "big battle map" sounds good when there´s naval battles coming up ahead.
    Drag & drop would be bad since tiles give us change to choose where and when to battle.
    Homo Sapiens non Urinat in Ventum - the wise man does not piss against the wind.

  10. #10
    Freedom Fighters Clan LadyAnn's Avatar
    Join Date
    Nov 2002
    Location
    Somewhere unexpected
    Posts
    1,310

    Default Re: No Tiles

    Quote Originally Posted by hoom
    Well, Shogun & Medieval didn't use tiles either.
    You could place your armies/agents anywhere within each province.

    Part of the dumbness of the RTW/M2TW military campaign AI is that it clearly at least sometimes still thinks its working with the Shogun/MTW style drag & drop campaign map.

    Could it be that we are returning to something like that? Drag & drop between provinces but with auto-generated terrain based on where you dropped.

    Not true! Each province in STW and MTW is an ugly big fat tile (and who said tiles must be squared?)

    Annie
    AggonyJade of the Brotherhood of Aggony, [FF]ladyAn or [FF]Jade of the Freedom Fighters

  11. #11

    Default Re: No Tiles

    Quote Originally Posted by hoom
    Well, Shogun & Medieval didn't use tiles either.
    You could place your armies/agents anywhere within each province.
    You could place your armies anywhere in the province but that the positioning of a stack within the province was irrelevant to the resulting battle map terrain, which was always determined by the origin of the invader.
    Quote Originally Posted by LadyAnn
    Not true! Each province in STW and MTW is an ugly big fat tile (and who said tiles must be squared?)
    This is true in a sense. Every province in STW/MTW had a predetermined set of random maps for the castles, the terrain types for border crossings and for battles within a province such as revolts or civil wars.
    “The majestic equality of the laws prohibits the rich and the poor alike from sleeping under bridges, begging in the streets and stealing bread.” - Anatole France

    "The law is like a spider’s web. The small are caught, and the great tear it up.” - Anacharsis

  12. #12
    Member Member sassbarman's Avatar
    Join Date
    May 2001
    Location
    Vancouver, British Columbia
    Posts
    192

    Default Re: No Tiles

    This is a much needed improvement to the campaign map if it works the way i think it's going to.
    If armies can some how slip past each other on the campaign map especially allied or neutral armies it would eliminate those annoying detours you often see in the game right now.
    You guys have all seen what happens when you try and send an army from nicea to constantinople and the paths are blocked, your army decides it would be better to go all the way around the black sea instead.
    The ai often suffers from this behaviour hampering it's ability to properly marshel it's forces, continually sending its' armies off on crazy roadtrips instead of to where they are needed.
    Last edited by sassbarman; 11-19-2007 at 10:23.

  13. #13

    Default Re: No Tiles

    How would this work though without getting rid of the free movement campaign map? I have never had a problem with the free movement, they just need to make the AI better able to handle it.

  14. #14
    Insomniac and tired of it Senior Member Slyspy's Avatar
    Join Date
    Nov 2000
    Location
    England
    Posts
    1,868

    Default Re: No Tiles

    The AI couldn't handle RTW's system anyway since it was basicaly STW's AI forced to play a different set of rules. I don't see how it can cope without some sort of structure without a complete rebuild, which would be good because the AI is currently the weakest aspect of the series.
    "Put 'em in blue coats, put 'em in red coats, the bastards will run all the same!"

    "The English are a strange people....They came here in the morning, looked at the wall, walked over it, killed the garrison and returned to breakfast. What can withstand them?"

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