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12-03-2013, 09:07 PM
#11
Joined: Mar 2011
Location: Vancouver, Canada
Posts: 62
I fixed some stuff in the tutorial. It should be through as an update any day now.

The docs were a bit rushed but yes it should be under damage. I'll improve these soon in an update.

Muskets and grapeshot do double damage to units down in the water. -1 damage from all shot to units in light trees.

Cannon balls can fly over units in the water if they target units on the other side.

It costs 2 move points to enter water and trees and doing so ends your movement. You can only move 1 hex when moving in or leaving water or light trees.

Wheat in the campaign just blocks line of sight until you trample the wheat by moving upon it. Walls in the campaign can take up to 6 damage. You can see the hitpoints on the wall (as bumps).
12-03-2013, 11:24 PM
#12
Joined: Oct 2008
Posts: 4,250
Query: so no defense bonus when hiding in tree? No elevation (e.g. slope) in the game?

The Unofficial Touch Arcade's Captain Slow(TM)

Honestly, I was never terribly good at games. - Finch (PoI S2E16)

12-04-2013, 12:15 AM
#13
So good, recommend to try.
12-04-2013, 01:36 AM
#14
Joined: Mar 2011
Location: Vancouver, Canada
Posts: 62
Quote:
Originally Posted by currymutton View Post
Query: so no defense bonus when hiding in tree? No elevation (e.g. slope) in the game?
Light trees give you -1 damage (defence bonus) from all types of shots (grapeshot, musket, solid cannon ball).

Heavy trees (on cold maps mostly) are not enter-able.

No, there are no hills in the game. The only terrain is wheat fields, rivers, light trees, destructible walls.

We briefly play tested with some hills and found that the game plays better (more fun) on open maps generally. Also the scale of the game is quite small. 30 men, 20 mounts, etc.. Overly defensive maps are slower and not for everyone. Hills just add to that slowness of engagement.

Last edited by snowpuncher; 12-04-2013 at 01:41 AM.
12-04-2013, 02:51 AM
#15
Joined: Oct 2008
Posts: 4,250
Quote:
Originally Posted by snowpuncher View Post
We briefly play tested with some hills and found that the game plays better (more fun) on open maps generally. Also the scale of the game is quite small. 30 men, 20 mounts, etc.. Overly defensive maps are slower and not for everyone. Hills just add to that slowness of engagement.
Justification: Since you are not trying reproduce the whole Battle of Waterloo or such I am fine with having no hill and such. But bogging the game down to skirmishes is wrist-holding.

The Unofficial Touch Arcade's Captain Slow(TM)

Honestly, I was never terribly good at games. - Finch (PoI S2E16)
12-04-2013, 03:05 AM
#16
Joined: Mar 2011
Location: Vancouver, Canada
Posts: 62
It's not a historical wargame. It's an abstract hybrid wargame inspired by napoleonics.

The game is so open and tactical that it can intimidate so some wrist holding is ideal for training mode and mini matches.

The online campaign will release your wrists and give you plenty to think about. ;-)
12-04-2013, 05:12 AM
#17
Joined: Apr 2012
Posts: 3,640
An epic game. Can not put device down while playing it.

Pine Entertainment
12-04-2013, 03:53 PM
#18
Joined: Dec 2013
Posts: 1
Two things:

1. It's an absolutely brilliant little wargame. Like, seriously: what an absolutely fantastic system.

2. It seems pretty rough. I've played two skirmishes against the AI so far, and won both (one just barely), but the victory didn't seem to register either time. In both games, once victorious, the game just sort of bugs out and sits there. You get the "victory" indicator up in the score area, but the game continues running (you can hit "end turn" and it will go to the AI, which has no units, so it then immediately cycles back to you). You can back out to the menu, and when you do you can see the game still running in the active games list, with NO victory indicator. The only way I can "finish" the match is by deleting the game. Which is a bit anticlimactic.

In my second match, the same thing happened, except this time the game seems to think that both me AND my opponent won (see screenshot, below). Until I back out of the game--then it doesn't think that either of us won.

12-04-2013, 05:11 PM
#19
Joined: Mar 2011
Location: Vancouver, Canada
Posts: 62
Quote:
Originally Posted by bsones View Post
Two things:

1. It's an absolutely brilliant little wargame. Like, seriously: what an absolutely fantastic system.
Thanks! We have been getting lots of great responses recently. (Although not many are giving us the critical app store reviews that we need upon launch.)

Quote:
Originally Posted by bsones View Post
2. It seems pretty rough. I've played two skirmishes against the AI so far, and won both (one just barely), but the victory didn't seem to register either time. In both games, once victorious, the game just sort of bugs out and sits there. You get the "victory" indicator up in the score area, but the game continues running (you can hit "end turn" and it will go to the AI, which has no units, so it then immediately cycles back to you). You can back out to the menu, and when you do you can see the game still running in the active games list, with NO victory indicator. The only way I can "finish" the match is by deleting the game. Which is a bit anticlimactic.

In my second match, the same thing happened, except this time the game seems to think that both me AND my opponent won (see screenshot, below). Until I back out of the game--then it doesn't think that either of us won.
Thanks for the detailed feedback. This really helps us.

We were a little rushed with the solo training tool. We wanted to release end of November. Plus we considered that part of the game to be just a tool to get the feel of the game. Once you beat the AI then you quickly goto the next level and jump into online Mini Matches. (Another way to support this multiplayer games 'fragile launch' is to contribute to this async pool.)

That said, we did plan to give the AI match a real ending soon. But your post here has officially got me working on it immediately. I was especially interested in your comment about showing 'win' 'lose' upon the game list items. I actually only considered those game list items for solo play to be more like saved game holders. A place to come back and continue your game. But you are absolutely right. It should have the same behaviour as the multiplayer and show 'win' 'lose' upon the single player game list items.

So I will do exactly that. And also display a more satisfying end of battle result dialog and properly shut down the game when it's over.

Excellent tips bsones. Working on these items right now! We already have an update about to come out soon, so this will be in the update after that.

Kind regards,

Woodie
snowpunch
(check our blog and twitter account for updates and tactical tips)
12-16-2013, 03:02 AM
#20
Joined: Mar 2011
Location: Vancouver, Canada
Posts: 62
Campaign details and a tournament with a prize

I've started posting some tactical info on my blog. Campaign mission details with pictures and examples of what works and what doesn't.

http://musketsmoke.wordpress.com/strategy-help/

Plus there is a Musket Smoke tournament with a prize just starting. Let us know if you want in on the action.

Cheers,
Woodie