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Re: Unit abstraction?
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I dont know at which point dominions crash, but I think some of us witnessed Ermorian armies of more than 10.000 units! |
Re: Unit abstraction?
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Now for the truth. I spelled them correctly, then said, "that doesn't look right" went back and changed them, said "that doesn't look right either" so I just hit Add Reply since I was too tired to bother figureing out the correct spelling... Anyway, now we'll have some more fodder (oh the pun http://forum.shrapnelgames.com/images/icons/icon12.gif ) for how those Abysian armies ignore supply. |
Re: Unit abstraction?
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I personally think of it as a 1 ratio, but that doesn't mean anyone else can't rationalize 100 per http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Unit abstraction?
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I personally think of it as a 1 ratio, but that doesn't mean anyone else can't rationalize 100 per http://forum.shrapnelgames.com/images/icons/tongue.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Certainly they can rationalize it however they want, but the rationalization begins to fail with undead or other mindless units, and between battles seemingly the units would 'regroup' to become healthy again while 'retireing' the wounded. Anyway, its an issue that I don't think Illwinter cares to tackle (nor need tackle), but its an issue that will creep up from time to time. |
Re: Unit abstraction?
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[ January 14, 2004, 21:32: Message edited by: johan osterman ] |
Re: Unit abstraction?
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Thanks for the feedback! While I am certainly no expert on the subject, the reading and research I have done over the years has given me the impression that the military forces of the ancient world were often larger than would be expected. It often depended largely on the nation in question and the age (Bronze, Iron, etc.), but there are examples of immense forces (and also relatively small forces). The ancient Romans and Persians fielded military forces numbering in the hundreds of thousands, while the Greeks only fielded armies of around 10,000 men. Interestingly, the Europeans typically fielded relatively small militaries following the fall of Rome (in comparison to those of the Middle East and Far East at the same time). I believe the armies clashing at the time of Braveheart numbered close to 5,000 men, and I think this was fairly typical of the armies of Europe at the time. I recall that Alexander the Great led a host that grew as large as 60,000 men, the Egyptians at one time fielded over 100,000, and the Assyrians could muster close to 200,000. Getting back to the ratio of men to unit size in Dominions 2, I don't see any way that reasonably impressive forces could be achieved in the game without assuming an abstraction ratio of some type. In fact, I think that the game would be unplayable if armies of any size were to be represented in the game with a 1 to 1 ratio...it'd get too unwieldly, and the battles would take ages to watch... I do have to agree with some other posters that this is, at its heart, a fantasy universe based roughly on historical themes for the various nations (as is true of almost all fantasy worlds). Thanks for a lively discussion, and good gaming! Carl G. |
Re: Unit abstraction?
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Imagine in your mind's eye the land blackened from horizon to horizon by the shuffling dead... Then, imagine a struggle of titanic proportions as a host of knights carves a wedge of silver through the rotting corpses of the damned. Good gaming, Carl G. |
Re: Unit abstraction?
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Thanks for the comments. I think that where you and I would differ here is that I like to find a closer relationship between realism and game mechanics. I really don't like it when game mechanics trump too many gestures to realistic relationships, as it really ruins my suspension of disbelief. For example, take Age of Wonders 2: Shadow Magic. All of the AOW games have a scale where 1 turn = 1 day. This completely breaks every system in that game (population growth, training, spell progression, etc.) At that rate, every wizard in the world would be an archmage in 120 days... Also, in the first scenario you start as Julia, a "powerful" elven wizard queen who happens to be a level 1 apprentice...as a great South Park lawyer stated during the Chewbacca defense, "It does not make sense!" Chess is a good example of my next point. It is basically a wargame, but abstracted to the ultimate level for the sake of gameplay. It is a great game, but completely uselss in its ability to recreate a historical conflict at a "simulation" level. Which gets me to my other desire in a game system. My wargaming roots go back to the desire to simulate a conflict. In the case of historical wargaming, a game should simulate a conflict in such a way that it has the ability to exactly replicate history...but also with the ability to explore alternate results based on different strategies. So, I guess that makes me a simulation gamer. In fantasy games, I like to "simulate" a good fantasy novel in my mind, for each game played to create a new history...and, as such, I need to be able to find some level of reality in the "system" that a game uses (of course, we're talking about a subject that defies reality, as I don't recall the Last time I saw a dragon...but even in a fantasy world, I like to see the "systems" have a realistic relationship). When I look at a game design, I immediately evaluate things like, "Does the magic system have a 'believable' origin or reason for working?", "Does the back story hold up under scrutiny?", "Are the races interesting, or just weird/silly?", etc. If too many of the answers are no, then I am turned off to the game. If the answers are yes (as they are in so many cases for Dominions 2), I look at the game further to see if I'd like to play it (which is why I'm here!). http://forum.shrapnelgames.com/images/icons/icon7.gif I do agree with you that taking realism to the ultimate end results in a bad game. Master of Orion III had a grand design plan with an intense amount of realism...but the implementation failed to make a good game (or, at the least, the publisher forced the developers to change the game design and then release it while it was a hybrid between the original design and modified plan...) I realize I'm looking for some kind of happy medium that might fit me, but also might be despised by others. http://forum.shrapnelgames.com/images/icons/icon12.gif I'm not advocating that illwinter go and change their game design, because it is THEIR game design. I am, however, trying to see if I can reasonably abstract certain facets of their game (i.e. unit size, etc.) and still be able to "believe" in the "simulation" that I am playing. Does that even remotely make sense? If you read this far...thanks and I hope it was at least interesting! Good gaming, Carl G. [ January 15, 2004, 04:06: Message edited by: CarlG2 ] |
Re: Unit abstraction?
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So you are saying that there was a bit of scope creep on the project?!? http://forum.shrapnelgames.com/images/icons/shock.gif Anyway, kudos to you and illwinter for building this game. It's a testament to how much can be done by a small team, and how many resources are wasted by the big game-development shops. http://forum.shrapnelgames.com/images/icons/icon12.gif Good gaming, Carl G. |
Re: Unit abstraction?
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Harpoon Headquarters .com Why I mention it? It's the most "simming" conflict simulation I know off. A "professional" Version is even used by the Australian Military. I was beta tester for the civil Version as long as my time allowed. A. [ January 15, 2004, 04:23: Message edited by: Arralen ] |
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