HistWar: Les Grognards - Архив - TWoW.Games - Сообщество любителей умных игр Перейти к содержанию
TWoW.Games - Сообщество любителей умных игр

HistWar: Les Grognards


MARIAN

Рекомендуемые сообщения

Вот камрады зацените игру, оффсайт:

http://www.battlefront.com/products/les_grog/

В СНГ сие издавать буде "Аккела":

http://www.akella.com/ru/games/histwar

 

Вот ЧАВО по игре:

 

HistWar: Les Grognards FAQ

 

I will to the best of my ability to keep this FAQ updated, take note that much of the information is derived from the forums and various previews therefore is subject to change. If there are inaccuracies please email me, it'd be best not to clutter this thread. Also if there's any questions please submit them to the devs or create another thread as I don't have all the answers.

 

Contents

 

-Official Links, Updates and Fixes

-General Info

-Game Play

-Graphics

-Sound

-Multilayer

-Modding

-Misc (Interviews, Previews, and Reviews)

 

Your FAQ does not answer my question!

Please use the forum search function, otherwise start a new thread if your question warrants one...

 

 

-Official Links, Updates and Fixes-

 

The game is yet to be released.

 

Offical HistWar LG Website

 

 

-General Info-

 

What are the system requirements?

Currently specs are aimed for... though are subject to change.

1.5GHz CPU or better

5200 Nvidia or Radeon 9500 GPU or better

384mb+ RAM

x amount of hard drive space

No Mac verison planned

 

For a below recommended configuration, it will be possible to play without the 3D animation... just a 2D map AND a 3D Symbolic view.

 

When is the planned release date?

Q4+ 2006, based on statements in this forum.

 

Where can I purchase Les Grognards?

Battlefront.com is a internet publisher as such the game will be available worldwide via mail order or credit card through their online store.

 

Will the game ship with a printed manaual?

Yes!

 

How big is the manual? Is there an option to buy the game with a PDF manual only?

That information is currently unavailble.

 

What role does the player take?

The player’s main role is Commander-in-Chief. His duty is to create his armies, define his doctrine and, once on the battlefield, tactically command those armies.

 

Which armies are represented?

Primarily the French, Russians and Austrian and various secondary states. Around 15 are in game as well as some legion armies like Irish, Portuguese, Wurtenmberg, Saxony, Poland, Italy and Naples.

 

What scale does the 3d engine use?

The in game scale will be one 3d man = 10 men, with support up to 50,000 3d units!

 

Where are the British? Prussians? etc?

They are not covered in the scope of this release, a possible future expansion would/could add them.

 

So what battles does the game cover?

The game will ship with 10 historical battles... Austerlitz, Eylau, Friedland, Wagram, Borodino, Haslach, Hanu, La Rothiere, Friedland and Eckmul

 

Is this real time?

Yes, 1 game minute equals 1 minute of real-time. In other words a 10 hours battle will take 10 hours to play if not paused. You can't issue orders during pause. You have the opportunity to speed the game up to 10 times. However in PBEM games it will be played as WE-GO much like combat mission.

 

How large are the maps?

Based on game scale the maps can be up to 600 square kilometers! Or be as small as 6 X 4.5 kilometers.

 

Is victory based on objectives?

Victory is based on "breaking" the enemy army. (ie. shatter their morale) A formula determines your victory level as follows:

 

"Side A casualties / (divideb by) Side B casualties defines a rate... Close to 1, it's a null result; over 2, it's a outright victory."

 

Will there be a playable demo?

Yes a playable demo will be released. (hopefully before the full release)

 

What about future expansions?

If all works out, the planned next game of this series will include operational level command as well covering the Prussian Campiagn of 1806

 

Are beta testing positions open?

No, Battlefront as well as the developer are handling all internal testing matters. *Note the initial beta testing phase has started*

 

 

-Game play-

 

What types of units are modeled?

A large variety of troops, among them; Sappers, Skirmishers, Grenadiers, Fusiliers, Chasseurs, Imperial, Middle and Young Guards, Hussars, Cuirassiers, Dragoons, Gendarmes, Voltigeurs, Carbiniers, Lancers and Mameluks.

 

Are Flag Bearers modeled?

Yes they are, please take a look in the screenshot thread here.

 

Are different uniforms in game? Or are we stuck with a whole bunch of generic uniforms?

There are in fact many different uniforms (color/style etc.) as of now there are around 550 different uniforms.

 

Are the historical units/commanders modeled and at what kind of detail?

Currently there is almost 1200 regiments in the data base. With 4000 historical commanders in the data base!

 

What types of weather are modeled?

Fog, snow and rain will be modeled and will thus have an effect on combat.

 

How is "fog of war" implemented?

Fog of War is a realism option with several settings, including at least none and full. Full will restrict the 2D map as well as the 3D view to the commander's position only.

 

Are tutorials included with the game?

Yes! the demo will also include a tutorial.

 

How will the command structure work?

Basically there are 3 levels of AI each working together to follow your orders. From grand tactical to regiment.

 

What types of commands can I give to the units under my command?

Corps level orders:

Deploy on line

Diverse on line

Hold on line

March to

Link with

Cancel orders

Rally all units

 

Individual unit orders (below Corps):

March to sector

Reconnoitre a sector

Attack unit

Support unit

New attachment (to another corps)

Detach/attach the unit (from/to the AI)

Cancel orders

…and of course skirmish, square, line and three different column formations.

 

What's this about an operational map?

There is a 2d map which offers an overview of the battle, it is of the same scale as the 3d map.

 

Is there a campaign?

In a sense yes, battles can be linked together giving the player a mini-campaign to play.

 

Are reinforcements modeled?

Yes, they will show up in game based on a delayed arrivial in the OOB.

 

How are wounded troops modeled?

Troops are wounded during the battle (tactical) phase. This stat is handed to the strategic engine after the battle is over. A certain amount of these wounded troops are lost, however the some will return to your ranks for the next battle.

 

Will cavalry units be able to dismount?

No, the only units able to mount/dismount will be the artillery train.

 

Are couriers modeled?

To a degree yes, though you will not "see" them. Though their getting across the battlefield will directly influence whether your orders are followed or not...

 

How is scouting modeled?

Basically you send either light infantry or light cavalry to patrol which will send you back a general message on enemy strength.

 

Does the artillery model take into account weather and terrain types?

Yes shot effectivness will be influnced by ground conditions. (Mud causing less ricochet from solid shot)

 

Are different ammunition types modeled for the artillery?

Yes, among them solid, and canister.

 

How is capacity of ammunition handled?

There are two options, either unlimited or limted ammunition. When limited ammo is used a infantryman will carry 60 shot and will continue to fire until he reaches about 15 shots at which point his rate of fire will lower to conserve ammo. When depeleted units will disengage the enemy.

 

Are defensive structures in game?

Yes!

 

Is there a square formation avalible?

Yes! along with 4 other formations. (see below)

 

So how does the game handle melee/charges?

There are 3 formations: line, column by platoon, column by division.

Line fights by the fire, and tries to stop the opponent during the charge. If it's not possible, the unit quickly routs. (there are some exceptions : ie the Imperial Guard)

Column by platoon: this unit charges on the last 100 meters... If the opponent is in the Column too, it's possible there is a melee. LG use the parameters (moral, fatigue, type, strength...)to find the behavior of each unit.

Column by division: this unit shoots its opponent before charging.

To summarize, melees are quick; there is a melee when the 2 opponents have a good moral and all parameters are close.

 

How are prisoners handled?

Prisoners move to the Operational line but it can try to escape if no unit controls them. (Within 1,000m for control) Take a look at some pictures here.

 

Is there a follow unit key for the camera?

Yes there is two methods of tracking...

a) subjective view.. the camera is around 2 meters above the unit you have choosen.

B) locked view.. camera locked at the middle of the unit.

 

How is morale handled?

Take a look at the below summary of morale factors.

-Losses (instantaneous, global, mean on the march)

-Losses : Chief of Corps(+-), colonel(+-), flags(-)

-Routed units (-) for the unit itself or (+) if the unit routs his opponent

-Seen by either Commander in Chief or Chief of Corps(+)

-Visiblity of a friendly Guard unit or elite Unit(+)

-Threaten against the line of operation(+)

-Deployement on a defensive line(+)

-Victorious fighting of a friendly unit(+)

-Threaten against his line of operation(-)

-Friendly Guard or Elite routed(-)

-Attacked by bombardement(-)

-Fatigue(-)

-Formation (moral decreases with the density... column of platoon, column of divison, line...)

 

How is rallying handled?

For internal engine.. there are 2 major parameters : type of unit , losses... when the losses are important, the unit routs towards a free area (if possible, if not it is captive)

The rallying begins after the unit reaching a free area. Time varies with some parameters : charisma, level of losses, flag.. 10 minuts at least.

 

 

-Graphics-

 

So what's so different with this engine?

Notice that the engine uses fully 3d objects and not 2d sprites...

 

Screenshot "x" had such and such wrong!

Take note that some of the screenshots in circulation are from older builds and do not reflect the final product.

 

 

-Sound-

 

What can we expect for music?

Periodic military music will be featured in the game and like most other things can be modded.

 

What types of sound modeling can we expect?

Various drums beating to signal orders to the troops, the sounds of movement and battle.

 

 

-Modding-

 

Does the game ship with modding tools?

Yes the game will ship with editors which will allow the changing of Maps, Orders of Battle and Unit Doctrines (AI scripting).

 

Which 3d objects in game can be replaced?

All 3d objects other than the soliders themselves should be fully moddable.

 

Do the models features LODs?

Yes all in games models feature Level Of Detail Layers.

 

Which in game textures can be changed/modded?

You will be able to change all textures (soldier, ground, building...)

 

 

-Multilayer-

 

Which modes of MP are supported and through what types of connection?

Les Grognards can be either played against the computer (solo), or Multi-player via LAN or Internet (TCP/IP) with up to 6 players divided into 2 sides with each player controlling either all or a part of an Army. Play by e-mail (PBEM) with 15 minute game sequences (turns) is also supported.

 

 

-Misc-

 

PC-DOME's Developer Interview

Wargamer's Developer Interview

 

If there are inaccuracies please email me, it'd be best not to clutter this thread.

Ссылка на комментарий

Это варгейм. Без стратегии НО (!) с оперативной картой. Кстати это то чего не хватает многим врагеймам. Сама игра по прикидкам оченьбудет хардкорная. Другое дело что только на моей памяти варгейм делается года 3 сколько будет еще не понятно. Акелла кстати и 13-й полк обещала выпустить полгода назад, а где он?

Ссылка на комментарий
×
×
  • Создать...

Важная информация

Политика конфиденциальности Политика конфиденциальности.