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| 11 MAR 2010 at 11:16pm |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Originally Posted By Dean Beecham
I have been working hard since Jan to get this done so Rich can get out Patch 102 ..
...
anyway the work will soon be done and ready ..
I've taken a break from Musket & Pike: Renaissance to spend some quality time with my recently fully completed HPS ACW collection.
But with release of polished 3D graphics in the next Renaissance patch, I'll dive right back in.
So much looking forward to the next patch!
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| 26 MAR 2010 at 8:51pm |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | Gents, we're now testing the 1.02 update for this game and hope to have it out soon. Will clean up some graphical issues, a few scenario problems & also include some adjustments to the engine with the primary one being that blocks & columns will be able to stack together if you so wish.
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| 26 MAR 2010 at 10:36pm |
Bison36Colonel


Posts : 6360 Joined: 31 MAR 2009 Location: US, Sweet Air of Freedom
Status : Offline | Interesting change to game play with the stacking of blocks and columns. Is this a planned option?
Now that I think about it I already have block formations stacked together in a game. They are smaller block formations >100 to 200 pax.
I believe there are more instances of the abridgment of the freedom of the people by gradual and silent encroachments of those in power, than by violent and sudden usurpations - James Madison
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| 27 MAR 2010 at 6:52am |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | It will be integral, not an option. This is due to customer feedback.
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| 27 MAR 2010 at 11:28am |
Bison36Colonel


Posts : 6360 Joined: 31 MAR 2009 Location: US, Sweet Air of Freedom
Status : Offline | It'll certainly change strategy, if large blocks can stack. A large stack of Swiss pikemen would be devestating. I know its probly to late, but I like the optional route.
I believe there are more instances of the abridgment of the freedom of the people by gradual and silent encroachments of those in power, than by violent and sudden usurpations - James Madison
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| 27 MAR 2010 at 4:01pm |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | I think you missunderstood what I said...there is still a stacking limit, so "large" blocks wont be able to stack, but column formation & block formation will be allowed to exist in the same hex without disrupting the two units.
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| 27 MAR 2010 at 4:33pm |
Bison36Colonel


Posts : 6360 Joined: 31 MAR 2009 Location: US, Sweet Air of Freedom
Status : Offline | I did misunderstand thanks for clearing that up Rahamy. Honesty that never really bothered me, but it'll make for easier troop movements.
The one thing that gets me is how heavy cavalry seems to always disrupt going through a town. I understand you really couldn't charge in an urban area, but why does simple movement along a road cause disruption?
I believe there are more instances of the abridgment of the freedom of the people by gradual and silent encroachments of those in power, than by violent and sudden usurpations - James Madison
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| 27 MAR 2010 at 5:49pm |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | It shouldn't, unless you are trying to move a stack through the hex - in that case road movement is negated. Try moving them through single file.
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| 29 MAR 2010 at 12:02pm |
HexagonCenturion


Posts : 381 Joined: 22 JUN 2007
Status : Offline | Well, as Rahamy says try to move calvary in road+"not clear terrain" hexes counter by counter... well, do it in road is a good idea because in open terrain you can move 2 units or more at the same time without penalties BUT in road if you move 2 or more units at the same time you have a double cost penalty, in road the cost is 2 points but if you move 2 counters at the same time in the road every hex cost 4 movement points at for infantry for cavalry the cost is 2 alone and 3 for 2 or more units... sometimes in NAP series i see cavalry Disrupted when in road move at the same time... dont see it in REN.
PD: waiting the patch [sm=00000436.gif]
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| 11 APR 2010 at 2:30pm |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | I'm submitting 1.02 to JT this evening...so you should see it on the HPS site very soon.
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| 11 APR 2010 at 2:47pm |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Originally Posted By rahamy
I'm submitting 1.02 to JT this evening...so you should see it on the HPS site very soon.
fantastic!!
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| 16 APR 2010 at 11:27am |
mscanoCommander

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Posts : 1524 Joined: 29 DEC 2006 Location: US, New York
Status : Offline | The 1.02 patch is up at HPS. 3D graphics look like they were totally redone to me.
Looks great! Good job guys.
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| 16 APR 2010 at 11:51am |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Great? They're amazing!
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| 16 APR 2010 at 11:58am |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | We aim to please. [sm=japansmile.gif]
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| 16 APR 2010 at 11:59am |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | Oh, BTW - if you like this title you can vote for it on the CSR Awards...the link is on the main Wargamer page.
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| 16 APR 2010 at 12:07pm |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Originally Posted By rahamy
Oh, BTW - if you like this title you can vote for it on the CSR Awards...the link is on the main Wargamer page.
Voted! Voted for John Tiller for the Clausewitz (?) award, also.
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| 16 APR 2010 at 1:10pm |
nikbCenturion


Posts : 64 Joined: 3 FEB 2007
Status : Offline | Voted last night []
Nik
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| 16 APR 2010 at 1:30pm |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | I've just successfully lightened the 3D Ground and 3D Features files in the v1.02 patch. Looks much better to me. My preference.
I might also try reducing contrast and color intensity here and there, probably just for terrain, not for units. The units are exceptionally well done.
In general, though, the 3D graphics are terrific. Nice job!
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| 16 APR 2010 at 1:53pm |
EarlofWarwickCenturion


Posts : 85 Joined: 20 JAN 2006
Status : Offline | Ummm... screenshots?[8|]
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| 16 APR 2010 at 2:36pm |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Here's a screenshot (with some lightened terrain I've modified from the v1.02 defaults; 20% JPG compression, uncompressed looks better):
[image]http://pikt.org/hps/Fornova3DZoomOut1.jpg[/image]
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| 16 APR 2010 at 2:41pm |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Hmm, that previous image looks much nicer in the original (uncompressed). Let's see if this one looks better:
[image]http://pikt.org/hps/Agnadello3DZoomIn1.jpg[/image]
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| 16 APR 2010 at 3:23pm |
EarlofWarwickCenturion


Posts : 85 Joined: 20 JAN 2006
Status : Offline | Thanks!
HPS Graphics are finally coming along!. I was really impressed with the ones shown for the Mexican-American title.
I was wondering: is the option to have combat results displayed on the map (vs. in the dialogue box) available? If so, how does that impact gameplay for you?
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| 16 APR 2010 at 6:18pm |
trauth116Centurion


Posts : 319 Joined: 24 MAY 2007 Location: AU
Status : Offline | Nice work Berto, so are you going to be sharing those?
And dialog box or on map doesn't matter an for play purposes apart from the dialog box will (depending upon what options you select or leave off) show you the odds or how much firepower you are using (as well as any percentage modifiers that applied to the combats -well fire combat at least), pretty much the same as other titles. Phased play can affect the flow of a game, however- and probably the combat results (which is probably a really bad description of things - but I've found that defending in the Civil War titles was easier using a phased defensive fire phase and assume this one would work out the same way, although I have never played it that way yet.
Webmaster: [link]http://hist-sdc.com[/link] & [link]http://spwgame.com[/link]
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| 17 APR 2010 at 4:13am |
bertoCenturion


Posts : 302 Joined: 11 MAR 2010
Status : Offline | Originally Posted By trauth116
Nice work Berto, so are you going to be sharing those?
Okay, since you asked and FWIW, here are the modded graphics files:
http://pikt.org/pikt/hps/3DFeatures50.bmp
http://pikt.org/pikt/hps/3DFeatures100.bmp
http://pikt.org/pikt/hps/3DGround50.bmp
http://pikt.org/pikt/hps/3DGround100.bmp
Here are the same images as above, but with the default v1.02 graphics:
[image]http://pikt.org/pikt/hps/Fornova3DZoomOut2.jpg[/image]
[image]http://pikt.org/pikt/hps/Agnadello3DZoomIn2.jpg[/image]
Compare with the modded graphics look in my earlier posts.
Maybe it's just me, but the default colors (as shown in this message post) are a bit too garish for my taste.  Much depends on your monitor model and settings. What looks good on one monitor display might look harsh and distasteful on another. Your Mileage May Vary.) Hence these quick and easy modifications.
I will likely fiddle with brightness and contrast and color intensity in coming weeks, but for now, and for me at least, The Renaissance 3D is looking a bit better.
Hope you find this useful.
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