Seven Years War: Releases End of October

Started by Grim.Reaper, September 24, 2015, 09:23:42 PM

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mikeck

How are the tactical battles in this game? Is it like total war were you just move your units around or do you basically give them general orders like advance and they do everything on their own.
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keppelmueller

the unit controls could be more compared to sid meier's gettysburg. you mostly define waypoints and give orders for each regiment, brigade or division. only in some cases the regimental commander takes his own decision which mostly isn't crowned with success 😁 (retreating or attacking uncoordinated if to less experienced)

Rayfer

I've been tempted by this one. Does it have smaller scenarios, i.e. just the North American portion of the war?

Grim.Reaper

Quote from: Rayfer on December 30, 2015, 08:34:56 AM
I've been tempted by this one. Does it have smaller scenarios, i.e. just the North American portion of the war?

Since on Steam, give it a try....Steam still has the option to refund your money so really no risk in giving it a shot:)

Rayfer

Quote from: Grim.Reaper on December 30, 2015, 08:44:34 AM
Quote from: Rayfer on December 30, 2015, 08:34:56 AM
I've been tempted by this one. Does it have smaller scenarios, i.e. just the North American portion of the war?

Since on Steam, give it a try....Steam still has the option to refund your money so really no risk in giving it a shot:)

Thanks for the reminder....I keep forgetting about the new refund policy!

Philippe

Any thoughts on why divisions show up in this game?  I don't think they were really used before the French Revolution.
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History is a bad joke played by the living on the dead.


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Asid

Update to version 1.092

Game enhancements:
- added english game manual in root directory (steamapps\the seven years war (1756-1763)\)
- added hotkey for pause
- campaign game can now be continued after reaching all scenario goals or time out
- added arrows to fast switch between own cities in city menu (shown at the bottom of the city menu)
- added mouseover information if a building is fully upgraded

Game balance:
- increased chances of native trades
- reduced influence of alcohol deliveries on native clans
- increased speed of fast marches in campaign
- increased duration of battles by 25%

Fixed bugs:
- fixed wrong allocated fleets and traders (false references and numbers in cities) which led also to crashes when loading saved games
- effects of Rousseau historic event of country France now set correctly
- limber/unlimber order with group selection now is only executed for artillery units and rest of formations vice versa
- removed german phrase of historic event Russia protecting Northern Germany
- added workaround for divisions not accepting battle due to a prior retreat
- fixed problems with cities still beeing besieged although siege was broken off earlier
- fixed option where every city building could be built although tech was not researched

Layout:
- increased menu and font size of load/save menu by 30%
- improved font sharpness for low resolutions (below 1600x900)
- updated ground texture quality in battles
- updated tree sprite quality in battles

Others:
- removed citadel research from stationary artillery (also researchable with trench constructions)
- allocated lumber mill (2) to tech large capacity buildings
- allocated lumber mill (3) to tech industry buildings
- further zoom in on battlefield possible
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Hofstadter

I actually do have this game. So here is my two cents.

The combat is like a mix between scourge of war and total war. My absolute favorite aspect of it is units are grouped accoriding to their hierarchy by division, regiment and brigade. So you can select the flag of each and order them around. The scale is absolutely massive, where you can fight multiple sections on the map at once, imagine that each division is one fill scale total war battle. So about three different places you have to manage at once. Sound is ok, but the gunfire sounds like distorted popcorn.

The strategic map is bad. The font is tiny, the buttons are tiny, the economic system is badly explained, and theres not much feedback

It has potential, i love the tactical battles, but the strategic system needs work
My wargaming channel
https://www.youtube.com/channel/UCx_VZ48DOrINe4XA7Bvf99A

"I earned the right to shoot Havoc!"

Rayfer

Quote from: Hofstadter on January 02, 2016, 07:42:38 PM
I actually do have this game. So here is my two cents.

The combat is like a mix between scourge of war and total war. My absolute favorite aspect of it is units are grouped accoriding to their hierarchy by division, regiment and brigade. So you can select the flag of each and order them around. The scale is absolutely massive, where you can fight multiple sections on the map at once, imagine that each division is one fill scale total war battle. So about three different places you have to manage at once. Sound is ok, but the gunfire sounds like distorted popcorn.

The strategic map is bad. The font is tiny, the buttons are tiny, the economic system is badly explained, and theres not much feedback

It has potential, i love the tactical battles, but the strategic system needs work

Just curious...is your experience from recent play since the last series of updates, or from an older version when it first came out? I have this one my Steam wish list but haven't pulled the buy trigger yet.

Hofstadter

Last time i played it was on thursday. I was going to make a video showcasing its gameplay but it went weird with OBS
My wargaming channel
https://www.youtube.com/channel/UCx_VZ48DOrINe4XA7Bvf99A

"I earned the right to shoot Havoc!"

keppelmueller

Hi folks,

Update 1.092 is out including manual. I have also added a new video about the Battle of Leuthen with a bit polished ground and tree textures:


Game enhancements:

- added english game manual in root directory (steamapps\the seven years war (1756-1763)\)
- added hotkey for pause
- campaign game can now be continued after reaching all scenario goals or time out
- added arrows to fast switch between own cities in city menu (shown at the bottom of the city menu)
- added mouseover information if a building is fully upgraded

Game balance:

- increased chances of native trades
- reduced influence of alcohol deliveries on native clans
- increased speed of fast marches in campaign
- increased duration of battles by 25%

Fixed bugs:

- fixed wrong allocated fleets and traders (false references and numbers in cities) which led also to crashes when loading saved games
- effects of Rousseau historic event of country France now set correctly
- limber/unlimber order with group selection now is only executed for artillery units and rest of formations vice versa
- removed german phrase of historic event Russia protecting Northern Germany
- added workaround for divisions not accepting battle due to a prior retreat
- fixed problems with cities still beeing besieged although siege was broken off earlier
- fixed option where every city building could be built although tech was not researched

Layout:

- increased menu and font size of load/save menu by 30%
- improved font sharpness for low resolutions (below 1600x900)
- updated ground texture quality in battles
- updated tree sprite quality in battles

Others:

- removed citadel research from stationary artillery (also researchable with trench constructions)
- allocated lumber mill (2) to tech large capacity buildings
- allocated lumber mill (3) to tech industry buildings
- further zoom in on battlefield possible

amandachen

#72
Old news. Scroll back a few posts.

Freyland

Quote from: amandachen on January 03, 2016, 01:37:15 PM
Old news
Perhaps the developer has enough on his plate that getting the word out to every interested party might take a wee bit of time. The level of developer interaction is admirable, and would be great if we appreciated it as such.  I'm sure if he made no efforts to communicate or update his game, you would chide him for that as well.

amandachen

Whatever. I was just thinking of poor, dear Asid.