© Oliver Keppelmüller 2017-2018
Developer’s blog
Some Battle Features
24th September 2017 by Ilja Varha
It has been a while, so a bit longer story this time, to show we’ve been busy!
We wanted to expand the battle game play features in Grand Tactician considerably, when
compared to Oliver’s previous title The Seven Years War (1756-1763) and most other titles
in the market. The plan is to bring in features and elements that existed in real battlefields
during the time frame of our game. This will allow interesting and also realistic tactics to be
employed by player and the AI, but also will introduce elements of time and space to
consider as a general. Let’s jump right into some of these features Oliver is currently busy
coding in the game engine!
MULTI-DAY BATTLES
Field battles during the 17th - 19th centuries could take from hours to even a week. When
armies started to grow in size, it was common that only parts of clashing armies came into
contact at the start of the battle, with both sides hurrying more troops in to gain the upper
hand. The rather slow flow of information and speed of troops at the time made sure, that
the generals were many times faced with dilemmas like: when to commit and which forces,
how to prepare for the unexpected, and what if more enemies make it to the battle?
When a battle in Grand Tactician is initiated, all available forces are calculated, and some
will be available right from the start, while others will arrive as reinforcements. Sounds
familiar so far, but there are a few twists.
ENTRY POINTS (“Lines of Operations”)
Roads are the lifelines of armies of the day. They allowed troop movement, lines of
communication and supplies. Main routes leading to the battlefield are called entry points,
or in military terms of the day, Lines of Operations, and only via these can troops enter the
battle, or exit it.
These points can be captured. If an enemy reinforcement would be to arrive via a certain
entry point, but you manage to capture it, the reinforcements will need to reroute to next
closest route and this will add a considerable delay. The other solution of course is to
recapture the entry point! The points can be captured only with sufficient force, and held to
deny them from the enemy.
When a day comes to an end, and armies prepare for the next day, supplies are moved in
from baggage and supply depots via these same points. This means you can be cut off or
surrounded, which will not be good for morale. Fast moving light cavalry will be ideal force
to secure these important points!
Image: Blue commander orders troops to capture an entry point (top right). You can see the
planned formation and facing here. NOTE: all visualization is still pre-alpha, but the
functionalities are already implemented!
DYNAMIC DEPLOYMENT ZONES
When a battle starts, or continues the next day, the game calculates dynamic deployment
zones for both sides. Inside these zones players can deploy their available forces, and do
engineering (see below). On defensive, one side could be in possession of most of the field,
while attacker will move in via entry points to gain more ground.
The deploy zones are calculated using a mathematic model, which allows not only forming
of front lines and buffer zones, but also separated zones. This could happen due to forces
arriving from different sides of the field, or if enemy has been able to push a wedge
between units. In this case, lines of communications could also be lost!
Image: Bottom left shows a calculated deployment zone, which is visualized for player in the
battlefield, currently as a slightly darkened zone (according to nation colour). NOTE: all
visualization is still pre-alpha, but the functionalities are already implemented!
BATTLEFIELD ENGINEERING
Just like today, engineering and engineer troops played an important role in battles.
Whether the general needed improved cover for his troops, or to surprise his enemies by
crossing a river using a pontoon bridge, he had to have engineers, or at least engineering
capable troops available.
In Grand Tactician, we have implemented the possibility to build obstacles and improved
positions, as well as pontoon bridges to cross rivers at suitable locations.
Images: A planned trenchline, shown transparent (left) and a finished trenchline with
overhead cover to the troops (right). NOTE: all visualization is still pre-alpha, but the
functionalities are already implemented!
Engineering can be done during pre-battle deployment phase, and real-time. Before the
battle is joined, the defender can improve his position by digging trenchlines, and
constructing obstacles, such as abattis. This all takes time, and the amount of available time
depends on situation, of course. The available time is then consumed when building
fieldworks. Troops specialized in engineering will work quicker. When the battle starts, only
lighter barricades can be built.
Planning the fieldworks is easy, simply draw lines by right-clicking, then order the building
or improving of the defined position. In real time, troops can be ordered to build the
planned fieldworks, in a similar way as they can be ordered to build a pontoon bridge.
Image: A suitable location for a pontoon bridge is found (left). Engineering capable unit is
ordered to build it, as the cursor suggests. It takes time, but when ready, troops can cross
the river. NOTE: all visualization is still pre-alpha, but the functionalities are already
implemented!
COVER SYSTEM
Fieldworks and terrain features, plus built objects like fences, allow troops to utilize cover.
This happens automatically, when moving the troops close to available cover. This can be
anything from stream banks to sunken roads and stone walls. Trenches and other fieldworks
function the same way. Troops can also automatically find best defensive positions on hills.
Assaulting well deployed defensive line could be murderous!
Image: Here an infantry unit is ordered to move close to a wooden fence. The small arrows
show how the unit will deploy along the fence, curving the line, while the single arrow
shows the rotation ordered by player. NOTE: all visualization is still pre-alpha, but the
functionalities are already implemented!
BUILDINGS YOU CAN OCCUPY
There will be buildings scattered around the battlefields, and these buildings can also be
used for cover and prepared fighting positions for your infantry. If under fire, the buildings
will suffer damage, which will reduce the provided cover.
The buildings have multiple states of damage, from intact to fully collapsed. When the state
changes, for example the building walls collapse in, casualties will be taken. Though even
when a building has crumbled to ground, the ruins can be used for some cover against
enemy fire.
Top left: buildings can be occupied… Top right: …and destroyed. Bottom left: They will
collapse and burn to ground… Bottom left: …which causes casualties to the occupants, and
reduces the provided cover. Building models by Eliel Martti. NOTE: all visualization is still
pre-alpha, but the functionalities are already implemented!
OK, that’s it for now. The work continues, with Oliver finalizing the remaining battlefield
elements, after which we can start building maps and implementing the battle UI and AI.
Ilja Varha
Currently we are building all the planned battlefield features, and implementing them in
the game engine. Here are a few examples of what kind of features and game elements
you will encounter in Grand Tactician battles. All of them are designed from historical
point of view, to allow realistic waging of war, and developing of battles.