Progress Report – November

Once more into the breach, dear friends. Well, that’s pretty much the story of October’s development work. Although I’ve also done other stuff, most of the month has been spent polishing the siege battle engine in Imperium; digging for bugs, fixing interface issues, adding a few extra options that felt…

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Progress Report – October

I am glad to see that some of you have enjoyed “Imperium Mini”. It is interesting – and a little bit scary – to release something like that into the wild. Even though I only mentioned it a few places (a couple of forums and of course in the mail…

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Quo Vadis Imperium?

As those of you who read my “regular” updates on the forum have no doubt noticed, I’ve gotten a good deal more “home-work” these days than just Imperium. 🙂 For this reason, I have spent some of the time during this summer holidays not only working on Imperium, but also…

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Classical Warfare: Pitched Battle

The pitched battle system in Imperium has gone through many iterations; I can count four or five, just of the top of my head. And we’re talking of fully-fledged iterations; with the engine implemented and playable. Some of these have been good, others, less so. The key problem that has…

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Classical Warfare: Conflict

The previous two posts have explained a bit how the units and the leaders function; all of this comes together when two armies meet on the battle map. The result is that the player is taken to the battle resolution window, where the player has the opportunity to set up…

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Classical Warfare: Characteristic leaders

Over on Flash of Steel, Troy Goodfellow has raised some interesting questions in a response to the previous post. I shall have to pass over most of the discussion for another time, as it would involve a rather more detailed discussion of the game’s character model than would be useful…

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