Holy crap, this game looks to be amazing. I actually just started programming a game intended to be almost exactly like this, but I feel like I should not even attempt it anymore due to this game being almost exactly what I want.
I'm also using Python + libtcod. What code editor/IDE do you use? I'm using IDLE and it's annoying that it crashes every time I close the libtcod window.
Wow, thank you! Don't let me discourage you, though, URR is still in its early stages
I'm using IDLE at the moment. I'm sure there are better editors, but I've just got used to using it and can't be bothered to change. Once I've got the first alpha out and I then go through making the game more efficient, that might be a logical time to change editor, but I'm more than happy with it for the time being. By the crashing, do you mean when you F5, the window appears, then you close it and it crashes? If so, you want to close the Python shell, not the libtcod window itself!
Heh. Being able to control everything through a magical screen gets boring after a while. There are some games that try to make it seem logical. In Red Alert 2 it felt like (or game tried to make you feel like) you were logging in to a battlefield-screen-thing. When I played that game for the first time, that's when I realized the weirdness of being able to control everything like a god in strategy games.
There are two military ranks in strategy games. You -the player- who controls everything and gives orders. And all others who do the fightning. I hope this game will be a lot different with a hierarchic command system.
When it comes to command hierarchy, there are lots of things to give attention to...
1. Chain of command. Commander doesn't do everything. Soldiers of the Squad A doesn't answer to the leader of the Squad B and things like that...
2. Communication. We didn't have cellphones or telegraphs in middle ages. Things can turn into a game of Chinese Whispers if you aren't careful.
3. If a high-ranking officer makes a bad call, those who carry the orders out aren't responsible. That high-ranking officer is the one who made the decision and he is the one who is responsible.
A commander isn't responsible for everything and a soldier who executes orders given to him isn't responsible for everything. A cadet doesn't answer to the field marshal. It was all simple in Red Alert 2 right?
"Yes, comrade general"
*Exactly*. In all strategy games - even those set, say, in medieval times, when you wouldn't have had instant communication - the commander somehow has total omnipotent control over their forces.
1) Yep. You give orders to your commanders, who then spread it around to their lieutenants, and so on and so forth. Obviously the incentive here is to recruit competent commanders who will be better at relaying your orders and managing the battlefield than others.
2) I think it'll be interesting to see how orders to far parts of your army in a battle play out. Due to the delay in getting a message to them, I think those commanders will take more autonomy upon themselves, definitely.
3) People in your army - as with any army - will be a lot more useful if they respect those giving the orders. If your subordinate does something foolish, I think you'll have options about how to deal with this, and the repercussions this will have for the rest of your army.
Red Alert 2 - what a great game! I prefer the earlier classic C&Cs, but RA2 had a certain something...