Raz
05-30-2007, 08:10
Might as well announce it. ^_^
Based off of the historical event in China, it will be somewhat quite fictional, and might lack in realism, mainly to improve gameplay as 111 turns in one campaign isn't much. I'm looking at a fast paced campaign map play because of this.
The Background
The year is 169 A.D. moments before a huge peasants revolt later to be known as the Yellow Turban uprising. The Han Dynasty collapses and falls into anarchy. Three minor kingdoms remain and vie for the the glory of the title of Emperor.
They fight bitterly against each other and the forces of the Yellow Turbans.
The forces of Wei up north with devastating cavalry, march southward, hoping to expand into both Shu Han in the west, and Sun Wu on the east.
The forces of Wu to the east find themselves cornered against the sea and two mighty empires, they're only hope is to fight back the opposing empires with their skilled swordsmen and well designed ships.
The forces of Shu to the west look out over the land, surrounded by rebel º forces. They focus their efforts into expanding northward and to the west, in an attempt to surround any enemy that happen to be in the middle. To do so, they must utilize they're well trained archers and crossbowmen.
This is an age of pure chaos. . . This is an age of Total War.
Features
On Campaign
º Only three factions playable. Four factions implemented = The Yellow Turbans. Five including normal Rebels.
º Yellow Turbans separate factions, they are united and don't just act like Rebels.
º Fast paced tuned gameplay.
º Large map, focused on a small area.
º Sea routes will be vital for some factions.
º Utilizing faction strengths and fortifying weakness will hopefully be vital.
º New agents such as merchants.
On Tactical Map
º Over 120 units added, some repeated though. <_<
º New type of gameplay ***
º New troop types include:
- -> Swordsmen
- -> Spearmen
- -> Halberdiers
- -> Bowmen
- -> Crossbowmen
- -> Cavalry
º Mercenaries will no longer be just another unit you can sacrifice.
º Spear armed units are now highly effective against dispatching enemy cavalry. Attack vs Cavalry increased.
º Sword armed units are ineffective against cavalry. Attack vs Cavalry dropped.
º Cavalry must be used much more as shock-troops, defense dropped, attack increased, charge greatly increased.
º Projectiles can now kill things. Effectiveness in MTW was shocking.
*** Under each unit class, there are four sub-types. Each an revamped version of the last. By revamped I mean stronger offensively and defensively. But this comes at a cost, often speed and mobility. Thicker armour will mean slower speed, and thus tire easier. Finding the optimum balance in unit types, offensive, defensive and agility in an army will be a learn-by-experience kind of thing.
Wrapping Up
There are probably dozens of spelling and grammar mistakes. It probably looks very half-assed. Explanations are most likely appalling when you read them.
But, other than that, comments and even criticism is welcome. :yes:
Based off of the historical event in China, it will be somewhat quite fictional, and might lack in realism, mainly to improve gameplay as 111 turns in one campaign isn't much. I'm looking at a fast paced campaign map play because of this.
The Background
The year is 169 A.D. moments before a huge peasants revolt later to be known as the Yellow Turban uprising. The Han Dynasty collapses and falls into anarchy. Three minor kingdoms remain and vie for the the glory of the title of Emperor.
They fight bitterly against each other and the forces of the Yellow Turbans.
The forces of Wei up north with devastating cavalry, march southward, hoping to expand into both Shu Han in the west, and Sun Wu on the east.
The forces of Wu to the east find themselves cornered against the sea and two mighty empires, they're only hope is to fight back the opposing empires with their skilled swordsmen and well designed ships.
The forces of Shu to the west look out over the land, surrounded by rebel º forces. They focus their efforts into expanding northward and to the west, in an attempt to surround any enemy that happen to be in the middle. To do so, they must utilize they're well trained archers and crossbowmen.
This is an age of pure chaos. . . This is an age of Total War.
Features
On Campaign
º Only three factions playable. Four factions implemented = The Yellow Turbans. Five including normal Rebels.
º Yellow Turbans separate factions, they are united and don't just act like Rebels.
º Fast paced tuned gameplay.
º Large map, focused on a small area.
º Sea routes will be vital for some factions.
º Utilizing faction strengths and fortifying weakness will hopefully be vital.
º New agents such as merchants.
On Tactical Map
º Over 120 units added, some repeated though. <_<
º New type of gameplay ***
º New troop types include:
- -> Swordsmen
- -> Spearmen
- -> Halberdiers
- -> Bowmen
- -> Crossbowmen
- -> Cavalry
º Mercenaries will no longer be just another unit you can sacrifice.
º Spear armed units are now highly effective against dispatching enemy cavalry. Attack vs Cavalry increased.
º Sword armed units are ineffective against cavalry. Attack vs Cavalry dropped.
º Cavalry must be used much more as shock-troops, defense dropped, attack increased, charge greatly increased.
º Projectiles can now kill things. Effectiveness in MTW was shocking.
*** Under each unit class, there are four sub-types. Each an revamped version of the last. By revamped I mean stronger offensively and defensively. But this comes at a cost, often speed and mobility. Thicker armour will mean slower speed, and thus tire easier. Finding the optimum balance in unit types, offensive, defensive and agility in an army will be a learn-by-experience kind of thing.
Wrapping Up
There are probably dozens of spelling and grammar mistakes. It probably looks very half-assed. Explanations are most likely appalling when you read them.
But, other than that, comments and even criticism is welcome. :yes: