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Thamis
08-22-2007, 10:57
Preview & Interview:
http://www.computerandvideogames.com/article.php?id=170570&skip=yes

sapi
08-22-2007, 13:12
Sounds very nice, Thamis - thanks :thumbsup:

I especially like the sound of the revamped diplomatic/military AI, and the insistence on more field battles by placing barracks and the like outside the settlement :yes:

Rhyfelwyr
08-22-2007, 13:31
This sounds fantastic I can't wait to see some of the units. So are we actually going to have an entire world map, or maybe just include some areas such as the far east and India?

icek
08-22-2007, 13:48
im afraid of one thing that i really dont like in m2tw: race with time. 1700-1820 =120 years * 2 = 240 <-- "men, faster the end date is comping and we have whole canada to conquer".

Tamur
08-22-2007, 13:49
Naval battles... the picture I have in my head makes me laugh -- The Ancient Art of War At Sea. The ships looked like they got progressively moldier through battle. I am guessing this will be a wee bit different, haven't played a naval sim for, well, about twenty years.

Trax
08-22-2007, 13:59
I'm impressed and have great expectations.

:2thumbsup:

BoyarPunk
08-22-2007, 14:32
Interesting read. Thanks, Thamis! :coffeenews:

Subedei
08-22-2007, 14:40
I can not help it...this whole naval talk brings my thoughts back to the good old days of little Subedei playing Sid Meier´s "Pirates!".

As always good luck to CA...and you better use the engine for the evolutionary "Rome2: TW" in 2008....:clown:

Bob the Insane
08-22-2007, 14:49
:jawdrop:

This looks super sweet... Hope it is a moddable as the older games, the engine would be a great starting place for some RTW and MTW style mods...


But the 18th Century is fun to... :pirate2:

Swoosh So
08-22-2007, 15:00
Well CA have definately made positive steps in the modding of their games, the mod community atm is great im sure they will continue that trend.

Daveybaby
08-22-2007, 15:09
First crysis, then bioshock, and now this. Sounds like i've got to upgrade my PC again.

l3asu
08-22-2007, 15:11
WOOOOOOoo Naval Battles!

BoyarPunk
08-22-2007, 15:16
I can not help it...this whole naval talk brings my thoughts back to the good old days of little Subedei playing Sid Meier´s "Pirates!".

As always good luck to CA...and you better use the engine for the evolutionary "Rome2: TW" in 2008....:clown:

LOL...my thoughts exactly. "Pirates!" (the original 1987 Microprose release) was one of my all time favorites. :beam:

Leet Eriksson
08-22-2007, 15:38
http://xs218.xs.to/xs218/07343/empire-total-war.jpg

http://xs218.xs.to/xs218/07343/1086868e8fe9ec4.jpg

Some images ign labeled as concept art... that certainly looks in-game to me.

ALSO UNITED STATES IS IN HELL YEAH :2thumbsup:

Jack Lusted
08-22-2007, 15:40
IGN does have 1 pic of concept art, but those above shots are ingame.

Furious Mental
08-22-2007, 15:43
Grab your weapons, citizens!
Form your batallions!
Let us march! Let us march!
May impure blood
Water our fields!

Guru
08-22-2007, 15:59
Holy ****! Look at the details! But what will the system requirements be like? :drama1: If I'm ever going to play that I'll have to sell my car to get a new pc or something...

hoom
08-22-2007, 16:12
Wow, this sounds & looks awesome!

Have been looking forward to a Napoleonic period TW game :) & finally with naval battles :D
The ships are looking very nice indeed.

One thing though, please please make sure you enable the EB team to do a future Europa Barbarorum on this engine (ie sword/spear/pike animations, ship ramming etc.)

Goaswerfraiejen
08-22-2007, 16:28
I suspect that, since even my new computer can't run Medieval II on full settings, this will break it. Honestly, what was wrong with Rome's graphics? :(

Bob the Insane
08-22-2007, 17:08
OMG!!! I nearly fell out of my seat looking at those shots!!!

Sorry for over-reacting, but that does look really good...

econ21
08-22-2007, 17:13
IGN does have 1 pic of concept art, but those above shots are ingame.

:jawdrop:

They do look amazing (before you posted, I was about to say to Leet that they could not possibly be in game shots...).

gardibolt
08-22-2007, 18:30
"Page not found" Did they move the interview someplace else?

Caius
08-22-2007, 18:37
Well, cheers CA.

I noticed this today.

Lovasìjász
08-22-2007, 18:46
I suspect that, since even my new computer can't run Medieval II on full settings, this will break it. Honestly, what was wrong with Rome's graphics? :(

LOL, by the time this game comes out, it might be even outdated looking compares to other games coming out next year christmas.

Generals_Bodyguard
08-22-2007, 19:50
I hope we will get to see pictures of land battles. Multiplayer TW players gets their wish at last?...

Martok
08-22-2007, 20:24
I hope we will get to see pictures of land battles. Multiplayer TW players gets their wish at last?...
I wouldn't count it. If campaign MP were being included in Empire, Sega & CA would have been shouting it from the rooftops. I think we'll have to wait for another TW title before that happens (if ever).

Incongruous
08-23-2007, 00:23
Meh says page not found. me sad.

Warluster
08-23-2007, 01:50
Wow. Naval Battles.Wow. As some guy said at GS, this is like IG plus M2! Whoohoo! Hopefuly with not as many bugs as usul, and I reckon best TW game from looks!

But from the looks of these screenies, its been in the works for a while or somethin'. (Or I just suck at picking that sorta thing)

Forward Observer
08-23-2007, 04:44
Nobody that I am aware of has ever produced a workable serious age of sail combat simulation in full 3d graphics, so a good one has been long over due.

The Russian company Akella tried back in 2002 with a game called "Age of Sail II" but it was released in a totally unfinished state and full of game breaking bugs. It held such promise for fans of Napoleonic naval warfare, but delivered mostly unworkable features and blue screens of death.


Akella has continued to develop its ocean graphics engine, and they have released a few pirate games that looked good and played OK, but they never have tried anything other than mostly arcade style sea battles.

I never played it, but I also understand that naval component of Imperial Glory was pretty unrealistic also.

It will be very interesting to see how CA handles the naval battles and if they intend to get close to creating a sim like naval component of the game.

It goes almost without saying that handling a square rigger, especially in battle, was not like driving the family motor boat.

In fact if one thinks about it--an 18th or 19th century fighting ship was the single most expensive, elaborate, intricate, sophisticated, and technically demanding instrument of warfare for just about any period that it played a significant role.

There are a lot of Jack Aubrey and Horatio Hornblower wannabees out there to please, and I bet we will be a very demanding lot.

Cheers

fenir
08-23-2007, 06:16
The Candy Looks good. Lets see if the playability is up to scratch.

On the other side, I did wonder if this new game would feature naval battles. As it has been talked about for some time, that with muskets and arquebusiers in M2TW certainly meant we where going to progress in a time line.
Espeically after the success of NTW.
Would be nice to watch my lancers charge the grand Armee'. Or my families Regiment, the glorious 3rd Take the line.
OK, now i am just getting myself excited.

Like I said, nice candy, will wait for the playability and mechanics.

fenir

Zenicetus
08-23-2007, 09:05
It will be very interesting to see how CA handles the naval battles and if they intend to get close to creating a sim like naval component of the game.

It goes almost without saying that handling a square rigger, especially in battle, was not like driving the family motor boat.

Indeed. This is the single thing I'm most curious about... are they going to be at all realistic with wind (direction AND windspeed), and point of sail tactics in combat?


There are a lot of Jack Aubrey and Horatio Hornblower wannabees out there to please, and I bet we will be a very demanding lot.

Oh yes, including some folks who actually sail. They need to be careful about those screenshots too.... like the second one showing the pennant on the right-hand ship blowing in a completely different direction than the other two ships. :inquisitive: That's a little... worrying... but I know these are early version screenies. All that matters is how the final game actually works. We'll be able to tell more with a demo, or even a good (and undoctored) in-game trailer that shows how the ships are moving relative to each other.

hoom
08-23-2007, 13:22
The now broken link has the CA guys talking about modelling gusts in & using them to tactical advantage.

Also says the crew are visibly there & ships have visible location specific damage.

I used to really enjoy Age of Sail (the original 2d one) :)

Possibly the most important thing I've seen so far is a re-writing of the Diplomacy AI & an explanation of why the Diplomacy is so often broken: The Diplomacy AI & the Military AI don't talk to each other so you get Diplomacy deciding to make peace & Military AI deciding the same turn was a good time to make an attack, negating the peace deal.
Apparently the two will be one in E:TW so hopefully will be a bit more sensible :balloon2:

sapi
08-23-2007, 13:24
Article (will remove when link is back up):
Napoleon had the perfect quote for this moment. "One must change one's tactics every ten years if one wishes to maintain one's superiority."

This is what he meant. The developers of the Total War games are changing their tactics. Out go suits of armour, big sticks and straightforward conquests of Europe. In come ships. Cannons. Muskets. Steam power. The American Revolution. The race for colonisation. Men in extravagant hats.

Are you excited yet?

One of the greatest names in PC gaming is getting a makeover. An epic, empire-building, sea-faring makeover. So take Napoleon's advice to heart....

Empire is being developed by Creative Assembly in a mechanical-looking office block just inside the Horsham ring road. Presenting it to me are James Russell, lead designer, and Mike Simpson, founder of the company.

Organised and precise, James is working from a list of pre-typed bullet points. Mike is different: a distracted, intellectual, almost Doctor Who-like figure. While James lists the things they're prepared to talk about ("I think it's fair to say we'll be improving the campaign map"), Mike enthuses about the issues that interest him.

Such as game design: "It's easy to design a complicated system. Hard to design an easy system that retains flavour", gusts of wind: "The thing is, gusts don't actually move at the speed of the wind," and programming: "Getting 10,000 guys to collide with each other, and objects, and find their way out of a paper bag - now that's a problem".

Both share a passion: their games, and the periods they're set in. Best of all, for them the two subjects are almost entirely interchangeable. They'll talk about the game and the history in the same breath. Every time they mention a tactic or strategy, they'll reference what happened in the real world, and how it's identical in the game. They don't use special-case scenarios to illustrate how their battles work. They just pick an example from history and say: "Yes, you can do that."

Spend even a few minutes with them, and you feel the same passion.

The Total War games are a delicious mix of grand strategy and battlefield tactics. Empires are planned from birth to death, princesses married off to loyal generals, armies raised, alliances arranged. But when nations clash the focus switches: now you're controlling the troops themselves, commanding cavalry to ride down routing archers, ordering cannons to assault an enemy castle.

There are some fundamental truths to Total War. The first is the holy trinity of pikes, archers and cavalry. Cavalry will cut down archers, no question, but will buckle if charged into pikes. But pikes are slow and vulnerable to archer fire.

In Empire, that's a thing of the past. The new 1700s-to-early-1800s setting, with its muskets and artillery, demands new stratagems. Generals will have to rethink their entire approach.

Total War's second rule is that battles at sea are fought silently. When great navies clash, you're just handed the result. In Empire, that's been fixed. Add maritime warfare to your list of required skills.

Total War's third fundamental is that you're there to paint Europe your nation's colour, invading your neighbours from the outset, developing a giant hammer of an army to crack open the continent.

That, too, is no longer true. Empire is about exploration and conquest, founding colonies and fighting wars away from home. Sure, you can invade your neighbour. But there's wealth to be had in India and the Americas.

So, Empire is an epic strategy game starting in the early 1700s, in which you direct your nation to dominate not just Europe, but the known world. A question: why then?

Mike has a couple of prerequisites for a Total War setting. "One is a shift in technology to drive the arms race. The second is lots of different factions all vying for some prize, where in reality any of them could have won but only one of them did."

Empire's technological leap is the industrial revolution - where the hand- and horse-powered mills and factories were replaced across Europe with steam and smoke. Tactics and battle plans changed extraordinarily in the process: soldiers began the period carrying sharpened sticks and swords, and ended it with muskets.

Cavalry lost its dominance. "In this period, the key use of cavalry was not to plough into the infantry, but to scare and harass the infantry into remaining in a square formation."

Formations? Formations are the new rock-paper-scissors of warfare. It's all about arranging men in such a way as to present the most possible muskets at the line of enemy advance. "A square of men beats a cavalry charge. A column of men will beat a long line, but only if it arrives. And a line of men, pointing the maximum amount of muskets to an advancing force, will always beat a square."

Why? Because a flat line of men firing will obliterate a single target. If that unit is placed into a square, only a quarter of the men, those facing it, can fire. But columns, men filing behind each other, present a small target to the inaccurate muskets of the men. The men in front might take a few bullets, but those behind will survive.

The key battle of the era was Waterloo (but not the only battle: "Why does everyone always come back to bloody Waterloo?" Mike grumbles). It's a grand demonstration of the tactics available to you in Empire.

At the halfway point of the battle, British infantry took up position along a ridge, firing down at the French armies. Mike takes up the story. "Columns of French [infantry] marched up towards the British line stationed on a ridge. The British maintained their line, and managed to chase them off. The French then charged with cavalry - they got a bit impetuous and just all went - so the British formed squares. But because the French didn't have any infantry supporting the cavalry, the English could see them off again. They repeated that cycle a number of times - they couldn't get infantry and cavalry to the English lines at the same time."

That brings up some important questions. We've all seen episodes of Sharpe, or other period dramas where musket men wait for the very last second to fire, to guarantee their rounds will hit. Will we, as generals, have that kind of control over our men?

"Yes," says James. "We will have a fire button. It's a sort of override tool so you can time your shot when you want to. And timing is critical. Let off muskets too early, and you won't do enough damage. Let off your muskets too late in the face of a cavalry charge, and you've got every chance of being crushed by a flying dead horse."

It's not just the troops that face technological upgrades. The battlefields themselves are getting revamped. A new emphasis on battlefield buildings plays directly into the heart of era combat.

"Because combat moves on from melee," explains James, "cover becomes really important. In the Battle of Blenheim, for instance, a lot of the fighting was focused around capturing and occupying key buildings. That creates focal points for the battle - adding drama. It's almost like terrain 'plus': can I capture this farmhouse? It's a strong point that you can try and hold. A dramatic node for the battle to focus around."

Add to that a new ballistics and physics model that enables you to take down buildings a cannonball at a time, and ragdoll soldiers who leave great stains of blood and death on the field, and you have a recipe for carnage-based hilarity.

James laughs as he describes the battles he's already fought. "Cannonballs go through people, they bounce, and they bounce differently depending on the surface they hit. They leave huge stripes of dead bodies as the unit routs."

Unfortunately for these poor units, there's one place where they just can't rout. A place where they can't flee muskets, and have to stare cannonballs in the face.
It's on the water. Under-decks, loading shot in one of Empire's great galleons, in a naval battle. Commanding those ships under fire is going to be awe-inspiring.

When James and Mike talk about the period Empire is set in, they repeatedly affirm that the 1700s were the "great age of sail". It's a time when the nations of Europe realised there was serious loot around the world, loot that could, if captured, fund their own expansion. Every nation wanted a piece of the action - and were willing to kill to get it. It is the perfect time period with which to demonstrate Creative Assembly's new naval combat technology.

Sea battles have been absent from Total War games since the series' inception. Why? "We've always wanted to do naval battles," says Mike, "but we've always wanted to do them properly - that's why we haven't tackled them in previous games. It's a big chunk. If you're going to do it, you have to do it really, really, really well."

How well? "It already looks beautiful," Mike says. "I've been staggered by how good it looks for quite some time now. And we're not done yet. There's one guy I gave a job to. I said 'make sea look like the sea.' It's a hard challenge. Sea is incredibly complicated stuff. We want to model different wind conditions, different light conditions, different weather conditions. The thing is that gusts of wind don't actually move at the speed of the wind. A gust of wind is caused by a whirlpool of wind moving vertically; they actually move quite slowly and cover quite large areas - you see it because it makes the surface of the water rough, and the rest shiny. It means you can build gameplay into entering and chasing gusts of wind, and using them to overtake an enemy fleet."

You'll command not just one ship, but entire fleets, using the full range of tactics and stratagems from the period. Want to know how's it's going to play? Watch Master and Commander - and just imagine what it's like to be Russell Crowe.

Mike is enthused. "We've got a full and very detailed damage model on these ships. The cannonballs can damage the hull, they'll damage the panels they go through, they'll kill individual men, they also knock down masts, tear sails off... that obviously affects the manouvrability of your ships. You can tell your ships whether you want to aim at the sails or at the hull, or at the men on the decks. You can choose what ammunition to load, or even whether to board an enemy ship."

Best of all, you'll see and feel it all: the wind in the sails, the choking atmosphere of the gun-deck as the crew frantically reload the cannons, the fights on deck... the man at the steering wheel, driving the boat. Umm. Maybe we need to read up on the actual nautical terms before we start wearing epaulettes.

Reading up might indeed be helpful, because naval tactics is an entirely new subject for even Total War veterans. Learn from the experts. Such as Nelson. Or James.

"You want to cross in front or behind - it's called crossing the enemy's T. That's the classic line of battle. You want to line ships up so your gunnery faces the enemy: essentially the ships are just great big floating double-deckers full of guns. You want those rows facing the enemy. There are other tactics: doubling, where you effectively get your line of ships around the front of the enemy, and bring them around the enemy's line so you're firing from both sides."

Mike: "That's important because boats only have enough gun-crew to fire from one side at once. You're getting a two-to-one advantage."

"Exactly," says James. "That's a tactic we can get in the game. It works. Similarly, raking fire - what Nelson did at Trafalgar - was precisely the opposite. He charged in and fired along the longitudinal axis of the ships, from stern to bow (from back to front - Naval Translation Ed). Instead of the cannonball going through one gun-crew and out the other side, potentially it could plough all the way along the decks, and take out nearly all the gun crews in a single shot."

The conversation changes tack. While the battle sequences of the Total War games are the eye-catching, extravagantly brilliant banner feature, purists know that the real challenge comes from the long-term building of a kingdom - the campaign game. How will all these battles affect the wider world?

By way of an answer, Mike talks about Creative Assembly's plans for the Total War series. They work on two titles at a time. The first is a brand new Total War game, using new technology, and new ideas. The second game builds on the first - using the same ideas but improving upon them with a new setting. This is the third time the company has begun that cycle. Medieval was an evolution of the original Shogun. Then, CA rebuilt their tech for Rome: Total War, and evolved from that Medieval II. Empire is the next revolution.

Why go through that process? "At the same time that we start the second game we start work on the completely new engine. From the coder's point of view, that gives you a nice clean codebase to work from. If you evolve an engine over more than two iterations, plus the add-ons, it starts to... creak. It turns to spaghetti. If you start from scratch, everything takes a great leap forward - usually in speed, but in technique as well."

James takes up the theme. "One of the quirks of the old engine was that the diplomacy and military AI were two separate routines, developed separately by two different programmers. Those systems fought each other. The military side would say 'we need to invade' while the diplomatic side will say 'well, I just made a treaty with them.' Getting them to work together was difficult. It meant the behaviour wasn't always consistent."

Throwing out those systems should fix the quirks, while allowing for new game mechanics. The big change for the fans is the reinvention of army movement. "It's fair to say that the campaign map in Rome and Medieval was divided into army-sized tiles," says James. "Each tile could hold one army. In Empire, there's no tiling system. The player will never see any type of tiling artefact - it's entirely freeform. It's like taking the squares off the chessboard."

Even better, they're aiming to draw armies out of the cities, removing the dominance of sieges. That's being done by making region improvements - structures such as barracks, mines and palaces - exist outside of the city, vulnerable to attack. Generals can no longer afford to hide behind their city walls in the event of an invasion. They must sally forth and chase the aggressor away.

Who will those invaders be? CA are careful not to name specific factions for the campaign game yet - mainly because it isn't finished. But there are obvious candidates. Great Britain formed as a single nation in 1707 - and already had significant holdings in America. Its first task in Empire would be secure these and prevent their revolt - the American Revolution of 1775. Even if America does secede, there's always India, over which Britain and France fought viciously during the Seven Year War.

The French are a shoo-in, too. France held significant portions of Canada, Louisiana, and modern Senegal before the game begins, again finding themselves in conflict with the British.

The German Empire, led by Prussia, a 17th century amalgam of Germany and Poland, has a tough start: it was almost bankrupt after the devastating 30 Years' War. To add to its problems, its empire was fragmented and overstretched. And the bubonic plague killed a third of its civilians in 1708. Nevertheless, it managed to field significant armies and allied with Britain during the Seven Years' War against France and the rest of Europe.

The Ottoman Empire held much of south-eastern Europe and north Africa, while fending off Russian armies to the north, but began to decline in the early 1700s - partly because of its reluctance to rise to the challenge of industrialisation.
But the biggie is Yankeeland. CA are going to enable players to play as the newly colonised Americas, fighting for their independence from the British. The revolutionary war began in 1775 and continued on until 1783 - the tail end of Empire's period, but that doesn't matter.

All that matters is that with a good general and an influx of well-drilled soldiers, Britain should be able to prevent secession.

But the setting brings up other questions. Contentious questions. During the 1700s, Britain and other countries were actively involved in the slave trade, while we're still feeling the effects of colonialism. Are CA about to walk into an ethical minefield?

Mike chooses his words carefully. "Our instinct is to purely tell it how it was. I actually don't think anyone will be too upset about us portraying colonisation in the game - it happened and unless you delete vast quantities of history you can't get rid of it. It was a force for good and ill and exactly what the balance of that is, it's up to historians to work out."

But slavery is different? "Yes. I think the best bet is to include it, but not to have it as a gameplay feature." The Total War games are full of events that change how you play the game - like the Marian reforms that restyle the armies of Rome, or the discovery of the New World that sees you racing to subjugate the Aztecs in Medieval II.

As Mike explains it, slavery appears, but it's not something you can actively get involved in. "Some people will be quite offended by that- that we're not allowing them to trade slaves. But it's not necessary to make the game work. You're not going to be landing in Africa and dragging slaves off to America."

When I explained Empire to friends and gamers, they expressed concerns that the 1700s didn't feel violent enough. That it's too civilised, too smart. Too... Jane Austen.
That's not true. This is an extraordinary time in history. It's a time of revolution, both American and French. It's a time of massive industrialisation: I was shown drawings of steam-liners and technology that goes well past the 1820 closing date to enable players to create 'what-if' scenarios.

It's a time of commercial warfare: India wasn't colonised by a country but by a state-approved business, the Honourable East India Company. And it's the period in which the modern democracies were born. It's an extraordinary period in time. It deserves an extraordinary game.

craziii
08-23-2007, 16:57
the link is down :( I want the preview!

edit: thx for the link

gardibolt
08-23-2007, 18:45
Thanks for posting the article. It sounds like there could be an insane amount of micromanaging if everything depends on changing formation all the time, though. :dizzy2: Here comes cavalary! Into a square! Here comes infantry! Into a line! Here come gunners! Spread out! No! Run away! Run away!

Martok
08-24-2007, 01:51
Thanks for the article, sapi. Reading it actually starts to make me somewhat excited for this game. :thumbsup:

Alexander the Pretty Good
08-24-2007, 02:31
An interesting article.

Akeichi Mitsuhide
08-27-2007, 15:26
omg omg omg omg omg omg omg omg omg omg........ May we have some info bout the system specs cuz i(and probaply others too) dont think that i got enough money for a high-tech quadcore next year.

CaesarAugustus
08-27-2007, 17:00
It looks like Empire:TW is going to be quite different from any previous totalwar games, at least in terms of how battles are fought..... i just hope my PC can handle the graphics...:dizzy2:

aimlesswanderer
08-30-2007, 09:52
Sounds good, though I prefer more 'primitive' periods myself. If CA do their usual great job, hopefully ironing out some of the problems of RTW and MTW2, then I suspect I will be very happy with it! I hope that they do naval combat well.

Matty
08-30-2007, 11:36
Any ideas when this is due to be released?

pevergreen
08-30-2007, 11:43
No date released. This time next year is my guess.

Centurio Nixalsverdrus
08-30-2007, 21:05
Xmas 2008 is my strong guess.

Owen Glyndwr
08-31-2007, 00:55
Wow, the game looks great. I'm definantly looking foward to the whole "Less importance of sieges" thing. The siege was the most disappointing part of Medieval 2. That was the only hard part of it; It was frustrating.

xemitg
08-31-2007, 19:38
We will probably see this in about a year and a half... It sounds like they have much left to do.

Azi Tohak
09-06-2007, 11:57
Using other targets to make people come out and 'play' sounds nice, but it isn't really historical, at least for the start. Marlborogh fought how many sieges and just 4 massive battles over how many years? I hate sieges myself, I just thought I would point that out.

Other than that, doesn't the whole 'free-form' campaign map promise sound familiar?

I do like the idea of the mass 'fire' button. Going to make for some great bloody gaps in the foes ranks.

Suppose the unit (and commanders) valor is going to mainly influence reloading times (and morale too) with this version?

Azi

Rodion Romanovich
09-06-2007, 12:49
I do like the idea of the mass 'fire' button. Going to make for some great bloody gaps in the foes ranks.
Question: will the fire button be on a per unit or per army basis?

Because IIRC volleys on a per regiment basis, with the more effective fire rates it gave, was IIRC one of the main benefits that the Dutch and Swedish regimental systems in the 30 years war had over Spanish and German tercios. So, if it is on a per army basis in the game, why would the player want to use it? My guess is that some bonus will be added for using it, if that's the case.

On the other hand, if it's per unit basis, I guess it'll be a bit too much micromanagement for my taste, and it will be my first "house rule" to not use that feature ~:)

Daveybaby
09-06-2007, 13:57
Question: will the fire button be on a per unit or per army basis?
I would imagine that it would operate on all currently selected units. So you can have it both ways, and everything in-between.

The Outsider
09-06-2007, 23:01
it will be great for sure i have very big expectations for this game and i dont think that it will come out too late good luck to ca.

masteri
09-07-2007, 14:54
This looks nice.:2thumbsup:

ELITEofWARMANGINGERYBREADMEN88
09-07-2007, 15:39
This looks nice.:2thumbsup:


System Specs I want,they going to be though the roof :dizzy2:

Dol Guldur
09-07-2007, 16:28
This would make Merlin and the Section Sea project happy.

I doubt any of you know what I'm talking about... :laugh4:

Great pics!

Lusted
09-07-2007, 16:35
Some of us do, but then some of us have been around in modding longer than others.

Plus Section Sea was mostly on SCC wasn't it?

Swiss Halberd Pike Landsknecht
09-07-2007, 16:40
sounds interesting

and very nice screenshot

I my self am much more interested in the Late Dark Ages - Late Medieval Era
(and with gun powder, the main interest mainly goes up to Matchlocks, also am interested later on in the English Civil War).

but find the Empire's Era fairly interesting,
I wander if they will have the American Civil War as well? As I'm interested in that too.

Swiss Halberd Pike Landsknecht
09-07-2007, 16:43
just reread the article, and saw the dates, so I now know the American Civil War probably won't be in as it's set slightly later.

Daithi MacGuillaCathair
09-07-2007, 19:26
personaly i think 2öö8 is too soon to bring out the game , firstly because they wont have ironed out all its problems and most importantly i wont have had a chance to play M2TW and kingdoms to death.
not to mind some of the fantastic looking mods out there

Dol Guldur
09-07-2007, 21:03
Old and yet so young, Lusted ;) Yes it was advertised on SCC I guess but they had their own site.

I must write to him.

Actually, these games coming out so fast - is it a good thing?

Lusted
09-07-2007, 21:55
Not really. They've been coming out in the same patern for years.

Shogun - 2000
Mongol Invasion - 2001
Medieval - 2002
Viking invasion - 2003
Rome - 2004
Barbarian Invasion - 2005
Medieval II - 2006
Kingdoms - 2007

Haven't included Alexander due to the small nature of it.

<><><>Paddy<><><>
09-07-2007, 22:47
I can't wait to play as the British and the French, the period empire total is set in is my favourate!!!!!!!! Recreating the French second empire with napolion the third will be a thrill!!!!

<><><>Paddy<><><>
09-07-2007, 22:54
DAMN!!!! i've just discovered that the game doesnt go up to that period!!!!!

TevashSzat
09-08-2007, 03:27
New TW game is always exciting, but I hope they don't botch up naval battles or make an awful AI for it.

This new focus on gunpowder orientated units and formations should add a new level of strategy to the TW series too.

Hepcat
09-08-2007, 07:01
I'm sooo much looking forward to this already.
:2thumbsup:

barocca
09-08-2007, 07:32
I can't wait to play as the British and the French, the period empire total is set in is my favourate!!!!!!!! Recreating the French second empire with napolion the third will be a thrill!!!!


DAMN!!!! i've just discovered that the game doesnt go up to that period!!!!!
and can we say we already KNOW what the expansion will be???
French Revolution...

Gustav II Adolf
09-08-2007, 09:23
I´m so happy about finally getting total war in a true gunpowder era :2thumbsup: . However it requires a big change in the fighting mecanics to be really good. Hopefully there will be better models for things like suppressive fire, shooting through obstacles and friendly units.

PSYCHO V
09-10-2007, 09:13
and can we say we already KNOW what the expansion will be???
French Revolution...

Barocca... is that you? ... the Clan Doragon guy?