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Lord Zimoa of Flanders
09-26-2008, 00:53
http://www.totalwar.org/cutenews/data/upimages/cnawss4un7.jpg


As the developers, we at The Lordz Games Studio (http://www.thelordzgamesstudio.com/) and Firepower Entertainment, are very proud to present the official announcement of Commander: Napoleon at War!

Slitherine and Matrix Games are thrilled to announce that Commander - Napoleon at War,the sequel to the highly popular Commander - Europe at War, will be available soon from Matrix Games! Commander - Napoleon at War is the newest game in the Commander series, taking the acclaimed design introduced in Commander - Europe at War to the next level.

David Heath, Director of Operations at Matrix Games, said "Given the enormous success of Commander - Europe at War, the Napoleonic incarnation of the same elegant game system stands to be just as fantastic. Commander - Napoleon at War captures everything that was intuitive and fun about the original Commander while still modeling Napoleonic strategy in all its glory!"

Iain McNeil from Slitherine Strategies added "We are pleased to be publishing another highly anticipated title together with Matrix Games and look forward to working with them for the release of Commander - Napoleon at War. Gamers who found Commander - Europe at War fun, easy, and engaging will no doubt see that this new sequel will retain all the positive aspects of its predecessor while still coming filled with plenty of improvements and innovation."

Tim van der Moer from The Lordz Games Studio added "It was a pleasure and great fun to work together with Firepower Entertainment on this game, it was a perfect collaboration and we are proud on the end result. We hope many people will enjoy this "easy to learn but hard to master" turn-based strategy game, set in the exiting period of the Napoleonic Wars."

In Commander - Napoleon at War, players must use the combined arms of infantry, cavalry and artillery combined with the innovations and strategies of the Napoleonic wars to secure victory. Play on a beautifully rendered map of Napoleonic Europe, where terrain and weather play a large role and mud and snow may bog down your army at a crucial time. Logistics are also modeled, with supply lines, resources and sieges and the use of privateers and naval superiority to stifle trade routes. Players have twelve unit types to choose from as well as fifteen research paths, and eight immersive historical campaigns from 1805 through 1815!

Features include:



8 immersive campaigns (including a full 1805-1815 campaign) starting from Napoleon's war with Austria, Russia and Britain in 1805 up to the 100 days campaign ending at Waterloo in 1815.
Take control of Napoleon's forces or the Allied Coalition who opposed him, including Britain, Prussia, Austria and Russia.
Huge map covering all of Europe and stretching from Canada and the United States all the way to the Urals and the Middle East in beautiful historical detail
Choose from up to 15 different historical research paths for each country in five general areas (Infantry, Cavalry, Artillery, Navy, Warfare)
Spend Money, Manpower and Horses to build new units and recruit historical leaders, choosing from twelve different unit types ranging from Light Infantry to Frigates.
Dynamic weather system including mud, snow, storms and more
Trade routes and pirate raids
Fortresses and siege warfare
Recruit historic commanders such as Ney, Blucher, Wellington & many more.
Multiplayer via LAN, hot seat, PBEM and Internet


Can Napoleon's ambition be denied or will the flag of the Empire of France fly throughout the continent? It is up to you to write the story of the Napoleonic Wars in Commander: Napoleon at War!

Veho Nex
09-26-2008, 01:01
Cool looks nice

Lord Zimoa of Flanders
09-27-2008, 20:08
Thanks!

The game will be released online the 29th September through the company site www.slitherine.com and through distribution partner Matrix Games at www.matrixgames.com

Retail will follow later due to printing delays.


Tim aka LZ

Mailman653
09-27-2008, 20:24
Looks interesting, reminds me of this old US Civil War game I use to play.

lars573
09-27-2008, 23:29
Hex based strategy=DO NOT WANT!

Mailman653
09-28-2008, 00:14
Hex based strategy=DO NOT WANT!

It's old school :laugh4:

Lord Zimoa of Flanders
09-28-2008, 00:31
Yeah, this is old school where the focus is on the actual gameplay and fun and not only about shiny graphics. Retro, fun, fast playing, easy to learn but hard to master, strategy gaming. That is what it is all about. For those who think Shogun TW was the best in the series so far and who like to see a challenge not only with a focus on the latest graphics. Try it out, you might like it as it is quite addictive once you start.

Cheers,

Tim aka LZ

CountArach
09-28-2008, 01:17
Hex based strategy=DO NOT WANT!
Hex based strategy games ALWAYS have better AI. That alone is a great reason to play them.

lars573
09-28-2008, 04:42
Better AI, but torture to play. No not worth it all. I'd rather have craptastic AI and a playable game.

Lord Zimoa of Flanders
09-28-2008, 06:54
Well that is why the Commander series is quite different and that was the reason we ourselves never liked some of the hard core hex games. Here however the game flow and play is very intuitive and that is a big credit to the engine designer Johan Persson from Firepower Entertainment.

If you want some reference have a look at it`s predecessor Commander: Europe at War and the very positive reviews it got throughout the industry, the game has a sort of Close Combat/Panzer General feel around it.

http://www.slitherine.com/games/ceaw

Their came in quite a few requests in for reviews for CNaW, so the coming weeks we will post them when they come in.

Cheers,

Tim aka LZ

TB666
09-28-2008, 22:26
Hex based strategy=DO NOT WANT!
I know how you feel.
Few hex-based games are any good.
Only ones I can think of is civil war generals 1-2 and steel panthers.
The rest are just too damn complicated for it's own good.
I know they try to be "hardcore" but they are just kidding themselfs, they are just stupid.
A good game isn't only measured in gameplay but also in how easy it is to get into it.
Civil War generals and Steel panther are good examples because you just click and play pretty much.
If you wanna move a unit then just move a unit.
Unfortunately most hex-based games requires you to take a 2 week training course just to move one hex.
Naturally they rarely come with a tutorial and decent manual.
John Tiller's Battleground Civil War is a prime example of a game too complicated for it's own good.

Lord Zimoa of Flanders
09-29-2008, 06:57
That is the exact reason why the Commander series is different, it is an easy game to get into and fluent to play , the main reason why it was so well received with reviews easily topping 80 % or higher across the line.

It is a hex based game, where even novice players will have fun with and not a steep learning curve, however when you play it more and more, you discover the intelligent and more in depth complexity. A clear tutorial and manual comes with the game for those who want to dig deeper.

It is one of those games made for the broader audience and not only for hardcore niche gamers.

We released 12 new screenshots and updated game features last week.

http://www.slitherine.com/games/cnaw/screenshots.html?id=194

and here

http://www.slitherine.com/games/cnaw



Cheers,

Tim aka LZ

CountArach
09-29-2008, 09:02
Is there a Demo? If not will one be coming out?

Lord Zimoa of Flanders
09-29-2008, 09:56
A demo is not decided yet...

Cheers,

Tim aka LZ

Lord Zimoa of Flanders
11-14-2008, 19:31
CNaW BETA Patch v1.05 (for Slitherine version only). Download here.

This latest one further fixes some new issues with leader usage and some old issues. AI should be considerably stronger this version so highly recommended to try it!

Download from http://www.slitherine.com/files/cnaw/cnaw_patch1.05.exe



1.05 Beta Patch (2008-11-12)
- Siege Artillery made cheaper to increase its usage
- 1805 scenario, some changes in the unit setup
- AI, Austria in 1805 now tries to head back to The Capital with all forces
- AI navy is more distinct and does not move around as much unnecessarily
- AI now more frequently tries to use wagon movements
- AI now prioritise better between science vs unit purchases
- AI navy now only escort their own Merchants, not their Allies
- AI, fixed a deploy problem with the new leader recruitment

1.04 Beta Patch (2008-11-10)
- Fixed a bug with Vassals scientists not working
- Fixed a bug with not being able to focus on Attack Columns science
- Fixed a bug where AI waiting for horses buying cavalry instead of buying something else
- France now invade Saxony and Prussia earlier instead of waiting for them to join the war
- Max labs set higher for Vassal countries
- Science is now a bit faster
- AI now reacts and assign newly deployed infantry to homeland defence duty if enemy is near
- AI now reacts and dismiss newly deployed infantry from homeland defence duty if enemy is far

1.03 Beta Patch (2008-11-06)
- Fixed a wagon bug that sometimes prevented wagon movements from/to Russia
- Some tweaks to the 1805 scenario setup
- AI now mass up several transports before doing naval invasion to land stronger instead of piecemeal
- AI now use leaders
- AI get some extra leaders on higher difficulty levels
- AI, Units that cannot reinforce now fall back from the front line to prevent blocking fresh units
- AI, Units assigned for homeland defence now spread out better

1.02 Beta Patch (2008-11-04)
- Fixed a freeze bug that occurred sometimes instead of the victory screen
- France is now slightly stronger early on due to the increase from 8% to 12% from the Corps d Arme' tech
- Increased the manpower capacity for France in all scenarios by 15%
- Russia now throw in counter attacks every now and then, more the longer the war goes on eventually driving all the way towards Paris
- Great Britain now do naval invasion into France if later on if the defence is weak
- Great Britain now build slightly less navy and more ground forces
- AI, Changed some thresholds for France when deciding if protecting Austria or defending Paris
- AI, improved some distribution problems so France is now more aggressively focusing on conquests early on
- AI stops buying new units earlier, sparing manpower for repairs
- AI, France get more manpower when playing the upper difficulty levels
- AI, Only infantry units now stay put on resource hexes for defence


1.01 Beta Patch (2008-10-24)
- Sea Port attack penalty now 70% instead of 30%
- Map, Transportation loop removed
- Map, Cairo now set up as Ottoman Secondary Capital
- Scenario 1805, Russia has a slightly weaker set up
- Vassals now need to have at least 4 units in order to get a chance of revolting
- Major Countries and Vassals now do not surrender as easily as before
- AI, Great Britain now build more ships not just Frigates
- AI, made several improvements to the 1805 reducing the amount of situations where the AI went defensive(=passive)
- AI naval units that are going home for repairs do no longer change their mind
- AI now devote more navy for patrolling the seas in order to maintain naval superiority and win the convoy wars
- AI now build some artillery
- AI, Portugal now set more aggressive in 1814 Scenario




Comments and feedback post here:

http://www.slitherine.com/forum/viewtopic.php?t=8808


Cheers,

Tim aka LZ
http://www.thelordzgamesstudio.com/forum/Themes/classic/images/icons/modify_inline.gif

Lord Zimoa of Flanders
11-24-2008, 13:46
NEW! CNaW BETA Patch v1.06 (for Slitherine version only). Download here:

http://www.slitherine.com/files/cnaw/cnaw_patch1.06.exe


1.06 Beta Patch (2008-11-21)
- Fixed a Artillery casualty display bug in the statistics panel
- Units made more expensive and higher upkeep costs providing less unit density in game
- There is no longer an effectiveness drop when upgrading a unit
- Changed some leader stats in the land_leader script
- Made Russian economy stronger and Great Britain economy weaker
- AI, Great Britain more aggressive doing naval invasions
- AI, Russia more keen countering and eventually invading France
- AI now more swiftly redistribute units from already conquered objectives
- AI now recruit more leaders once their PP gets high

1.05 Beta Patch (2008-11-12)
- Siege Artillery made cheaper to increase its usage
- 1805 scenario, some changes in the unit setup
- AI, Austria in 1805 now tries to head back to The Capital with all forces
- AI navy is more distinct and does not move around as much unnecessarily
- AI now more frequently tries to use wagon movements
- AI now prioritise better between science vs unit purchases
- AI navy now only escort their own Merchants, not their Allies
- AI, fixed a deploy problem with the new leader recruitment

1.04 Beta Patch (2008-11-10)
- Fixed a bug with Vassals scientists not working
- Fixed a bug with not being able to focus on Attack Columns science
- Fixed a bug where AI waiting for horses buying cavalry instead of buying something else
- France now invade Saxony and Prussia earlier instead of waiting for them to join the war
- Max labs set higher for Vassal countries
- Science is now a bit faster
- AI now reacts and assign newly deployed infantry to homeland defence duty if enemy is near
- AI now reacts and dismiss newly deployed infantry from homeland defence duty if enemy is far

1.03 Beta Patch (2008-11-06)
- Fixed a wagon bug that sometimes prevented wagon movements from/to Russia
- Some tweaks to the 1805 scenario setup
- AI now mass up several transports before doing naval invasion to land stronger instead of piecemeal
- AI now use leaders
- AI get some extra leaders on higher difficulty levels
- AI, Units that cannot reinforce now fall back from the front line to prevent blocking fresh units
- AI, Units assigned for homeland defence now spread out better

1.02 Beta Patch (2008-11-04)
- Fixed a freeze bug that occurred sometimes instead of the victory screen
- France is now slightly stronger early on due to the increase from 8% to 12% from the Corps d Arme' tech
- Increased the manpower capacity for France in all scenarios by 15%
- Russia now throw in counter attacks every now and then, more the longer the war goes on eventually driving all the way towards Paris
- Great Britain now do naval invasion into France if later on if the defence is weak
- Great Britain now build slightly less navy and more ground forces
- AI, Changed some thresholds for France when deciding if protecting Austria or defending Paris
- AI, improved some distribution problems so France is now more aggressively focusing on conquests early on
- AI stops buying new units earlier, sparing manpower for repairs
- AI, France get more manpower when playing the upper difficulty levels
- AI, Only infantry units now stay put on resource hexes for defence


1.01 Beta Patch (2008-10-24)
- Sea Port attack penalty now 70% instead of 30%
- Map, Transportation loop removed
- Map, Cairo now set up as Ottoman Secondary Capital
- Scenario 1805, Russia has a slightly weaker set up
- Vassals now need to have at least 4 units in order to get a chance of revolting
- Major Countries and Vassals now do not surrender as easily as before
- AI, Great Britain now build more ships not just Frigates
- AI, made several improvements to the 1805 reducing the amount of situations where the AI went defensive(=passive)
- AI naval units that are going home for repairs do no longer change their mind
- AI now devote more navy for patrolling the seas in order to maintain naval superiority and win the convoy wars
- AI now build some artillery
- AI, Portugal now set more aggressive in 1814 Scenario

For feedback and comments go here:

http://www.slitherine.com/forum/viewtopic.php?t=8887


Cheers,

Tim aka LZ

Veho Nex
11-24-2008, 17:49
I know this is kind of off topic but would you guys ever consider doing a WW1 game?

Lord Zimoa of Flanders
11-24-2008, 20:13
Yes. :2thumbsup:

Tim aka LZ

Veho Nex
11-24-2008, 21:44
Sweeeet

Oleander Ardens
11-30-2008, 23:34
I will certainly give it a look.

OA

Lord Zimoa of Flanders
12-05-2008, 22:11
The eagerly anticipated patch for Commander Napoleon at War or "CNAW" is now official and available for download!

Download from:

http://www.slitherine.com/files/cnaw/cnaw_patch1.06.exe

Please remember this patch is only compatible with the Slitherine version. If you have any other version you will need to obtain your patch from your local publisher.

This patch includes all previous updates so is the only patch you'll need. We're in the process of remastering the full downloadable version so soon new users will have this all pre built in to their version. You can see your version number on the main menu in the bottom right if you are in any confusion. You will not be able to continue saved games after applying the patch.

The full game is available here:

http://www.slitherine.com/games/cnaw


The team will continue to work on the game so please give us your feedback and we'll try to react to it.

Now go and enjoy the game!

1.06 Patch
- Fixed a Artillery casualty display bug in the statistics panel
- Units made more expensive and higher upkeep costs providing less unit density in game
- There is no longer an effectiveness drop when upgrading a unit
- Changed some leader statistics in the land_leader script
- Made Russian economy stronger and Great Britain economy weaker
- AI, Great Britain more aggressive doing naval invasions
- AI, Russia more keen countering and eventually invading France
- AI now more swiftly redistribute units from already conquered objectives
- AI now recruit more leaders once their PP gets high

1.05 Patch
- Siege Artillery made cheaper to increase its usage
- 1805 scenario, some changes in the unit setup
- AI, Austria in 1805 now tries to head back to The Capital with all forces
- AI navy is more distinct and does not move around as much unnecessarily
- AI now more frequently tries to use wagon movements
- AI now prioritise better between science versus unit purchases
- AI navy now only escort their own Merchants, not their Allies
- AI, fixed a deploy problem with the new leader recruitment

1.04 Patch
- Fixed a bug with Vassals scientists not working
- Fixed a bug with not being able to focus on Attack Columns science
- Fixed a bug where AI waiting for horses buying cavalry instead of buying something else
- France now invade Saxony and Prussia earlier instead of waiting for them to join the war
- Maximum labs set higher for Vassal countries
- Science is now a bit faster
- AI now reacts and assign newly deployed infantry to homeland defence duty if enemy is near
- AI now reacts and dismiss newly deployed infantry from homeland defence duty if enemy is far

1.03 Patch
- Fixed a wagon bug that sometimes prevented wagon movements from/to Russia
- Some tweaks to the 1805 scenario setup
- AI now mass up several transports before doing naval invasion to land stronger instead of piecemeal
- AI now use leaders
- AI get some extra leaders on higher difficulty levels
- AI, Units that cannot reinforce now fall back from the front line to prevent blocking fresh units
- AI, Units assigned for homeland defence now spread out better

1.02 Patch
- Fixed a freeze bug that occurred sometimes instead of the victory screen
- France is now slightly stronger early on due to the increase from 8% to 12% from the Corps d Armee technology
- Increased the manpower capacity for France in all scenarios by 15%
- Russia now throw in counter attacks every now and then, more the longer the war goes on eventually driving all the way towards Paris
- Great Britain now do naval invasion into France if later on if the defence is weak
- Great Britain now build slightly less navy and more ground forces
- AI, Changed some thresholds for France when deciding if protecting Austria or defending Paris
- AI, improved some distribution problems so France is now more aggressively focusing on conquests early on
- AI stops buying new units earlier, sparing manpower for repairs
- AI, France get more manpower when playing the upper difficulty levels
- AI, Only infantry units now stay put on resource hexes for defence


1.01 Patch
- Sea Port attack penalty now 70% instead of 30%
- Map, Transportation loop removed
- Map, Cairo now set up as Ottoman Secondary Capital
- Scenario 1805, Russia has a slightly weaker set up
- Vassals now need to have at least 4 units in order to get a chance of revolting
- Major Countries and Vassals now do not surrender as easily as before
- AI, Great Britain now build more ships not just Frigates
- AI, made several improvements to the 1805 reducing the amount of situations where the AI went defensive(=passive)
- AI naval units that are going home for repairs do no longer change their mind
- AI now devote more navy for patrolling the seas in order to maintain naval superiority and win the convoy wars
- AI now build some artillery
- AI, Portugal now set more aggressive in 1814 Scenario

For feedback and comments go here:

http://www.slitherine.com/forum/viewtopic.php?t=8887


Cheers,

Tim aka LZ

Lord Zimoa of Flanders
12-20-2008, 16:19
A Merry Christmas and a Happy New Year to all of you!

On behalf of everybody from The Lordz Games Studio.

https://img183.imageshack.us/img183/9852/cardeng02crw3.jpg (https://img183.imageshack.us/my.php?image=cardeng02crw3.jpg)
https://img183.imageshack.us/img183/cardeng02crw3.jpg/1/w1024.png (http://g.imageshack.us/img183/cardeng02crw3.jpg/1/)

KarlXII
12-22-2008, 07:36
:laugh4: That's gold :laugh4:

Lord Zimoa of Flanders
01-08-2009, 11:11
Commander: Napoleon at War coming to Mac OS!


Freeverse has announced the upcoming release of Commander: Napoleon at War (CNaW), originally released for PC by Slitherine Strategies. CNaW is the second game in the Commander series, using an improved engine from Commander: Europe at War (CEaW). Where CEaW takes place during World War II, CNaW brings the Napoleonic era to life. Expect a compelling classic TBS (turn-based strategy) experience with CNaW. A release date for CNaW has not yet been set.

In Commander - Napoleon at War, players must use the combined arms of infantry, cavalry and artillery combined with the innovations and strategies of the Napoleonic wars to secure victory. Play on a beautifully rendered map of Napoleonic Europe, where terrain and weather play a large role and mud and snow may bog down your army at a crucial time. Logistics are also modelled, with supply lines, resources and sieges and the use of privateers and naval superiority to stifle trade routes. Players have twelve unit types to choose from as well as fifteen research paths, and eight immersive historical campaigns from 1805 through 1815!

About Freeverse
Freeverse strives to develop and publish seamless software, with a particular concentration on the Mac and iPhone platforms. Our developed and published titles have been honored with more Apple Design Awards than any other company. Headquartered in New York City, Freeverse draws upon the talents of artists, programmers and sound designers from around the globe. (www.freeverse.com)


See here for some of the original articles:

http://www.macgamer.com/news/story.php?id=510

http://news.freeverse.com/archives/2009/01/07/commander-napol.php

Lord Zimoa of Flanders
12-03-2009, 09:09
Commander Sales!

To commemorate the Battle of Austerlitz we are slashing the price of Commander Napoleon at War to only £19.99 / $29.99!

Find out more and download the game from: http://www.slitherine.com/games/cnaw

The Battle of Austerlitz, also known as the Battle of the Three Emperors, was one of Napoleon Bonaparte’s greatest victories, effectively destroying the Third Coalition against the French Empire. On 2 December 1805, a French army, commanded by Emperor Napoleon I, decisively defeated a Russo-Austrian army, commanded by Tsar Alexander I, after nearly nine hours of difficult fighting. The battle took place near Austerlitz, about 10 km (6 miles), south-east of Brno in Moravia. The battle is often regarded as a tactical masterpiece.

The French victory at Austerlitz effectively brought the Third Coalition to an end. On 26 December 1805, Austria and France signed the Treaty of Pressburg, which took Austria out of the war, reinforced the earlier treaties of Campo Formio and Lunéville, made Austria cede land to Napoleon’s German allies, and imposed an indemnity of 40 million francs on the defeated Habsburgs. Russian troops were allowed to head back to home soil. Victory at Austerlitz also permitted the creation of the Confederation of the Rhine, a collection of German states intended as a buffer zone between France and central Europe. In 1806, the Holy Roman Empire ceased to exist when Holy Roman Emperor Francis II kept Francis I of Austria as his only official title. These achievements, however, did not establish a lasting peace on the continent. Prussian worries about growing French influence in Central Europe sparked the War of the Fourth Coalition in 1806.

Owen Glyndwr
12-04-2009, 00:07
Yeah, this is old school where the focus is on the actual gameplay and fun and not only about shiny graphics.
This.

Give me a game that's actually fun to play and I will take it over the most spectacular looking game in the world any day!!