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View Full Version : Creative Assembly Spec of PC used for battles on Time Commanders



AlanH_30
12-05-2003, 12:20
Does anyone know? - if not then how can we find out?

chilling
12-05-2003, 16:57
Probably P4 3.0's with Radeon 9800's and a bunch of memory in them.

JeromeGrasdyke
12-12-2003, 13:23
Actually GF FX5900's rather than Radeons, but yes, that's about right. Don't forget the 7200 rpm hard drives with 8 mb cache (makes a surprisingly large difference in load times). In my experience the Athlons are at least as fast as P4's when running Rome, also, and the memory was 512 mb.

Teutonic Knight
12-12-2003, 16:10
Quote[/b] (JeromeGrasdyke @ Dec. 12 2003,07:23)]Actually GF FX5900's rather than Radeons, but yes, that's about right. Don't forget the 7200 rpm hard drives with 8 mb cache (makes a surprisingly large difference in load times). In my experience the Athlons are at least as fast as P4's when running Rome, also, and the memory was 512 mb.
what was the speed?

On a strictly personal level can you tell us what you think will be the minimum requirement for the game? I don't want an official statement because then you'll tell me that you have no idea (which I know isn't true http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif )

Monk
12-12-2003, 18:35
Plausible deniability Tk http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Need to know basis, see they could tell us, but then of course they would send geisha after us http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif...

The kind that kills http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif

ShadesWolf
12-12-2003, 20:45
Thanks for the info 'JeromeGrasdyke'

chilling
12-13-2003, 02:04
What I'd like to know.

During the making of Time Commanders. Did the TV program use the same build of the Rome engine, or did they get updates along the way?

The reason I ask, I can remember the horses looking 'floaty' in the first few episodes but that seems to have gone now. Maybe now I'm just used to the way they are annimated.

Also, Is the AI set on a difficulty level, if so, is it the same every week and what level is it? Or is the AI for the scenario set up to mimic what happened in the historical battle?

I know answers would be prefaced by the fact that whatever we are seeing at the moment is more than 10 months from final build. It would be nice to know though.

Stormer
12-13-2003, 02:16
i wanna know what happened to 'Naoplionic' time commanders

hoom
12-13-2003, 04:10
Please tell me R:TW is not another 'the way we say its supposed to be played even if the competition provides better image quality, faster fps and we have to cheat & turn off effects to get a playable fps' game http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif

JeromeGrasdyke
12-13-2003, 21:12
Quote[/b] (chilling @ Dec. 13 2003,00:04)]What I'd like to know.

During the making of Time Commanders. Did the TV program use the same build of the Rome engine, or did they get updates along the way?
Yes, good spot, the second eight episodes of TC used an updated build of the engine. Things are still changing quite rapidly, and the current build looks quite differently again - we've added polygonal trees throughout, for instance, and whole sections of atmospherics code. But because of all that, I can't really give even a guess at the final min spec http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif

Kongamato
12-15-2003, 00:21
Quote[/b] (JeromeGrasdyke @ Dec. 13 2003,14:12)]we've added polygonal trees throughout, for instance, and whole sections of atmospherics code.
Nice Do you know if you are going to include the shadows of clouds? I've always thought those would look great in a Total War game.

Stormer
12-15-2003, 00:25
yea least we can see your getting some work done and your not sitting round drinknig coffe all day http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

any idea on relase date iv read its sept 04 http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

TosaInu
12-16-2003, 14:42
Konnichiwa,

Seems we're looking at the MP version of what's known as Historical Battles in STW, MTW and VI? There are 2 human players and AI players. Very interesting.
-will it be possible to have a team of 8 humans against the AI (still hoping for 16v16 human battles as extra mode).
-I noticed that there were some actions by the AI that wouldn't be done by STW/MTW AI. It seems that they were doing certain things because they historically did. This means that RTW will offer more unitscripting? How flexible is that going to be? A yes/no toggle or will it also be possible to make it yes if. A very rigid scripting is desirable at times, but it also makes battles predictable and thus isn't wanted in other situations.

The battle of Telomon made me thinking. Some players know what to do because they knew what will happen. Or will at least learn so after playing it a couple of times. That's good if you want to replay the actual situation as good as possible and it certainly should remain like that, but less predictability is required if you want to feel the uncertainty of battles. Would it be possible to make various scenarios for a battle (a not 'too' unlikely authentic alternative or 100% fantasy) and randomize them?
So the 2nd Roman army in Telomon is not in your back, but there are parts on the flanks, or the whole bunch is in front of you, or it's not the 6th legion but the stronger 7th (???). So, the player(s) know that they're going to play Telomon, but not exactely which version nor which sub-scripts will be executed (if they desire to play it like that and not the real thing).

An ambush isn't as frightening when you know what will happen.

chilling
12-16-2003, 15:46
From what I've seen on TC. This is totally my own opinion and isn't based in any way on any facts.


It looks to me like the AI will start off with moves that are historically correct. It has to take into account the 'players' moves so things can end up wildly different from the historical battle, depending on what the human general does.


Why would you want a 16v16 battle? 4v4 is hard enough when you have to play pickup and you've no idea what the other 3 generals have in mind. Having 16 generals with their own ideas on how the battle should commence sounds like a nighmare.

TosaInu
12-16-2003, 18:50
Konnichiwa,

Yes, it seems something like that: a mix of scripting and AI.

What I'am trying to say: scripting is nice as you can force the computer player to do a couple of disastrous things. I'm thinking of something like an outraged peasant revolt that will be trashed by the human imperial guard. Meanwhile other AI units can occupy a stronghold. STW AI doesn't even think about it. Also saw frustrating AI moves like climbing the highest mountain in the map while they could easily occupy and secure a position and things like that. But in other situations you don't want the AI to follow the script as it will become predictable.

16v16 this could make an entirely different type of game yes. An extra mode. Coordination between the 16 generals makes it harder, but you could leave the control of each unit to 1 human: 16 squadcommanders and one general.

Clans can easily have more than 4 players, two clans of each 4 players helping each other, or more generally speaking: your buddylist can exceed 8. I rather have fun with all of them in 1 big battle, than leaving some behind. You'll get a fairly good idea how your allies will play and respond if you play together 'regularly'. The normal 1v1-4v4 would still be possible.

chilling
12-17-2003, 01:23
I can see the appeal of 16 vs 16 play. You really have to have voice command to all players from a central general though. You're never going to coordinate that many people with typing.


It's something that the online game lacks. If you could speak to your allies before the battle and knew if you were going to be left > left middle > right middle > right before you bought your troops, things online would be much more efficient and probably more entertaining.

TosaInu
12-17-2003, 13:53
TW lacks direct support of voice communication, but there are 3th party communicators. I know teams who used Roger Wilco back in the STW days (more than 2 years ago).

chilling
12-18-2003, 13:31
Yeah, We have a teamspeak server for when we are playing Enemy Territory or Call of Duty. It works very well and doesn't seem to put any additional strain on your connection.

I hope that voice comms can be intergrated into the TW engine. It's pretty essential stuff for online play.

Teutonic Knight
12-18-2003, 21:09
Quote[/b] (JeromeGrasdyke @ Dec. 13 2003,15:12)]
Quote[/b] (chilling @ Dec. 13 2003,00:04)]What I'd like to know.

During the making of Time Commanders. Did the TV program use the same build of the Rome engine, or did they get updates along the way?
Yes, good spot, the second eight episodes of TC used an updated build of the engine. Things are still changing quite rapidly, and the current build looks quite differently again - we've added polygonal trees throughout, for instance, and whole sections of atmospherics code. But because of all that, I can't really give even a guess at the final min spec http://www.totalwar.org/forum/non-cgi/emoticons/frown.gif
you notice he ignored my post http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif

Kraxis
12-19-2003, 02:35
Quote[/b] (TosaInu @ Dec. 16 2003,11:50)]16v16 this could make an entirely different type of game yes. An extra mode. Coordination between the 16 generals makes it harder, but you could leave the control of each unit to 1 human: 16 squadcommanders and one general.
In RTW that would become 20v20....

But I find it more interesting to fight Historical Battles in MP. Much like TC is now. For instance Raphia and Trebbia would be great battles to fight like that.

JeromeGrasdyke
12-19-2003, 11:11
Quote[/b] (Teutonic Knight @ Dec. 18 2003,19:09)]you notice he ignored my post http://www.totalwar.org/forum/non-cgi/emoticons/rolleyes.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif
Well, I'd essentially already answered it in the mail above. The minimum spec isn't determined yet, new code and features are still going in, and so it's too early to hazard even a guess http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

I wouldn't want you to think I was purposefully ignoring anyone.

chilling
12-19-2003, 12:03
See he loves you really. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif