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View Full Version : List of Features of VI Expansion Pack?



Haethurn
04-27-2004, 02:12
I just ordered it off of Amazon and I would like to know what sorts of new stuff is in it-what new units, new buildings, features, etc. The game will arrive sometime around May 3, and I want to satiate my curiousity while I'm waiting for it.

katank
04-27-2004, 02:34
new units of interest.

slav warriors-peasant types 100 man unit same support cost. ideal for garrisons and puts up decent fight. pathetic defence, 0 attack, 5 charge.

slav, spanish javs. generic javelin units

avar nobles- available only in moldavia in early. super low req heavy cav with only armourer and horse breeder.
can take feudal knights, katanks, boyars due to its large shield.

huscarles- available in scandanavia in early. strong AP infantry. only 1 less point of armor and defense compared to varangians. requires only armourer and swordsmith.

various HAs such as szeks and faris.

miscellaneous units not very good such as arab inf.

features include attrition to besieging force and prebattle screen that shows your units, the opponent's units along with reinforcements and a more logical way to arrange reinforcements as well as terrain of the map.

econ21
04-27-2004, 10:51
The save between battles option was a feature of VI, IIRC. Unfortunately, it is a little buggy and you can't always load what you saved. But still, it's better than nothing.

I believe the auto-resolve for sieges was tweaked - it is more bloody for the attacker, I think.

The faction AI may also have been tweaked - I've observed the Danes moving out into Scandinavia more often, for example. Factions may also make more use of shipping, I suspect.

I think the "green generals" flag may have been introduced with VI - allows your generals to die (but are replaced by clones).

Make sure you download the patch to avoid the infamous 56 year bug (all kings die at age 56).

SpencerH
04-27-2004, 17:17
It seems to me that siege engines are amazingly accurate against troops in VI. Am I just seeing things?

lancer63
04-27-2004, 18:41
Quote[/b] (SpencerH @ April 27 2004,11:17)]It seems to me that siege engines are amazingly accurate against troops in VI. Am I just seeing things?
It depends on the valor count they have. I have noticed that a 3+ valor arty unit can be very reliable on hitting starionary targets almost half of the time, while 6+ valor units hit around 60% of the shots. It improves with gunpowder units. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

Tricky Lady
04-27-2004, 20:17
If you want to find out which units are added to the game when you install Viking Invasion, you may want to check frogbeastegg's Unit Guide, pinned in the Guides forum.

katank
04-27-2004, 21:49
arty is absolutely amazing.

catapults are one of the best killers in the game period even units if you get good valour (note: one easy valour gain is charging the crew into the rear of rebel peasants)

good for using them to wear down bridge defenders etc. without risking return fire due to nice range

Finn
04-28-2004, 10:10
Quote[/b] (Simon Appleton @ April 27 2004,10:51)]I think the "green generals" flag may have been introduced with VI - allows your generals to die (but are replaced by clones).
generals die whether you have the flag set or not

however if the flag is set the new general is not as good as the old one, if its not set the new one is a carbon copy of the old one

SpencerH
04-28-2004, 13:49
Quote[/b] (lancer63 @ April 27 2004,12:41)]It depends on the valor count they have. I have noticed that a 3+ valor arty unit can be very reliable on hitting starionary targets almost half of the time, while 6+ valor units hit around 60% of the shots. It improves with gunpowder units. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif
That must have been it. The first time I saw it with VI was a mangonel (of all things) accurately tossing rocks 100m into my oncoming troops. Kinda silly

Good idea Katank