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Adrian II
12-21-2004, 03:15
... and it looks good, sounds good, heck it smells good!...


http://www.computerandvideogames.com/screenshots_library/dir_262/vortal_pic_131192.jpg


Here is an interview (http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=110591) with the lead developer that was released by Computer and Video games on October 14th:
EXCLUSIVE: PYRO'S NAPOLEONIC COMPLEX

Pyro Studios bangs a drum for its new Total War-beater in our exclusive Imperial Glory interview

Pyro Studios is the Spanish developer responsible for Eidos' hugely impressive Commandos strategy outings. With a freshly announced Commandos first-person shooter this very morning, in Commandos Strike Force, you could be forgiven for thinking Pyro had abandoned its long standing commitment to strategy and the impressive heritage of the Commandos series.
But of course that's not the case, as Pyro has been working quietly in the background on an epic new strategy title Imperial Glory, which takes the developer back to the blood, guts and thunder of the Napoleonic era.

A potential and extremely good looking challenger to Creative Assembly's epic Total War series, we managed to slip a dispatch rider through enemy lines to interview César Valencia, Pyro's project lead on the new title and he's just returned post haste with dispatches from the Imperial Glory front line. Here's what we've learned.

First off, it's a new title to many people can you give us a quick overview of Imperial Glory?

Valencia: Imperial Glory is a historical strategy game that presents the player with the possibility of taking tactical and strategic decisions as well as leading land and naval battles, with the goal of conquering Europe and the North of Africa.

The player will choose one of the five leading empires of the time, Russia, Prussia, England, France or the Austro-Hungarian empire, and decide the way of becoming the leading empire by economic, diplomatic or military ways.

According to a press statement, "Imperial Glory promises to be the most comprehensive strategy game ever". How or in what ways is it "the most comprehensive"?

Valencia: I have to say that I don't write press releases, but let me try to explain what my PR colleagues want to express with this. One of Imperial Glory's key points in its development has been the effort that's gone in to letting the player make his empire grow using different aspects such as the economic, diplomatic, commercial, political and military.

The player may take, if he wishes to do so, many involving decisions that will completely change the evolution of the gameplay. We wanted the player to be able to make those different types of decisions, and not just make him follow a path, that would require few or very similar decisions in order to achieve victory.

Imperial Glory can be played in many different ways, and after a few turns the player will appreciate that even playing with the same empire, by taking different decisions, that they will experience a complete different game.

In what ways, if at all, is your experience with developing Praetorians influencing development of Imperial Glory?

Valencia: Most of the people working on the development of Imperial Glory did not work on Praetorians, including myself. Nevertheless, I would say that we have learned a lot from Praetorians. Imperial Glory is a completely different type of game if we compare it with Praetorians, but Praetorians has helped us to place our targets and ambitions.

There's two distinct gameplay modes, turn-based imperial management model and real-time land and naval battles in full 3D. Can you tell us more about these, about how they work and when they're used during the game?

Valencia: All the tactical and strategic decisions will be taken in the management model, in which the player can interact in a lot of ways with the rest of the empires and neutral territories. At this point it is important to mention that there are many ways to achieve victory, so we may decide to use military power or to choose a more pacific approach.

In the management model the player will be taking decisions in order to grow the empire's economy, develop the technology tree, form troops, construct buildings,
establish commercial routes, invest on different provinces, and work on
diplomacy, establishing alliances and invading or declaring war.

The land and naval battles will be the result of how the player wishes to do things, and both will be completely influenced by your global status.

In the battles we have tried to present a different view from the classic 3D battles. We wanted the player not to just send the troops against the enemy but to have the opportunity to use strategies, taking advantage of formations, skills, terrains, buildings, etc.

Accuracy and authenticity are mentioned as key features of Imperial Glory. How much time have you had to spend researching the period, and what have you used as source material?

Valencia: We have spent a lot of time researching the period, and we have used many different sources: from lots of specific books, to world history teachers, not forgetting fans from the period that from the beginning brought suggestions and comments. We also have some very big enthusiasts of the period among our designers.

In any case, what we have tried in Imperial Glory is to have a historical background, but not to give history lessons. We don't want the player to recreate history, but to drive his empire in the way that he wishes to, so in a game we may find things like alliances between Spain and the British empire in order to attack the Russians.

Apart from the normal campaign we are also working on a mode that will allow you to play historical battles, as it is something that many people have asked us to include.

Which parts of the world are represented in the game, and are missions/campaigns for each nation different or is the aim for each the same - to conquer the entire 'region' or game world?

Valencia: The game takes place in Europe and the North of Africa, through 55 different land regions and 29 maritime areas. It is not based on various campaigns or missions, but in one campaign with the possibility of choosing the empire. This selection will be definitive during the rest of the game and will define the starting resources, the diplomatic possibilities and the commercial options with the rest of the territories.

There are several game goals that can be defined at the beginning of the campaign, from conquering the entire world to achieving victory based on a score or by conquering the capitals.

How accurately do the tactics players can employ reflect those used in battles/combat of the period?

Valencia: One of our goals has been to recreate the battles and fights from the time, reflecting the formations and the different abilities of the different troops. So we will find things like the square formation that was used by the infantry in order to sustain a cavalry charge. You may also do things like improving the shooting abilities of certain types of infantry units so they can shoot forming two or three lines of fire.

Going to the opposite end, you may fight with infantry units that have not been trained, so they will not carry any kind of shooting weapons but just wood sticks. Exactly the same as the generals from the time had to plan their battles, the player will have to plan his strategy in order to achieve victory.

Similarly, in what ways can players use the battlefield tactically?

Valencia: The battlefield will be a key element during the course of a battle. Apart from the advantage that taking a higher position will give you, in terms of shooting range among other advantages, you will be able to use constructions and natural resources such as trees in order to place our units inside or behind them and get more cover.

You'll also find different types of terrain that will affect the movement of your troops. For example, you will not be able to cross an ice platform with the artillery, although you will be able to do it with the infantry. To give you another example, if you haven't developed the right type of equipment for your troops and you try to fight in extreme conditions with them (in a dessert or in the extreme cold) your troops will suffer the consequences.

As you mentioned earlier, gamers can choose to play as Great Britain, France, Russia, Prussia or Austro-Hungary - could we get examples of strengths and weaknesses of each Empire?

Valencia: The most obvious difference is that each empire has a different starting position. Apart from that, they start with a different combination of resources. Russia for instance is heavily populated and has a great production of raw materials, while Great Britain is more prepared to start establishing commercial routes and trading. This is one of the game aspects that we are currently working on in order to balance the game while at the same time we make sure that it is fun and different to play with each of the empires.

Could you tell us more about the non-combat side of the game, that is the politics, trade, diplomacy, resource management and technology research?

Valencia: The first thing I would like to say is that, although the management part is quite deep, we have made great effort to keep it simple. Our goal is not to present to the player more options that the ones he or she will be able to handle, but to ensure that there is a great variety from one game to another.

For players that prefer the management part, both the land and naval battles can be auto-calculated. Apart from that, it is up to the player to decide the level of depth he wants to reach; and for the less experienced players there will be advice available on the type of decisions that they should be making.

In order to expand our empire you will be using the resources generated by your provinces, you will be building constructions in order to increase and manage those resources. You will be developing technologies that will affect both the battles and the management side (i.e. artillery pulled by horses or mines to increase the production of raw materials).

You will be using diplomacy among other things to increase the number of provinces belonging to your empire or to create commercial routes that will improve our empire's economy. You'll be competing in order to complete historical quests before other empires and get their benefits. And you will also be deciding the type of government that you want for your empire with the implications that this will have.

Basically, as I said before, the key point in Imperial Glory is the possibility of developing everything from the beginning. The player will not need to make a lot of decisions, but each decision will be an important one, and mistakes will be penalised. So the player will soon learn that it is a wise decision to think before acting, same as the generals at that time did.

What's your most memorable moment from playing the game so far, and who do you most like commanding out of military leaders Wellington, Napoleon, Blücher, Kutuzov and Weyrother?

Valencia: I already enjoy playing Imperial Glory even though the enemy's AI is very basic at this time, and there are a lot of things that we need to balance.

All leaders start as lieutenants being able to command a small amount of troops, and after succeeding in a few battles, they are promoted, so they may end up being field marshals. I don't have a favourite commander, but I like to play with the famous ones (the ones that you just named). The disadvantage of this is that after taking the time to promote them, let's say to generals, if they get killed, it makes you to swear in Swahili.

CVG.com Staff

Alexander the Pretty Good
12-21-2004, 04:31
Meh. Wait for the Napoleonic mod for RTW. :charge:

Mouzafphaerre
12-21-2004, 07:38
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Thanks mate! I had bookmarked this game when announced. I hope my old girl will handle it with all the pretty graphics. ~;)
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Efrem
12-21-2004, 10:37
I used to be exited over this,
but after Rome Totalwar, Units of 10 people just doesn't cut it.

Templar Knight
12-21-2004, 12:42
Hmm, im not sure they will hold to their Feb release date, probably summer or autumn at the latest

Krusader
12-21-2004, 21:30
Will look after this title...and awaiting Napoleonic MOD for Rome:TW

Just hope they add Spain and Ottoman empire, like in Napoleon in Europe boardgame...and Sweden would be fun too ~D

Mouzafphaerre
12-21-2004, 22:04
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Agreed. I hope it's fully moddable so that we can add our desired factions.
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Adrian II
12-22-2004, 01:41
@Mouzafphaerre: You're welcome, mate. I will let you know as soon as I learn anything about the system specs requited for IG or about its moddability.

@Alexander the Pretty Good: To each his own. A Napoleonic campaign game without naval battles, without a Nelson or Villeneuve, wouldn't do for me.

@Templar Knight: I think you're right, IG won't be out in February - one of the mods on the Eidos board just announced that he will be having an interview with the Pyro developers in February, so I guess the game is due for summer or autumn.

I can wait. I've got loads to read, never a dull moment :book:

Spino
12-27-2004, 21:50
I'm not holding my breath on this one. All the videos I've seen show the gameplay to be remarkably 'gamey' and more akin to a traditional RTS clickfest than the Total War series. Pity, I'm truly starved for a Napoleonic era game with some depth.

However, gamey or not, Imperial Glory's naval battles look really fun.

Leet Eriksson
12-27-2004, 23:38
I had my eye on this one, i just noticed the flags, why are they modern flags? ~;p

check the german(austrian?) looking flag in the first post.

CBR
12-28-2004, 00:34
Pity, I'm truly starved for a Napoleonic era game with some depth.

There is still http://www.histwar.com/index_en.php

Im counting on that one heh


CBR

lars573
12-28-2004, 01:53
I had my eye on this one, i just noticed the flags, why are they modern flags? ~;p

check the german(austrian?) looking flag in the first post.
that's the french tricolour moron. And the flags are correct for the era

Leet Eriksson
12-28-2004, 02:08
that's the french tricolour moron. And the flags are correct for the era

Not the french flags, the other flag, check the moral bar or whatever it is at the top of the screen.

Spino
12-28-2004, 02:24
There is still http://www.histwar.com/index_en.php

Im counting on that one heh


CBR


So am I! I've been a member of the Histwar site for some time now and have been quietly trolling about the entire time keeping abreast of new developments and hoping that Les Grognards lives up to the developer's promises. They had better work on the user interface because it was positively awful in the previous game 'Le Grande Armee At Austerlitz'. There's nothing worse than making the simple things in a video game feel like hard work.

ElmarkOFear
12-28-2004, 04:54
Spino & CBR: Looks good, but I am a little gun shy of games which only show the in-close 3-D view and not the overall battlefield view. It could easily turn out to be as lousy as RTWs interface and camera views. ~:) Let me know, when it nears completion and I will be interested to listen to your opinions.

frogbeastegg
12-28-2004, 15:34
that's the french tricolour moron. And the flags are correct for the era
Less of the name calling. It is uncalled for, and will not be tolerated.

Leet Eriksson
12-28-2004, 16:15
Thank you for noticing moderators :bow:

I was not expecting a rude answer, but anyways to remain on topic i was wondering if the german flag was correct or not, iirc the germans were not united until later so i was wondering that flag was of which nation?

lars573
12-28-2004, 16:44
As to how accurate the Austrian flag in imperial glory is I don't know all the potential flags I could find are below,
http://img1.exs.cx/img1/8720/holyrome7uf.gif Flag of the holy roman emprie
http://img1.exs.cx/img1/5594/austrohungarian1xm.gif This is a flag of the Austrian empire it looks closest to the one shown in the cap


http://img1.exs.cx/img1/7735/austhung7wi.gif This is a collection of flags of Austria from the mid to late 19th century.

And as a bonus
http://img1.exs.cx/img1/8244/prussia7lh.gif Prussia
http://img1.exs.cx/img1/2487/russiaempire9df.gif Russia
http://img1.exs.cx/img1/3971/italy6ve.gif And the evolution of the Italian flag. Also the naval ensign was the flag flown at the rear of a navy ship, the jack was a flag flown at the front. Hence where the british term union jack comes from it's the flag of the united kingdom and the naval jack.

TheSilverKnight
12-28-2004, 17:21
I had my eye on this one, i just noticed the flags, why are they modern flags? ~;p

Because the French Tricolour was adopted by the French Assembly in 1795 as a unified colour for the French Army and Navy. ~:cheers:

econ21
12-28-2004, 23:00
Silverknight, Faisal has already said he was querying the other flag - top left of the screenshot Adrian posted. My guess is that it is a Russian flag. I am not sure it is right for the period, the only thing I have read about it dates it from 1858.

http://www.crwflags.com/fotw/flags/ru_bow.html

lars573, the link notes that the white stripe at the bottom was added to stop people confusing it with the Austrian one.

Frogbeastegg, thanks for moderating! ~:cheers:

Marshal Murat
01-10-2005, 02:53
Ah Imperial Glory, promising the first in a line of RTW wanabes.
I can't wait for NTW 2 to come out, now you can literaly pick your battlefield.
To me it seemed as if Imperial Glory was a Risk like map, with a little bit more.

However the ships have gotten my attention (hint hint CA)

"Black Bob" Craufurd
01-15-2005, 07:09
The graphics look nice, look nicer than the ss's Ive seen of Cossacks 2 so far, but Im not getting my hopes up. When he was asked what his most memorable moment playing the game so far, his response was that the AI was very basic at this time? Ugh! When he says all leaders start as lieutenants does that include Napoleon and the better known generals as well? hmmm

Efrem
01-15-2005, 08:26
Cossacks 2 will own all.

"Black Bob" Craufurd
01-15-2005, 08:51
So far reading through the previews, forums, etc, Cossacks looks more appealing to me. When I read that in Imperial Glory all Brits will wear red, all French blue, etc etc, that turned me off a little. Cossacks will have the 95th Rifles so that earns some early points with me.

lars573
01-15-2005, 18:19
Plus in Cossacks 2 when your general marches in front of the troops it will raise their morale and they have this nice cheering animations they go into. But I will probably get Cossacks 2 and Imperial glory.

Templar Knight
01-15-2005, 18:37
I must admit after chatting to some of the developers Cossacks 2 is now looking good

econ21
01-16-2005, 01:42
I just watched a video of Imperial Glory that came on the UK magazine PC Zone. Very pretty, but underwhelming to those used to a wargamer. The action seemed too messy - I particularly did not like lines firing when the folk in front of them were there own men (indirect fire - MTW also did that with crossbows, which seemed a little iffy); and also cavalry and infantry intermingling in a charges. I suspect the battles will be closer to RTS than to Total War.

"Black Bob" Craufurd
01-16-2005, 01:50
Looks like Cossacks 2 will have fatigue as a factor, IG only morale. IG will have naval battles and Cossacks 2 wont. IG wont have horse arty, Cossacks will. Cossacks will also have larger battles, more units on the field. So far the only con against Cossacks that Ive seen is no naval batles. Still looks better so far IMO.

econ21
01-16-2005, 02:18
I've never played Cossacks - how do the battles compare to those of Total War? [1] Graphically, it seems 5 years behind the times - worse than Shogun - so it is hard for me to get excited if the gameplay is also inferior.

I should say that I really like the Total War battles - the importance of combined arms, facing, formation, morale, terrain, the myriad of combat factors. It tends to avoid the battle being one great scrummage, too simple "rock-scissors-paste" or a war of attrition. How well does Cossacks measure up to the Total War gold standard? (I confess nothing else on the computer does measure up for me.)

"Black Bob" Craufurd
01-16-2005, 02:27
I never had the first Cossacks, but from what Ive been reading on forums from people who got to see a showing of the new one, it is nothing like the first Cossacks. Supposedly they have totally rebuilt the game engine etc. The posts I read on the forums have been raving about it, and saying that it is already a more "mature" game then Alexander. Not sure what that means, but it sounds good.

Adrian II
01-16-2005, 03:14
The action seemed too messy - I particularly did not like lines firing when the folk in front of them were there own men (indirect fire - MTW also did that with crossbows, which seemed a little iffy); and also cavalry and infantry intermingling in a charges.A developer explained that the trailer was made before alpha testing, and that codes would be rewritten to exclude bizarre friendly fire and such. For me, much depends on strategic and tactical depth which can not be gauged from a video. Could be a vulgar shooter for all I know, but the devs are constantly protesting that it is not. We'll see.

"Black Bob" Craufurd
01-16-2005, 03:23
Im glad the release dates are similiar for these two games, hopefully it will raise the bar and the competition will make them design good products.

Spino
01-18-2005, 22:42
A developer explained that the trailer was made before alpha testing, and that codes would be rewritten to exclude bizarre friendly fire and such. For me, much depends on strategic and tactical depth which can not be gauged from a video. Could be a vulgar shooter for all I know, but the devs are constantly protesting that it is not. We'll see.

Bizarre friendly fire or not the casualty rate in those videos was atrocious, especially those inflicted by artillery. Unless shown otherwise I cannot classify Imperial Glory as anything but a RTS clickfest.

I have come to utterly despise the 'lowest common denominator' factor that dominates the gaming industry... :furious3:

Efrem
01-19-2005, 12:21
High casualty rates?? There are 40 people per unit, and I am assuming that that is maximum. After Rome's 200 that just doesn't cut it.