Log in

View Full Version : PCGamer M:TW preview-interview



Sir Kuma of The Org
05-12-2002, 22:19
Check this out: http://www.pcgamer.co.uk/features/total_feature.asp

Starts off slow, but hang on, it starts getting really interesting about halfway through page two....

Being mostly an SP player who did like the turn base (strategic map) part of the game, i am really happy how it seems to be enhanced ++++. It also gives a good idea why Machievelli's The Prince will be the reference, even though it is all about political intrigue, not a tactical warfare manual.

Also, i can't wait to play my first castle siege battle and my second ( as the attacker , then the defender). Just read this quote and you will understand how incredibly cool these types of batlles have the potential to be: *In Medieval, the relieving army will be able to attack the beseiging army outside the walls of the castle, and the defenders in the castle will be able to come out and join the battle*

Dom
05-13-2002, 03:23
Guys, it just so happens that I am interested in how Russians are going to be played in the game and I have only managed to fish out a few lines about great principalities and Mongol invasion. I also found out that Cossacks are going to be part of auxilarries.

Now, the lack of info is frustrating, even strat maps do not centre of Russian territories. Cmon at least something! Please?

When are Russian are going to "click in"? What conflicts will they take part in?

As a more general question will there be a possibility of the campaign in which you will be able to rewrite history with ANY nation? Conquer Scots as Mongols... or face Swedes on Camels on ice? This is really more a question of whether you can match up any two nations in multiplay, whatever era it is...

Regards, Ryurik.

Wavesword
05-13-2002, 03:32
Let's hope for the Total War after this you can besiege the besiegers!

MagyarKhans Cham
05-13-2002, 05:31
yup the lack of info is killing but we are used to it now, almost all info u get serve just one purpose and that aint given info but hyping things up. and thats a pitty cuz we are a very nice community, but neglected more often.

just kepe your heads up and march on, one day we will meet a new battlefield...

Sir Kuma of The Org
05-13-2002, 21:57
Quote Originally posted by MagyarKhans Cham:
yup the lack of info is killing but we are used to it now, almost all info u get serve just one purpose and that aint given info but hyping things up. and thats a pitty cuz we are a very nice community, but neglected more often.

just kepe your heads up and march on, one day we will meet a new battlefield...[/QUOTE]

I must disagree concerning this preview-interview by PCGamer. Did you read it all the way through? (Because the first page and a half offers nothing new-hype, but after that it gets gradually more interesting). there is some new info:

-60 different units not 100 as previously anounced.
-Expect to see more units with specialised abilities like the Battlefield Ninja of The Mongol Invasion.
-arrow-towers(that one we heard of), ramparts and artillery towers.
-You also have control of the castle gates.
-Gone is the simple honour system, what will replace it?
-Roles include generals, governors, princesses, bishops, cardinals, diplomats, papal envoys, heretics, witchfinders, inquisitors, famous artists and natural philosophers (scientists, in modern parlance). How will these new *units* will play out?
-"We're going to let the player choose his virtues\vices from a shortlist when his characters gain one. That's news to me!
-If a vice is kept secret it won't have any negative effect, but secret vices can be brought into the open if they are uncovered by a Spy."


And finally , i really thought that someone would react to this statement:

"Having different armies makes balancing the game a bigger job, but we have the advantage that actual medieval warfare represents 500 years of the most intense playtesting imaginable, and there's lots of excellent reference to draw on. One thing we found with Shogun and The Mongol Invasion is that by using real historical warfare as a reference for combat calculations, unit balancing and AI, you get a big head start in terms of balancing and intuitiveness."

Does anyone buy in to this? Is he saying that the units will be very close to historical as they can?





------------------
Ils sont grands seulement parce que nous sommes à genoux. Alors levons-nous debout!!!

Wavesword
05-13-2002, 23:12
And then there'll be another Mongol Invasion add-on...

Vanya
05-13-2002, 23:35
Quote Originally posted by Wavesword:
And then there'll be another Mongol Invasion add-on...[/QUOTE]

Or will it really just be the same one we already have repackaged in a shiny, new box?

More sanda bomas, anyone?

Hirosito
05-13-2002, 23:52
Quote Outrageous Brutality [/QUOTE]

that's custom made for vanya

Quote Gone is the simple honour system, what will replace it?[/QUOTE]

you misread this KUMA they said that the new vices and virtues RPG style system will replace it.


------------------
Hirosito Mori

Gentile or Jew
O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.

MagyarKhans Cham
05-14-2002, 01:53
Sir Kuma, whats different with the Father Visitor....?

Nelson
05-14-2002, 02:24
Quote
Having different armies makes balancing the game a bigger job, but we have the advantage that actual medieval warfare represents 500 years of the most intense playtesting imaginable, and there's lots of excellent reference to draw on. One thing we found with Shogun and The Mongol Invasion is that by using real historical warfare as a reference for combat calculations, unit balancing and AI, you get a big head start in terms of balancing and intuitiveness.
[/QUOTE]

The Accurite Choir sings!

Of course seeing is believing...

Sir Kuma of The Org
05-14-2002, 03:51
Quote Originally posted by MagyarKhans Cham:
Sir Kuma, whats different with the Father Visitor....?[/QUOTE]


Don't know never played the game with the father visitor, Did you? http://www.totalwar.org/ubb/biggrin.gif

OK i know i'm looking for trouble, please show mercy to a mod that is bored to death...



------------------
Ils sont grands seulement parce que nous sommes à genoux. Alors levons-nous debout!!!

Sir Kuma of The Org
05-14-2002, 03:54
Quote Originally posted by Hirosito:
you misread this KUMA they said that the new vices and virtues RPG style system will replace it.


[/QUOTE]

Just checking if it is worth the time to post this stuff or if i'm the only one who will read it http://www.totalwar.org/ubb/smile.gif

Thank you Hirosito



------------------
Ils sont grands seulement parce que nous sommes à genoux. Alors levons-nous debout!!!

Papewaio
05-14-2002, 16:26
Quote Originally posted by Nelson:
The Accurite Choir sings!

Of course seeing is believing... [/QUOTE]

Was that supposed to be Accurate?

If so I'll clear the phlegm and start. Right after I have feed my blind seeing dog.

Vanya
05-14-2002, 20:57
Father Visitor?

NO WAY!

Its the Grand Inquisitor now, baby! Torquemada reigns! Let the inquisition... BEGIN!

TosaInu
05-14-2002, 21:21
Konnichiwa,

It's quite obvious that MTW will be a much better Single player Game than STW or STW WE was (although I don't like 1 year per turn, I didn't like the 1 season per turn in STW either; I'm comforting myself by thinking that CA has included a toggle for this: 1 day-356 days per turn).

What is done for MultiPlay? I haven't read anything, does that mean it doesn't have any improvement? More units isn't an improvement, on the contrary.

How open is MTW for modding? Will we be able to play MTW how we want to play it? Elapsed time per turn, Remming units (get rid of annoying geishas), construction times/costs, custom strategy map, AI scripting in scenarios, Beserk levels for AI, a manager for custom combatstats, custom combatequations

Statistics play a major role in the current one, record a 5 units vs 5 units fight on iron head on, 1 vs 1, play the record back with variable unitstats, you won't get pleased. The following results are obtained by H2 WM vs H2 JHC with various chargevalues. Friendly units are placed 2 tiles apart to avoid morale support. The taisho unit didn't participate. Fatigue and morale are on. Map is iron. Unitsize 60. x JHC left means all WM killed/(routed) and x JHC survived.

JHC 14 Charge
A 30 JHC left
B 21 WM left
C 26 JHC left
D 35 JHC left
E 43 JHC left
134 JHC 21 WM

JHC 16 Charge
A 25 JHC left
B 27 JHC left
C 38 JHC left
D 32 JHC left
E 35 JHC left
157 JHC left

JHC 18 Charge
A 12 WM left
B 26 WM left
C 23 JHC left
D 24 JHC left
E 45 JHC left
118 JHC left 12 WM left.

Note: A replay file is used, so situation A for 14 charge is 100% identical with situation A 18 charge.

When JHC has only 14 charge, 30 of them survive and all monks are killed. When the JHC is stronger (18 charge) the JHC gets beaten and 18 WM survive! Under 100% identical conditions.

You didn't lose because some men in the unit were unlucky to be on a reverse slope (iron is 100% flat), you didn't lose because your opponent was smarter (same circumstances), you lost because the dice said you should lose.

This is a lot of randomness for a game that has things modelled like flanking, backstabbing, morale, terrain.

The 'randomness' you see in the 16 charge column is fine (even any column is) as each contact is slightly different (head on but slightly different angles, different distances to travel before contact).



------------------
Ja mata
Toda MizuTosaInu
Daimyo Takiyama Shi

http://www.takiyama.cjb.net