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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
PanzerJaeger
(Why are my non-routing cavalry all running in opposite directions?)
if u take a closer look you will find that are ridderless horses obviously a new and quite nice addition. riders were often unhorsed and killed while the horses were still alive. I would love to see if cavalry units can be dismounted in battle but not die and fight on foot. would be quite cool hehe.
ALso i saw no instant routing. every battle ive fought so far units fight for quite a while b4 routing. the only units i saw rout quite quickly was when i charged my cav at some archers. they got mown down quite fast.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Nigel
From the screenshots, the Battle Replay button seems to be active in the demo. If this is true, I have a question to those who already have the demo: can we now rewind during a replay or is it like in NTW, that the replays only run forward with no chance of rewinding and looking at crucial moments several times from different angles ?
Seems my question from yesterday got lost in all those posts, so I am just quoting it here again.
Has anyone tried to rewind their replays yet ?
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Re: Demo out on 22 February 2011
I've seen the replay buttons, but haven't watched any: was a bit rushed at 1:30 am.
Mounted units can dismount in open battle, but haven't done so yet. This demo feels faster than NTW on the same hardware.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
TosaInu
Mounted units can dismount in open battle, but haven't done so yet. This demo feels faster than NTW on the same hardware.
Not what he was refering too. if you fight a battle watch your cavalry, zoom in, i watched it not 10 minutes ago in the seige battle, and in the historical battle, men get killed in the melee and the horses run wild, but they are still part of the group and so it looks quite odd, but next time u wonder why ur cav is running round like mad check bet they are riderless horses, nice touch imo just make them not part of your group of cav once dismounted.
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Re: Demo out on 22 February 2011
Taking a better look at the campaign tutorial "Chosokabe" now.
Here is the campaign map.As you can see the fog of war is created bit like the old STW map:
There is some basic movement,camera rotation etc. Next we go to unit recruitment panel:
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Kagemusha
Taking a better look at the campaign tutorial "Chosokabe" now.
Here is the campaign map.As you can see the fog of war is created bit like the old STW map:
There is some basic movement,camera rotation etc. Next we go to unit recruitment panel:
next turn the tutorial makes me build a archery dojo, thus enabling me to build samurai archers.Here is the building panel:
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Re: Demo out on 22 February 2011
Yeah, battles are faster than lightspeed, yari ashigaru does indeed pull out their swords for melee and the horses are rediculously huge.
Slow down the battles, de-emphasise this retarded rock, paper, siccors-gameplay, let the yari ashigaru fight with their spears and make the horses smaller and I'll be very happy about this game.
As for the rest; the music, the graphical quality in both campaign and battles, the style and atmosphere, the campaign layout; all very very well done. A big step ahead from what I can see, and while the CAI seemed a bit passive, it didn't perform badly and I suspect it was also limited by the confines of the demo campaign.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Revolting Friendship
Yeah, battles are faster than lightspeed, yari ashigaru does indeed pull out their swords for melee and the horses are rediculously huge.
Slow down the battles, de-emphasise this retarded rock, paper, siccors-gameplay, let the yari ashigaru fight with their spears and make the horses smaller and I'll be very happy about this game.
As for the rest; the music, the graphical quality in both campaign and battles, the style and atmosphere, the campaign layout; all very very well done. A big step ahead from what I can see, and while the CAI seemed a bit passive, it didn't perform badly and I suspect it was also limited by the confines of the demo campaign.
So maybe there is need for little tweaking old friend?:wiseguy:
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Re: Demo out on 22 February 2011
Yeah, the kill rates are a little ridiculous. I fear it may not be feasible to change it so late in the game. Don't know how this will effect the AI or the tech tree so I think we're going to have to live with it. Likewise, the tech tree may do a bit to help the combat situation. Also, I think you had much better troops to win the first tutorial battle so that probably skews the experience.
Also, I think the unit sizes are on large instead of ultra by default so I question whether or not it will slow down once units get bigger and you go for deeper formations. I also think that the Katana samurai need to be harder to recruit. That's one of the things about the old STW. You mostly had spear vs spear with the odd No Dachi or to carve them up so the RPS wasn't so obvious.
I think it is okay. I've had samurai units hold on for quite a long time in the castle siege. The ashigaru routed in about 3 minutes after being mobbed by a horde or archers, and the katana samurai lasted a good 10 minutes or so.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Nigel
Seems my question from yesterday got lost in all those posts, so I am just quoting it here again.
Has anyone tried to rewind their replays yet ?
Battle replay buttons....
Pause..Play..Forward..Fast Forward.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
PanzerJaeger
It's all just so much lipstick on a pig of a battle engine. Insta-routing, poor pacing, super speeds, and unit reaction issues are all back with a vengeance and they've added some new head scratchers as well. (Why are my non-routing cavalry all running in opposite directions?) And as usual in the newer titles, don't bother zooming in to watch the cool animations they worked so hard on, as the battle will be decided before you have a chance to zoom back out. Arcade-ish would be a compliment.
What is really frustrating is that you can tell how much work they put into the details. The armor, animations, landscapes, and a hundred other aspects of the game are brilliant, but they fail to all come together to create an overall enjoyable experience. What is the point of all the special abilities and formations if the battle progresses so fast that you cannot make use of them? Why even bother to incorporate an exhaustion system, when it is practically meaningless to the game? (Changing the default from walk to run is indicative of the role exhaustion now plays in the engine.)
After playing the demo this pretty much nails it for me.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Jochi Khan
Battle replay buttons....
Pause..Play..Forward..Fast Forward.
Thanks for checking this out, Jochi, and bringing us the not-so-wellcome news :(
I would have thought it is obvious that players who want to learn the game and work on optimizing their strategy want to use the replays to go over cruical scenes again and again from different sides and agles. This was easily done with the slider bar we had in Shogun 1 and Medieval 1.
Well, I guess someone tried to be economical and wanted to use the same interface buttons for the actual battle and the replays. And of course there is no need for a rewind button in the actual battle, so it was lost for the replays. And then we just did not complain enough about it during NTW so they did not realize they were loosing one of the nicer features of the game.
I hope we can still manage to get this added to their To Do List if not for the release then at least for the patch/update.
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Re: Demo out on 22 February 2011
Not the day of enemy Nobori bearer::no:
https://img576.imageshack.us/img576/1826/choso4.jpg
From my tutorial campaign.The poor enemy fellow got it trough the side of the head, cheek and shoulder, ouch!Even the bushi behind him seems puzzled about the shot.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
PanzerJaeger
Just played the demo. I first played the historical battle and then played through the campaign. To be more precise, I played through the part that worked. It hung up on the "defend your trade route" command and never let me progress further. I was so wholly disinterested that I didn't bother playing through again.
On my first pass through the campaign, after I built my first ship and discovered the nearby trade port I then took the ship I built on a trip down the coast. Subsequently, when the tutorial wanted me to combine my ship with new ones to defend my trade route I could not order it to do anything at all. I was stuck.
I restared but this time left the ship you're told to build right where the tutorial told me to send it on its first voyage. Later, when the trade route needed protecting, I was indeed able to move it to join the new ships and proceed with the campaign.
The castle assault was no cakewalk. In fact, I failed miserably to capture the place. Now, I will say that I did a simple direct assault and never tried to be the least bit clever. I wanted to see how the AI would react to an Ambrose Burnside/John Bell Hood style attack. It chewed me up and spat me out.
I need to play more before weighing in on the battle speed/lethality question. Thus far though I haven't been put off by anything but the siege guns that I couldn't get to fire at the castle...
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Nelson
I wanted to see how the AI would react to an Ambrose Burnside/John Bell Hood style attack. It chewed me up and spat me out.
American Civil War humor. Hilarious :)
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Re: Demo out on 22 February 2011
FYI. "Semi-official" confirmation that AA is not in fact implemented in the demo but will be in the release.
Quote:
The Engine doesn't have AA supported yet, its in the final release so dont worry guys.
http://forums.totalwar.com/showthrea...l=1#post103820
This leaves me (semi) relieved.
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Re: Demo out on 22 February 2011
Quote:
So maybe there is need for little tweaking old friend?
I believe that's about right.. ;) Let's hope this one is more moddable than ETW.
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Re: Demo out on 22 February 2011
Hmm, that siege was quite the clusterfark.
I had no idea where to attack, I shot the gate to 100% damage but still couldn't enter through it. Didn't seem to matter since climbing walls seems pretty straight forward while carrying a long spear, and takes about 10 seconds. Wouldn't want generation deficient attention span to quit playing, right?
Guess you can use the bow hero to shoot a bit, they have longer range and can attack where there's no tower? I did get a few opportunities to shoot at yari units inside the walls without getting shot at with samurai archers, regardless.
Eventually I sent my katana samurai up the walls at the gates, they didn't open, the katanas lost against yaris, I think half of them were ashigerus even. The AI had sent his cavalry and at least one unit of yaris out to die before that, before I even reached the walls. Then I sent my yaris up and suddenly the enemy started running out the gates, shattered. I have no idea what happened at that point. Suddenly I won the battle without being anywhere near the keep-thingie.
Some of these games takes a while getting used to, but I can't say I'm impressed after this.
I like how there seems to be a lot of choke points on the map though.
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Re: Demo out on 22 February 2011
The demo is nothing impressive. It feels like a reskinned NTW.
I hope for better things in the original.
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Re: Demo out on 22 February 2011
More semi-official bits from the moderator at at the .COM site:
Quote:
To my knowledge there isn't any released material from the gold version yet as it only went gold a few days ago and the magazines/computer sites tend to run a week or two behind real time.
So...GOLD!
From this page:
Quote:
As Mark said the demo is like a "lite" version of the full game in order to keep it as small as possible so just because something isn't in the demo doesn't mean it won't be in the full game.
This is why a lot of the graphical features are not included.
http://forums.totalwar.com/showthrea...889#post103889
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Re: Demo out on 22 February 2011
Seems like run speed is back to RTW levels. Walk is the fastest in any Total War game so far. Unless I did something wrong in the tests I just ran...
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
CBR
Seems like run speed is back to RTW levels. Walk is the fastest in any Total War game so far. Unless I did something wrong in the tests I just ran...
That pun was pretty terrible right there.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
CBR
Seems like run speed is back to RTW levels. Walk is the fastest in any Total War game so far. Unless I did something wrong in the tests I just ran...
Moving by dragging out a formation defaults to run. Sure that wasn't the reason?
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Re: Demo out on 22 February 2011
I timed same units for both walk and run so that cannot be the reason. And quite sure I was running at standard 1:1 time too.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Barkhorn1x
Really? This leaves me much more concerned. To me it comes across as though the AI is in such a poor state that they couldn't include it in the demo.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Revolting Friendship
A big step ahead from what I can see, and while the CAI seemed a bit passive, it didn't perform badly and I suspect it was also limited by the confines of the demo campaign.
Playing the unlocked version of the demo, where the AI does what it wants, it made more sense. I declared on the logical first target (same as the tutorial) they tried to peace me with money, but i gobbled them up, but the green guys (Miyoshi?) declared when I went over the sea and they own nearly the whole of the tiny map now. Need to blitz that to get it even.
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Re: Demo out on 22 February 2011
Haven't had a chance to play the demo yet but I just need to know. Has the unit speeds really gone back to insanity of Rome? If this is the case I think I'll leave it.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
pevergreen
Playing the unlocked version of the demo, where the AI does what it wants
How?
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Sjakihata
How?
Here is the link to the open play mod: http://www.twcenter.net/forums/showthread.php?t=428223
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
IRONxMortlock
Quote:
Originally Posted by
Barkhorn1x
Really? This leaves me much more concerned. To me it comes across as though the AI is in such a poor state that they couldn't include it in the demo.
I believe he is is referring to AA, Anti-Aliasing, not the Artificial Intelligence.
If you use the link Kagemusha posted, the mod will allow you to see how the Campaign AI acts by itself. However, if you would like to see the Battle AI in action I believe we have to wait until release.
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Re: Demo out on 22 February 2011
If you want to try more mods released for the demo, please visit the S2TW modding area and go this thread.I have gathered there the mods released so far: https://forums.totalwar.org/vb/showt...s-for-the-demo.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
ByzantineKnight
I believe he is is referring to AA, Anti-Aliasing, not the Artificial Intelligence.
If you use the link
Kagemusha posted, the mod will allow you to see how the Campaign AI acts by itself. However, if you would like to see the Battle AI in action I believe we have to wait until release.
Correct - Anti-Alaising takes care of the jaggies and makes everything look better on higher resolutions.
BTW, using the Camp mod and playing a conservative slow build up of buildings and tech only ensured my clans destruction by the agressive and strong Miyoshi clan. So that is "interesting".
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Barkhorn1x
Correct - Anti-Alaising takes care of the jaggies and makes everything look better on higher resolutions.
BTW, using the Camp mod and playing a conservative slow build up of buildings and tech only ensured my clans destruction by the agressive and strong Miyoshi clan. So that is "interesting".
Thats great to hear. I dont remember the last time you could actually loose in TW game in campaign.
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Re: Demo out on 22 February 2011
The demo is updating on Steam at the minute, perhaps blocking the free play mod?
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Re: Demo out on 22 February 2011
Quote:
It's all just so much lipstick on a pig of a battle engine. Insta-routing, poor pacing, super speeds, and unit reaction issues are all back with a vengeance and they've added some new head scratchers as well. (Why are my non-routing cavalry all running in opposite directions?) And as usual in the newer titles, don't bother zooming in to watch the cool animations they worked so hard on, as the battle will be decided before you have a chance to zoom back out. Arcade-ish would be a compliment.
What is really frustrating is that you can tell how much work they put into the details. The armor, animations, landscapes, and a hundred other aspects of the game are brilliant, but they fail to all come together to create an overall enjoyable experience. What is the point of all the special abilities and formations if the battle progresses so fast that you cannot make use of them? Why even bother to incorporate an exhaustion system, when it is practically meaningless to the game? (Changing the default from walk to run is indicative of the role exhaustion now plays in the engine.)
Yes it is far more polished and has a nifty dictionary, but the battles themselves are just awful - much worse than Empire and a far cry from the original.
Amen to that :shame:
I picked up interest in STW2 this month after noticing my old clan (Aggony) was still active and planning to play STW2. But this demo has crushed that. I lost interest in TW since RTW, and I suppose that's not gonna change.
Considering how many times I hear ppl say RTW was the TW game they enjoyed the most, and half this thread seems to be about whether the game has AA support, it looks like I'm just no longer compatible with the focus of modern total war :no:
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Re: Demo out on 22 February 2011
Modern TW is geared towards newcomers. Everything is so changed from the original, and I'm not talking about the 3D engine.
It's a rehashed NTW, seriously. There's so much content used from NTW it's almost a half-new game, not even a new one. I'm not whining, I'm just heavily disappointed at how things have evolved. The original STW was and still is a gem of a game, and this doesn't make it any justice. :no:
And Sekigahara on Hard and Very Hard is not challenging if you take out the morale bonus. The AI made a couple of interesting moves but not enough to surprise me.
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Re: Demo out on 22 February 2011
Battle pacing seems indeed alarmingly bad. If meaningful morale levels and a working RPS (or there abouts) are in place with too high speeds, the result is that working/sensitive intervals of engine parameters for gameplay (correct match ups, local outnumbering penalties, flanking) don't get a chance to manifest because of the pacing. If everything else is then following this (volley time, casualties per volley etc), then gameplay ends up a farce as everything happens all at once and gameplay degenerates into rush on rush.
I think Panzer Jaeger's point that well cared for particulars don't come together is true, and i am very seriously re-thinking getting this now despite having been resolute to do so.
Will wait awhile and see.
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Re: Demo out on 22 February 2011
As long as the engine is bug free enough, tweaking the unit stats so things don't go dead so fast should be pretty easy.
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Re: Demo out on 22 February 2011
Quote:
As long as the engine is bug free enough, tweaking the unit stats so things don't go dead so fast should be pretty easy.
That's a usual comment, but there are those of us who were hoping to relive the days of STW/MTW multiplayer.
And unit speed is far from the only issue. I spent years modding RTW, only to find out the system of battle mechanics are flawed at its core. It looks like that hasn't changed. They don't need a revolution, they need a devolution.
At least that's my oppinion. I'm afraid the meanstream game industry is no longer compatible with what I look for in a game.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Lord Adherbal
That's a usual comment, but there are those of us who were hoping to relive the days of STW/MTW multiplayer.
And unit speed is far from the only issue. I spent years modding RTW, only to find out the system of battle mechanics are flawed at its core. It looks like that hasn't changed. They don't need a revolution, they need a devolution.
At least that's my oppinion. I'm afraid the meanstream game industry is no longer compatible with what I look for in a game.
Indeed. Those of us who enjoy the multiplayer side of the game will be stuck with whatever the vanilla version looks like. MP mod efforts can never get enough takers to support a thriving community. Ladders, avatars, and character evolution are all meaningless if the game's mechanics create battles that just aren't that engaging or enjoyable.
Some short term enjoyability can be created through graphics, but that wears thin very quickly (especially if you cannot zoom in to see them as the game moves too fast). There has to be a level of balance and a system that rewards tactics and ability to induce replayability.
(Off course this is all just the opinion of a admirer of the first engine. Some people think RTW was the height of the series. I know, though, that MP has never recovered.)
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Re: Demo out on 22 February 2011
I fought the demo battle several times and I have not found the problem mentioned here.
Running speed of infantry is indeed fast but walking is not fast at all. Morale works, flanking works. I have not seen insta routs unless you put your lone ashigaru in front of the whole enemy army. Supported units fight and samurai units fight for a reasonably long time. Ashigaru die fast, but they are peasants. Horses running around are actually the horses of dead samurai, i.e. out of the game anyway.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Cheetah
I fought the demo battle several times and I have not found the problem mentioned here.
Running speed of infantry is indeed fast but walking is not fast at all. Morale works, flanking works. I have not seen insta routs unless you put your lone ashigaru in front of the whole enemy army. Supported units fight and samurai units fight for a reasonably long time. Ashigaru die fast, but they are peasants. Horses running around are actually the horses of dead samurai, i.e. out of the game anyway.
Im all with you here. Running speed looks good and the moral is fine. Its still a bit too early to judge on this, but thats my first impression.
Insta routs i couldnt find, flanking and rearattacks looks good. So far the gameplay is okay.
Some bugs, running and giving order still works not perfect.
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Re: Demo out on 22 February 2011
I played the historical battle several times, my conclusions were:
-Run speed is very high
-Arrow volleys seem too powerful. I imagine if you had an archer duel opening a MP battle the side with just 1 less archer unit will be annihilated in no time. I doubt there is much time for light cavalry skirmishing during the archer duel either.
-I completely surrounded whole blobs of enemy units several times. The results were disappointing. The AI has higher quality units, but I feel that's exactly what surrounding should counter. It doesn't. The first 2 yari cavalry units took forever to destroy even when completely surrounded, and casualties on my side where very high. Other times the blob just broke through and routed by forces. I have the feeling since RTW surrounding no longer affects fighting performance, only morale. Meaning that if you can't actualy break them, a stronger unit will still cut you to pieces no problem.
-Yari ashigura units breaking before I even had time to get another unit around the flank of the attacker. Sure they're peasants and it will up against a higher level katana unit, but if they can't even be expected to hold half a minute the RPS gameplay seems a bit too extreme. Peasants or not, yaris are supposed to be a defensive unit, right?
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Lord Adherbal
I played the historical battle several times, my conclusions were:
-Run speed is very high
-Arrow volleys seem too powerful. I imagine if you had an archer duel opening a MP battle the side with just 1 less archer unit will be annihilated in no time. I doubt there is much time for light cavalry skirmishing during the archer duel either.
-I completely surrounded whole blobs of enemy units several times. The results were disappointing. The AI has higher quality units, but I feel that's exactly what surrounding should counter. It doesn't. The first 2 yari cavalry units took forever to destroy even when completely surrounded, and casualties on my side where very high. Other times the blob just broke through and routed by forces. I have the feeling since RTW surrounding no longer affects fighting performance, only morale. Meaning that if you can't actualy break them, a stronger unit will still cut you to pieces no problem.
-Yari ashigura units breaking before I even had time to get another unit around the flank of the attacker. Sure they're peasants and it will up against a higher level katana unit, but if they can't even be expected to hold half a minute the RPS gameplay seems a bit too extreme. Peasants or not, yaris are supposed to be a defensive unit, right?
I cant agree. Speed is just fine and i dont think that archer are too powerful.
You speak about the firevolleys? or the standart shots?
Standart arrow shots are not that good at all, you can look at the combat statistiks and watch the kills, which doesnt seem high.
Imo, the archer kill not enough, in a frontal h2h rush, the archer wont kill enough to bring some good value.
Units dont get killed or rout, no idea what battle you played, but i have no trouble at all to flank/rear and get units done quick.
Yari cav might not be the best choise, with heavy cav it works pretty good.
I played the battle a few times, and i had no problem at all, to rip of the center quick and move over to the left.
All in all, it looks okay so far. Hard to judge it all on this demo, but saying that the game/units are too fast is ....
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Re: Demo out on 22 February 2011
Steam just updated my demo.
Did you put them on spearwall Lord Adherball?
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Kocmoc
Im all with you here. Running speed looks good and the moral is fine. Its still a bit too early to judge on this, but thats my first impression.
Insta routs i couldnt find, flanking and rearattacks looks good. So far the gameplay is okay.
Some bugs, running and giving order still works not perfect.
I must agree with Kocmoc and Cheetah. Nothing about speed or morale seemed out of sorts to me. Good troops fight on even when surrounded. Lesser men break and that's what I've seen. Fights that I thought should be short were. Engagements that I thought should be prolonged were indeed longer.
One does need to switch to walk if the default is run but that is hardly a game breaker. This is a demo and as such is not going to tell us all we want to know about the game mechanics. What it has shown to me is encouraging.
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Re: Demo out on 22 February 2011
My conclusions come from 3 attempts on the historical battle. Probably not enough to get a perfect feeling about the game, but I didn't like what I saw. Interesting to see some of you vets disagree.
I guess I'll wait and see what people say about MP when the game is out. I couldn't care less about SP if MP isn't any good.
Quote:
Did you put them on spearwall Lord
I think you mean guard mode? Otherwise I might've missed a feature entirely :P
AFAIK guard mode only makes them hold position, and doesn't really affect their performance?
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Re: Demo out on 22 February 2011
let me add another thing about archers. Once you use open formation (what the AI doesnt do) the kills drop even more.
I get myself into some better testing this weekend, but the demo give me the impression, that archer are not good enough.
Now, the battle isnt surely perfect for testing, but if you consider the kills on closed formation, this isnt good at all.
Look back on old STW/MI and remember, how many men got killed by missles when you rushed or got rushed.
Right now, i bet, that you wont win, if you face a melee frontalrush. If you open formation, the losses will be pretty low.
I didnt look into friendly fire, this will be another story, since i wont get a clean killnumber while playing this demo.
more testing needed....
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Re: Demo out on 22 February 2011
Hi Adherbal,
spearwall is actually something different to guard mode.
When you activate spearwall for your yari ashigaru, they move to a closely packed formation and lower their spears to fend of any attacks. May be worth trying out.
On a little sidetrack :)
My experience was quite like your own. I loved STW and MTW/VI, but was rather disappointed by the "get it over quickly" battles of RTW and stopped playing after that for a long time. Now I returned with buying a copy of Napoleon TW, and that one I have quite enjoyed. I find those battles sufficiently slow paced to allow for some actually quite nice tactical thinking and have not regrettet getting a copy of that game.
Good to see that at least the opinoins on the STW2 demo seem to be divided. I am still hoping that it will turn out good, when we get more experience with it.
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Re: Demo out on 22 February 2011
Quote:
Originally Posted by
Lord Adherbal
I think you mean guard mode? Otherwise I might've missed a feature entirely :P
AFAIK guard mode only makes them hold position, and doesn't really affect their performance?
Yari ashigura have a spear-wall formation that causes them to tighten up and ready spears. Its great when used to repell a charge since even higher quality troops (like Katana Samurai) will flat out lose to Ashigaru if they charge into the spear wall.
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Re: Demo out on 22 February 2011
Well I just gave the battle another try, looking more at individual unit performance instead of the overall battle. I must admit the results where better than my previous impressions led me to expect.
And I did completely miss the spear wall ability :shame:
Quote:
Good to see that at least the opinoins on the STW2 demo seem to be divided. I am still hoping that it will turn out good, when we get more experience with it.
Agreed. In fact hearing some STW/MTW vets disagree on my initial ranting and my latest test run has increased my hopes a bit again. Looking at how much stuff they're adding to MP it would be such a shame if gameplay was not up to standard.
I enjoyed ETW MP for a while, although I played it solo with random teammates and opponents which didn't improve the experience. The need of a no art/mortars rule additionaly spoiled much of the fun. I passed on NTW. Was (and am) hoping STW2 would (and will) bring back the former MP fun.
I'll shut up now and await MP reports next month :smiley2: