Poll: Reduce or not reduce RTW speed?

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Thread: RTW speed: reduce or not reduce?

  1. #31
    The Black Senior Member Papewaio's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    The sprinting for long periods of time... maybe their should be a speed switch in options:

    ammo on/off
    speed realistic/arcade
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  2. #32
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by son of spam
    I like the speed in this game, it's more like a standard RTS now. I always ran my MTW battles at 50-100% anyway.

    Perhaps a better speed slider would be in order though.

    OT: Actually I love the way cav vaporizes low valor inf on contact. It's just...cool!

    Those are fightin' words. RTS games are only interesting for a short while. "Wrist flicker" games, uggghhh--all speed no thought. There are tons of those on the market already.
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  3. #33
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    I've run throught the demo. The action takes place much too quickly. The battle is over in about 30 seconds once contact is made. Reminds me of the days when you had to manually adjust speeds for some games in DOS...if you didn't and played an old game on a new PC it was like playing at 32x.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  4. #34

    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by King Azzole
    The more I watch the unit speeds the more im convinced they are running about the top speed a human/horse can do in real life based on there movement across the terrain. I think the speeds are perfect.

    But I do agree, running at full speed drains endurance fast for real people, so there should be a jog mode also. So you would have march, jog and sprint. Sprinting speeds in game now are deadon the more I watch them.
    Exactly. They shouldn't be sprinting because a 100 man unit of guys with heavy armour and long spears just CAN'T sprint, especially if they are to keep anything resembling formation.

  5. #35

    Default Re: RTW speed: reduce or not reduce?

    It's more the killing speed that I think is the issue. It really sucks to have be like pause....orders, watch 2 seconds, pause, orders

  6. #36
    Member Member Stuie's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by Puzz3D
    I just played the Trebia battle with all the Roman maniple infantry and the Carth heavy poeni inf set to experience 8. I did increase the size of the Carth poeni to 90 men and the barbarian inf to 80 men. I made all skirmishers on both sides 80 men. I left all the cav unchanged except I inadvertantly reduced one sacred cav from 60 to 40, and didn't change the elephants. When I played this modded battle at medium difficulty the infantry fought for a long time, the casualty rate seemed low and cav did not plow through them. The two sacred cav in the rear were actually blocked by two triarii. The importance of the elephants in achieving the win seemed increased, although, one got spooked and almost cost me the battle, and I had more time to give individual unit commands. So, it played a lot slower as far as fighting speed (rate of casualties), and the cav couldn't blow out big infantry units, but the infantry was pumped up a lot higher than the cav.

    I then played with all units set to exp 0, weapon 0 and armor 0 at CBR's suggestion, but the battle was over very quickly with a mass rout of all the Romans once the elephants engaged. Total casualties were 1/2 what I got with the higher exp modded game (700/200 with exp 0 and 1400/400 with pumped up inf). This shows that morale is still tied to the experience upgrade.
    This is exactly why people shouldn't be judging the full game based on the one-sided demo. The demo is designed for you to kick butt no matter what you do, and get a small taste of the grapics and such. Obviously once there are balanced sides involved, the battles will play out much differently.

  7. #37

    Default Re: RTW speed: reduce or not reduce?

    This is why I voted run speed only. For that can EASILY be measured. Simply, with such a big shield, armour, helmets, weapons ON SNOW and HUNGRY among 96 others you CANNOT run like that, no way. Maybe slingers could run fast like that, but not a legionary. Looks like the frickin ghosts in lotr3
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  8. #38
    Forum Administrator Forum Administrator Admin's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Hello,

    There's a nasty glitch in this software preventing people to vote in certain posts. I looked at it at the database level and it tells user A has voted at time 0 and the vote is for an option that even isn't there. In other words:a poll is filled with false casts by the board.

    The mail to support is already sent, until then I can't do much more than deleting the false entries. This one is cleaned up now, affected over a 100 users. Try to cast your vote again if it refused before, it should accept now.

    I'll do my best to clean the other polls but I may miss one, if so just drop me a PM or note in the Watchtower.

  9. #39
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    The demo 'felt' like an RTS game to me so I'd have to vote for slowing the whole thing down. As has been said though, it may be due to the one sidedness of the battle settings. Given that we're probably only one month from release, any changes will have to go on a patch since I would guess that the initial production would have to be complete.
    E Tenebris Lux
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  10. #40
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    I just played as the Romans, BEFORE they cross the river, and I now think there is no need to slow things down. It just feels faster because the armies are very close together, but once you start further away it's fine.

    Of course how fast units tire is another matter.
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  11. #41
    Teppo Taisho Member Maeda Toshiie's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by 1dread1lahll
    puzz is correct, the game speed is to fast,....CA said before that they were going to increase it; the only reasion was because of the increased map size....it was made faster for MI and the speed was too much for 'noobs' to multi and eventualy patched back to the origional speed
    The reason of large maps for increased speeds spell disaster for the game. The speed bar (currently lacking) is for that. I cant believe fully armoured infantry in formation running like they are sprinters.

    One thing many fail to realise is this, running in formation while wearing armour and wielding sharp objects is impossible.
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  12. #42

    Default Re: RTW speed: reduce or not reduce?

    On first impression I would suggest slowing only the infantry run speeds, cav speed seems ok to me. Let's not forget though, this demo battle was an in yer face affair from the moment you hit 'p'

    Things could be a whole lot different when you actually have to do some marching and of course, as Puzz has demonstrated, upgrades will mean a whole new kind of battle. These were demo upgraded units.....and I think CA wanted us to win the battle somehow, I fought one battle on hard setting and didn't lose a single elephant

    .......Orda

  13. #43
    Scruffy Looking Nerf Herder Member Steppe Merc's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Orda, I played as the Carthiginains, and the battle started with the Romans on the other side of the river. It was not as fast, but still way to fast, with all of them going wayyy to fast.

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