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Thread: RTW Multiplayer Rules: A Synopsis

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  1. #1

    Default Re: RTW Multiplayer Rules: A Synopsis

    Hi Yuuki,
    after some games i can distinguish my units well, just like a did on VI.
    Imo the run speed is higher but it is only a problem to get used to it.
    The number of units its the same problem: get used to it. I am old and very slow in clicking, but still i can fight well. And often the best stategy is too move slowly and react slowly but precisely, even in BI.
    Unit control in BI is better: no more alt ctrl click ... groups ... just create your formation and drag it. That is all. With this it is simpler even to create a coordinated attack.

    What is the real problem imo? Bad chat, bad connection and lags. That is surely the subject where CA give us a very bad low service.

    Marcus

  2. #2

    Default Re: RTW Multiplayer Rules: A Synopsis

    Well I did cause a lot of my own problems because I tried to play RTW as I had played MTW and STW. I was using ALT click to move groups and it doesn't work all that well. Dragging the line is faster and works every time. The right click for movement is much better than MTW's left click which often caused you to select a new unit unintentionally. I also turned off banners in RTW which makes it harder to identify your units, and banners should be on for MP. I used a speed slowdown mod in SP for a long time which made it harder to get used to the speed in MP, but have stopped using that and play at regular speed in SP all the time now. I still think units move too fast, but I can play it like that. Maybe I'll try RTW/BI again. RTW v1.3 didn't lag much at all when I tried it in 3v3 with large units, and was very playable. The phalanx even worked well.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  3. #3

    Default Re: RTW Multiplayer Rules: A Synopsis

    I don't think light cav should beat hunnic elite archers. I mentioned that because in another post you said light cav was the counter to horse archers.
    This is not quite true. In the 'shields are better v missiles' thread I suggested a 'tactic' using Light Cav. This was not a one on one counter, it was a trap which may or may not be successful. The attempt would be to get behind the HA, target it frontally and close from the rear with the Light Cav.

    I did try to explain my views regarding rules and the game and like GrimSta, I think they only serve to spoil the game. I have played in battles where balanced armies were fielded and I thoroughly enjoyed them. I have played others where SPAM armies were used and the enjoyment factor was zero.

    People have chosen to believe I am a BI 'Fan Boy'....They are wrong, there is plenty I would change about RTW or BI but that was true with MTW and STW too. No doubt this will be true of the next TW game, which I do not think I will be buying ( a lot depends on the era CA choose )

    I certainly think a lot was lost when the old 'Friendly' and 'Competitive' games were lumped together, the game approach definitely seemed to change, even some people seemed to change. I remember the games I used to host in STW attacking hills, there were even comments here on .Org about how much fun they were. Nowadays it feels like fun is a dirty word so perhaps by not playing Total War MP I am better off

    .....Orda

  4. #4
    Feeding the Peanut Gallery Senior Member Redleg's Avatar
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    Default Re: RTW Multiplayer Rules: A Synopsis

    Some of the discussion is far above how and why I play the game. Now I don't play much online RTW, actually not at all- but from my time of playing STW and MTW I will share this


    One should play the army that they wish to play. You will find that by playing heavy on one type of unit - your army is unbalanced. You might win lots of battles with that army - but the game loses its luster because you have neglected to experiment and try other troop mixes and nations. What good is it to play with an unbeatable army - no enjoyment nor learning new game tactics with that.

    Personally I go for a mix of troops that seem to make tactical sense for the battle in which I am fighting. Am I defending or am I attacking. If I defend - I want more spears and ranged weapons - with Cav and swords to protect the flanks. If I am attacking I want a heavier sword mix - but still bring spears and ranged because of their effects.

    If one wants to balance the battle use the amount of money available. That is the best equalizer of the game. Play with an amount that allows the players to have a decent mix of troops without allowing a player to over-equipped or over valor there armies.

    In the days of STW that value was a certain amount it allowed for a good mix of troops at low honor levels whiched forced the players to think and fight tactical battles.

    With MTW the same applied. The individual who thought about his unit selection, bought his army according to the tactical role his army was to have, and thought about the terrian that the battle was being fought on - was always a pleasure and enjoyable to fight - regardless if I won or lost.

    Find the balance that allows one to enjoy the game - forget about setting rules that tell you how many or what type of units to bring. FIght the army you can afford to fight with the money that is allocated for the battle.

    Mix and match - constant changing of units is what the multiplayer function allows you.
    O well, seems like 'some' people decide to ruin a perfectly valid threat. Nice going guys... doc bean

  5. #5

    Default Re: RTW Multiplayer Rules: A Synopsis

    Quote Originally Posted by Redleg
    Find the balance that allows one to enjoy the game - forget about setting rules that tell you how many or what type of units to bring. FIght the army you can afford to fight with the money that is allocated for the battle.
    STW was balanced at 5000 koku. This gave an average of 312 koku per unit in a system where the prices of the units ranged from 100 to 600. MTW is also balanced at 5000 florins, but no one will play it there because the morale is 4 points lower than it was in STW where the units were purchased at honor 2 as opposed to valor 0 in MTW. The rout point was also moved from -24 in STW to -16 in MTW (later increased to -18 in VI). So, people play MTW/VI at 10k, but this allows too many elite units, and on top of that the upgrades possible at 10k damages the unit balance especially because ranged units get discounted upgrades. This gives an average of 625 florin per unit in a system where the unit prices range from 100 to 675 if you eliminate the peasants (50) at the low end and lancers (850), swiss armored pikemen (750) and gothic knights (725) at the top end all of which are only available in late era.
    Last edited by Puzz3D; 12-04-2005 at 17:20.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  6. #6
    Feeding the Peanut Gallery Senior Member Redleg's Avatar
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    Default Re: RTW Multiplayer Rules: A Synopsis

    Quote Originally Posted by Puzz3D
    STW was balanced at 5000 koku. This gave an average of 312 koku per unit in a system where the prices of the units ranged from 100 to 600. MTW is also balanced at 5000 florins, but no one will play it there because the morale is 4 points lower than it was in STW where the units were purchased at honor 2 as opposed to valor 0 in MTW. The rout point was also moved from -24 in STW to -16 in MTW (later increased to -18 in VI). So, people play MTW/VI at 10k, but this allows too many elite units, and on top of that the upgrades possible at 10k damages the unit balance especially because ranged units get discounted upgrades. This gives an average of 625 florin per unit in a system where the unit prices range from 100 to 675 if you eliminate the peasants (50) at the low end and lancers (850), swiss armored pikemen (750) and gothic knights (725) at the top end all of which are only available in late era.
    Yep the 5K games in STW were always good fights.

    I found that one can enjoy a good balanced game at 8000K for MI - not many want to play at that value - but it provides for a good balance and reduces the number of elit units that people can bring.

    I found my best balance was to bring what I considered the basic army for the time.

    mostly low cost troops - spears and arrows, low cost cavarly - with about 1/4 of the army being Medium to elite troops.

    What many forget is that most armies in Medievil times were peasant levies or if the lord had lots of money - he might have a better trained militia with spears and bowmen.
    O well, seems like 'some' people decide to ruin a perfectly valid threat. Nice going guys... doc bean

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