Just in case anyone would like to know...the latest expansion pack for Rome has been announced: Rome Total War-Alexander will be available for online download only!
For details...go to:
http://www.totalwar.com/community/alex2.htm
![]()
Just in case anyone would like to know...the latest expansion pack for Rome has been announced: Rome Total War-Alexander will be available for online download only!
For details...go to:
http://www.totalwar.com/community/alex2.htm
![]()
Last edited by Hunter KIng George; 05-07-2006 at 19:06.
how much does it cost? I have no way of paying for anything on the net now unless they will accept paypal :(
"Wishazu does his usual hero thing and slices all the zombies to death, wiping out yet another horde." - Askthepizzaguy, Resident Evil: Dark Falls
"Move not unless you see an advantage; use not your troops unless there is something to be gained; fight not unless the position is critical"
Sun Tzu the Art of War
Blue eyes for our samurai
Red blood for his sword
Your ronin days are over
For your home is now the Org
By Gregoshi
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I will not get it. why get it if you can only play 1v1,2v1 and 3v1 on MP,and still,they didn't work that much on SP etiher..
I think you misunderstood it. There are historical MP battles with 1vs1, 2vs2, 1vs3 setups. You can still play normal MP battles with whatever setups you want.
I thought 2vs1 were already possible with regular R:TW. Is this another one of those features that CA forgot about and is now praising it as brand new?Originally Posted by Article
What I think they mean is that they've tried to balance historical battles for online play and some of them are things like 2v1s etc. 2v1s and other combinations have always been quite possible, they do though always favour the 1 if everyone spends the same with the better troops/upgrades they can take.
That's an aspect of balance that's been lost in the series. Two units of half strength should beat 1 unit of full strength because the second of the 2 can flank. However, if the combat goes so fast that the second doesn't have enough time to flank, then the 1 full strength unit will always win.Originally Posted by NihilisticCow
In STWmod for MTW/VI, two yari samurai, each with 2 combat points, costing 400 each can beat one warrior monk which has 7 combat points and costs 1000. You get +5 combat points for rear attack. So, the 2 YS will get a total of 9 combat points vs the WM's 7 if the flank maneuver is executed properly. Starting out side by side, one YS engages the WM to pin it, and then the other YS advances and attacks the WM from the rear. The morale levels are WM = 10, and YS = 6. It's important that the kill rate not be so high that the YS routs too quickly. The first YS can hold out for about a minute vs the WM which gives the second YS enough time to complete the flanking maneuver, attack and rout the WM.
Last edited by Puzz3D; 05-08-2006 at 17:22.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
Alexander?.....No thanks
......Orda
That would be in a balanced game.. In R: TW, go Scythia, pick 10 madians and upgraded them. You can charge through 2 20 units Roman armies and win so easily..Originally Posted by Puzz3D
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
but if you upgraded the ROmans,it be a bloody Fight..and I never seen that happen in my 2 years+ experince on TW X-danger. I seen one ROman army just get wipe out and massarced,but not two,gotta test it out with my clan mates one day..
All you really have to do is get one of of them's flank (Since your army is a lot faster), and charge into any unit you wish, keeping 3 of your Madians as reserve. The whole army will be charged against you, and so you flank with the 4 Madians. Then, you retreat and charge.. And so the cycle continues.
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
That happens because the infantry units can't rotate fast enough to maintain facing to circling cav. MTW wasn't like this. A spearman could rotate fast enough to keep facing the cav. RTW departed from this, and the phalanx can't rotate fast enough. I'm not sure about triarii because I didn't test them. If this was a design decision, then the cav should have been made more expensive or the anti-cav infantry less expensive.Originally Posted by x-dANGEr
I don't think it was a design decision. I think it happened because somebody decided to speed up the running speeds so that the battles would be faster. The result is that in RTW v1.2, if you took phalanx infantry strong enough to hold against a frontal assault by heavy cav, you couldn't field strong enough cav to hold your flanks because the inf was too expensive relative to the cost of the cav that beat it. The problems you see on the macroscopic level are directly related to imbalances at the microscopic level. I know this situation was improved in RTW v1.5 with regard to frontal cav assault on phalanx and spears, but units weren't slowed down and they weren't made to rotate faster. So, the issue of the pricing still remains, although, some cav was increased in price somewhat which helps.
I think the largest anti-cav bonus in RTW/BI is 8 points. Keep in mind that each point in RTW/BI is worth only half a point in MTW/VI. So, that anti-cav bonus is equivalent to 4 points in MTW/VI and STW which is less than either of the two earlier games had. There has been a methodical diminishing of the RPS in the series from STW to MTW to RTW. When we made STWmod for MTW/VI, we found that the anti-cav bonus had to be increased from 8 points to 10 points to function optimally. This is the opposite of the way the official series has developed, and now you see cav spamming in RTW/BI MP. You even had cav spamming and weak spears in MTW/VI.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
Well, you can win such an army with an all spearmen army.. Spearmen are very good against cav in 1.5/1.6. Though, the trick is to get the cav to charge your spearmen.. In BI, I think it may be quite balanced, an Auxilia Palatinae unit, with Shield Wall on, can hold up to 6 units of cav charging it frontally; which is quite better than RTW. Of course, if those cav units were clibs, they are just going to march through it, messing up the formation, opening the chance for a charge from each side, putting the spearmen unit to either routing, or dying.
"Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."
Cry, the Beloved Country by Alan Paton.
The people I play against aren't about to do me that favor.Originally Posted by x-dANGEr
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
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