...at totalwar.com...
...at totalwar.com...
"You cannot simultaneously prevent and prepare for war."
-Albert Einstein
"Beer is proof that God loves us and wants us to be happy."
-Benjamin Franklin
From www.totalwarblogs.com:
I]Did someone say update?
Just a heads up on the progress of the update, not that anyone is counting the days ;). The update is currently in QA testing so it is real close. A big thank-you to the members of the .ORG and .COM and all the community leaders that grab me (or my wife) daily on MSN and offer their feedback. The priority list we’ve gathered from this is helping to drive much of what we are doing.
As promised, a list of the fixes will be available for viewing before the update is released. So all going well you will have it in a matter of days not weeks.
On a personal note I thought I would clarify the cavalry charging issue. Most of the posts I have read in the forums are correct, it is a new charge mechanic and this has been reexamined in the forthcoming update. In simple terms, you will now be able to get more than one charge out of a unit and you will be able to charge skirmishers with your lance down.
Regarding the new charge mechanic, there are two charges available to a cavalry unit: a formed charge which allows for most of the unit to charge into a target; and an unformed charge which stops the charge after 10% of the soldiers within that unit have made contact with the target. In RTW this wasn’t as much of an issue because cavalry did not have long lances and as such did not require two significantly different charge abilities. The M2TW charge system allows you to have a very powerful charge if you do everything right and a light charge if you don’t.
The triggers for a formed (powerful) charge include:
Line up the cavalry parallel to the target
Utilize a long straight run up toward the target
Prioritize stationary targets as moving targets may result in a last second turn and reform
The triggers for an unformed (weak) charge include:
The unit is spread out just before charging
The charge is issued while too close to the target
The charge is issued when the unit isn’t facing the target
The player changes direction just before the charge• The target moves and turns just before being hit
Currently we have set the balance so that a formed charge is very strong due to the unit’s collision mass on impact and have set the unformed charge to be rather weak due to the 10% stop charge threshold. This ensures that players that love to see mass destruction and men thrown in the air get what they want and those that want a balanced game where cavalry don’t dominate every other unit get what they want. This is certainly something we will look to get your feedback on once you get the update and see the charge in action with the additional tweaks.
So just a reminder then - it’s a matter of days not weeks before you have the update. Just how many only QA can tell, may I suggest you send them gifts of caffeine and goodwill to help them along.
Regards,
Jason[/I]
"You cannot simultaneously prevent and prepare for war."
-Albert Einstein
"Beer is proof that God loves us and wants us to be happy."
-Benjamin Franklin
Yeh ? NO way man ? This is a hoax ! Where did this update come from ?
I tell you cavalry is teh suc, it does'nt work !
Anyway there is no update and all these threads about patches and all IS A LIE !
It's all a lie i tell you ! Heresy !
Last edited by Shahed; 12-01-2006 at 21:00.
If you remember me from M:TW days add me on Steam, do mention your org name.
http://www.steamcommunity.com/id/__shak
Apparently, this has already been addressed.
"You cannot simultaneously prevent and prepare for war."
-Albert Einstein
"Beer is proof that God loves us and wants us to be happy."
-Benjamin Franklin
Infeeedeeels ! there is no patch I tell you.
If you remember me from M:TW days add me on Steam, do mention your org name.
http://www.steamcommunity.com/id/__shak
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