Only if you own the Steam version.it's half price on Steam for owners of the original.
Watching some of the Content Creator preview vids I'm actually feeling pretty confident that mods should be portable with minimal changes.I just hope mods such as EB are willing and able to port into this new version...
Its looking like most of the changes are GUI/control, updating what the game does with existing files/stats etc.
If I can just install RTR6 or someone does a port quickly I'm all over this.
The GUI/control improvements would make RTR6 incredible.
But not until thats actually confirmed, I have no interest at all in playing otherwise stock R1TW.
Most remasters like Starcraft1 remaster just fix the 2D engine to handle modern resolutions & put in new HD textures/sprites, I'm proposing that for the main menus/Campaign map & it could be done for the battles (which are 3D terrain but with 2D sprites rather than 3D models) but I think it could be a better outcome loading in to Shogun2 battle engine & existing 3D assets for the battles.remastering STW and MTW would essentially make them 3D games, and since they are 2D, do we want that?
Oh yes it does.Has Medieval 1 some original features the sequels don't have?
With the original Risk-style Shogun1 map you move your pieces (armies/agents) around between Provinces & set build orders but they don't actually happen until you hit End turn.
Then the AI gets to see your turn & respond to it before applying the moves 'simultaneously'.
So you get proper AI retreats/reinforcement/counter-attacks and when the enemy has for example reinforced a province you attacked you get the option to safely retreat your army intact to the original province before battle (unless you lost the original province from a counter-attack).
When heavily attacked you can choose to fight, retreat from the province (caveat above included) or retreat to the castle (if one is present & there are caveats that make this often a bad choice).
There tends to be a cycle of force build-up at the borders, a big battle & then whoever won advances several provinces (depleting as they leave stabilising garrisons unless able to bring in enough reinforcements) while the loser falls back, preserving & concentrating forces while bringing up reinforcements until balance is restored and a new build-up begins.
Medieval1 takes that simple drag & drop Risk-style interface with complex strategic implications & maxes it out in province-count, map area and extra Medieval campaign feature goodness.
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