Sherman's march to the sea and the Shanandoah Valley's destruction is what I suppose you're talking about?
Sherman's march to the sea and the Shanandoah Valley's destruction is what I suppose you're talking about?
From Frontline for fixing siege towers of death
x30 From mikepettytw for showing how to edit in game text.
From Brennus for wit.
It doesn't really matter if something could be worked out if the TW platform simply isn't the right platform for the war, and I really don't think it's the right platform for WWI. Skullhead's right, a more traditional rts like Company of Heroes would simply work better. CoH did a really good job with WWII, the capturing of strategic points made it feel a little less like your traditional rts.
from Megas Methuselah, for some information on Greek colonies in Iberia.
CoH is an awesome game. Love the micro-management (making that ONE damned Tiger survive... pls, 57mm, DONT hit it!)
The WWI thing: The only one dealing with it which I know is Empire Earth (in the German campaign). The verdun battle is quite well-made, although its very centered around von Richthofen.
Back to topic:
Looking at the series, I would say that there would be a re-make of Rome or Shogun (TW is now popular enough to do that).
But taking into consideration that they just made into the age of firearms...
hm
17th century?
30 years war
Prussia's and Russia's Rise
France developing from a civil war state to a superpower
on the other hand, this would only be an earlier version of ETW
so also unlikely.
as far as we talk... we still have no much of Napoleon's moddable... assume CA relase their modding tools, maybe it can be going very2 deep...
My Projects : * Near East Total War * Nusantara Total War * Assyria Total War *
* Watch the mind-blowing game : My Little Ponies : The Mafia Game!!! *
Also known as SPIKE in TWC
sandbox total war ... just have the basic game layout with a world map .. a selection of troops from all regions spanning from x time period ... and leave it fully open to mod .. let the players make their own tw games =P
EB Online Founder | Website
Former Projects:
- Vartan's EB Submod Compilation Pack
- Asia ton Barbaron (Armenian linguistics)
- EB:NOM (Armenian linguistics/history)
- Dominion of the Sword (Armenian linguistics/history, videographer)
How about "we fired half the graphic artists and hired programmers to make better AI, diplomacy, and gameplay" Total War. I'd buy that game. Unfortunately, CA seems to be going through a gaming mid-life crisis. The games get prettier and more stupid with each release.
Seriouslly, though:
Mid 1800's or less (preferably much less in my case - Rome, Greece, Assyria, China, etc. would be my preference.)
Slower, not sped up gameplay. Take the turns to months or less rather than seasons or more. (I guess that's the city building gamer in me talking probably.)
Better AI, etc. as mentioned above, but I know that's still a pipe dream for the foreseeable future. Far riskier and harder to do than making it look pretty.
EB Online Founder | Website
Former Projects:
- Vartan's EB Submod Compilation Pack
- Asia ton Barbaron (Armenian linguistics)
- EB:NOM (Armenian linguistics/history)
- Dominion of the Sword (Armenian linguistics/history, videographer)
I was hoping to finish up Civ IV rehab before it is released :).
Though, to me, the 2 games are only similar at a superficial level. While it would be nice to take the combat from RTW and the Civ building from the civ games, Civ would have to be redesigned in quite a few ways to make that work well IMO. The campaign map in TW seems like it could be updated easier without having to change the core of the game as much. Unfortunately, without changes, that leaves less than stellar combat from Civ and less than stellar campaign maps from TW. I'm not convinced the combat changes in Civ 5 will be 'better' but looking forward to it nonetheless.
heres some ideas for ya
- Hannibal total war
- rome 2 total war
- china total war
- crusade total war
- viking total war
Europa Universalis: casus belli system, trading system, tech trees, AI, campaign quests, diplomacy
+
Total Wars: campaign map, agents, battles & units, religion system, family trees
=
Perfect historical RTS
Last edited by Apázlinemjó; 05-12-2010 at 23:08.
Spoiler Alert, click show to read:
Finished essays: The Italian Wars (1494-1559), The siege of Buda (1686), The history of Boius tribe in the Carpathian Basin, Hungarian regiments' participation in the Austro-Prussian-Italian War in 1866, The Mithridatic Wars, Xenophon's Anabasis, The Carthagian colonization
Skipped essays: Serbian migration into the Kingdom of Hungary in the 18th century, The Order of Saint John in the Kingdom of Hungary
I'm rooting for Aztec Total Warrior
Alcohol is the cause and solution to all of man's issues
Baloonz:by Pharnakles
by Jebivjetar (es bastante loco)
I think battle AI will always be somewhat of an issue, but EU does show that campaign AI can be better at least. That game is also not turn based though, and you need turns if you want total war type battles, unless you have it real time but pause the campaign for the battles. I think the turn based system does hurt the AI though because it makes it very easy for the human to launch sneak attacks and surgical strikes that the AI could counter if it was in slow real time like EU, but cannot because of the turn based system. ETW and NTW did try to help with this issue a bit by making the zone of control around armies way bigger so they could reinforce from further away, and it does help in some cases, but it's not enough (particularly when the battle AI is so bad that you can easily defeat a force 3 times the size of yours).
Last edited by WinsingtonIII; 05-13-2010 at 00:39.
from Megas Methuselah, for some information on Greek colonies in Iberia.
Would be great to see a "China total war" or Rome 2 TW, also i would love an "Aztec total war " (or something like that) but i doubt that´s their first posibility, if even that.
Ahora mas que nunca, FUERZA CABROS!! ¡Viva Chile!![]()
Thrash till Death!
Rome 2 Total war please :D:D
>:) ROMA VICTRIX!!
for Being Anti-Romaioktonoi.
The Rumareufondoz greets you![]()
from Megas Methuselah for helping with city names
from Hooahguy for my sig
I'm fairly certain a much better BattleAI is possible and isn't even that impossible to implement by CA. They just need to add a lot more variable parameters to account for more diverse battle situations. Right now, several of the biggest issues that I encountered in the battleAI (none of which are that hard to implement) are:
- RTW does not know how to skirmish using it's entire army. There's always that single unit that stands still. Attack that unit and even missile cavalry will join the frain. A clever AI will take into account the cost of sending it's missile cavalry into the fray (i.e. calculate what the likely damage in charging and melee is compared to the damage it could do if it just sacrificed that unit and continued to skirmish). The mathematical ideas necessary behind such reasoning were extensively developed some 30 years ago. I guess it's about time to implement them.
- RTW hardly takes into account fatigue. More often than not armies are winded or worse when they engage me. It's not that hard to tell an AI to rest it's army before entering the dead zone of my missiles.
- RTW doesn't take into account the likeliness of routing units, especially not her own routing units. It's not that hard to tell an AI it should prefer any other unit to charge but that unit that is already badly shaken due to exhaustion and incurred losses. These units should obviously be held somewhat in reserve and/or rested.
- RTW doesn't take into account the objectives of a battle. It merely tries to win. It's not hard (nor the result of pure genius) to consider the importance of the battle based on the position on the battle map. Invading armies should be hurt, regardless your own costs. While the invading armies of an AI should be more careful to their own losses, rather than pursuing victory. The only situation where RTW takes these considerations into account is when it is being besieged. It will often attempt suicide sallies, which is ok. (Though if such a sally fails, the AI should attempt to gain a draw to gain time, which it doesn't.)
- The formations I encounter are quite fine in their own right (I'm using MarcusCamillius', Darth's etc formations*, so I can't distinguish between these and basic RTW). But it doesn't requires a genial pair of brains to realise these formations should be formed according to both the terrain and the enemy army composition. At the moment, these are sadly lacking. The AI will attempt to form something of a 'best' formation imaginable, regardless of enemy opposition or terrain. Again: these could be easily fixed by a AI-program that calculates the expected losses vs kills with regard to the enemy army composition and the terrain and give each tactic a score. You could still allow the AI to start with a historical formation and initiate a formation-improving-program as the game starts. This way, the AI would (apart from fight) continuously seek to improve it's formation before attacking you.
- At this moment, most individual units hardly behave according to a plan. They react far too much on individual incentives. Hit a unit with missile fire, and the AI will react with one or two units. It should either react with her entire army (sending in everyone is undoubtly more efficient than sending in two units against an entire army) or it shouldn't react at all (hoping you'll soon run out of missiles before killing too many opponents, which makes your missile units worthless).
Of course, writing a battle AI on the level of a unit is significantly easier than writing one on the level of an army.
* No bad word about the modders who developed these formations though, as they undoubtly did the best they could given the hardcoded constraints they faced.
Last edited by Andy1984; 05-14-2010 at 00:16.
from plutoboyz
Ancient TWs and the like would be great. I for one would love a new Rome or Shogun. But what would be done with this new naval engine that they have so lovingly nurtured over the ETW and NTW titles? My lack of historical understanding tells me that ancient naval warfare might be somewhat bland.
Silence is beautiful
Brilliant! I stand corrected...
Silence is beautiful
Andy, I would be surprised and shocked if I found out you have not applied to work for CA, since you clearly known precisely what CA needs.
On a more serious note, please put aside the anthropocentric views. They aren't really handy when looking objectively at an issue such as AI. You bring up some issues in your post that aren't relevant to battle AI as much as they are to strategic AI. What you take for granted is one thing, what computers are created to do is a completely different one. Battle AI can do many things you'd expect it to do. It's quite more tangible and flexible in the hands of a programmer. With regards to strategic AI, the only ones winning in this field are the chess programmers. And even there one still sees a majority of the work put into pure tactical calculations. Again, to recap, don't expect much from a big-picture strategic standpoint. Battle AI can and has been improved heavily over the decades. Strategic AI can only act so much as a human does. Strategic games of the hybrid genre such as Rome are a very long way off from reaching your or my level, let alone Washington, Napoleon, or Eisenhower. Any higher expectations, I would say, border on ludicrous.
EB Online Founder | Website
Former Projects:
- Vartan's EB Submod Compilation Pack
- Asia ton Barbaron (Armenian linguistics)
- EB:NOM (Armenian linguistics/history)
- Dominion of the Sword (Armenian linguistics/history, videographer)
I have to disappoint and shock you. ;)
I don't really agree with you here. Give a computer time and CPU and it will quite easily find the best solution. It just needs to check all possible outcomes for several moves in a row. Higher difficulty levels on chess computers (at least on the one I'm experienced with), just means more turns the AI will take into account. It calculates for every possible series of moves the losses and takes, and simply follows the one with the highest outcome. It could be refined (meaning: checking which one of parallel outcomes is more likely to be achieved), but then we're no longer talking about the kind of chess-computer that is to be sold to any greater public.On a more serious note, please put aside the anthropocentric views. They aren't really handy when looking objectively at an issue such as AI. You bring up some issues in your post that aren't relevant to battle AI as much as they are to strategic AI. What you take for granted is one thing, what computers are created to do is a completely different one. Battle AI can do many things you'd expect it to do. It's quite more tangible and flexible in the hands of a programmer. With regards to strategic AI, the only ones winning in this field are the chess programmers. And even there one still sees a majority of the work put into pure tactical calculations.
I fail to see the difference between what's needed for a better strategic and a better battle-AI. Both use essentially the same algorithms, with the battle-AI the most complex ones (because she faces binomial and path-finding problems that need to be solved in real time).Again, to recap, don't expect much from a big-picture strategic standpoint. Battle AI can and has been improved heavily over the decades. Strategic AI can only act so much as a human does. Strategic games of the hybrid genre such as Rome are a very long way off from reaching your or my level, let alone Washington, Napoleon, or Eisenhower. Any higher expectations, I would say, border on ludicrous.
In the underlying text I'm basicly arguing the differences between a better BAI and the current one are - for the larger part - quite easy to implement. We already have the needed aspects of a decent BAI, they just need a tiny bit more input to be remarkable more effective.
Spoiler Alert, click show to read:
Last edited by Andy1984; 05-14-2010 at 11:40.
from plutoboyz
I'm sorry to disappoint you Andy, but you can't do too well when it comes to strategic AI. Perhaps you have never played with AI?
Ask a computer to create fractals, to do math, to add up pawn-values on a chess board, and so on, and it will do so millions of times faster than you or I could.
Ask a computer to create original art, original theorems, original strategic maneuvers that are counter-intuitive and go against the "best-case" scenarios. It fails miserably. Three-year old chimps do a better job.
This is the drawback of a computer. This is what our neuroscientists are working on every single day here at the labs: to figure out what exactly is it that makes the human brain so much more, at least apparently, creative than a machine that works digitally.
EB Online Founder | Website
Former Projects:
- Vartan's EB Submod Compilation Pack
- Asia ton Barbaron (Armenian linguistics)
- EB:NOM (Armenian linguistics/history)
- Dominion of the Sword (Armenian linguistics/history, videographer)
Check this out http://www.twcenter.net/forums/showthread.php?t=359792
Did you notice this statement as well? It's from the article they link to on ign.com
"Though in possession of full details, our lives wouldn't be worth living if we divulged what we know, but let's just say that the new PC-only game eschews the gunpowder weaponry of recent Total War titles and gets back to basics"
So no 1800's... My guess (and most people's guess I think) is Rome 2. RTW was far too successful for them to not revisit the era. But, I guess you never know. Here's to hoping that CA's higher regard for historical accuracy that was shown in Napoleon will remain for Rome 2 (and ideally become a much higher regard).
from Megas Methuselah, for some information on Greek colonies in Iberia.
Or a Greece total war, given the helmet type...
I too hope for a second Rome. Although I should probably be more concerned by the high pace at which they release new games, rather than excited about the sequal of a great game now about five years old.
Last edited by Andy1984; 05-22-2010 at 20:30.
from plutoboyz
I actually don't care what time period the next TW is about as long as it is as moddable as RTW. From RTW onwards the modding part of the game have gone more and more difficult.
Bookmarks