A complete diplomacy system, three Roman factions expanding in different directions before the ultimate endgame Civil War for the title of Caesar, an amazing graphics engine (you just have to see elephants flinging infantry around)… stick a game t-shirt on me and call me fanboy, but fuck am I ever excited about this game!
You have to register on their forums and login to see the download link, they do this to cut down on bandwidth. If your interested in this game do yourself a favor and download them.
I recommend Raphia, Guagmela, Telemon, Sarius River, Marathon. Watch those first if you can. The rest are good but those are my favorites.
Here is a link to one of the Time Commander episodes. I probably shouldn’t provide a direct link as the guy hosting it does want it only availalbe to people who sign up on his forums.
So go to www.legiontotalwar.com to get the rest of the episodes.
It’s a British TV show where a bunch of amateurs are placed in the command of an army in a historical ancient battle. Their strategy/tactics are then played out using the Total War engine. Addictive stuff, and very amusing.
There are three Roman factions (Scipii, Julii and Brutii) but I think you can play the other countries once you’ve completed a campaign as Rome.[/quote]
Sweet, I’m going to play Scipii and take North Africa, no matter what the cost! Then I will refer to that achievement for generations to come.
Holy crap! Those Time Commander episodes are great! Rome: TW has some hella impressive battles. This is easily my most anticipated game of the year. It’s right up there with Half Life 2.
Time Commanders is best when they win completely by accident.
The best line in the whole series (in Trebia, I think) is when one of the experts dismisses the players’ defensive strategy with the cold appraisal “It is not a magic hill.”
Time Commanders is best when they win completely by accident.
The best line in the whole series (in Trebia, I think) is when one of the experts dismisses the players’ defensive strategy with the cold appraisal “It is not a magic hill.”
Troy[/quote]
Thats a great line. The episode is Telemon though. Its one of my favorite losing battles. The team just really believed that sitting their army on that hill would win them the battle. Even when the Romans started throwing javalines into their cavalry and the team was watching their units die on the big screen, they decided to not respond and stay on the hill.
Heh. I like the line from Silarus River, where the generals can’t figure out why the Romans are just marching straight at them, and one of the generals says “What are they doing?” Then they cut to one of the experts, who says “The Roman Legions are doing what Roman Legions do: they are coming to kill them.”
Ok back to RTW. Jakub im assuming you have seen a recent build of the game, do you know if Cavalry charges look better than they did in Time Commanders.
Its not that they looked bad in TC but they didn’t have as much push as they should have. In many episodes you see them charge in and just come to a sudden stop as soon as then hit the infantry. The TC build is old by about a year so I’m wondering if you saw any improvement to Cavalry charges.
There’s just no other word for it. Right before showing the game, the developers implemented the cavalry charge properly - meaning that men get knocked around and about and that the cavalry can break through. In order to show off the effect, Creative Assembly overpowered cavalry for the demo, but they intend to tone down its effectiveness to Shogun-like levels (which is still considerably more effective than Medieval’s cavalry). But yeah, the plan is that if you wedge through a thin line of peasants or skirmishers, you’ll cut right through. It won’t quite be a charge of lancers, but the cavalry shouldn’t be as likely to engage in a prolonged melee.
There’s just no other word for it. Right before showing the game, the developers implemented the cavalry charge properly - meaning that men get knocked around and about and that the cavalry can break through. In order to show off the effect, Creative Assembly overpowered cavalry for the demo, but they intend to tone down its effectiveness to Shogun-like levels (which is still considerably more effective than Medieval’s cavalry). But yeah, the plan is that if you wedge through a thin line of peasants or skirmishers, you’ll cut right through. It won’t quite be a charge of lancers, but the cavalry shouldn’t be as likely to engage in a prolonged melee.[/quote]
As long as they don’t make cavalry overpowered. With a few notable exceptions, the ancient period is not the time of cavalry charges being used to devastating effect, especially in the front.
Considering that they are staffing the Egyptian army with chariots (centuries too late) and they will have elephants tossing people around, I guess I will have to accept some anachronisms for gameplay reasons, though.
Well, even in their overpowered state, cavalry was scarcely effective on a frontal attack against deep ranks of even typical sword infantry. When I say devastating, I mean when employed properly. A flank or rear attack is very likely to break a formation.