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 Empire: Total War, Multiplayer Campaign Beta Available Now

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TSfrags
post Apr 16 2009, 05:22 PM

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QUOTE(Boomeraangkid @ Apr 16 2009, 05:19 PM)
my game is still at 1.0.0.0 but steam says updated...who cares tongue.gif
*
Version number wont change until CA releases the next major content update.

BTW...to the guy that is having problem...to restart downloading an update you can:

-right click game on games tab
-select properties
-go to the updates tab
-change always keep game updated to manually update game
-immediately change back to automatically keep game updated...that will force the update to be downloaded most of the time.
TSfrags
post Apr 17 2009, 05:43 PM

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QUOTE(Boomeraangkid @ Apr 16 2009, 05:50 PM)
how up ur stars on multi tongue.gif?
*
I don't really notice it...but i think its something like 5...So tonight multiplayer as usual...meet up in the steam community chat...8pm
TSfrags
post Apr 19 2009, 12:03 AM

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QUOTE(CyberTroop @ Apr 18 2009, 10:08 PM)
Owh my god...

Yesterday my bro managed to play online.

Today I wanna play offline mode also cannot.

Steam ar steam...
*
Got steam update today...some servers are on routine maintenance
TSfrags
post Apr 24 2009, 11:34 PM

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Tip of The Week 1

Protecting Your Artillery

Artilleries were the centerpiece of many 18th century army. Their role shifted from a siege weapon to an infantry killing weapon as they became more accurate. Artilleries were used more for the shock factor rather than dealing massive damge(altough some of them could). This lead to generals making a concentrated effort at removing them from the battlefield. It became imperative to protect your artillery lest it fall victim to a cavalry attack.

1) Using light infantry to protect artillery is very effective as they can also deploy stakes to crush a cavalry charge. Often times light infantry often is not visible to the enemy general(since they are in hiding) and you can surprise the enemy by having them pop up when they try to take out your canons. For this reason, it is advisable not to plant stakes as soon as the battles start and to maintain the units hidden status. Keep the defending units behind the cannons(to avoid friendly fire)
user posted image

2)Using pikemen. Yes in the age of muskets, pikemen still have their use. Normally most of the time, the enemy sends cavalry to deal with artillery and pikemen is perfect for handling them. You can use pikemens close formation ability to increase their cavalry killing effectiveness. This will stop any charge dead in its tracks.
user posted image

3) Using cavalry. Deploy cavalry on the flanks to immediately block of the threat of other cavalry unit. This method normally means thatyou are sacrifising your own cavalry unit to protect your artillery as you probably will take a lot of casualties. It is preferable to use Curaisers rather than lance based cavalry units.
user posted image

4) Using terrain. you might find certain battlefield to have terrain such as this ridge. This ridge makes it impossible for infantry or cavalry unit to reach your artillery directly. They will have to go around the ridge to get to it. An effective strategy is to defend the entrance of the ridge with your army and let your artillery pound the enemy away. Anatolia is the only multiplayer map that features this and it is in the center of the map.
user posted image

5) Use deployable defence. In the case of a defense situation in single player, these defensive structures allow you to place artillery pieces right at your frontline. They are effective at stopping gun fire. But these do not stop a cavalry charge. Make sure you have back up units to rush to their rescue when in trouble.
user posted image

This post has been edited by frags: Apr 25 2009, 01:32 PM
TSfrags
post Apr 25 2009, 01:38 PM

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QUOTE(Gormaz @ Apr 25 2009, 11:19 AM)
I did not play much with pikemen so I am not sure how actually effective they are, good to read they are not totally useless  smile.gif

Btw, shouldnt the title of your post be "Protecting your artillery" instead of "Protecting your cavalry" (Under the Tip of the Week 1 Title)  tongue.gif

I am waiting a lot on the new gameplay patch, might want to give ETW another try after if I see a satisfying list of fix in it.
*
Doh! doh.gif I'm getting old...changed the subject title.

Pikemen can also be used to plug a hole in your line. They are pretty good at melee and do well in that role too. Besides you know how often the AI like to send their cavalry around your army. Pikemen are the best unit at dealing with a cavalry charge apart from the light infantries plant stakes ability.

I think you will like what you see in the next patch.
TSfrags
post Apr 30 2009, 02:07 AM

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QUOTE
Hi guys,

Update 3 for Empire: Total War is available to download now via Steam. Below is a list of all the major fixes included with the release.

Many thanks,

Mark O'Connell
(aka SenseiTW)

CRASH FIXES
- Fixed crash when disbanding generals unit.
- Fix for crash on trying to merge ships from port into ships next to port.
- Fixed rare crash relating to boarding.
- Fixed crash to do with reinforcing armies.
- Fixed crash on revolution video attempting to play.
- Fixed crash for double clicking on sinking ship on campaign map.
- Fix for crash on merging units but moving into fort before army arrives.
- Fixed several crashes related to rakes.
- Fixed crashes relating to battles when running Czech or German versions of the game.
- Fixed crash on moving army into region of faction player has military access and then cancelling military access.
- Fixed crash on trying to exchange ships between 2 fleets.
- Fixed crash on spamming move orders to puckle guns locked in melee combat.
- Fixed hard lock on inviting host to their own MP game.
- Fix to prevent loading of mod causing crash post patch.
- Various end turn crash bugs fixed.
- Fixes to crash bugs relating to completion of revolutions.
- Some fixes relating to merging and disbanding.
- Fix for several crashes in land battles.
- Several crashes relating to attacking cities fixed.
- Several load save game crashes fixed.

CAMPAIGN
- Armies now placed correctly on battlefields in relation to campaign.
- Fix for nearby ships sometimes not being included as reinforcements for battles.
- Fix for incorrect numbers sometimes showing on trade routes.
- Units with limits on how many can be recruited now show how many are available.
- Various fixes relating to rakes and infiltrating.
- Fixes relating to problems moving armies/merging into army's right next to settlements.
- Various trade bug fixes.
- Fix for moving agent from settlement moving army instead of agent.
- Fix for several bugs relating to military access and armies being in regions.
- Fix for tattered flags appearing on fleet/armies even when at full strength/fully repaired.
- Fix for sallying out armies breaking siege at times even when losing the battle.
- Fix for bugs relating to capturing ships on returning to campaign map from naval battle.

LAND BATTLE
- Improvements to path finding have been made.
- Some fixes to units not garrisoning buildings.
- Fort gate ownership made clearer with faction flags appearing at the gatehouse.
- Fix for problem relating to artillery unlimbering after being ordered to limber.
- Fix for puckle guns moving on their own in some circumstances.
- Fix for big slowdown in unit movement on some battle maps in the Road to Independence episodes.
- Fix for missile cavalry not reloading when out of combat.
- Jaegers now have muskets instead of incorrect rifles, Prussian Jaegers keep rifles.
- Quebec episodic land battle fixed ground type in deployment area
- Fix for unrealistic numbers when ending a land battle by quitting on the battle results screen.

NAVAL BATTLE
- Several fixes for ships clipping into each other.
- Improvements to boarding have been made. Crew is more fluid in attack and more resolute in defence. Men survive long fall and officers join in the boarding attack.
- Crew uniforms improved to make identification of the crew type and faction easier.
- Defending ship is not allowed to fire cannons anymore during boarding procedure.
- Improved naval grouping UI and group movement made.
- Improvements made to ship collisions to reduce chance of ships getting stuck.
- Fix for sail damage not being shown when volumetric effects turned on.

MULTIPLAYER
- Various fixes for joining games/game lobby issues.
- Fixes for problems relating to spectators being kicked/locking up on other players joining games in certain instances.
- Long riflemen and winged hussars removed from early era battles.
- Fix for insufficient funds always showing on unit cards even when enough money is available.
- Player name is now displayed on unit tooltips.
- Team chat is now displayed in a different colour.

AI
- Basic fix for AI being unable to move army by fleet.
- Aggression of factions in campaign improved, as well as tweaks to diplomacy.
- Improvements to campaign AI relating to its waging of wars, recruitment and movement of armies.
- Improvements made to battle AI to make it more reactive, use buildings better as well as squares and rakes.
- Siege battle AI improvements made.
- Improvements to naval AI to make it bunch up less, its use of galleys and long range units such as bomb ketches.

MISCELLANEOUS
- Delete save game button added to save game list.
- View replays button added to single player Play Battle menu.
- Various sound fixes and improvements.
- Various incorrect text messages fixed.
- Fixes to various graphical glitches with display of walls.
- Fixes made for stuttering videos.
- Fix for several game option settings not being saved correctly, including settings such as floating flags.
- Fix for unit voices/attack confirmation being heard for all units in an alliance instead of just for the player's army.
- Armour and shield values are now added into melee defence value shown on unit cards.
- Lots of other small and minor bug fixes.

BALANCING
- Land unit recruitment cost in campaign has been increased, with higher cost on higher difficulty level.
- Ship recruitment and upkeep costs have been increased in campaign.
- Various balancing and cost adjustments to improve multiplayer land battle balance.
- Ship costing improvements made for both campaign and multiplayer.
- Economic tweaks have been made to campaign to reduce amount of money made in later part of campaign.

EXTRA NOTE:
- We are aware of an issue with community created maps that results in a crash when someone without the map tries to join the game. This crash will be fixed in the next patch.
- Further work is being done on improving AI Naval invasion behaviour and this will be included in the next upgrade patch.
- Please also note that this update is save game compatible but you should start a new game to see all of the benefits.



Added on April 30, 2009, 3:03 amoh boy...first impression is that they've made the campaign really a lot more challenging now...need more time to get to grips with this update...

Heck I need to restart my American campaign...

This post has been edited by frags: Apr 30 2009, 03:03 AM
TSfrags
post Apr 30 2009, 11:58 AM

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Maybe restarting PC after the update might help?
TSfrags
post Apr 30 2009, 12:51 PM

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QUOTE(tanghm @ Apr 30 2009, 12:38 PM)
The shadow glitch goes away when the battle has started. It only appears during Deployment phase, which has never happened before this patch =/

The patch has killed my French campaign thanks to the new economic balance, I'm broke and have to disband most of my army. And all of a sudden Spain which is my ally backstab me and attack my capital Paris off guard !!

Need to start a new campaign, the AI now will very most likely Declare War on you if the relationship is Hostile, very aggressive.
*
There has been shadow glitch during deployment phase prior to the patch. Shadows on trees and units tend to flicker. Its obvious they are reworking the shadows...it seems more realistic now...and software shadows for once works properly now.

Also the sound levels seem a little soft now.
TSfrags
post Apr 30 2009, 01:37 PM

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QUOTE(boon.fong @ Apr 30 2009, 01:29 PM)
hi frags, is the multiplayer session still on tonight?
*
Well considering that the interest seems to have died down on the multiplayer front, I have stopped posting notices for it. I still don't mind playing multiplayer and will normally be online in the chat room same time, same day.
TSfrags
post May 2 2009, 12:05 AM

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Tip of The Week 2

Mind Your Morale


QUOTE
“Morale is the state of mind. It is steadfastness and courage and hope. It is confidence and zeal and loyalty. It is elan, esprit de corps and determination.”
General George Catlett Marshall quotes (American military commander during WWII 1880-1959)


Empire: Total War isn't your typical RTS. Units don't just fight to their deaths. You need only break the will of man to fight to win a battle. Sun Tzu said something to that extent. To understand the the effects of morale on your amy lets look at a few facts.

It has to be mentioned that different units have different base levels of morale. Elite units have higher morale and are harder to break. Units of different nationalities have different morale levels too with the British and French line infantry being better than average. Let us look at the factors that contribute to positive and negative morale:

Positive Morale:

- Inspired by nearby unit: Your troops gain a morale bonus when a general OR elite unit is nearby them. This is an important factor and will influence your battlefield maneuvers a lot. Elite unit are more than just kick ass units in this case. In fact you should use them as an inspiration for your troops.

- Friendly units nearby: As long as you keep units close together, they will receive a bonus for this.

- Flanks secured: When in formation, units in the center gain from this bonus. That is why it is difficult to route units in the center and focusing your attacks on the flanks can route units faster. Although this shouldn't mean you should always do this.

- Encouraged by high ground: Units placed on high ground gain a bonus morale on top of the advantage of being on higher ground and less combat fatigue.

- Encouraged winning current combat: Any unit that is winning a combat situation is gains a bonus.

- Encouraged by routing enemy units: Seeing enemy units route will spur your men forward to victory

- Encouraged general alive: As long as your general is alive, he will give your troops a morale bonus(on top of inspiring them)

- Encouraged charging: Units that are charging gain a small morale bonus for being in a frenzied CHARGE! state.


Negative Morale:

- Outnumbered by enemy: While the sight of seeing an enemy that outnumbers you significantly might frighten your men. It should never lessen your resolve as great generals in our history never faltered under these circumstances. Alexander didn't quake in his boots upon seeing a large Persian army.

- Concerned by friends routing: This is important. The army that has its first routed unit is in a severe disadvantage. A cunning general can inflict huge damage by using this as a sign to start a charge.

- Concerned under small arms fire: Being fired upon is not a nice thing.

- Concerned by recent casualties: A unit will get a small morale penalty upon taking casualties(very small penalty)

- Concerned of casualties sustained: An army that has sustained heavy casualties will have a severe morale penalty.

- Concerned losing current combat

- Exhausted: units that are beyond tired should be rested. Pushing men beyond their limits wont help their spirits.

- Under artillery fire: The sheer sight of a cannon battery and the sound they made was enough to dampen the spirits of men.

- Frightened by enemy unit: Some units are a frightening presence. Elephants are big and make an odd sound. The sight of a charging elephant can break the will of even the bravest of men.

- Concerned attack from the rear: Obvious. Should avoid being in this situation and try to force this on your enemy. Even when outnumbered. Attacking the rear can turn a battle on its head.

- Concerned attacked from the flank: Same as above

- Concerned General dead: The loss of a general is a huge factor that can route an entire enemy if not careful. It is imperative to keep him alive. Doing this to your enemy might just win you the battle.

With that in mind, it must be reminded that having a strong formation is important to getting morale bonuses but not necessarily the only way to wage war. By being aware at the status of your troops morale you need to use deploy them to reduce the effect of negative morale.

Vice versa, you can take advantage of the enemies weakening morale.
TSfrags
post May 3 2009, 02:29 PM

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QUOTE(Gormaz @ May 3 2009, 02:14 PM)
One thing I wondered about the General: does it give a bonus on the whole battlefield or does he have to be in a certain radius around the troops?

I "think" it's battlefield-wide but it's not really "realistic" in a way since you can hide it behind a forest and leave it him there for the whole battle just to get this bonus, kinda "cowardly" for a general  tongue.gif
*
Inspiration depends on the radius. He has to be close to the units to inspire them(I think the message is Inspired by general or something to that extent). But loss of a general is negative morale battlefield wide.

The general alive bonus(this is a very small bonus) is also battlefield wide
TSfrags
post May 3 2009, 05:36 PM

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QUOTE(Gormaz @ May 3 2009, 05:05 PM)
Okey, interesting. Would have been good if we could see these radius in some way though. CA can say they want to keep a "realism" of it though... both ways have pro/cons
*
LOL yeah...I don't know if you remember but CA OZ introduced special powers in Kingdoms for the Crusades campaign lol tongue.gif

The radius is about the width of 2 line infantry(horizontally) on every side. Sometimes units that are in serious condition can't be saved by the general.
TSfrags
post May 5 2009, 01:31 PM

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QUOTE(kianweic @ May 5 2009, 10:57 AM)
Hi guys,

I have tried running the game in Vista and for some reasons, I think there are several Ultra settings for some options.

I can't remember whether these settings were in the XP version or not.

I would like to double confirm if possible.

Thanks.
*
The settings are dynamic in that it depends on your system. It gets info from a dx query function and bases available setting on that.

There is no dx10 specific setting.
TSfrags
post May 8 2009, 09:40 PM

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Tip of The Week 3

Achievement Hunting

This weeks so called tip isn't so much a tip but a discussion on something(with the dawn of digital platforms) we call achievements. Many people these days play this meta game of hunting (or farming) achievements. It really bears no real material reward but just imparts a sense of accomplishment.

I don't want to debate about whether farming/hunting achievements is right. But some achievements(in some game) cannot be gained without farming. Thankfully Empire: Total Wars achievements are a lot more basic and requires playing the game normally for a long time. Lets have a look at the 30 achievements available.


The super easy achievements(free gifts):
user posted image
Everyone, EVERYONE should have these...These achievements are the I pity you here is a bone achievement.

Easy Achievements:
user posted image
You can get raw recruit without even playing a proper multiplayer match. You can host a multiplayer game(unranked match) and choose to battle with AI. Easy one...For a whiff of grapeshot, just get a friend to help you...you don't even have to win.

Intermediate achievements:
user posted image
All the multiplayer battles can be farmed. It doesn't have to be ranked and you can get them by hosting matches and playing against AI. You wont earn rank point but you will earn these achievements. For the siege achievements(one for attacking and the other for defending), I suggest when attacking the use of mass mortar(late preiod) with lime shot against one militia. For siege defence, I suggest 3 heavy cavalry against a militia unit. Place your cavalry outside the fortification and just charge. Do this 10 times and voila!

Hard achievements:
user posted image
The achievements that use your gentlemen, rake, assassin, diplomacy will require grinding or just extended play. The one that requires completing the tech tree will require probably one long campaign to gain. If you want to farm the completing main game achievement...just do a short campaign.

Super Hard:
user posted image
These are really difficult to farm unless you are extremely patient. With the latest patch, the new rome achievement is a lot harder to achieve now. Too bad if you didn't get it before the patch.

Insanely difficult:
user posted image
You are a Total War God!

The how the hell do you get this achievement:
user posted image
Ummm....What missions? Possibly grinding the Road to Independence campaign might get you this achievement but I'm not really sure myself what the hell this means. just double checked. it does look like mission are awarded in the RTI campaign. you will need to play through this more than once to earn this.


So what achievements have you got? Do you know about the last wth achievement? Happy achievement hunting!

This post has been edited by frags: May 9 2009, 01:02 AM
TSfrags
post May 9 2009, 01:07 AM

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QUOTE(Gormaz @ May 8 2009, 11:24 PM)
I am kind of a completionist myself so enjoy going after achievement. While I did not manage to get many in ETW yet I did not know you could farm lots of them by hosting a "multiplayer" game against a AI, good to know  notworthy.gif

About the mission one, I feel all nations were actually supposed to get missions during the grand campain like in the previous TW (from the Roman Senat, from the Pope etc) and it was kinda cut by CA before launch without taking out the achievement. I guess doing the RTI first few scenarios few times would be enough.

Oh well, I will do these when I get myself to reinstalle TW (might be soon, seems patching made the game better)

Thanks for the tips frags, good post as usual from you  wink.gif
*
Yeap...i think you will enjoy the updated game..

If you noticed...only one achievement requires playing on a ranked match. Whiff of grapeshot is probably one we all got in the first day of doing the multiplayer marathon tongue.gif ..the rest are all achievable with unranked hosted matches which you can assign AI.

Oh and the one that requires you to be a douchebag...back stab 5 allies rclxub.gif I won't like playing that campaign laugh.gif A lot of pissed off people...

PS : I already got all the multiplayer battle achievements icon_idea.gif ....except the Marshall's Baton(achieve 50 multiplayer victories) rclxub.gif

Ah crap...i never get Drumbeat to Victory also...never used quick match...such an easy achievement...

This post has been edited by frags: May 9 2009, 01:14 AM
TSfrags
post May 9 2009, 04:24 PM

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QUOTE(RegentCid @ May 9 2009, 01:31 AM)
LOL...I very less Achievements only...kekeke...Frags so many achievements already...very pro already.....

i still noobie  sad.gif  sad.gif
*
You noobie eh? You already got the Bloody Madmen Achievement rclxub.gif I haven't got that yet...

QUOTE(Gormaz @ May 9 2009, 11:33 AM)
One precision also that I noticed about the "kill X people" achievement, it does not count if you auto-resolve the battles during the campain, you have to really fight the battles to have the counter goes up. Well, in a way it's logical for it to work this way but for someone like me who do end up auto-resolving quite often during campain, it's going to be tough  tongue.gif

I personally managed to get the "American Hero" one which is actually "bugged" (or at least was when I did it) and you need to do some stupid steps to unlock it. I got the steps from the twcenter forum and do not remember them right now. You won't get it by doing the RTI in a normal way.
*
Yeah haven't got American Hero...I thought have to finish A United States Campaign..

BTW I already got the Only Obeying Orders achievement...What you need to do is restart a new RTI campaign from Episode 1...After the scripted battle(fighting the natives), you are given a mission to build peasant farm..Just save the game there...do all the first few missions from there...reload...redo...reload...LOL
TSfrags
post May 20 2009, 08:50 PM

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Tip of The Week 4 - Grenadiers

Grenadiers were often looked upon as an inspiration during the Napoleanic period. The British even has a famous march music for the Grenadiers called "The British Grenadiers".



This tune is played to this day by the British Royal Guards(I don't know what you call them).

Grenadiers are basically men that carry muskets and grenades. They throw thing which go kaboom and tear the enemy in pieces. Grenades are very powerful and can route an enemy unit pretty fast with about 2 lobs of grenades.

user posted image
Grenadiers are pretty good shots and are pretty accurate. They however cannot withstand a volley head on and are quite fragile.

user posted image
user posted image
Their throw grenade range is pretty short distance so you don't want to go head on to an enemy. A head on volley at that range will decimate them.


user posted image
Grenadiers are used just like support troops and should never be placed in the front lines. You should never do this UNLESS you time it perfectly right and rush out to throw your grenade when your enemy have fired all their volley's and are reloading. While you maximise the damage your grenade does when you throw them head on as most of them will drop in front of all the enemy unit, it is pretty risky especially if the enemy has one rank reloaded and fires at that distance.

user posted image
This is the preferable position for grenadiers. After throwing their grenades, they can give supporting fire from the flanks. They are very accurate and use platoon firing.

user posted image
Grenades are risky stuff. Some of the clumsy grenadiers can drop their grenades and take down your own guys. Just normal work hazard!

Additional NOTES: It takes grenadiers roughly 6 seconds for them to throw their grenades and for them to explode. This would mean you have 6 seconds for you to get the hell away if you are defending against them. Grenadiers are useless against charging units since they the charging units will run past the grenades. Use your grenades on line infantry that are standing their ground and move from the flank to avoid their field of fire.

In multiplayer it is to your advantage to use the busy battlefield to mask your grenade throws because an enemy that is aware of them will probably re position their troops quickly. Use diversions with cavalry to mask your grenadiers move elsewhere.

This post has been edited by frags: May 20 2009, 09:11 PM
TSfrags
post May 21 2009, 02:57 AM

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QUOTE(RegentCid @ May 20 2009, 10:02 PM)
The best genadiers country is not france....is Ottoman country that hand carry small small cannon ball.....the effect same as genediers
*
Yeah you are right...it is one of the janissary unit that holds something that looks like a grenade launcher.





BTW new goodies...


QUOTE
Hi guys,

We will shortly be releasing a number of free new units for Empire: Total War. Today I would like to reveal the first of these - Russian Grenadiers. This new Russian unit is great for assaults and their grenades pack a mighty punch!

user posted image

The team is still working hard on the next update, and will be implementing many new fixes.

Thanks,

Mark O'Connell
(aka SenseiTW)


New free units! rclxm9.gif
TSfrags
post May 23 2009, 12:02 AM

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user posted image
The Mughals sent a small force to try to take Ceylon. Of course the dutch managed to hang on and beat back the attackers. But with a fleet around the indian isle, Ceylon is never secure. So I send the best(and only admiral) for the Dutch to the indies. A large fleet to eradicate the irritant Mughal fleet

user posted image
Dang, the French has plunged Europe in to war. Now I have to go into war with the French and their Spanish allies.

user posted image
Admiral Callenburgh has already reached the indian isles and has to to find the Mughal fleet, destroy them and return to Europe as soon as possible. Hopefully the French will be distrated by the British fleet to ignore Dutch ports and territory. It is also my chance to take Flanders from the Spanish.

This post has been edited by frags: May 23 2009, 12:05 AM
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post May 27 2009, 09:57 PM

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Posting this here for the convenience:


QUOTE
Wednesday May 27, 2009

Empire: Total War Strategy Guide!

Hi guys,

To help you in your quest for world domination, the Empire: Total War team has put together a list of tips to give you the upper hand in battle!

Naval Battles

Maintain station! - Grouped ships will try to maintain relative positions and follow the lead ship around. So, if you group your ships in a line they will then move in a line around the map.

Fire! - The stern is the weakest part of the ship, so concentrating fire on this weak spot will deal the greatest damage to an enemy ship. But conversely, this is the weakest point on your own ship and must be protected at all times.

Chain Shot! - Using Chain shot to take out the sails of the first ship in an enemy line will slow down the whole line as they regroup.

Beware the Broadside! - Try to keep your fleet to the stern or the bow of enemy ships, all their fire power rests in their broadsides.

Boarding! - Don’t board a ship until you are absolutely sure that it is no longer a threat. Also, make sure that you have taken care of any other threats from the enemy before beginning the boarding process.

Concentrate Fire! - By holding down the Alt key and clicking on an enemy ship you can order any ships you currently have selected to concentrate all their fire on that one ship.

Divide and Conquer! - When commanding a large naval force it is advisable to split it into three separate groups; one to approach the enemy fleet’s port side, one to approach from starboard and a third to cover any gaps which may appear.

Stay upwind! - Always try to keep your ships upwind of the enemy. It will give you the upper-hand and allow you to maneuver into position much quicker than your enemy.

A Whiff of Grapeshot! - After dealing some damage to an enemy ship’s hull with regular shot, draw in close and use grapeshot for maximum damage. The holes created in the hull expose the crew to incoming fire.

Lay alongside! - When firing grape shot, line your ship no more than a ship’s width away from the enemy hull. This will allow the shot to spread effectively and dispatch the maximum amount of enemy troops.

Come about! - When using line astern make a conscious effort to turn ships around periodically, in an attempt to distribute hull damage equally. If one side is allowed to take the bulk of the damage, the ship will go down.

Land Battles

As one! - When you group units they remember the relative position of each other so, when you give them a move order, they will reform in the same positions at your chosen destination This, in combination with the new rotate/move buttons on the HUD, allows you to quickly and easily move groups and even to break off parts of a formation into a new group.

At Ease! - Hitting the enter key deselects all the troops you currently have selected.

Flanking Fire! - Forming a horseshoe around enemy units will give your men maximum coverage and increase enemy casualties. Positioning Light infantry in trees to the left and right of your main force will give them the opportunity to get a couple of rounds off before the enemy even knows they’re there.

Form Line! - Drawing your men out into long thin lines will increase the area of battlefield covered by their field of fire. So, no matter where the enemy comes from you will have men covering it (unless they outflank you!)

Deploy defenses! - When defending an area which has limited routes in and out, it is often best to deploy chevaux de frise, followed by a line of earth works. This will protect your army from cavalry and infantry and create an easily defendable position.


Hold it! Hold it! FIRE! - Canister shot is an excellent shot type to use in close range combat. Taking your cannons off fire at will when this shot type is selected will allow you to hold your men until the last minute and release the canister shot just as the enemy reaches you for maximum effect.

To the last man! - When presented with the choice to end the battle or continue, it is often better to continue and wipe out the entire army to prevent them reappearing on the campaign map. Cavalry are particularly effective in this mopping up role.

Skirmishers! - When confronted by a complex enemy formation use Light Infantry to lure enemy units out. Once this is achieved, your light infantry can skirmish away from the attackers, leaving supporting units to deal with them piecemeal.

To me men! - If your men are losing their resolve and routing from the field, send your General and his Bodyguard unit to boast their moral and bring them back to the cause.

Dig in! - Earthworks are particularly effective against an enemy which is heavy on Line Infantry. Your men will be safer from the barrage of bullets.

Dragoons! Flanking Manoeuvre! - Dragoons provide an excellent opportunity to outflank an enemy. Ride your dragoons around the back of the enemy and once there, dismount and begin firing into his rear.


Take Cover! - Deploying your men behind walls will provide essential cover from enemy bullets.

Form Square! - Square formation is particularly effective against Dragoons and other cavalry units.

Cannon fodder - If you’re willing to lose men for the greater good, send your militia or a similar unit down the centre of a battlefield to draw enemy fire. Then bring your better troops around the sides to deal a devastating blow to the enemy front ranks whilst they’re engaged.

The General has fallen! - Killing an enemy general will decrease the moral of any remaining troops, making them more likely to rout.

Up close and personal - Press the Insert key with a unit selected to get a first-person view of the battlefield!

Campaign Map

Raiding trade routes - Raiding an enemies’ trade route will cripple their economy. If a trade route is shared by an enemy and an ally you will only raid enemy ships and never those of your allies or countries you are not at war with.


Foreign policy - If your Rake succeeds in an act of sabotage, the faction you attack will automatically blame their greatest enemy and the relationship between those two nations will suffer as a result.

Clamor for reform - Enlightenment technologies naturally lead to a more enlightened populace. However, an enlightened people often chafe against the bonds of their lot in life, leading to unrest. In order to restore order in regions affected by such dissatisfaction it may be necessary to increase your military presence, or even destroy educational buildings.

A nation of Trenchermen - Not using a character to his full potential will result in them gaining a negative trait. If you have a 9 star general but leave him to fester in some back water province he will gather negative traits and slowly slide into obscurity. Making sure your best generals and agents are in constant use will see them improve and result in a much more effective character.


Money makes the world go round - So, when offering any diplomatic proposals, sweeten the deal with a little cash incentive.

History repeats itself - Saving your campaign before beginning a battle will allow you to replay the battle, should you be displeased by the outcome. It also gives you the opportunity to try out a variety of tactics on the same battlefield to discover what works best for you.


Quick reference - For those wondering what happened to double right-click zoom-to camera functionality, this has now moved to double mouse-wheel-click.


White gold - Trade is an essential aspect of a successful campaign. By sending trade ships to the various trade theaters around the world you will significantly increase your country’s economy. The best strategy to adopt in relation to trade theaters, is monopolization. It is much better to have a single ship in each of the Trade Posts in a theater, rather than having three ships on a single post.

Thanks,

Mark O’Connell


Source : http://blogs.sega.com/totalwar/2009/05/27/...strategy-guide/


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