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 Empire: Total War, Multiplayer Campaign Beta Available Now

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syazwanreno
post May 11 2008, 07:27 PM

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below.......................

This post has been edited by syazwanreno: May 11 2008, 07:29 PM
syazwanreno
post May 11 2008, 07:29 PM

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QUOTE(Aoshi_88 @ May 11 2008, 06:34 PM)
Infantry classes and tactics should be interesting. Muskets are notoriously inaccurate at ranges more than 60-100yards so expect a mass of infantry fire followed by a bayonet charge. British redcoats were taught to fire in mass concentration and could reload at fast speeds while Americans were the pioneers of guerilla warfare and of course, sniping during the War of Independence.

We should be able to get a good look and feel at the distinct infantry tactics and strategems of the various nations.
*
this game reminds me

american conquest
and
cossack and cossack 2


you need a lot of sacrifice to win ....... nod.gif

and also dragoons/horseman are musket worst nightmare.... biggrin.gif
fujkenasai
post May 19 2008, 01:00 PM

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I wonder if we can advance to tank age in this game. laugh.gif
Aoshi_88
post May 19 2008, 05:29 PM

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QUOTE(syazwanreno @ May 11 2008, 07:29 PM)
this game reminds me

american conquest
and
cossack and cossack 2
you need a lot of sacrifice to win .......  nod.gif

and also dragoons/horseman are musket worst nightmare.... biggrin.gif
*
Not really, French cavalry weren't that successful after the use of the squares by the British during Waterloo.

QUOTE(fujkenasai @ May 19 2008, 01:00 PM)
I wonder if we can advance to tank age in this game. laugh.gif
*
Tanks were WW1, sayang.
fujkenasai
post May 20 2008, 10:34 AM

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QUOTE(Aoshi_88 @ May 19 2008, 05:29 PM)
Not really, French cavalry weren't that successful after the use of the squares by the British during Waterloo.
Tanks were WW1, sayang.
*
They say that we can modernize into early 20th century so I thought maybe tanks, maybe its not 20th century.
TSfrags
post May 20 2008, 12:15 PM

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QUOTE(fujkenasai @ May 20 2008, 10:34 AM)
They say that we can modernize into early 20th century so I thought maybe tanks, maybe its not 20th century.
*
19th century not 20th...the game supposedly ends at 1820...so probably you could research other late 19th century tech...like steam ships.
Aoshi_88
post May 20 2008, 01:14 PM

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That would be during the American Civil War. Merrimac vs Monitor. However, ironclads sink if taken to the high seas.
fujkenasai
post May 20 2008, 01:53 PM

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QUOTE(frags @ May 20 2008, 12:15 PM)
19th century not 20th...the game supposedly ends at 1820...so probably you could research other late 19th century tech...like steam ships.
*
hmm.gif hmm.gif Steam ships hmm that would be intresting.........
I wonder if they have admiral Cheng ho for ETW expansion.
TSfrags
post May 24 2008, 02:08 PM

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New Video diary on Mo Cap:
http://www.sega.co.uk/games/?g=238&v=696(video)

Empire: Total War Mo-Cap Shoot(write up):
http://www.totalwarblog.com/

Nothing really new about the game...but interesting side read.

Edit : There is a short glimpse of a map in the video. An idea of the scope of the campaign map...seems to confirm estimations...half of south america cut off...and slightly extends past india without including SEA.


This post has been edited by frags: Jun 6 2008, 10:03 PM
TSfrags
post Jun 6 2008, 10:03 PM

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There is a report saying that SEGA projects a 2009 1st quarter release for ETW. That would means its been delayed. This hasn't been confirmed by anyone from CA yet. But i'll see if i can dig up more info about this.

http://www.eurogamer.net/article.php?article_id=146984


This post has been edited by frags: Jun 7 2008, 01:03 AM
TSfrags
post Jun 7 2008, 01:04 AM

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Its been confirmed with multiple sites reporting that SEGA has pushed release for ETW to Q1 2009 cry.gif ...But i suppose they need time to finish it...and its better if they weren't pressured into a premature release.
TSfrags
post Jun 9 2008, 10:00 PM

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Confirmed by CA now...ETW will be released Q1 2009...so for those hoping for this year...sorry doh.gif better that they have time to complete the game than to rush it.

This post has been edited by frags: Jun 9 2008, 10:00 PM
syazwanreno
post Jun 9 2008, 10:30 PM

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PCGM JUNE 2008 have the cover story bout this game.... nod.gif
TSfrags
post Jun 9 2008, 10:52 PM

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QUOTE(syazwanreno @ Jun 9 2008, 10:30 PM)
PCGM JUNE 2008 have the cover story bout this game.... nod.gif
*
yeah...its the same article up on games radar.
fujkenasai
post Jun 10 2008, 09:02 AM

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QUOTE(frags @ Jun 7 2008, 01:04 AM)
Its been confirmed with multiple sites reporting that SEGA has pushed release for ETW to Q1 2009 cry.gif ...But i suppose they need time to finish it...and its better if they weren't pressured into a premature release.
*
Aww damn, was looking forward to something this year....
Ahh guess SC2 and ETW have to be next year.
TSfrags
post Jun 25 2008, 01:25 PM

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Empire: Total War AI Diary
http://blogs.sega.com/totalwar/2008/06/24/...-diary/#more-60

QUOTE
Tuesday Jun 24, 2008
Empire: Total War AI Diary

Hi, I’m Jack Lusted a Games Tester at the Creative Assembly UK and this blog will detail my part in the Battle AI development process and how the AI testing works. This blog compliments an upcoming video development diary on the Battle AI.

First a bit of background on myself. Now I’m sure many of you from the community will know me (so you can just skip the next bit), but for those who don’t I used to be an admin of Total War Center, one of the biggest Total War fan sites. I’ve been playing the series since Medieval: Total War was released back in 2002. I’ve been working here at the Creative Assembly UK since June last year as a Tester and secondee to the Empire design team.

As a tester, I have a wide range of tools available to me with which I can see exactly what the AI is doing and thinking. This makes it easy to spot problems with the AI, and helps Richard Bull (Battle AI programmer) more quickly fix any problems that are found.

There are a variety of battles that we have set up that we use to test the AI on. Most battles will consist of me trying a variety of tactics against the AI to see how it reacts, and noting what it does and doesn’t do well. Other times we will run the game so the AI controls both sides and fights itself, to see how well it does in that situation. That is also one of the most useful ways of exposing flaws in the AI. As the project goes on, the AI will be tested under a wider variety of situations to make sure it plays well in all battles.

During each battle, we can play with all the AI debug information being shown. This lets us see exactly what each AI unit is doing and what tactics it’s engaging. This allows us to get a very clear picture of the AI’s overall strategy and so makes it easy to see where it could be improved and where it isn’t quite behaving right.

Every fortnight myself, Richard and one of the Designers will meet up and discuss the progress of the AI. We’ll talk about the issues with it, new things that have been added in and other progress that has been made since the last meeting. We’ll also make suggestions for improvements by discussing how the AI should react in certain situations and how it should play. For instance some new code has recently gone in based on an idea to try and improve the organization of the AI during the later stages of battle. After each meeting we’ll generally have a few specific areas of the AI that we’ve been asked to test before the next meeting.

The close link between myself as a tester and the battle AI programmer is new for Empire and this process of regular meetings and constant testing helps ensure that the battle AI is always moving forwards. The process will carry on right up until release, and things are looking very promising already.

Also for Empire, I’ve written a series of design documents on how the AI should deal with certain situations and general things it should do based on how myself and others play the game. These documents are constantly updated as more is added to them, new tactics are included and situations arise which have AI design implications. This ensures that there are always up to date documents detailing how the AI should play both generally in battles, and more specifically for certain situations. This helps give clear goals for how the AI should progress, and means we are aiming towards an AI that plays a lot more like a human and so should provide more of a challenge to both our experienced players and those new to the series.

If you’ve got any questions on this blog, please do send them in.

Jack.
A new screenshot to whet your appetite(it is an ingame screenie):
user posted image


This post has been edited by frags: Jul 11 2008, 03:16 AM
TSfrags
post Jul 11 2008, 03:17 AM

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Breaking news...A trailer for Empire Total war...its CGI no gameplay...but something at the end...the game has been dated...

6th February 2009!!!!!! rclxms.gif

EDIT : The trailer has been removed. It is leaked and the website has since removed it. It should be up on Saturday(Malaysian time).


Added on July 11, 2008, 1:54 pmEmpire: Total War Podcast on totalwar.com,

2 podcast so far, one about writing and another on morale...very interesting podcast...I might update this post once i've digested the contents of the podcast

www.totalwar.com

This post has been edited by frags: Jul 11 2008, 03:09 PM
TSfrags
post Jul 11 2008, 03:08 PM

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Empire: Total War Podcast 2(Morale) Summary

- Taken the Rome morale system and added and removed certain elements. Stripped it back a little bit even.

- Thie is needed because battles in Empire is very different as it involves range combat. Positional factors are more important. There must be a difference between being under fire by artilerry and small arms.

- Major change is naval battles and it needs its own morale mechanics. The main fundamentals of the morale system is transitional between the land and naval battles. But with major differences.

- Ships surrender as opposed to land units. You dont just have routing as a morale failure. Which is a major change and is worse than routing since the enemy captures your ship. Ships are very expensive.

- One of the things in previous total wars is that you can have units route, but you wouldn't know if it was possible for them to regroup. No distinction between those that are at full flught and those that can be rallied. In ETW we've added a new morale state 'shattered' which basically means your unit is at full flight and has no hope of regrouping. Units that a broken can be rallied and regrouped. Ships that reach the 'shattered' state will surrender.

-A new concept called stress. A unit that is stressed will have lower accuracy and take longer to reload and even misfir etc. Stress is linked to morale and fatigue. Low morale troops or exhausted troops will perform worse.

- The experience of units will affect the morale of that unit.

- Morale in naval battle is a bit more tricky as it involves even larger distances. Effects like flanking and how close the enemy is to the admiral, being shot at the rear will effect the morale of the enemy. A ship fires its cannons from its side which requires it to turn to its side. The morale system will need to recognise this difference from being flanked and this shouldnt be registered as a flanking attempt.

- The death of a general/admiral will have an immediate effect of shock. This effect subsides with time. As the units have overcame the innitial shock.

akin
post Jul 11 2008, 04:02 PM

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I have been a loyal fan of Total War series for years since the release of Total War Medieval in year 2002. I was hooked with the game once i started play it and it was also the first Ori. game that i bought. I used to play alot of their online battle and participate in many of the tourneys with my clan mates but i have stopped that for almost a year now. Why? becoz the game is still buggy (you will know it if you are a serious Total War's fan) i.e unit imbalance, louzy Ai, laggy online play etc, and all these didnt give you a great playing experience. And i can tell u, they (CA/Sega) dont really offer good after sales service to their fan and always not interact enough with the community to find out issues/bugs that arises along the way.

But Yes, I must admit that there are no other games could offer you such an epic large battle scene that you could ever imagine but however what i'm dissapointing are almost every of their release is bound to have lots of ingame bugs and product always get released before those problems are fixed. And CA/Sega will normally release a few major patches to rectfiy the game only few months after the game being released...you have to endure and compromise your self to those bugs for at least 3 months.

I really hope that this round they can really get their act right, i dont mind to wait but please only release when you feel that it is good enought to do so, dont launch it when the product isnt complete yet.



TSfrags
post Jul 11 2008, 05:52 PM

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Looks like this will be the final box art...confirmed by strategy informer

user posted image


Added on July 12, 2008, 12:06 amEmpire: Total War Trailer is out!!! CGI..

GO to this page and select the ETW movie
http://www.sega.co.uk/?t=EnglishUK


High quality version on youtube:


This post has been edited by frags: Jul 12 2008, 12:33 AM

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