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Thread: Attila - Introducing the changes (OP updated October 22nd)

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  1. #1

    Default Re: Some more features/reveals

    Quote Originally Posted by ♘Top Hat Zebra View Post
    Maybe it is all a prototype test run for the scripting they will use with the hordes of Chaos in a new Warhammer Total War game.
    Its been done before. Its not new. Remember STW Mongol Invasions? THe Mongols would just pop up at various places in Japan, I imagine that the Huns would do the same. However in that expansion they found a way to make the Mongols playable.

  2. #2

    Default Re: Some more features/reveals

    That tree fire looks a little ridiculous. I'm disappointed that we still have to select General abilities. Characters should develop their traits naturally like in previous games. It's much more immersive that way.

  3. #3

    Default Re: Some more features/reveals

    How the new siege mechanic plays out will make/break Atilla. Atm am in two minds over it...

    If the a.i is crap will we end up with Armies just waiting out settlements to win them...I guess this is a fair tactic though and might force you to bring in relief armies..

  4. #4
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    Default Re: Some more features/reveals

    -updated OP

    -added reveal about optimization
    -closer look at the in-game UI, whats changed.

  5. #5

    Default Re: Some more features/reveals

    You really need to remove this, or at least add a disclaimer:

    -Guard mode and formation attacks will return
    It's obvious that he got mixed up and thought he meant loose formation in the video.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  6. #6

    Default Re: Some more features/reveals

    So if you sit outside a wall long enough it will fall down, interesting concept? I had never thought of that. Hannibal should have asked his brother about this, did he? I wonder if Julian sent CA a secret letter with a with one of these ?

    What a convivial day!

    I am off to play hop scotch and prim my daises.
    Last edited by stevehoos; September 28, 2014 at 12:33 PM.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  7. #7
    dom385's Avatar Senator
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    Default Re: Some more features/reveals

    I'm so glad fighting to the death is back in, it seemed weird that a few hundred men when surrounded would try and run through the enemy rather than just fighting on. All in all i think this could be a good game, although I'm not going to pre order this time I look forward to eventually bringing fire and steel to europe as the saxons. So long as the siege ai works without it the new siege escalation thing sounds pretty cool, it seemed weird in previous games sieging a town for years and all its fortifications being immaculate when you made the assault.

  8. #8
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    Default Re: Some more features/reveals

    updated OP-

    More features/reveals

  9. #9

    Default Re: Some more features/reveals

    Are you seriously not adding a disclaimer next to your claim in the OP that guard mode and formation attack will return?

    It's incredibly obvious that the guy who answered the question misunderstood, as he said something along the lines of "you saw him use it at the beginning of the battle" when he clicked loose formation...
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  10. #10
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    Default Re: Some more features/reveals

    Quote Originally Posted by Causeless View Post
    Are you seriously not adding a disclaimer next to your claim in the OP that guard mode and formation attack will return?

    It's incredibly obvious that the guy who answered the question misunderstood, as he said something along the lines of "you saw him use it at the beginning of the battle" when he clicked loose formation...
    If its that "incredibly obvious" then there is no need.

  11. #11

    Default Re: Some more features/reveals

    Quote Originally Posted by Dictator Of The Roman Republic View Post
    If its that "incredibly obvious" then there is no need.
    Not all people are watching the video, they are just looking at your front page for what's being added. And there's no guarantee of formation attack or guard mode - the guy clearly misunderstood the question and there was no formation attack or guard mode button in the demo.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  12. #12
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    Default Re: Some more features/reveals

    Just because its not present in the demo doesn't mean to say its not going to be added in. Everything they say can be subject to change until the final release so from that nothing is an actual guarantee.

    Just look at what was said about what was going to be included in Rome 2.

  13. #13

    Default Re: Some more features/reveals

    Quote Originally Posted by Dictator Of The Roman Republic View Post
    Just because its not present in the demo doesn't mean to say its not going to be added in. Everything they say can be subject to change until the final release so from that nothing is an actual guarantee.

    Just look at what was said about what was going to be included in Rome 2.
    Yes, but there's no guarantee it will be added. The man answering clearly misunderstood the question.

    You may as well say in the OP that jetpacks and hovercraft are going to be added, since hell, just because it wasn't in the demo doesn't mean it's not going to be added in...
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
    (joint 1st place for Gameplay Mods in 2016 Modding Awards)

    Assisted with RMV2 Converter
    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  14. #14
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    Default Re: Some more features/reveals

    I've not had the CAI maintain a siege for longer than a turn or 2.

    So perhaps they will do it through making the construction of siege weapons longer...

    Or just change the CAI to allow it

  15. #15

    Default Re: Some more features/reveals

    Quote Originally Posted by Dictator Of The Roman Republic View Post
    I've not had the CAI maintain a siege for longer than a turn or 2.

    So perhaps they will do it through making the construction of siege weapons longer...

    Or just change the CAI to allow it
    During my current Marc Antony campaign I'm pretty sure the AI has never attacked on the first turn of a siege. In fact I have often had to sally out the turn before capture.

  16. #16

    Default Re: Some more features/reveals

    the campaign is going to last 70 years, at the start Attila wont be born, however the hunnic hordes will be present from the beginning.
    70 years? So that means we're probably looking at 4 turns per year since TW games usually aim for 300 turns in general.

  17. #17
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    Default Re: Some more features/reveals

    Quote Originally Posted by nameless View Post
    70 years? So that means we're probably looking at 4 turns per year since TW games usually aim for 300 turns in general.
    I believe it's been confirmed that we're getting 4 turn years with I think 75 years in the main campaign, which would give us exactly 300 turns. 75 years sounds right since the game actually starts in 395 AD, and this way it'd end just a few years before Odoacer historically ended the western half of the Roman Empire (unless you count the reign of his puppet Julius Nepos).
    I'm not crazy, I'm the only one who's not crazy!


  18. #18
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    Default Some more features/reveals

    Quote Originally Posted by nameless View Post
    70 years? So that means we're probably looking at 4 turns per year since TW games usually aim for 300 turns in general.
    There is confirmation that it will be a 4tpy campaign., so it will be 280 turns.

  19. #19
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    Default Re: Some more features/reveals

    Updated OP

    biggest update of yet,


    (removed the feature of returned guard mode and formation attacks, due to the pointed out reasons that have been discussed)

  20. #20

    Default Re: Some more features/reveals

    -Civilians are not controllable, however it is a random generated choice as to whether they want to flee or fight. Civilians will be doing day to day stuff on the battlefield, (farming etc) and will then decide their action. If they flee they can either run into buildings and hide or (I assumed go off the map) if that building is on fire or about to be destroyed then the civilians will run out of them.
    So civilians become terrorists a challenge.

    Attila killed by a Roman civilian


    despite some negative points there are positives.. need to wait for ANGRY JOE review
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