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Thread: Total War Saga: TROY - general discussion

  1. #261
    Lord Baal's Avatar Praefectus
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    Default Re: Total War Saga: TROY - general discussion

    Quote Originally Posted by agnes69 View Post
    A new PC will make you happy.
    For sure, sadly cant afford it.
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  2. #262

    Default Re: Total War Saga: TROY - general discussion

    Quote Originally Posted by PikeStance View Post
    My first response was in response to Darios. It was an elaboration of that post. For some reason you later brought up Daruwind. Anyway, you wrote what is in blue. I do not understand what you mean by that if you didn't answer your own question. I don' know what you are talking about and you refuse to even elaborate. You brought it up so the least you could do is to explain it so that we all understand your position.

    It is like on judge Judy, those fools that counter sue for harassment. Judge Judy, " if you pay them their money, they would be harassing you." So, elaborate and i will stop asking you to.
    I love how you're missing a number of posts in that exchange. You keep saying "for some reason" I brought up Daruwind when I already explicitly pointed at why I referenced to him and his post. Your efforts to religiously deflect simply tells me that you have no argument to stand on. I can only interpret at this point is that you don't know of any convincing fantasy elements in the game and you're just keep on arguing for the sake of arguing. My question was an utterly simple one and you failed to answer it after 6 posts of whining. What a waste of bits.
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  3. #263
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    Default Re: Total War Saga: TROY - general discussion

    Quote Originally Posted by PointOfViewGun View Post
    I love how you're missing a number of posts in that exchange. You keep saying "for some reason" I brought up Daruwind when I already explicitly pointed at why I referenced to him and his post. Your efforts to religiously deflect simply tells me that you have no argument to stand on. I can only interpret at this point is that you don't know of any convincing fantasy elements in the game and you're just keep on arguing for the sake of arguing. My question was an utterly simple one and you failed to answer it after 6 posts of whining. What a waste of bits.
    What argument? I do not even know your position. I asked repeatedly and you have refused to do so.
    Daruwind has no relevant. My post was based on what Darios wrote. If Daruwind wrote something that connected to what you wrote in blue then I suggest you show me how it is connected. I shouldn't have to connect you dots in your own arguments.
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  4. #264

    Default Re: Total War Saga: TROY - general discussion

    Quote Originally Posted by PikeStance View Post
    What argument? I do not even know your position. I asked repeatedly and you have refused to do so.
    Daruwind has no relevant. My post was based on what Darios wrote. If Daruwind wrote something that connected to what you wrote in blue then I suggest you show me how it is connected. I shouldn't have to connect you dots in your own arguments.
    I can not explain things I've already explained or explain you what you've been arguing over and over again. You clearly have the capacity to go back and check what we discussed and you seem to be deliberately distorting or ignoring them. It's a quite asinine argumentation. Good luck with it. I got my understanding of your position that you have no tangible argument to support your implication. I'll leave it at that.
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  5. #265
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    Default Re: Total War Saga: TROY - general discussion

    Not sure why my name is so so popular here

    @PointOfViewGun
    as well in another Troy thread
    https://www.twcenter.net/forums/show...inally-reviews

    What about trying to discuss actual game instead of discussing people around? This is not political mudpit..
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  6. #266
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    Default Re: Total War Saga: TROY - general discussion

    Quote Originally Posted by PointOfViewGun View Post
    I can not explain things I've already explained or explain you what you've been arguing over and over again. You clearly have the capacity to go back and check what we discussed and you seem to be deliberately distorting or ignoring them. It's a quite asinine argumentation. Good luck with it. I got my understanding of your position that you have no tangible argument to support your implication. I'll leave it at that.
    LOL, dude, there is literally no argument here. I already said I was elaborating on Darios' points. So my first post stated it. I am trying to understand your post in your initial response to mine. For some reasons you won't. If there is a previous post you made that explains it, then you would be better at finding it than me. Just link it. It isn't hard. I do not have time to flip through the thread looking for that one post that you actually stated your POV on the matter. Seriously, this popped in my feed, I read what Darios wrote, said cool and posted.
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  7. #267
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    Default Re: Total War Saga: TROY - general discussion

    I'm enjoying Troy so far. I like the idea of 'mythical' units being exceptional humans, not monsters - and the way that you need to capture certain area of the map to recruit them.

    I understand that legendary heroes were a big thing in this era. This makes sense, in a time when a smaller population compared to later periods might have made it easier for one fighter to stand out. This would make even more sense if most soldiers were farmers or craftsmen brought into the army for a season, while the legendary heroes were from the elite class of society who could afford to train hard and specialise as warriors. Even so, I was wondering if the hero abilities would seem too magical.

    Playing as Hector, I like the fact that his hero ability is 'lead by example' - that seems like something which a hero would actually do, rather than just a 'magic button'. The one slightly odd thing about this is that the ability is turned on temporarily when the player activates it. I think it would feel more natural if the ability activated automatically when conditions were met. For example, it could be activated only when Hector was in melee, either after he had killed a certain number of enemies in the battle (like the Murderous Prowess ability of the Dark Elves in Warhammer II) or if he was fighting an enemy hero, then the idea of Hector leading by example would make more sense than simply standing him near units and activating the ability.

    Hector's faction dynamic (his rivalry with Paris for the favour of King Priam) adds an extra dimension. When Paris earns Priam's respect, I get a notification that he has earned a number of points. It would be helpful if the game showed me a chart showing the significance of this, maybe similar to the Senate chart in Rome II (where the player can see their influence rising or falling over a series of turns).

    The multi-resource economy and bartering is interesting too. When an AI faction initiates bartering with me, it would be helpful to be able to see my current level of each resource and my current income for each resource, before agreeing a deal (maybe there's a way to see them and I've missed it?).
    Last edited by Alwyn; August 21, 2020 at 03:01 AM.

  8. #268
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    Default Re: Total War Saga: TROY - general discussion

    Patch 1.1.0
    https://www.totalwar.com/blog/a-tota...y-patch-1-1-0/
    Spoiler Alert, click show to read: 

    A Total War Saga: TROY Patch 1.1.0

    Saga


    Total War
    September 9 2020











    Languages


    English

    The 1.1.0 update is the first major update for A Total War Saga: TROY, and fixes a number of issues raised by the community. These include technical and gameplay related stabilizations, tweaks, improvements, and fixes to many areas of the game, such as:

    • Various adjustments to chariots, primarily resulting in greatly reduced melee defence
    • Fixes to bartering, including how the AI evaluates negative income (thus fixing the relevant exploit)
    • A tweak to Poison the Well to make it more balanced (but still effective)
    • Achilles’ start becoming easier due to adjustments to the Ellopian army
    • Centaurs and Centaur Elders are now able to be recruited from their respective buildings

    Bug Fixes

    Crashes

    • Fixed a rare crash in the buildings popup
    • Fixed a rare crash when hovering over an available slot for construction in a settlement
    • Fixed a rare crash when the event panel opens
    • Fixed а rare crash when the event panel opens after starting a new turn
    • Fixed a crash in Odysseus’ 12th epic mission when he has more defensive alliances than military
    • Fixed an AI battle analyzer bug that sometimes made missile attacks crash in extreme unit sizes
    • Fixed a crash that could happen when recruitment is cancelled
    • Fixed a crash related to rebel armies in ambush stance
    • Fixed a crash that occurred while trying to build a resource building in the Meliboea region
    • Fixed a crash that occurred after declining an offer from the AI
    • Fixed a crash that occurred when changing general with an army full of units in the recruitment queue
    • Fixed a crash when trying to show the tooltip for trading resources
    • Fixed a crash on loading a save where the player’s faction is the last one standing
    • Fixed missing mappings in script interfaces related to effects (this also fixes a possible crash in mods that use them)

    Epic Heroes and Missions

    • The Trojan Host Gathers and The Danaan Host Gathers dilemmas will no longer trigger if the player is at war with major factions of their own culture or if more than 40 turns have passed since the start of the campaign
    • Achilles now properly calms down from the Indignant mood, even when he has a priestess in the army
    • Achilles’ event message for becoming Indignant due to his favour tier being down now properly displays why he’s becoming Indignant
    • Achilles’ Grieving mood now correctly provides a 20% bonus to favour from rituals
    • The Shining City mission now awards Light Javelinmen to Agamemnon upon successful completion
    • A Thriving Settlement and The Shining City missions can now be completed by upgrading the main building in Mycenae
    • Aeneas is now correctly referred to as Priam’s first cousin once removed
    • A Trojan Horse event will no longer be triggered if the player chooses to not finance Odysseus’ Ruse after having financed it once already
    • Fixed an issue with Odysseus’ Ruse battle not being saved upon breaking the siege and the dilemma reappearing
    • Thirst for Conquest and Growing Influence early game missions now have an objective to control two and four provinces respectively for all factions
    • Epic missions no longer cause a script error when loading a save, thus preventing active missions from being completed
    • Updated mission text to correctly refer to a settlement main building

    Diplomacy

    • Fixed a bug in the diplomacy panel where the Balance of Power bar shows the player is dominant when they have no armies
    • Fixed a bug where AI evaluation of resources, proposed by a faction with negative income, jumped abruptly
    • Breaking gift agreements now properly lowers reliability, applies retroactively
    • Fixed barters contributing to strategic evaluation when their role in a negotiation is set to payment or gift
    • Fixed an issue in the treasury panel where if you had a barter agreement with five resources some icons would bleed out
    • Fixed an issue to prevent the AI from evaluating needlessly high barter agreements that the other side cannot fulfill (for example when they would result in bankruptcy)
    • Made the AI come to the player with offers that include sufficient payment so that the overall evaluation of the deal is close to 0
    • Reduced the confederation priority for all AI factions
    • Reduced AI confederation desirability bonus if the resulting confederation will be as strong as – or stronger – than the player
    • Strong AI factions are now more likely to confederate weaker ones instead of the other way around
    • There is no longer a discrepancy between the confederation penalty effect bundle cooldown and the actual restriction for confederation

    Campaign

    • Fixed а bug where confederating another faction would lead to corrupted faction forces statistics
    • Centaur Elders and Centaur Champions can now be recruited through their region-specific building
    • The Master Builders royal decree and communing with Deadalus through Stygian Voices will now only affect the construction time of administration buildings
    • Heroes’ aura now gives morale to units when the Cult of Athena is at level 3
    • Shielded Ranged Units now receive the buff for melee defence by the second tier of the Cult of Athena
    • Prayer to Poseidon now also grants battle speed to units wielding two-handed weapons
    • Corrected the effect’s description for growth requiring Cult of Hera influence at level 2 and it now accurately states that the required influence is 60%
    • Fixed a bug where the AI turn fast forward button was reset to default after the player enters battle
    • Fixed a soft lock after end turn when trying to show a dilemma after revealing the antagonist
    • Fixed an issue where vassal Heroes who were in the ambush state were not visible to their master faction and were not able to interact with the Hero (military ally armies in ambush will remain invisible)
    • Adjusted the Cinematic and Low campaign cameras to prevent the player from being able to see above the skybox
    • Fixed an issue with ammunition bonus from buildings
    • The spy action Murmurs of Sedition has been toned down to prevent it from completely crippling the enemy garrison
    • Fixed a bug where the recruitment animation in campaign stops playing


    • Fixed a bug where the spy action Poison the Well would fail more than intended after acquiring the Nightshade Brew skill
    • The number of actions large AI factions can take during their turns is no longer capped
    • Fixed a bug that caused constant notifications about the Antagonist


    • Now Sarpedon’s Veil of Nyx character skill specialisations properly lock each other
    • Fixed a bug where assigning a skill point to a character would sometimes assign it to the next character in the active Faction character list


    • The Bloodthirst (Battle) ability now correctly replaces the base Bloodthirst ability in the UI (while still providing both effects)


    • Army’s Shadow stance is no longer lost if Odysseus gets wounded

    UI/UX Campaign

    • Fixed an issue where some of Hector’s units did not have their traits properly listed
    • Changed the position of the Overlay button label so it doesn’t overlap the header
    • An active Help Overlay button state was added in the Diplomacy panel, located in the header
    • Agent skills now do not spill out into the character details panel
    • Fixed an issue where a white rectangle appears on agents’ actions in the character details panel
    • Fixed the incorrectly sized faction list panel in Agamemnon’s The Lion’s Share faction mechanic screen
    • A note that Troy is immune to agent actions has been added to a tooltip in Troy’s nameplate and to a special advice text
    • Fixed the appearance of income bars under the nameplates of rebel-owned settlements that were getting cut off
    • The King of Troy trait now has proper colour coding
    • Updated tooltip to correctly describe cases of depletable resources
    • The help page button is now hidden in the victory conditions panel when viewed in the main menu as help pages can be only opened only in the campaign map or battle
    • Fixed an issue with the incorrectly set height of the Your Vassals list view panel
    • Updated epic agents’ skill information to point out that epic agents are removed after performing an action
    • Now references to Heroеs in the character skill tree properly display the icon of Heroes instead of agents
    • Fixed a tooltip to correctly refer to royal decrees
    • Fixed the size of the Quick Save icon to avoid stretching and blurriness
    • The effect bundle applied by Hera’s Divine Will track now has positive as opposed to neutral colour coding in the relevant dropdown menu
    • Added effect bundle icon for Passive Action in agent details showing full details of the passive action’s effects
    • Adjusted the unit bullet points of Dardania’s Faction roster to better represent their in-game qualities
    • The icon of the character trait Grieving should now be properly displayed
    • Right-clicking on the unit card of the Cyclops now leads to their dedicated help page

    Tutorials

    • Difficulty options are now disabled when you select Tutorial mode from the initial questionnaire
    • Fixed a Tutorial menu freeze on Battle Realism mode
    • Counteroffer tooltip in Tutorial mode is no longer displayed if a faction ends an agreement with the player
    • Agamemnon can now cancel unit recruitment in the beginning of turn 2 if he’s still recruiting during Tutorial mode
    • Updated the Agamemnon ambush in Tutorial mode so it appears correctly
    • Army recruitment scripted tour should now stop when the unit exchange panel opens
    • Tutorial battles were disabled during end turn, preventing numerous issues
    • Tutorial battles buttons are disabled on the pre and post battle screen

    Battle

    • Fixed an issue causing Lycian Winged Chariots to have incorrect range
    • Amazon Champions (a chariot unit) will no longer count as a Shielded unit
    • Phrygian Axemen and Trojan Spearmen now properly benefit from effects that reference Shielded units
    • Fixed an issue where the player’s entire army could be deployed inside Odysseus’ Ruse and the limit ignored
    • Troy’s garrison now start the Odysseus’ Ruse night battle very tired
    • Fixed an issue making Apollo’s Aim ability not usable when on a mount as by design
    • Outflanking should now not start until all units are ready to move forward
    • Skirmisher units now properly change their weapons while entering or leaving siege towers
    • Some inconsistencies between low tier and higher tier units were fixed
    • Hero now can be targeted again once their chariot is destroyed
    • Mounted AI Heroes can now be targeted in battles

    Battle Animations, Art, and Terrain

    • Fixed render issue with shields and weapons during proximity fading when using MSAA
    • Fixed a visual bug where an intersection was occurring between the hand and a shield (when a defender kills a defender)
    • Visual bug with Hector’s arm clipping through his shield is now fixed
    • Fixed some issues with the Minotaur’s weapon during idle animations
    • Fixed some issues with the Cyclops’s weapon during idle animations
    • Fixed some visual bugs with floating objects
    • Fixed an issue with a glitch in the terrain near the shoreline in the outfield
    • Added a missing no-go zone to an Anatolian chokepoint map
    • Fixed an issue with reinforcements getting stuck inside a blocked-off portion of the map

    UI/UX Battle

    • Fort Towers’ tooltips now correctly reflect what’s in game
    • Fixed an issue with army group frame not tiling properly on 4K resolutions
    • Fixed the battle formations tooltip when there is a mounted Hero present
    • Hero Skills will no longer be hidden when a unit is in rage or berserk mode (they’ll be set to a disabled state and their tooltip will inform the player why they can’t be used)
    • Fixed a bug that showed the mini map during the end battle phase
    • Hector’s portrait in custom battles when he is mounted on a chariot is now fixed
    • Overlays are now dismissed after the end of a battle or replay
    • Fix an issue where a placeholder white rectangle was being displayed in battles for the third person manual camera controls instead of the proper icon
    • The mount cursor no longer appears once a general on a chariot dismounts

    Localization

    • Mount options in custom battles is now localized in all languages
    • Fixed the first letter in the Rewards title getting cut off when playing in Turkish
    • Fixed missing VO for all additional characters on the map overview in all flybys (French, Italian, German, Spanish, Russian, Polish)

    Campaign Balance Changes

    • The Descendant of Zeus trait now gives 40 to a Hero’s melee damage instead of 4
    • The gold granted by Gift of Gold in The Pharaoh’s Gift dilemma has been reduced from 250 to 150
    • Now all playable factions have unique 20-unit garrisons of late-game units while occupying the city of Troy
    • Envoys recruitment cost effects have been toned down to prevent an exploit that meant players could recruit army units for free
    • The Lament Your Fate option in the A Destiny Ordained dilemma for Achilles now provides +70 favour to Zeus so it’s more appealing with the Divine Will thresholds
    • The Ellopian army, which provides the initial battle challenge for Achilles, has had its units decreased by four, making the early progress of this faction easier
    • Poison the Well spy action is balanced to inflict modest but effective damage to both Heroes and army units

    Battle AI Changes

    • Fixed an issue where the AI units sometimes ignored the player’s Hero
    • Improved defending AI behaviour when the player has a lot of hidden units
    • AI will defend all walls more accurately when needed and properly match the player’s deployment
    • Fixed an issue where attacking cavalry and chariot units were staying idle outside the city gates
    • Fixed an issue where AI gate crushers sometimes do not enter the city after destroying the gate
    • Improved defending AI reaction to units moving near the victory point
    • Improved AI behavior when capturing the victory point on some maps
    • Harassment missile units now do not try to outflank units that are not in melee

    Battle Balance Changes

    • Removed the Missile Resistance stat from all Heroes
    • Added the Siege Attacker trait to all Archer Hero types (Trickster and Skirmisher) in campaign
    • Rebalanced weapon length of all weapons to reduce animation attacks missing their targets
    • Slightly reduced charge speed of all chariots
    • Chariots now have less mass and will find it harder to completely pass through enemy lines
    • All chariot units have had their melee defence reduced by 15%, which will make them take more hits from melee units
    • All chariots now have their own ground type interaction group
    • All chariots will now have greatly reduced speed when trying to pass through a forest
    • All chariots will now have greatly reduced speed when trying to pass through mud
    • All chariots will now have reduced speed when passing through tall grass
    • All chariots will now have greatly reduced melee defence and attack when fighting in a forest
    • All chariots will now have greatly reduced melee defence and attack when fighting in mud
    • All chariots will now have reduced melee defence when fighting in tall grass
    • Chariots will now do extremely small damage to city gates
    • City gates now have increased health and require more time to be destroyed
    • Bonus versus Heroes stat has been increased by 10% for Archer Heroes
    • Bonus versus Heroes stat has been increased by 15% for Warlord and Fighter Heroes
    • Bonus versus Heroes stat has been increased by 20% for Defender Heroes
    • Harpies’ missile damage has been reduced by 23
    • Added +30% battle speed increase to the Strafe (Speed) specialisation
    • Reduced Shield Block Chance of Renowned Swordsmen from 75% to 65%

    Battle maps

    • Added additional tier 1 and tier 2 minor settlement battle maps to custom battle

    UI/UX Improvements

    • Fixed the poses and cameras of fighter type Heroes in the character information panel so they are no longer as obstructed by the larger shields
    • Now temple effects are organised in a consistent manner (all shared temple effects are displayed on top, while the differing temple effects are displayed on the bottom of the building UI)
    • Improved layout of Hero portraits in the Event Messages list
    • Certain low priority event messages have been disabled from opening automatically when received (they still appear in the feed) to reduce the amount of information triggered when beginning a new turn
    • Changed the Happiness icon to better match the rest of the iconography
    • Attitude to Faction/Relations icons have been updated to use the main Diplomacy icon (sword/scroll) for better consistency
    • Updated the Battering Ram icon to look more like, well, a battering ram
    • Updated places where the icon that represents the Siege action as a whole (e.g. the Continue Siege button) to use the general Siege icon instead of an icon that represents a particular siege machine
    • New mood icons for Helen, My Love mechanic that actually represent Helen
    • Updated Recruit button to use the latest ornamented button in the Recruitment panel
    • Update action buttons to use the latest ornamented button in the Settlement Captured panel
    • Polished 31 building icons to be more readable and visually consistent with the overall UI aesthetic
    • Updated layout of Hero mount options in custom battle
    • Changed the Hero and agent event icons in the Events dropdown from rectangular portraits to circular ones
    • Added a locked state for unavailable siege machines in the pre-battle screen
    • Kill counter no longer spills out of its unit card in the post-battle screen
    • Updated parchment texture to be brighter and match the rest of the parchment in the UI of the Antagonist
    • Updated the Gorgon porthole to be properly centered
    • The Supply Lines icon will now be shown in the Army panel when an army is selected as well as in the Hero panel. The tooltip has also been updated to include information on how many resources will be saved per turn if the army is disbanded. For armies controlled by faction leaders, an additional message will be shown to inform the player that those armies cannot be disbanded
    • The position of the Overlays panel has been moved to the left side of the screen to avoid overlap with the dropdown lists for events, factions, armies, etc., which are useful to look at while in Strategic Map View
    • A button has been added that allows the player to hide or show the Overlay panel with a single click
    • The Frontend News component in the main menu shows an error message if an error is encountered upon interacting with a news item
    • UI scaling will be set to 150% when a resolution above and including 1440p is used and 130% if it is ultra-wide



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  9. #269
    Basileos Leandros I's Avatar Writing is an art
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    Default Re: Total War Saga: TROY - general discussion

    I've played a bit of Troy TW past weekend and here are some of my initial thoughts.

    As the main impression, and main positive point for me, the UI, just like ToB, is absolutely spectacular! Fabulous work done by the Art team, spectacular work. I do notice that the game has been simplified, in the scope of ToB as well, and with the resources it feels a lot like Age of Empires in that aspect. Not particularly fond of it, but it works, and adds a different depth of decisions that you need to do. Researching tech now is a bit different, and it grants you resources, which again is good for the game but it feels strange as a Total War product. It takes time to adapt to it.

    Building browser again is different, it forces you to clearly choose but often times you see that in the beginning of the game, there are drawbacks (on resources especially) that you can't get back that easily. So while it creates a good choice to have it's hard to use it in the beginning. Especially if you don't have gold!

    Battles wise, it's almost the same as ToB, with the obvious added difference of having hero units. Haven't played a siege yet but I will do a custom siege Troy battle.

    So far it's a solid game but to be frank, not my cup of tea. It's just too different as a TW game in my view. However for those familiar with ToB / Warhammer even, this is a good game. And of course, I could sit for HOURS and look at the game, the artwork is beyond splendid!
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  10. #270
    swabian's Avatar Suspended
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    Default Re: Total War Saga: TROY - general discussion

    Playing it right now. Steam seems to be a lot, but I like it. I bought the Mythic Edition + the blood pack. The battles are gorgeous and I like the simplicity compared to previous titles as well as the quality of life improvements, like vegetation getting stripped when holding space.

    Thiff Iff Fpartaaaahhh!


    edit: The Immersive Combat Mod by kam2150 on Steam workshop is a must have mod imo.
    Last edited by swabian; September 10, 2021 at 10:23 AM.

  11. #271
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    Default Re: Total War Saga: TROY - general discussion

    Sorry if this is a bit long, but I really wanted to express my thoughts on this game somewhere because I honestly think it's one of the best TW titles I've played.

    At first, I played this on epic when it came out for free. I liked it quite a bit, although, like many, I wasn't too convinced by the truth behind the myth approach. That said, I really appreciated how well thought out the mechanics of the game were compared to previous titles, especially games like warhammer which due to its many years of development suffers from "update creep" where mechanics added start to feel disjointed and each faction starts to feel like it's own particular set of mechanics completly disconnected from the game of the game.

    Troy, as simple as it may seem on the surface, I think has a lot more depth than meets the eye precisely because of the attention to detail and comprehensive design where mechanics don't feel so isolated. I mean, at least not all of them, but this is because the core gameplay is super solid and permeates all factions. This strong gameplay core is enhanced by the great UI design that can be found in most areas of the game, at least for what a total war title can offer, as well as a TON of quality of life tidbits that really ease some of the frustration that sometimes comes from playing this kind of games.

    My main praises are:

    - Everything seems to fit together: Basically what I said before, it shows the dev team really thought this one out, because it's like they stripped the gameplay of total war down to the basics and then built from the ground up leaving the good parts working together.

    - Well implemented narrative approach: I've always been a sandbox kind of guy, so I never really liked those scenario focused mini campaigns added to TW titles like Caesar in Gaul and at first I feared Troy was going to be like this. Fortunately, I was wrong, because the way the narrative is driven in this game is very well implemented with the grand campaign aspect. It doesn't really railroad the player too much which allows for sandbox gameplay that organically drives the player and, more importantly, keeps the focus and attention of the player in the late campaign.

    - Diplomacy is a real game changer now: First of all, they added the vastly superior 3K diplomatic system which gets rid of the annoying ambiguous mechanics in previous titles where you could never really tell why or how much a faction likes you or dislikes you, or why an offer is rejected or accepted. Secondly, alliances, at least among factions of the same culture, are far more reliable which actually makes you want to play the diplomatic game rather than just ignore everything and betray everyone everytime (since they will do that to you anyway in previous games). The game may be called "Total War", but war is just diplomacy by different means. The only thing it's missing is the ancilliary trading system 3K had.

    - More than a single resource: YES, THIS IS GOOD, I HOPE THEY KEEP DOING THIS. Adding more types of resources you can manage really opens up the game and tears down the boring and frustrating classic TW trade system. I would still add some sort of luxury good trading system, but I guess it's nice Sarpedon has something like it in a way. I really love how gold also ends up being far more valuable in late game due to mines getting exhausted. The only thing we need now is POPULATION.

    - Combat -somehow- incredibly fun despite less "variety": Now, I'm one of those people that agree with some of the things said by angry youtubers about how the combat in older titles was much better and thought out, about the "weight" units had before, about single entity units, blah blah blah. Surprisingly, I have to admit Troy manages to, in it's own way, have great and, once again, cohesive and comprehensive mechanics that make every battle fun to play even if the unit selection, in strict terms, is far more restricted than in previous titles. They really did a good job making different types of infantry actually have very distinct roles, and the types of maps they game throws at you complement the unit dynamics.

    - FANTASTIC art design, great UI and some seriously needed QoL improvements:
    Basically, the game looks gorgeous, it's easy to understand and has a ton of customizing settings to get rid of some of the hassle, especially in the late game (turn camera, notifications, etc). The only thing I would add is a way to signify factions wether you are or not interested in barter of x or y resource, because it's a pain in the ass when factions keep offering resources you obviously don't need.

    The only things I would critizise would be the following:

    - Factions are way too biased against the player in lower difficulties: This is more of a general total war issue, but the deal is since AI factions don't -really- have personal objectives (and if they do, they are mostly overriden by the bias), they tend to gang up on the player regardless of the situation. This isn't terrible when you're Hector or Paris, since the whole point is that you're being besieged (or even Agamemnon, since you are a powerful king and everyone is after your stuff), but it's very frustrating when you are playing as a minor faction and EVERYONE seems to be out to get you, especially for campaigns like Panthesilea's where you are a nomad and for some reason every single kingdom feels the need to conga line their way to your newly created hordes even if they live in the other side of the map and are being besieged by their OTHER enemies. I wouldn't mind this if it happened in the highest difficulties (since those are for masochists, obviously), but having everyone and their mother after you when you are playing on hard as Sarpedon is a bit too much.

    - Trojans are a bit too aggresive: A similar point to the one above could be said about greek factions being attacked from turn 1 by trojan factions when the player is greek. It would be great if there was some sort of "peace treaty" period, say, until turn 10 or 20, where greek and trojan factions can't interact with each other, to force the AI to take care of their own side first before setting their sights on the other side of the aegean (the trojans shouldn't even invade greece until they are attacked first, honestly). That said, I do like how cohesive alliances feel in this game compared to previous titles and how you are even compelled to GIVE THEM TERRITORIES (which thankfully is a thing in this one too), which would be unthinkable in, say, rome 2 total war, where your own allies will backstab you for no reason and would be completly useless against your enemies.

    - Some parts of the map feel claustrophobic: I am aware most of the important stuff happens in greece and western anatolia, but it would be great if we had some more parts of central anatolia and northern greece/macedonia. This is most notorious part on the north coast of the aegean where the territory is one region tall. That said, I'm not suggesting going full eastern mediterranean sea or anything (even though a proper bronze age total war map with egypt and everything would be great) because it's not bad to keep the focus on the trojan scenario, but a slight expansion would be welcome.

    Lastly, the "historical" mode is completly tacked on and it's basically just a version of the game with less content and features, there's 0 added value. I get that they probably did it to appeal to the diehard historical fans, but you're not getting any of them on board with this, I can assure you. I love all TW titles and I bought this for the setting, but if I had bought this because of the historical mode I would feel ripped off.

    Anyway, despite all of this, I honestly think this is one of the best Total War titles to date with the most cohesive mechanics since the old Rome and Medieval II titles, even surpassing them in some ways. I honestly hope it doesn't get abandoned too quickly and people can see its value beyond the awkward place it has in the (honestly tiresome at this point) HISTORY-FANTASY dychotomy total war seems to be immersed in.

    I sincerely congratulate the Sofia team. It really shows they have great ideas and a strong focus on cohesive design to integrate them together, which, frankly, is something Total War has been in need for YEARS.
    Last edited by Nack; September 13, 2021 at 11:33 PM.

  12. #272
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    Default Re: Total War Saga: TROY - general discussion

    Quote Originally Posted by Nack View Post
    - FANTASTIC art design, great UI and some seriously needed QoL improvements: Basically, the game looks gorgeous, it's easy to understand and has a ton of customizing settings to get rid of some of the hassle, especially in the late game (turn camera, notifications, etc). The only thing I would add is a way to signify factions wether you are or not interested in barter of x or y resource, because it's a pain in the ass when factions keep offering resources you obviously don't need.
    The art work in everyone of titles are always well done. it is one the best things about the series.


    Quote Originally Posted by Nack View Post
    Anyway, despite all of this, I honestly think this is one of the best Total War titles to date with the most cohesive mechanics since the old Rome and Medieval II titles, even surpassing them in some ways. I honestly hope it doesn't get abandoned too quickly and people can see its value beyond the awkward place it has in the (honestly tiresome at this point) HISTORY-FANTASY dychotomy total war seems to be immersed in.

    I sincerely congratulate the Sofia team. It really shows they have great ideas and a strong focus on cohesive design to integrate them together, which, frankly, is something Total War has been in need for YEARS.
    I one of those people. The game will never appeal to me although I am fascinated by the time period. If they came up with a fleshed out historical part of the game, then I would consider it, but years after the release of 3K they haven't even fixed the poorly created "records" part of the game. The days of historical TW games are probably over. The writing was on the wall when we got 101 female generals in Rome II.

    Personally, I liked how each game has its own nuance of mechanics. If they were all the same but in different time periods, it would be incredibly boring to play after awhile.
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