LCJr.
Erudite
- Joined
- Jan 16, 2003
- Messages
- 2,469
Playing around with the demo and looks interesting but I see what could be a major flaw. In the demo Roman campaign you always fight the same sequence of battles and the enemies always array and attack the exact same way. Is the full game this linear and scripted?
edit> OK I've played through the demo several times and it shows great promise.
They describe it as an "RPG Strategy" game, guess they're trying to make their genre. I'd call it strategy with RPG elements.
Your units gain levels and each level lets you pick a new perk for them. Pretty basic stuff better hit chance, damage, more hp, defense, easier control, bonus attacking or defending against a certain class(infantry, cav, elephant). Leaders get perks which improve their command abilities as well as the usual ones.
Each battle you win you earn money and fame. Fame is used to buy replacements and money is used to buy reinforcements and upgrade equipment.
Battles are real time with pause and at least the small ones in demo only take a few minutes each. If you've played any of Slitherines other ancients games the combat is almost identical with the exception that now you can issue orders after the battle starts.
Basically you arrange your troops and issue basic orders; advance, charge, hold, outflank or envelop. Once the battle begins you can issue new orders limited by your leaders abilities. Your leader has order points that are used each time you issue a command and regenerate at a set rate. Proximity of your leader to the unit being issued orders seem to reduce cost and improve their reaction time(orders aren't instantly carried out).
As usual in this genre terrain effects how well units fight. Cav and heavy infantry are best in the open. Light infantry and skirmishers operate best in rougher terrain. Kinda of the rock/paper/scissors match-up. Cav beats light infantry in the open but light infantry beat cav in rough terrain and so on.
Graphics are OK. You have a limited color selection for your units so you can make your rookies one color and your elites another making them easier to spot on the battlefield. Sound isn't bad and the music feels right for the era. The army management part is entertaining deciding what perks to pick and whether to spend your denarii on new units or upgrade the ones you have.
Now the bad. Keep in mind this is for the demo only. The short demo campaign is linear. You either win and advance or lose and have to try again. Each battle was based on a historical engagement, maybe too much. The AI always deploys and attacks exactly the same way with the exact same troops. A little variation would go a long way in improving replayability.
edit> OK I've played through the demo several times and it shows great promise.
They describe it as an "RPG Strategy" game, guess they're trying to make their genre. I'd call it strategy with RPG elements.
Your units gain levels and each level lets you pick a new perk for them. Pretty basic stuff better hit chance, damage, more hp, defense, easier control, bonus attacking or defending against a certain class(infantry, cav, elephant). Leaders get perks which improve their command abilities as well as the usual ones.
Each battle you win you earn money and fame. Fame is used to buy replacements and money is used to buy reinforcements and upgrade equipment.
Battles are real time with pause and at least the small ones in demo only take a few minutes each. If you've played any of Slitherines other ancients games the combat is almost identical with the exception that now you can issue orders after the battle starts.
Basically you arrange your troops and issue basic orders; advance, charge, hold, outflank or envelop. Once the battle begins you can issue new orders limited by your leaders abilities. Your leader has order points that are used each time you issue a command and regenerate at a set rate. Proximity of your leader to the unit being issued orders seem to reduce cost and improve their reaction time(orders aren't instantly carried out).
As usual in this genre terrain effects how well units fight. Cav and heavy infantry are best in the open. Light infantry and skirmishers operate best in rougher terrain. Kinda of the rock/paper/scissors match-up. Cav beats light infantry in the open but light infantry beat cav in rough terrain and so on.
Graphics are OK. You have a limited color selection for your units so you can make your rookies one color and your elites another making them easier to spot on the battlefield. Sound isn't bad and the music feels right for the era. The army management part is entertaining deciding what perks to pick and whether to spend your denarii on new units or upgrade the ones you have.
Now the bad. Keep in mind this is for the demo only. The short demo campaign is linear. You either win and advance or lose and have to try again. Each battle was based on a historical engagement, maybe too much. The AI always deploys and attacks exactly the same way with the exact same troops. A little variation would go a long way in improving replayability.