Storyfag
Perfidious Pole
Eh, nothing a bit of Sith alchemy won't cure. Just don't mind the addiction.stage 4 cancer
Eh, nothing a bit of Sith alchemy won't cure. Just don't mind the addiction.stage 4 cancer
hoping it will be like empire at war
Not from movies, not even close - all Disney Star Wars movies made cca 1,8 billion profit.Fuck this gay ass world.Dunno if true, but it's discussing a SEC filing or something.Expecting Star wars to be your big tent pole game is a really risky idea these days. Warhammer still has it's full range of paypigs despite trying to kill them off. Star wars has successfully killed them off.
Pft, I wish. Star Wars is a huge franchise. It'll have people in line ready to swallow its slop even if Disney takes a literal shit on their heads.
Has Disney even made back the money paid to Lucas?
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Always was.Merchandise has always made more profit than the media itself afaik.
3K was mechanically better than their other recent slop, including Troy.Clown Assembly. If they are indeed making a Star Wars TW, I predict it will fare as well as Three Kingdoms - ridiculous and unearned initial sales/players and then nobody buying any DLC because the game itself will be shit or won't lend itself to a DLC-milking scheme.
You mean the game in which three (3) elephants with no buffs can beat an entire army on their own, including in records mode? I'm not convinced.3K was mechanically better than their other recent slop, including Troy.
Creative Assembly
It's still crazy that they allegedly understand they need a whole new engine to do a WW1 game but think that the current engine, notorious for 15 years for doing ranged combat terribly, will work for two scifi settings where the vast majority of battles involve ranged weapons.
Interesting take, but also pretty true.It's interesting that a lot of older franchises were successful as much as a result of a superior engine as the game itself. Crytek, id software, epic, etc., probably Total War too with the ability to show lots of units at one time being a feature.
Engines don't get talked about as much these days but are still a factor in ways people don't necessarily realise. I remember enjoying Rise of Nations when it came out, then when I tried the sequel Rise of Legends it was rubbish. Apparently it used the same engine as Empire Earth III, which also flopped badly. It's like it was impossible to make a good game with the engine.
Empire at War was always kind of shit honestly, and Petroglyph only delivered flops since then, I still remember the shitshow that was Universe at War. Galactic Battlegrounds was far superior, it might have been an Age of Empires 2 total conversion done by LucasArts, but that's not a bad thing. Modders have also kept adding content from the films to it.hoping it will be like empire at war
Until the AI starts traffic jamming its units together then after taking 90% losses while not shooting back at you it charges with whatever it's got left because it doesn't understand how to make ranged attacks and that remaining 10% gets wiped out.Fall of the samurai has the most immersive gun combat in any game.It's still crazy that they allegedly understand they need a whole new engine to do a WW1 game but think that the current engine, notorious for 15 years for doing ranged combat terribly, will work for two scifi settings where the vast majority of battles involve ranged weapons.
Also because they couldn't program the AI to organize its armies properly. Even back in Medieval 2 and Rome the AI had a tendency to divvy up into tiny groups of 2 or 3 units in an army and throw them around randomly. Unfortunately despite gimping the system with forced general recruitment the AI still frequently has 1 unit Lord stacks running around and dying so it didn't even really fix the problem.For example, the "all armies need a general" thing is actually an attempt to address an exploit with hiring new generals resetting an army's move points, effectively giving it unlimited movement.
Until the AI starts traffic jamming its units together then after taking 90% losses while not shooting back at you it charges with whatever it's got left because it doesn't understand how to make ranged attacks and that remaining 10% gets wiped out.Fall of the samurai has the most immersive gun combat in any game.It's still crazy that they allegedly understand they need a whole new engine to do a WW1 game but think that the current engine, notorious for 15 years for doing ranged combat terribly, will work for two scifi settings where the vast majority of battles involve ranged weapons.
This has been true of every Total Warscape game.
Also because they couldn't program the AI to organize its armies properly. Even back in Medieval 2 and Rome the AI had a tendency to divvy up into tiny groups of 2 or 3 units in an army and throw them around randomly. Unfortunately despite gimping the system with forced general recruitment the AI still frequently has 1 unit Lord stacks running around and dying so it didn't even really fix the problem.For example, the "all armies need a general" thing is actually an attempt to address an exploit with hiring new generals resetting an army's move points, effectively giving it unlimited movement.
It's hard to tell how much the engine itself hamstrings the AI vs how bad the AI coding is on its own. Basegame Shogun 2 and Warhammer have pretty good battle AI but I think it's mainly because they're melee focused games.That sounds like an AI problem, not core engine one. Simulating ranged combat works extremely well in multiplayer so it's not the engine per se at fault, but the people what design and code the AI part of it.Until the AI starts traffic jamming its units together then after taking 90% losses while not shooting back at you it charges with whatever it's got left because it doesn't understand how to make ranged attacks and that remaining 10% gets wiped out.Fall of the samurai has the most immersive gun combat in any game.It's still crazy that they allegedly understand they need a whole new engine to do a WW1 game but think that the current engine, notorious for 15 years for doing ranged combat terribly, will work for two scifi settings where the vast majority of battles involve ranged weapons.
This has been true of every Total Warscape game.
Also because they couldn't program the AI to organize its armies properly. Even back in Medieval 2 and Rome the AI had a tendency to divvy up into tiny groups of 2 or 3 units in an army and throw them around randomly. Unfortunately despite gimping the system with forced general recruitment the AI still frequently has 1 unit Lord stacks running around and dying so it didn't even really fix the problem.For example, the "all armies need a general" thing is actually an attempt to address an exploit with hiring new generals resetting an army's move points, effectively giving it unlimited movement.
And I will grant the CA programmers some credit, as when the AI in a Total War game doesn't work it is pretty spectacular and obvious for everyone to see. So the lows are pretty low and when things are going smooth nobody even notices.
It means it is Total War using Star Wars skin. Something like this:What the hell does Star Wars-themed mean lol. It's either set in the Star Wars setting or its not, it's not a fucking decoration.
I'd say the big special units and heroes made Total War WORSE (for me at least). Unless they do something really interesting with this Total War: Star Wars (which I doubt will happen) I would rather wait for Star Wars: Rebellion to go on sale on GOG.Themed Total Wars are generally Total War with a wallpaper, that's why Warhammer is such a disappointment all around.