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GoblinToe
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I would also like to agree with the original poster. I've played about 3 Conquer the World campaigns, so I think I have definitely experienced all the game has to offer, and I can definitely tell you that there is nothing new here in Rise of Nations.
As mentioned in this thread already, Total Annihilation is probably the king of RTS games. The sheer amount of units you could have on the screen, the absolutely amazing waypoint and queuing system, the unit AI (construction bots automatically repairing things along their routes, or even helping build at factories), units leaving scrap metal behind after being destroyed (which sometimes changed the frontlines after a huge, epic battle...because you needed the resources), etc. All that 6 years ago, too, and not one single RTS game has improved on, or, hell, even come close the same level of functionalty that TA had in all that time!
Sad to say, but neither does Rise of Nations.
First of all, in Rise of Nations the waypoint system barely exists. For instance, you cannot queue up a Move, and then an Attack Move as the second waypoint! Helllllooo! TA did this 6 years ago!
There are no healing units whatsoever. In order to heal your people you need to garrison them in buildings, but this is a complete an absolutely nightmare of micromanagement to do with a large army. To the point of healing being utterly useless because it's just quicker to build more units than it is to heal them. Gah. So, RON ends of being a gigantic rush of units. Also, there is no experience system at all, no heroes, nothing. There is a general unit, but they are virtually useless and require way too much management. Even generals don't level up.
The air unit AI is ridiculous. Empire Earth had some decent unit AI, and TA's air unit AI is still king, of course. In Rise of Nations, when you set an air mission order, your plane will loiter around that spot even after it's dropped it's bombs. It'll just stay there forever, dropping bombs, and taking fire until it is dead. It will only return home when it sees no more enemy units. Stupid! At least in EE the plane would return to base after it dropped its payload, so it could also heal as well as rearm.
Hell, in TA you could tell your air units to reuturn to base after taking a selectable amount of damage! That was awesome. I don't think any RTS game since then has matched that. Why? WHO KNOWS!
The interface in RON needs a ton of work. For one thing, there is no way to change key commands. So, if you can't remember that Ctrl-Alt-Rshift-E means "change unit aggressiveness" then tough luck.
Also, there is no queuing at unit factories!!! WHAT THE HELL?! You have to constantly hammer on the build queues. In fact, that's what you spend most of your game doing! Units die fast in RON, and you are constantly building more, so you spend all your time hammering on the build buttons, only to hear that annoying gong that means you don't have the resources. Why can't you queue build orders? WHO KNOWS!
I could go on, but why bother. I'll let someone else continue the complaint list.
Rise of Nations is mediocre at the very best, and barely that.
Brian Reynolds, I am very disappointed in RON. I expected much more from you after your work in Civ2.
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Graham@BHG
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Baltimore
Aug 2002 time: 00:28
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First off, anyone who wishes to is free to dislike the game. We know we aren't going to be able to please everybody!
I just wanted to pop in and clear up a few incorrect pieces of information that have been posted so that nobody gets the wrong idea.
1 - Supply wagons have the ability to heal if you are playing as the French, or if you construct the Versailles wonder of the world. There are also several upgrades which speed up the healing rate of units that are inside buildings. Rarely is it more feasible to invest in a new army then heal existing units.
2 – Fighters and bombers have a fuel gauge. You can order them to attack a specific area, or move to a location, or attack a specific target. They will attack, or circle a specific area if there are no enemies, until their fuel runs low and they return to their airbase. You can also recall them at any time via a button at the air base, have them repeat your previous order or not, and even select them in-flight and issue new orders.
3 - There are hotkeys and hotkey combinations for a wide variety of useful functions and you can customize them to your heart's delight.
4 - There are unit queues in all buildings that train units. You can select multiple buildings of the same type and queue units in them all simultaneously. You can set attack stances for units created at these buildings as well, so that they will exit the facility with the stance you prefer.
Like I said in a recent post at RONH, try the demo and see for yourself. It's far more exciting than reading previews or posts about building queues!
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Rohag
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Disappointment is a fundamental human right, and I reserve the right to indulge myself in it as much as any other. Regarding RoN I feel no need to invoke that right.
Total Annihilation is a super RTS game! I can’t begin to number the hours of enjoyment I’ve derived from the Cavedog classic. I could say the same about Civ2 as TBS. Were I seeking RoN to be an RTS like TA or a Civ2 RTS port, I would be disappointed.
Maybe it’s because I purchase so few games, but each seems to provide a distinct gaming experience.
RoN originally caught my attention because it seemed an elegant combination of design elements that would allow immersion in a continous-time version of history and not just an RTS bloodbath. Judged against that standard, I am not disappointed.
BHG has achieved what it has through careful balancing. Tacking a deep SMAC-style diplomatic system (a Good Thing) onto the tactical magnificence of TA (another Good Thing) would do damage to both (a Bad Thing).
Go get ‘em, Solver!
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One_Dead_Villy
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Toronto, Canada
May 2002 time: 00:28
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It doesnt even sound like you're playing the same game. and other parts simply dont know how to play it.
quote: Originally posted by GoblinToe
There are no healing units whatsoever.
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wrong...as BR said the French has wagons that heal, and other can gain that ability with Wonders.
quote:
The air unit AI is ridiculous. Empire Earth had some decent unit AI, and TA's air unit AI is still king, of course. In Rise of Nations, when you set an air mission order, your plane will loiter around that spot even after it's dropped it's bombs. It'll just stay there forever, dropping bombs, and taking fire until it is dead. It will only return home when it sees no more enemy units. Stupid! At least in EE the plane would return to base after it dropped its payload, so it could also heal as well as rearm.
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That was the complain EE people had with their bombers
that it only could drop ONE lousy bomb, and even if it had more gas it had to return home. If I sent a bomb a short distance I expect it to hang around and help the attack and not just go home even though it hardly used up its gas and bombs.
quote:
The interface in RON needs a ton of work. For one thing, there is no way to change key commands. So, if you can't remember that Ctrl-Alt-Rshift-E means "change unit aggressiveness" then tough luck.
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the hot kets are competely configurable...learn to play the game properly
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Also, there is no queuing at unit factories!!! WHAT THE HELL?!
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This comment is really baffling, and completely ridiculous. and shows this person hasnt even played teh game. NOT only does it have queuing, but RoN also has infinite and patterned queuing. (which means u can set a building to produce units in certain order and ratios) indefinitely, as long as u have resource. It also lets you assign them to pre-set army groups right from the factory.
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Brian Reynolds, I am very disappointed in RON. I expected much more from you after your work in Civ2. |
maybe you aught to be dissapointed in your ability to read the instructions in the game, cause its obvious that either you dont know how to play, or you're not even playing the same game.
Does RoN have room for improvement? Yes of course, I can think of a bunch. But those points you make are either debatable, or completely wrong as in it doesnt even jive with reality and the way the game plays, its like two different games u're talking about.
Last edited by One_Dead_Villy on 13-05-2003 at 08:30
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Triphosphatase
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Glad to see so many TAers around!
The situation where a collection of imbalances, coincidences, and straight-out bugs in TA was responsible for making TA into the most unique RTS there existed. All RTS that followed forced strategy into the game, most notably the Rock-Paper-Scissors dilemma that exists in practically 90% of the the new RTS games. (including RoN)
Let us see what made TA so unique:
The developers: Let there be two sides, Arm and Core.
Well... Arm turned out to be the more powerful side in TA and is played on the majority of land and sea maps. (Exceptions for some sea maps or large maps where Core is preferred)
The developers: Let there be hundreds of unique mobile units and stationary units!
Well... The only useful unit on flat land maps turned out to be missile towers and missile trucks. Nothing else was worth building. (except for a unit which was notorious for causing lag and was used exclusively for that reason alone)
On small sea maps, there turned out to be an oddball unit called the Pelican. On land the Pelican was useless. It was butchered by missiles from trucks and towers. On sea however, there existed a bug where the missile will not damage the Pelican. This little 'bug' coupled with a simple small sea map called the "Gods of War" created perhaps the most interesting strategical stage every witnessed on a RTS. If a game with only missile trucks and missile towers shooting missiles at each other was exciting and very tactical, imagine what happened when a whole plethora of units were unleashed in this small water map. There were no "special" damages. A weapon subtracted X amount of damage from all units. There was no rock-paper-scissors, yet there was harmony among units.
One of the "game enders" in TA was a Big Bertha. The cannon can shoot shells across medium sized maps from one edge to the other and was able to destroy most buildings with one shot. To combat this weapon, players built bombers. Many bombers. Only playing TA for yourself can you experience the orgasm of having thirty bombers carpet bomb a Big Bertha gaurded by dozens of healing units, including the Commander. The screen freezes for half a second, then all of the opponent's units spontaneously explode. The death explosion from the Big Birtha killed the enemy Commander, ending the game.
There were other fine points in TA which aren't being mimicked by modern RTS games.
-The TA waypointing and queuing systems are still unmatched. Why!?
-Units can shoot while moving! This was also the main factor in making TA a classic. RoN does have this feature, but the implementation just doesn't work as in TA.
-The most beautifully animated and modelled aircraft in a RTS that aren't frustrating to command.
-Most weapons aren't "instant hit" weapons. The cannons acutally fire orange blobs and most explosion can be traced to which direction it was fired from and what unit was responsible for it.
-No "special attacks." The units in TA simply fire their weapons automatically, moving or not, when the units sees an enemy unit. The extent in which they were implemented in Warcraft/Starcraft just made the game into a micromanagement hell. (the true click-fest)
-The super-powerful starting unit completely stopped "Starcraft rushes." A player can hinder the expansion of their opponents, but will not win with a 5 minute rush.
Anyways...
I am finished with RoN. Played through some CTW campaigns (which are redundant battles against the incompetent AI played on the same setting over and over again) and also played some skirmishes against human players. After a few multiplayer games, I saw that the games played very much like AOE/AOK/AOM/EE with very subtle improvements. These small improvements and gimmicks will not revive this beaten to death formula for RTS games. I uninstalled RoN and added it to my list of dissapointing RTS games.
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One_Dead_Villy
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Toronto, Canada
May 2002 time: 00:28
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well its truely astounding that you're basically enamoured with the bugs in the program. and creating lag in the game as strategy? give me a break. u want the game to freeze, and lag? just get a crappy graphics card and computer, i'm sure it will choke the machine when playing RoN, if u want to get that effect. Your arguments are just plain silly.
I guess now we understand why some people like campy scifi flicks with bad special effects, and u can see the strings holding up the spaceships.
and i certainly hope u are done with RoN...at least we wont have to see any more silly posts about how poorly designed TA is. ure giving it a bad name..and it doesnt deserve it
Last edited by One_Dead_Villy on 13-05-2003 at 14:01
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vee4473
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New Jersey
Feb 2000 time: 00:28
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quote: Originally posted by ACEofHeart
well, I was intially scratching my head why a RTS game was on Apolyton.
Because virtually every RTS game I have ever played the "S" in RTS did not stand for strategy", it stood for "speed". It always came down to how "fast" you gather resourses, how "fast" you went to the next age..how fast you cranked out units,, how "fast" you can scroll the map in battle, how fast .. well....blah,, blah,, blah... you get the idea.
hmmm,,,was it put on Apolyton just because of Mr Reynolds ? |
TBS games are all about speed too, just in a turn based more leisurely way.
In civ etc..., if you don't advance in tech to get better units, then the guy who does can potentially crush you with his more powerful units.
RTS games just "seem" to have speedy clickfesting at their core because of the "real time, everything is always moving" nature.
Many say RTS is all about how fast you can upgrade this unit or get to that age, but isn't TBS the same?
How many people have "research beelines" in civ type games in order to get a tech that falls in line with their strategy? What's the differnce between beelining to advanced flight in civ and beelining to siege tank technology in starcraft? Besides time.
It's the same thing to me, it just "seems" more strategic in a TBS title because the longer time needed to get there and the leisurely turn-by-turn nature combine to form some sort of illusion of depth of game.
ehh
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Jack_www
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I dont know why Triphosphatase and others like him hate RON so much, but I just downloaded the demo today and I think the game is great. Much better the EE or any other RTS game I have played in a long time.
No one said it was not going not going to be a RTS game.
The Things I like about this game after playing for the short time that I have been able to are:
1.) No more click fest crap. Meaning that spead will not equal victory, that slower players have a chance at winning if they use their brains.
2.)Less micromangement of workers. They work more automatic then before.
3.)I like the supply wagons, finally you have to supply armies in a RTS game.
4.)They put borders in the game, which i like a lot.
5.)Finally a RTS were you acitually are building cities, gives me a feel of civ game but in real time.
6.) Multiplayer games dont take a long time(as oppose to civ, which takes forever and i hate that)
This game is great, and I am really happy that Big Huge Games and Microsoft dont pull the same stuff that Infograms and Quicksilver did with MOO3.
I am sure to pick these game up when it come to the stores, and I am very happy they put a demo out and did it before the release of the game.
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GoblinToe
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quote: Originally posted by One_Dead_Villy
wrong...as BR said the French has wagons that heal, and other can gain that ability with Wonders.
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Oh, so we have to play the french to get unit healing? Who wants to play the French?! 
quote: Originally posted by One_Dead_Villy
That was the complain EE people had with their bombers
that it only could drop ONE lousy bomb, and even if it had more gas it had to return home. If I sent a bomb a short distance I expect it to hang around and help the attack and not just go home even though it hardly used up its gas and bombs.
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This is ridiculous. You'd rather have your bombers acting like complete morons and circling overhead of their target regardless of the damage that they're taking until they fall to their death? I see you are a stickler for realism.
quote: Originally posted by One_Dead_Villy
the hot kets are competely configurable...learn to play the game properly
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You're right, I missed this somehow. It seems the hotkeys are totally configurable.
quote: Originally posted by One_Dead_Villy
This comment is really baffling, and completely ridiculous. and shows this person hasnt even played teh game. NOT only does it have queuing, but RoN also has infinite and patterned queuing. (which means u can set a building to produce units in certain order and ratios) indefinitely, as long as u have resource. It also lets you assign them to pre-set army groups right from the factory.
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Yes, it does have an infinite queue button, however, that option is turned OFF the second the building comes under any sort of fire from an enemy. So if you have a factory on the front lines, your infinite queue is useless! Also, if you run out of resources then all your factories that were set for infinite build orders automatically turn infinite build OFF!
For those of you that haven't played the game, during battles, and especially in the late game, you are constantly running out of resources as you order factories and barracks to build dozens of units. You have to hammer on the build buttons until you hear the inevitable GONG sound which means you can't build anymore due to lack of resources. Once that happens, all your factories and barracks reset their infinite build orders to off.
These two facts make make the queue option useless for me, because it's just more micro management to go to each individual factory and turn queuing on again, assuming I can even remember which ones I had set to queue!
Add to all this the fact that the waypoint system is the most basic of any RTS with zero innovation, and also the inability to give retreat orders to units after taking X amount of damage, and what do you have?
A mediocre been-there-done-that RTS.
The Conquer the World campaign is interesting once, but I think most people will find that the complete lack of depth to the campaign really just makes this an endless stream of battles, so why not just play quick battles or multiplayer? The CTW campaign system was what I was most interested in with RoN, but it fell far short. There is nothing really there other than a Risk clone board game with uninteresting draw cards and army pieces you move around the board.
So lets sum it up...
1) No hero units
2) No experience gain during battles for any unit
3) Horrible waypoint system that most won't even use.
4) Terrible air unit AI (loitering around enemy fire like idiots until death)
5) No unit healing unless you play the French or build a massive wonder or micromanage garrisoning!!)
6) A severly broken queuing system which might be patched, but who knows.
7) Idiot unit AI in general (no option to retreat after taking X amount of damage)
8) Sub par graphics.
9) The joke of a diplomacy model. (You can't even tell when your enemies or allies make you offers because you're too busy in battle, and when they do, they always want 6 times the amount of a resource you have when your empire is 10 times larger than they are! Haha. Why even add this into the game is what I kept wondering.)
The above issues drop RoN down into medicore standing, and after only a few games people will realize that there is nothing new here. It's all been done before. The sad part is that RoN does it all again with worse graphics. Empire Earth's graphics are far superior to RoN's.
Some things I do like about RoN, though...the formations are really done nicely. Also, the borders with attritions were executed wonderfully. Some of the unit animations are nice to watch. The three infantry soldiers per units make for much nicer battles visually. The non combat unit AI is good, such as workers and caravans...build them, and forget about em, and they will find a job most of the time (not always), which I like.
Well, that's really it. Sub par graphics, lackluster sound, been-there-done-that game mechanics and interface, not to mention the game is a slug even on a above average system which is inexcusable for an RTS with such lowend graphics. All this adds up to me taking RoN back for an exchange.
Maybe a decade after Total Annihilation has been released some developers will clue in on what magical options made that game so wonderful, and start building RTS games with that recipe. Until then, remember that we have the power of the dollar. I for one refuse to support such an incredible lack of innovation in a genre that has been so played out as RTS gaming has.
It's time for something new already!
Last edited by GoblinToe on 13-05-2003 at 22:38
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Bridger
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1) Hero units are the core gameplay of RTS games now? I didn't know strategy games lost points without them? 0_o?
2) "Veteran Units" has always been a stupid idea in any RTS game. Why? It propegates the "rich become richer and poor become poorer" situation. While it was put in the game to solve the "lets just send units on a suicide rush!" problem it created a problem where the winner of a battle would have units up to twice as good as his oponant who is building new units. This is a flawed system and i'm glad it's not in RoN.
3) I've never had problems with the waypoint system, what are you speaking of exactly?
4) They hang around and BOMB THINGS, they don't just circle. Watch closer next time and you'll see that they bomb things till the run out of ammo/fuel then return home.
5) How hard is it to garison after a battle? This literally takes 2 minutes, Hotkey your pikes into 1 barracks, your archers into another, cav go in stables, seige goes in factory and anything left over goes in you castle (you have one don't you?). Then 30-40 seconds later you got fully healed units. Is this really so hard?
6) I agree the infinate queue is broken, and i hope it gets fixed in a patch, but you can still hotkey your barracks to a button and queue them mid battle with a few keystrokes. That's what i do.
7) Well they arn't going to let the computer do EVERYTHING for you. Just because the redundant micromanagement was taken out doens't mean they should take out the strategic micromanagement also.
8) As oposed to what? EE? So far the only game i've seen with beter graphics is C&C: Generals, and you know what? Graphics is all Generals has. In that regard i'm glad they didn't go for a pretty engine, takes away time from doing better things, like balancing and creating a solid core game.
9) The core of the game is multiplayer, don't confuse yourself thinking single is selling the game. No RTS since AoK has sold on it's singleplayer.
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One_Dead_Villy
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Toronto, Canada
May 2002 time: 00:28
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quote: Originally posted by GoblinToe
This is ridiculous. You'd rather have your bombers acting like complete morons and circling overhead of their target regardless of the damage that they're taking until they fall to their death? I see you are a stickler for realism.
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Maybe I am, but that doesnt mean you cant order the planes to go back. Its a matter of preference. Not a fault of the game.
quote:
Yes, it does have an infinite queue button, however, that option is turned OFF the second the building comes under any sort of fire from an enemy. So if you have a factory on the front lines, your infinite queue is useless! Also, if you run out of resources then all your factories that were set for infinite build orders automatically turn infinite build OFF!
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Then dont put your vulnerable buildings near the front, and keep yourself stocked with resources. I mean lets think about this a moment. Maybe one should think about how to run their empire so bad things dont happen rather then rely on the AI to do everything for you. If you want the computer to do it all for you, turn on AI coop mode. It'll run your empire for u, requeue units whatever, and all u have to do is adjust this and that. The other point is....name another RTS that even has this feature.
quote:
Add to all this the fact that the waypoint system is the most basic of any RTS with zero innovation, and also the inability to give retreat orders to units after taking X amount of damage, and what do you have?
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Where have there ever been an RTS that has such a thing? A lot of people dont want units retreating in the middle of a battle on its own. How about you keep you eye on the battles and run them away when u think they need to retreat. It maybe an interesting expansion feature to help some of the (I have to assume TBS have been spoiled with).
quote:
1) No hero units
2) No experience gain during battles for any unit
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Both are not necessarily good ideas for RTS's You have generals which are close to a hero unit. In gameplay effects they would probably do the same thing anyways. Just rename the Generals to "Hero".
quote:
4) Terrible air unit AI (loitering around enemy fire like idiots until death)
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Your opinion only. I think EE's planes had terrible AI, and RoN is brilliant cause it doesnt bug out with one bomb. and it will return home WHEN it is out of gas and bombs, unlike EE that returns home when the damn thing is 3/4 full and missed the enemy cause he moved 1/2 tile aways from the spot you dropped the bomb. If you dont want your units to hang around CONTROL your units.
quote:
5) No unit healing unless you play the French or build a massive wonder or micromanage garrisoning!!)
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Wonders arent THAT expansive really in RoN, no more the the costs of aging up. It is totally integratable in normal game play. Wonders in RoN arent so rare, they arent the "eng game" techs/units like other RTS. Plus healing by garrionsing is not that difficult, and probably more realistic.
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MahoTsukai
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Hi,
Thats my first post on these forums, hello all !!
Anyway, I consider myself a hardcore TBS AND RTS gamer, I am still playing TalonSoft Rising Sun, Operational Art Of War, and I'm also a very high level player of Warcraft 3, so I dont consider myself biased in favor of TBS or RTS genre, I love both genres and I have the essential titles. Yesterday I downloaded the RoN demo and I'm very excited to get my hands on the full version after I played a couple of games today.
You may compare RoN to EE, AoK or even TA, but reality is that you are comparing oranges to apples, both are fruits but the similarities stop there.
RoN has been made by the Brian Reynolds, the same guy who lead designed SMAC (one of my all time favourites). This game holds the legacy of Civ2 and SMAC, while borrowing from most recent RTS and I'm glad it shows; great diplomacy, plethora of options, fast action and deep thinking etc. If you are looking for awesome graphics then you will be disappointed (Altho I find the graphics just fine, but thats only my opinion mind you =), but if you are looking for a sweet marriage between fast action and *real* strategy then welcome aboard.
But don't come trashing the game while you obviously don't know what you are talking about, as I said above; I'm myself a newbie to this game, but I don't need to know more to udnerstand that you never played it, or maybe you are on drugs ? This game will be a success, no matter what the nay sayers will argue, and BGH folks know very well that no game can please everyone (heck I saw people bashing SMAC:AC & WC3 ! ). Facts are that there are a LOT of MahoTsukai's lurking out there, people that waited a long, loong time for such a game, and I'm pretty sure the demo will conquer a lot of hearts...and wallets (or credit cards ) and I for one will gladly fork the bucks, in particular when I consider the pile of crap sitting on my shelf collecting dust ( AoM, NWN, Emperor & consort).
Last but not the least, if you are to argue, at least mix in some logic and good sense, that complaining about the rock-paper-scissor (counter system) which is the basis of balance in mp games makes you look crazy.
Thanks.
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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:28
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I suppose it would be good to have a button on the units that you push so that they will automatically find the nearest appropriate bulding and garrison in it instead of us having to hunt around for the building.
Personally, I found the demo a bit same-old same-old but with a slight change in formula from EE, AOE etc.
I noticed that the costs of units, techs etc change when you go to a new age. I like this. You have to make a choice whether to upgrade now or go to a new age and pay different costs for the upgrade. However, I would have liked to have seen an added twist to this. If you chose to upgrade to the next age earlier, then you actually miss out on some research, buildings units etc altogether! Then you have a real choice. Do I want to get to the next age or hold back to get advantage with more resaerch etc...
I will reserve judgement till the full game. The demo is too limited in that we can't change alot of the starting conditions for battles, victory conditions etc. I would like to see how the game is with the cost of techs at the highest level for instance. Also, how the campaign game goes. Also, what kind of editing options we have to create scenarios etc. Can we fiddle with the whole tech tree, redefine ages etc?
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fluffy_ferret
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tell me, how much different can an rts become and still be called rts? rise of nations is the most revolutionary in the RTS genre since total annihilation.
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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:28
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I completely disagree. RoN is as close to a real-time civ as ever was. You have real cities, borders, diplomacy, a tech progression from ancient age to information age.
Case in point: I just played a quick battle (demo) on easy, with 3 AI nations, great lakes map, diplomacy game and standard victory objectives. I was Bantu, and the 3 AI's were British, German and Egyptian. Each nation started in a corner.
I developped up to about 3 cities. Then, I tried to forge an alliance with Germany but it wanted 200 metal, so I refused. Then, England offered me an alliance against Egypt. I accepted. I built a few more cities. I was at about the Enlightenement Age, when I decided to declare war against Germany. I "blietskrieged" through Germany, in a few minutes, suddenly propelling me to number 1 with 68% territory. Germany was gone! I now was adjacent to Egypt, and could prepare to conquer them. I had about 4 Wonders, and 10 Wonder Points. My ally the British also had 10 Wonder points, and the Wonder Victory timer began. At about 40 seconds from victory, I reached the industrial Age, and I blasted my way into Egyptian territory with a huge army. A furious battle developped at the Egyptian town of Memphis, but at that point, the timer hit 0: VICTORY!
The whole game lasted 52 mn, involved peace negotiations, a lucrative alliance, a fast war against an unsuspective neighbor, construction of massive Wonders, territorial expansion, and technological development from a small stone age village to an industrial age empire.
It sure felt like I was playing a real-time civ game to me! And it was a blast!
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MahoTsukai
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I don't know what's up with TA, beside some innovative ideas (nothing more than Dark Reign) and crappy unit design. I played it a lot, trying to find what was so hot about it, until I gave up and went back to my beloved SC, AoE and WC2.
Games that are imbalanced are not fun in mp, period.
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