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| | #1 (permalink) |
| Registered User Join Date: Feb 2002
Posts: 9,497
+25 Internets | Rise of Legends demo tomorrow Surprised by this, didn't know the game was so far along. I'm intrigued by it, the graphic style looks great, however personally I cannot fucking stand the pea soup draw distance of all the shots I've seen of this game. I'd rather have less detailed graphics with a realistic draw distance, than having really fancy ones and only being able to see 10 feet. I never personally played Rise of Nations, but I loved Alpha Centauri and CivII back in the day, so I've got a lot of faith in Bryan Reynolds. http://ve3d.ign.com/articles/699/699396p1.html |
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| | #3 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,255
| rise of nations was only good if you didn't enable the Final 4 super power deals at the end of the tech trees, they quickly turned the game into a shitty mishmash of setting build orders for tanks and bombs to infinity and putting the rally point out in the middle of the enemies base and hope that you could overcome him doing the -exact- same thing. Got old hella fast. Though I really look forward to this game, high hopes indeed~
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #5 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,255
| Played around with the demo, so far I like it, though it's seeming a lot like Empire at War with the rock/paper/scissors units. Moreso than the original Rise of Nations. I have to admit though, the shit is beautiful, and while citybuilding seems a smidge restrictive, it's still pretty intuitive. Instead of the research trees dictating growth like in RoN, you have the size and type of sectors you add to your primary city. The more magic sectors, the more research you get combined with faster power regen. The more economic sectors, the faster you rake in resources. That and the units look cool as fuck, I really wanna see more of the doge tho~ You have heroes this time, but in the context of the game it fits more than just adding Super Lincoln or Ultra-Tokugawa would be to RoN. Overall, I'm buying this beast. And upgrading my graphics card to view it's splendor.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #6 (permalink) |
| Harvey Join Date: Sep 2002 Location: The Command Carrier
Posts: 1,798
+6 Internets | Please god don't say the ground combat is like empire at war. Empire at War ground combat blew hard. The units were soooooo slow. The rock paper scissor thing is fine if you quickly respond, but you couldn't. The units were so slow, you'd move a unit of AT-ST's into the middle of an ambush by Plex troopers, and you'd lose the whole unit before you could do shit. Infantry was unbelivably survivable, and would simply walk by your hordes and wipe out your artilary. Empire at war space combat was awsome. The ground combat made me want to stab myself in the eye with a spork. |
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| | #7 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,255
| Nah, if you've played Rise of Nations, it's still extremely similar to that. Actually, to draw a paralell I liken the UI to what was used in the DnD rts game, the one based in the Ebberon world. The combat itself is relatively fast paced (unless you're fighting a like armed enemy and don't pop the occasional super power deal) and it's relatively easy to respond to mixed unit variations. What I meant by the rock/paper/scissors analogy is that taking your awesome cannon to groundtroops is as effective as not building the cannon. Take it to buildings, entirely different results. RoN was this to an extent, but there were definitely units that broke the barriers and were simply Good for all mishmashes of combat. RoL seems a lot more closer to the extreme that was Empire at War (not the speed of response, but simply that some units can't fucking hurt units that aren't in their Good VS. boxes) than RoN, but not so much that it makes a favorite style of play completely useless. There's a bit of micromanagement when dealing with the hero units and some individual units special abilities. Not so much as War3, but still a lot more than was present in RoN. Overall, I like the changes, and looks like it'll be just as solid as Rise of Nations was.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #8 (permalink) | |
| Registered User Join Date: Aug 2003
Posts: 379
| Quote:
I was a bit indifferent to start, mostly due to the scale and size - i.e. the number of units you can make easily is gigantic, the screen can't hold very many of them so you have to do silly things like scrolling around in all directions to make the selection box big enough to grab them ( select all of this unit only goes to the edge of the screen ). I was also irked that after spending all my hero points on "Chick on a Scorpion(tm)" they made her unavailable for the next mission. Sigh. It's grown on me though, I think part of the problem was that the Alin are just much less interesting than the Vinci. Sure your sand raiders are a great general purpose unit and kick butt with 5 million upgrades, but the prototype system for the Vinci I just found much more engaging. Plus, their units just rock, especially the air cruisers 8) | |
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