Author Topic: Empire: Total War  (Read 1535 times)

Offline Tac

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Empire: Total War
« on: July 17, 2009, 12:03:36 AM »
Yes, a thread was opened earlier but it was mostly speculation and first hand reports when it was out.

Now that some time has passed and I hope, patches been released, I wonder if those that have the game can give me some info before I buy it:


Naval Warfare:

I tried the demo. The naval AI is complete garbage so most of the fighting is down to the player ordering each ship when and what to fire.

My biggest question on the naval aspect is the tech tree. Can I end up having 3rd or 4th rates with big guns rather than a dozen or so little ones? Or are you stuck with 'research the ship it will be loaded with a pre-set number of guns of the caliber of its class' type of shipbuilding?

Also, are there any non-ship of the line vessels that can be built and commanded? Aka sloops, raiders, merchants?

Land Warfare:

Being a fan of the old tv series SHARPE's RIFLES I would love to know if there are any riflemen units in the game that can be built .. and if so, how differently do they fight vs line infantry?


Strategic Map:

Aside from US and European powers, what other nations can you 'be' (i read you could be a native american nation... but are there others? south america? mexico? japan? australia/nz? ).

Offline Becinhu

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Re: Empire: Total War
« Reply #1 on: July 17, 2009, 12:37:53 AM »
I have been disappointed in it.  And I love the Total War series. (I have bought every one)  Graphics are crap unless you zoom all the way in at which time the frame rate craps out.  Units types have lots of variety however.  I think there are 15 playable nations.  You are supposed to be able to play the US in full campaign mode after finishing the mini-game for the 13 colonies.  However, thus far I can't get past frame 3 of 4 even after killing all enemy units and taking over entire map in frame 3.  Playables are france, britain, denmark, sweden, dutch, russia, spain, portugal, austria, maratha confederacy (india), and 1 or 2 others. You can do house fighting in the towns as well as using artillery to destroy towns.  I give it a 3 as of right now.
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Offline stran

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Re: Empire: Total War
« Reply #2 on: July 17, 2009, 03:17:23 AM »
want some good naval battles? try POTBS http://www.youtube.com/watch?v=9k5ozixyJ3A&feature=related
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Offline Urchin

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Re: Empire: Total War
« Reply #3 on: July 17, 2009, 06:11:29 AM »
I bought it for $29.99, and I'd say I did alright.  I don't play it yet, but I sure as heck wouldn't pay $49.99 for it. 

Wait.

Offline thrila

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Re: Empire: Total War
« Reply #4 on: July 17, 2009, 07:10:20 AM »
I bought empire about a month ago, I actually quite like the naval battles.

Tac, you can research naval tech and can acquire 1st rate ship of the line- there are a lot of different types ship, possibly more than there are land based units.  1st-6th rate of the line, merchants, gallleons, brigs, sloops, rocket/mortar ships and steam ships off the top of my head.

There are rifles late on in the game if you research them.  They can be used in a similar fashion to line infantry or in a skirmish formation.

The main theatres are North + Central America, Europe + Middle East and India.  In addition there are four or five areas containing several ports for trading- such as the coast of Brazil and West Africa.  If you have a ship on the port you receive income from trade.  Mt strategy thus far has been to obtain a monopoly on these areas and become mega rich, i'm currently earning about 40k a turn. :D  If pirates or privateers are on your trade route they receive the income, which is a absolute pain if you don't have a large navy.  But it is a nice way to get income early on in the game by building lots of sloops and raiding enemy shipping lanes.
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Offline Vudak

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Re: Empire: Total War
« Reply #5 on: July 17, 2009, 07:58:46 AM »
It has the same problem as every other Total War game...  The first few turns are challenging, and after that, it's a cake walk.  And of course the release was bugged to hell.  You did well to wait this long.

To answer one of your questions: yes, you can build some sharpshooters.  There are less of them in a unit, they generally have a longer range, and they're more "skirmishers" of sorts.

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Offline -tronski-

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Re: Empire: Total War
« Reply #6 on: July 17, 2009, 09:33:57 AM »
The last patch really ironed out the performance issues, and now it rocks along, and they've really amped the campaigned (possible too much?) where its more than easy to find yourself imbroiled in a number of conflicts very early - very quickly!
 I use the DarthMod and it makes an insane amount of difference in the battles.

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Offline Saurdaukar

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Re: Empire: Total War
« Reply #7 on: July 17, 2009, 10:00:04 AM »
Can I end up having 3rd or 4th rates with big guns rather than a dozen or so little ones? Or are you stuck with 'research the ship it will be loaded with a pre-set number of guns of the caliber of its class' type of shipbuilding?

Not sure what you mean by "big guns rather than a dozen or so little ones" but the way research works is that you research a certain technology that will give you access to a ship - a Drydock for a 2nd Rate, for example.  To the best of my knowledge, all ships have a pre-set, more-or-less historical number of guns of the appropriate weight.

Quote
Also, are there any non-ship of the line vessels that can be built and commanded? Aka sloops, raiders, merchants?

Yes.  Sloops, Brigs, various merchantmen such as Galleons, Indiamen and Fleuts, all the way down to galleys containing a single gun.  There are also "modified" ships which can be captured from pirates.  For example, in my current game, one of my fleets contains a "race-built galleon" which is essentially a stripped out, 60-gun, makeshift warship.  

Merchantmen play what is perhaps the largest role in the game since they can be such a significant source of trade income.

Quote
Being a fan of the old tv series SHARPE's RIFLES I would love to know if there are any riflemen units in the game that can be built .. and if so, how differently do they fight vs line infantry?

Loved that show.  ;)  Yes, there are multiple rifle units.  However, Rifling is actually a technology which must be researched.  In both the early and late portions of the game, however, you have light infantry units.

These units are half the size of standard infantry units (60 men v. 120) but will typically have greater range and accuracy than their line infantry cousins.

They can be fought in two different ways - as a secondary unit of line infantry or, more importantly, once youve researched "Light Infantry Doctrine" - as a very effective 'fire and maneuver' sort of unit.  In the latter capacity, the men will spread out in a random fashion and behave as skirmishers.

I actually find light infantry, once the appropriate technology is researched and tactics are altered, to be very effective ambushers and, as stated, they can not be beaten for their mix of high mobility, flexibility and constant upkeep of fire.

As a caveat, a modder has already released a "Sharpe's Rifles" English unit for the game.  In game, you are permitted only the single unit of 60 men, who are dressed as they were in the show, complete with a fairly well integrated mug of Sean Bean in the unit card.

Quote
Aside from US and European powers, what other nations can you 'be' (i read you could be a native american nation... but are there others? south america? mexico? japan? australia/nz? ).

If memory serves, there are roughly 50 factions throughout the map.  I believe 12 of them are playable at the start.  Non-European states include the Ottoman Empire, Russia and the Martha Confederacy (India).  Mods are available to unlock all factions, at this point, I should think.

Mexico is a good example of a history and game-dependent "emerging" state.  Mexico is controlled by Spain at this moment in history.  "Mexico," as a county, IS in the game, but for them to emerge, a rebellion and subsequent revolution against Spain ( or ruler at time ::twiddles thumbs:: ) must take place within the appropriate territory.  Then the Mexican flag pops up over the city, guns go firing into the air and drunken mongrels mix it up with Clint Eastwood.

Revolution is a common theme in the game and is required to reveal many "modern" nations.



For its flaws - of which there are many - I love the game.  I think, if you have a love of this period in history, you will also like the game.  It satisfies a need of mine that hasnt been satisfied since I had a 386DX-16; it allows me to march a line of little virtual dudes against another line of little virtual dudes and mow them all down.

As a period-correct land battle simulator - its second to none, IMO.  At $30, I dont see how you can go wrong.  That's a couple beers and a pack of cigarettes, these days.
« Last Edit: July 17, 2009, 10:05:45 AM by Saurdaukar »

Offline Motherland

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Re: Empire: Total War
« Reply #8 on: July 17, 2009, 12:09:28 PM »
I love this game. I can't really add anything to what's been said.

The naval battles are quite good IMO, even though I suck :D

Offline Tac

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Re: Empire: Total War
« Reply #9 on: July 17, 2009, 02:39:18 PM »
Not sure what you mean by "big guns rather than a dozen or so little ones" but the way research works is that you research a certain technology that will give you access to a ship - a Drydock for a 2nd Rate, for example.  To the best of my knowledge, all ships have a pre-set, more-or-less historical number of guns of the appropriate weight.

Yes.  Sloops, Brigs, various merchantmen such as Galleons, Indiamen and Fleuts, all the way down to galleys containing a single gun.  There are also "modified" ships which can be captured from pirates.  For example, in my current game, one of my fleets contains a "race-built galleon" which is essentially a stripped out, 60-gun, makeshift warship.  


Great info Sard thank you.

What I meant by guns is more or less that if you have the option to equip the hulls with different gun types of your choosing. As in, rather than a 5th rate being loaded with 24 6lb cannons I'd rather give them 6 17lb cannons because their range advantage would be much more useful to me than 24 smaller guns of much shorter range.

I'm off to buy it today then .. I like what I see :)

Offline Tac

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Re: Empire: Total War
« Reply #10 on: July 17, 2009, 03:41:00 PM »
I bought it for $29.99, and I'd say I did alright.  I don't play it yet, but I sure as heck wouldn't pay $49.99 for it. 

Wait.

29.99 where at?

Offline Russian

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Re: Empire: Total War
« Reply #11 on: July 17, 2009, 09:15:30 PM »
29.99 where at?

there was a sale on steam.

Offline Tac

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Re: Empire: Total War
« Reply #12 on: July 18, 2009, 02:02:58 AM »
aw guess its not on sale anymore. steam shows it at 49 bucks. :(

Offline mechanic

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Re: Empire: Total War
« Reply #13 on: July 18, 2009, 03:53:24 AM »
It is still the best Total War game to date. The physics and AI reactions are pretty even without mods though I think they wussed out of improving some of the shortcuts they have always taken. One example is that as soon as you click a unit to move the enemy reacts. So some of the AI is still pre-prog. actions like in shogunTW...

Overall, love it. The campaign is very enjoyable. I suggest putting the difficulty on maximum for all aspects. Even if you were very good at tactics for Medieval and Rome, you are going to take serious casualties in your first few battles on the hardest setting.
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Offline Urchin

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Re: Empire: Total War
« Reply #14 on: July 18, 2009, 04:52:22 AM »
aw guess its not on sale anymore. steam shows it at 49 bucks. :(

I actually bought a hardcopy at Gamestop. 

And yea, it isn't on sale any more, which is why I would recommend that you wait.