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Sirius 21
00venerdì 28 dicembre 2007 20:27
con interessanti informazioni sul sistema dei combattimenti navali

blogs.sega.com/totalwar/2007/12/21/empire-total-war-faq-3/
siculo-calabrese
00sabato 26 gennaio 2008 14:05
sirius sei rimasto indietro!

ecco il link alle 4 liste di FAQ di cui la 4 rilasciata oggi! sono ttutte nella stessa pagina.link

Questi sotto sono i testi!

FAQ 1

Hi guys,

We recently offered our forum community the chance to submit questions about Empire: Total War to the team. Here we’ve tried to address some of the most common themes.

Will the emergence of new governmental systems be reflected in the game? Will we be able to play as a monarchy or republic and will that affect the gameplay?
Revolution is a key theme of the era. In Empire there are three different potential forms of government. Players will have to decide how to contend with social changes as their society “progresses”. This is a really exciting area we’re currently developing at CA. Ruling a monarchy with an iron fist involves different challenges from governing a republic. The three government types have their own advantages and disadvantages and as pressure for reform grows, revolution and civil strife can occur, and players will have to deal with the consequences of that.

Will religion play an important role in Empire: Total War?
It’s clear that the Enlightenment caused a few headaches for some of the clergy of the time. With that in mind, religious issues are still relevant in Empire, but less important than in Med II. The Pope won’t be dropping Lord Nelson a line asking him to retake the Holy Land, but religion does play a part in social order and diplomatic relations.

Will diplomacy be improved?
The 18th century was a little more civilized than some periods we’ve covered in previous Total War games. To reflect this we’re giving our diplomatic AI a complete overhaul. Previously in Total War the diplomacy AI and the campaign map AI were separate entities but in Empire we’ve unified these two aspects so they work more harmoniously. Diplomatic relations are now much more closely linked to your activities on the campaign map. And you probably won’t get your ambassador’s head back in a bag.

Will trade be more important than previous Total War games?
Absolutely. Empire is a game about war AND colonialism. The expansion of trade was a driving force of the European colonial effort. Trade is the both the impetus for and the engine that powers imperial advancement so we’re obviously paying a great deal of attention to this area of the campaign system. Combined with the new naval battles, establishing and protecting your trade routes have become a very exciting new aspect of strategy.

Will you try to improve the computer AI during battles?
Again, the changes in the period require a massive shift in AI. This is as true of warfare as it is of diplomacy. The tactics of the 18th century battlefield require a completely different mindset to the largely simple tasks of running one bunch of men with sharp objects into another bunch of men with sharp objects. Winning the day on an Empire battlefield will require a more intricate tactical awareness than in previous centuries. It was less about pure brawn, more about brains. Our AI routines have had to change radically to reflect this fact.

War in the 18th century? Won’t troops just line up in front of each other and fire away?
Um, no. It’s a bit of a paradox that the “romanticized” idea of the warfare is one that can be interpreted as dull. Men did not line up in orderly queues to be shot while singing their national anthems (apart from anything else, there were no national anthems). Muskets are not modern assault rifles, and once you’d fired your gun you had to close with the enemy and use cold steel. There’s nothing tame about a battlefield of any era, and hand-to-hand fighting was still a major part of any engagement. The bayonet is invented during our period! Melee fighting was as vicious in the 18th century as it had ever been. Cavalry played an important role on the battlefield too, not only in some famous charges but as a vital harassing force, constantly menacing the enemy into formations which were vulnerable to artillery. Formation discipline was crucial to victory so players will have to learn and master these, making more intelligent use of formation and maneuver than before. Add to that the importance of finding cover from enemy fire plus the ability to occupy and defend buildings and you have an environment more diverse and tactically challenging than any previous Total War battlefield.

How are the physics of naval combat going to work? Are there going to be factors to do with the wind/weather etc.
Naval battles are one of the most exciting new things for us in Empire. We’ve wanted to do proper naval warfare for ages but this is the first time that the era and our technology have been up to the standard we’ve demanded. Those high standards had to include factors like wind and weather. The sea battles in Empire are not just lip-service to naval conflict, we’re as serious about them as we are about our land battles and that means, wind, weather and of course water. We’ve had one guy just working on getting the water to behave realistically for two years! We’re doing stuff like modeling every cannonball so we can map accurate damage to masts and sails, things that will make Empire’s naval battles feel truly authentic.

Will the game be moddable?
Of course. We’ve always wanted to encourage our modding community and help them out. There’s been a lot of great work created for previous Total War titles and we’ll be looking to encourage more of the same for Empire.

Will land battles suffer and lose attention, from the incoming sea battles.
Not a chance. As we’ve already mentioned the change in land warfare is so dramatic in this period that if anything we’ve had to concentrate on that aspect of the game more this time around than ever before. All previous Total War games have dealt with a largely similar style of combat. This time around we’re having to work and think extra hard to get authentic land battles that accurately reflect the period.

Will naval battles be fun and easy to command?
We’re working hard to get a balance between ease of use and depth in naval combat. We’re confident that we’re heading in the right direction and it’s already fun to play naval battles in the office, even roping in members of the CA staff who haven’t been working on the naval stuff, so it can’t be that hard to pick up!

Will multiplayer actually be considered when the game is created?
Multiplayer is very important to us this time around. A lot of the team are long-term multiplayer fans and we felt it was time to address their needs more openly. We’re trying some things out in multiplayer that are completely new to Total War which we hope players will find interesting.

Thanks to everyone for your questions, and stay tuned to TotalWar.com for all the latest Empire: Total War news and updates!

Take care,

Mark O’Connell
(aka SenseiTW)


FAQ 2

Hi guys,

Welcome to our second Empire: Total War Q&A, where we provide more answers to some of your most burning questions!

Q: How many factions will there be in the game? And will [insert name of home country here] be included?
A: These two related questions are two of the most popular, particularly the “Will my country…” bit. People also wondered how we end up with the faction list. Surprisingly, nationalism and irrational prejudice do not drive our choices. If they did, then Yorkshire, Dorking, the Kingdom of Bognor, Chicken Madras and the Democratic Workers’ Republic of Woking would automatically be factions. In every game.

Naturally, not all factions are equal. This has always been the case; it is far harder to win as the Western Romans, big though the faction is, than the Saxons in R:TW Barbarian Invasion. We tend to define factions as being potentially playable (or not), by their culture, whether they are major or minor, and whether they might be “emergent” when we look at the candidate list. We then look at getting a good mix in terms of culture, national unit and army lists, and gameplay potential.

We use “culture” as a way of collecting similar factions together and sharing resources: you’ll find Western European nations all share a lot of the same cultural baggage, so it make sense to have a common set of game resources for them. Sometimes this means we can sneak in extra factions because they are similar to something we have already done (hurrah!): it is relatively easy to add Mysore if the material for the Mughals and the Maharattas already exists.

The major/minor split is our take on whether a faction starts the game with more than one region (e.g. France = major; Hanover = minor). When we are considering who to include a minor faction is less likely to make the cut than a major one. Some potential factions end up as rebels early on because the nation in question simply did not go anywhere during Empire’s historical period. Often these were considered for full faction status before they were assigned to the rebel category: it is not sensible, for example, to do a full faction work up on the Republic of Genoa.

Emergent factions (these, you might remember, were in RTWBI) are those nations that did, or might, come into being during a game’s historical period, or could have come into being. The most obvious one in the Empire period is the United States of America. There are no guarantees that the USA will appear, but if there is a rebellion in the right sort of area, at the right sort of time and other factors are appropriate, then rather than seeing rebels, you will see the Continental Army marching off to war.

So, the Empire: Total War factions have yet to be finalised. There will be at least 10 playable factions in the game, but we’re currently engaged in a free and frank exchange of views about the candidates for inclusion on that list. Some, like France and Prussia, have guaranteed places as playable factions because they were significant in the wars and politics of the time. The powers that changed status (waxing and waning) are the ones that cause us problems! The full faction list is much longer, and it includes all the AI-controlled factions that we don’t think are that rewarding for a human to play.

So, we are currently looking at around 50 factions and scratching our heads to decide which ones make the cut as being interesting both historically and in terms of game play. The final point is that what we’d like to do with the factions and what’s practical are not always the same thing. Often we’ll have to exclude a faction for time reasons. If we’re going to have to create a completely new set of buildings, units, animations and on-screen messages for a minor (and therefore relatively obscure) faction, the chances are that it won’t make it into the game. And sometimes more does not automatically equal better. It can mean that the development marmalade is spread too thinly over too many slices of conceptual toast.

Q: Will famous characters such as Wellington make an appearance in the game, and will they have special abilities to reflect their historical importance? What new character traits are there?
A: Famous and some not-so-famous characters are present in the game, yes. However, because the unfolding of a TW game isn’t a fixed path, there is not going to be a guarantee that an Arthur Wellesley (the Duke of Wellington eventually), a Napoleon Bonaparte, a George Washington or anyone else will *always* appear when the game is played. If they did, then camping on their spawn points until the right date would not make for a very interesting game. This, by the way, is all part of the larger counterfactual-historical debate in Total War games: history probably won’t repeat itself exactly as you play.

We’re having to be quite disciplined about the famous people that we include as characters and ancillaries, simply because there could be thousands of them, all with their own claim to a place in the game. Should we include Mozart as a famous composer, Thomas Slade, a naval architect of some genius, Lancelot “Capability” Brown, the man who completely reshaped the English countryside, Jethro Tull, the folk rock band and agriculturalist, or Joseph-Ignace Guillotin, a right royal pain in the neck? They’re all interesting people, and made their contribution.

The traits system is being revised for Empire: Total War; the Rome/M2TW system could “spam” traits sometimes and we need to address that. We’re not going to give you a list of the new character traits because it (a) would be a bit boring done like that; and (b) the list isn’t finalised, so that if we tell you there’s a trait called “Sausage” might not ever make it into the finished game. There is a trait called Sausage, by the way, but it’s not really the kind of thing you want to talk about in polite company. However, just to whet your appetites there are two interesting traits: “American General” and “Indian General” that have potentially interesting effects. These are gained by Europeans fighting in the relevant parts of the world and represent “going native” in terms of skills and attitudes. If everything goes to plan, the American General trait will even give a general and his unit some stealth ability on the battlefield. It’s also possible for generals to develop a complete dislike of the two continents too - not everyone likes curry or burgers, after all.

When the list has firmed up at beta, we’ll return to the subject of traits and historical characters in another FAQ or as a developer diary.

Q: The bayonet was invented in this period, so how will the various types be used on the battlefield? Will key technological inventions like this be events on the campaign map?
A: The bayonet is quite an interesting technology that directly impacts on battlefield behaviour in units. Before it arrives, musketeers have to reverse their muskets and use them as crude clubs to beat down opponents. The plug bayonet is a big step in the right direction, but once it is fitted (like a cork in a bottle neck) it prevents a man from firing and reloading his gun. It does give a musketeer a short “pike” for hand-to-hand fighting, and that’s useful. Incidentally, the bayonet was seen as a substitute pike and accordingly pike drill was used after its introduction. The ring bayonet allows fire and slow reloading, but isn’t very secure in its fixing to a musket; it’s better in a fight, but not that much better.

Finally the socket bayonet slides onto the musket and then locks on a barrel lug. The blade is offset, so that the musket can be loaded and fired easily, and it won’t come loose when thrust into an enemy’s guts. This kind of practical, brutal weapon made it possible to introduce “modern” bayonet fighting as a drill.

And no, we’re not handling technological advances as set historical events. We’re giving you more control over the game than that, but as to how -that’s for another day.

Q: Won’t the rampant expansion of European powers over less developed countries unbalance things in Empire? Won’t players be able to simply sweep aside native populations and establish colonies?
A: No, not necessarily. This is where the art of the game designer comes in, at least in our opinion. It’s our job to make sure that the game isn’t just a predictable rush for colonies. The question also ignores the number of wars that went on across Europe during the 18th Century as well.

There was “rampant” European expansion during the Empire period, but the European nations and their trading companies weren’t guaranteed to have things their own way at all. In India, for example, the Europeans fought against each other and used proxies in a series of vicious little wars that could have seen the Europeans driven out on several occasions. That they weren’t is more a tribute to cunning diplomacy, bribes, and the fact that some local princeling was always willing to cut a deal.

Interestingly, native populations weren’t always swept aside. At least part of the sense of grievance felt by the American Colonials towards the British government was fuelled by the agreements that London had struck with the native tribes to restrain their colonisation efforts. In India the Europeans were in no position to sweeo “the natives” aside. Instead, they mounted a “hostile takeover” and left the senior and middle management in place; the poor old peasants at the bottom of the heap probably never realised that they were now farming “colonial” land.

Q: Will the game be totally different from M2TW?
A: Firstly, Medieval 2: Total War was a development of the Rome: Total War engine. For Empire: Total War we’ve started again with new game and graphics engines. Apart from anything else, we needed to do this for the naval combat system. This follows our revolution-evolution pattern of game development at The Creative Assembly: a new game engine, an evolved version of it, rinse and repeat.

Secondly, the Empire period requires a different approach to the medieval era. Warfare, politics, and technology have moved on. We have a “palette” of game mechanics that we can use to bring these to life, and we must pick and choose the right ones for the subject matter. Naturally, some aspects of a Total War game are “givens”: a turn based strategy game and real time battles. We won’t - and wouldn’t want to - change that. Within that broad constraint, though, we hope to use mechanics that are appropriate to the period. Papal sanctions are important in the medieval world, but they don’t matter so much during the Enlightenment. Therefore, the Pope doesn’t need to be simulated in detail in Empire. The choreography of musket fire is important, so that gets a lot of attention. And then there’s the naval game: not to blow our own trumpets too much, but some developers would publish that as a separate game in its own right!

And finally, the development team on Empire is not the M2TW group. The Empire people did Rome: Total War, and some of the core team have been on TW games since Shogun: Total War. Chrysler don’t just have one team working on all their different car models, you know!

Keep your questions coming on our official forums, and stay tuned to TotalWar.com for all the latest Empire: Total War news and updates!

Take care,

Mark O’Connell
(aka SenseiTW)


FAQ 3

Hi guys,

Just in time for Christmas, we are pleased to bring your our third Empire: Total War Q&A, featuring more of your questions from the official forums. This month we are taking the fight to the seas with an indepth look at Naval warfare.

Q: Will naval battles be fun and easy to command?
A: Where possible we have tried to use intuitive and easy to grasp controls.
There are a fair number of elements of control and game play that are shared with the land battles in Empire. Most people who have played Total War or another RTS game will select units, give basic orders and be able to move the camera around without a tutorial.
We have also been working extremely hard at making naval battles fun to play from the first minute, while leaving room for depth in the gameplay. The variety of ships available just adds to that depth and enjoyment.
The user HUD is going in the right direction, but is still undergoing refinement and development. It’s a good sign that the fans over at the Total War Center were able to work out the functionality of a lot of the prototype interface in one of the screenshots, and all with a little guesswork and no help from tooltips.

Q: What’s the maximum number of ships we’ll be able to command in battle?
A: The number of ships that will be commanded by the player is still subject to development. There are gameplay issues being resolved. It’s very likely that it will not be more than 20 per player. More than that could make battles too tricky to control, certainly for most “normal” people (or “us”, to use the shorthand term). Experts will, of course, scoff at our uselessness, but then we only have the standard number of fingers having not stitched on extra ones to give us an advantage in WOW.
What has to be remembered is that most ships have two broadsides to fire, as well as boarding actions to fight. When you mix in the effects of wind, waves, shot type selection, timing of broadsides, hull and sail damage, and the crew being killed… Well, the experience is already epic and engaging. With too many ships to control, battles could be overwhelming rather than fun.

Q: Will ships gain experience and associated bonuses and, if so will, they be gained by ships sunk or men killed?
A: Ships crews will gain battle experience and this will have gameplay effects. We’ll talk more about this another time.

Q: How are the Physics of naval combat going to work - are there going to be factors to do with the wind/weather?
A: That’s cheeky, more than one question in a question? It’s a taste of the cat, for you! Not easy to answer in a short Q and A either. Where do I start?
In this game we are looking at trying to create the best and most realistic environment and sea battles you will have ever seen, running in real time, in a game. Golly.
Ships have buoyancy models that effect their motion through and across the waves. Get a big hole in your hull and you will sink. All ships have location modelling of hull damage too.
The wind itself is modelled using simplified physics acting upon the ships, the ships sails and the sea. Rain, fog and snow are also weather that will be present in battles.
The projectiles fired from cannon each have their path and velocity tracked individually and so will cause varying amounts of damage to anything (sails, masts, rigging, hull, decks and men) that block that path. Obviously a big first-rate ship of the line is going to be able to take a pounding; a sloop, on the other hand, is going to have to rely on keeping out of the way of the big guns.
As part of creating a realistic sea battle, the sea will be using statistically accurate waveforms found in seas in the real world. These waveforms are animated using a Fast Fourier Transform. The sea surface itself is rendered using the Fresnel equation to blend between reflection and refraction. This sea acts upon the ships that sail on them, causing them to roll and pitch. This roll and pitch then effects the accuracy of the gunnery. Have we baffled you with technical terms yet? Good.
Hope that answers your question.

Q: Will ramming be a last ditch tactic that can be employed in naval battles?
A: You can certainly attempt to ram but, as you probably know, ships of this period were not really designed for ramming. The damage that you might do to your ship definitely makes this an act of despair! Ships of the line are not lightweights, and a few thousand tons of wood, steel and men colliding will cause havoc! Having said all that, a sloop should do everything it can to avoid getting in the way of a first-rate: failure is not pretty for the sloop.

Q: Will merchant ships be part of your fleet, so that the warships need to guard the merchant ships in a battle?
A: There are two types of merchant activity in Empire: trade routes and trade fleets. These can be guarded by your navies. There is a boatload to say about this so I think we are going to leave that for another time.

Q: Will you be able to see men jumping off the ship when it is sinking?
A: Yes. Some will be holding on for dear life as the ship slips beneath the waves and visits Davy Jones’ Locker. As most sailors of the 18th Century weren’t good swimmers, this is a very sad sight to see. The designers are still angling for ambient sharks (but without frickin’ laser beams on their heads).

Q: Will we be able to use captured ships in our own naval and merchant fleets?
A: Yes. There is a whole chapter that can be written about this but that’s for another time

Q: Will the ships be very expensive or take some time to build, so that recovering ships or taking ships has a real effect?
A: Yes. Building ships is a large investment of time and money. The bigger they are, the more they cost and the longer they take to build. For example; HMS Victory took 6 years from the laying of her keel, in 1759, to her completion in 1765. They are also a drain on your resources once constructed. Achieving a balanced but effective naval force will be one of the challenges of the game.

Q: Will my faction’s navy be able to take on repairs at neutral or allied ports?
A: No. There are a number of issues involved in allowing the player’s warships to enter friendly/neutral ports that don’t really add anything good to gameplay. One of the challenges in Empire will be to maintain a fleet at sea and have sufficient ports around the world to carry out repairs and replacement of lost crew and ships. If you want to do well, you’re going to have to emulate the Royal Navy!

Q: Will Pirates/Privateers play any roles in the game? Can we hire them to harass ports of call or go after enemy nations merchant ships to disrupt their trade?
A: Yes. They will raid your trade routes and on occasion attack ports that are poorly defended. If they think they can outgun an isolated naval vessel they will give it a go too. The player can raid the trade routes of enemy factions and also blockade enemy ports with their naval vessels during wartime.

Q: How will we get to India? Will you incorporate a ‘warping’ system where you warp around the map or do we sail around the Cape of Good Hope?
A: We have a cunning plan but we can’t give too much away just yet. Keep an eye out as we reveal more in the fullness of time. You will like it.

On behalf of the entire Total War team we’d like to wish you a merry Christmas and a happy New Year!

Take care,

Mark O’Connell


FAQ 4


Hi guys,

Welcome to our fourth Empire: Total War FAQ. This month we are once again setting sail on the high seas to answer more of your Navel warfare questions.

Q: Is there a deployment stage for naval battles and if so, what exactly can be set during this phase?
A: Yes, there is a deployment phase but what can be done during the phase is still in development. We do know about the formations and tactics of the period and their benefits and drawbacks. It’s just a question of which ones actually make most sense in a gameplay environment. As we develop the game the best formations will be added to the mix. Like everything “in development”, what we have right now and what we’ll have on release may change.

Q: Can naval battle formations be set during battle?
A: They can, but it’s not always that useful. In the 18th Century, once a battle commenced, changing formations and tactics was very unlikely unless you had a lot of time and sea-room. Communication was only possible by signal flag and by sending boats. In the swirling smoke of battle both of these became impractical methods of communication. It’s a bit like forming up a “Big Wing” (for those of you familiar with WW2 air tactics) for a dogfight when the battle has already started. Changing formations can leave your ships vulnerable to attack while you try to sort yourself out. There’s nothing stopping you doing it, but you’ll need to be aware that it can all go horribly wrong - just like the real thing, in fact.

Q: Will naval battles incorporate a morale system and if so, how will this work?
A: Yes naval battles will have a naval battles morale system. It will be different in a number of ways to the land battles. We will provide more detail nearer release.

Q: How dynamic will the weather conditions be during a battle. Will wind speed and direction change regularly?
A: Wind speed and direction will change but not dramatically. You won’t suddenly find yourself in the middle of a storm, for example. You are more likely to get changing conditions from battle to battle in the same area.

Q: Will varying weather conditions affect range and accuracy?
A: Yes. The intensity of the weather will determine how much effect. We won’t allow battles in full-on storms as it just wasn’t wise or often even viable to open the gun ports in conditions above sea state 5 on the Beaufort Scale (to be a trifle anachronistic for a moment). That’s waves up to around six feet high. Fighting in a sea rougher than that risks swamping when opening the gun ports.

Q: Will the damage model include critical hits?
A: Yes. A ship struck in a particular location, will show those effects at the point of impact. So if you somehow mange to hit or set fire to the ships gunpowder stores the results will be spectacular to say the least.

Q: How will ship damage in your fleet be displayed in the user interface?
A: Through our very handy, clear and useful UI, damage will be indicated in a number of ways: per side of the ship’s hull, to the sails and to the guns. Even if you don’t bother with the UI and just look at the ship itself you will have a reasonable idea of how much trouble it is in.

Q: How will range be incorporated into the naval battles and how will it be communicated to the player?
A: Range will be indicated using feedback from positioning the cursor over valid targets

Q: Will naval battles include a waypoint system to allow the player to set a series of movement orders?
A: Yes. The player can set waypoints that will be clearly visible.

Q: What range of camera controls and views are you looking to include in naval battles?
A: This is an element that is still in development. Lots of people have different ideas about what they want. What we are doing at the moment is looking at how many of these are useful and practical.

Q: How much control will the player have over the speed at which naval battles are played out?
A: At present it is planned to allow the player to speed up and slow down time in battles as well as pause the game.

Q: Will reinforcements be included in naval battles as they are on land?
A: Yes. Although that may not be what you think it is, as we have changed the campaign map and the methods of reinforcement from Rome and Medieval 2.

Q: Can any military ship be used for troop transportation or are there specific transport ships for this purpose?A: Troop transportation will involve commandeering transport ships as needed, filling them with troops and shipping them with a protecting naval convoy. Transports can’t defend themselves, so you’ll probably want to send a defending naval vessel with them.

Q: Can crew be trained to be more efficient and effective via campaign game upgrades?
A: Yes there are items and systems on the campaign map that will effect the quality of your ships and crew.

Q: Will there be night battles for naval combat and if so, is this an option presented to player at engagement in the campaign game?
A: Yes. They will normally be more like dusk and dawn battles than true night-time warfare. Finding a ship in the dark at sea isn’t easy unless there is enough moonlight and a clear sky. Even then, it’s hard.

Q: How will naval officers be rated and affect crew and ship performance?
A: There will be Admirals, Commodores and Captains. Commodores and Captains have a set of fixed effects and Admirals are of variable quality. Admirals, like generals, will have their own set of character traits and ancillaries that can add to their skills.

Q: Can crew from sinking ships be rescued?
A: No. The poor souls drown horribly and the sharks feed with gusto!

Q: How are lost crew numbers replenished post-battle?
A: Two ways. Either by pressing captured crew from ships captured in battle or by heading back to friendly ports for more men.

Next time we will be dropping anchor to discuss a different area of Empire: Total War, so keep your questions coming on our official forums!

Take care,

Mark O’Connell




bavor
00domenica 27 gennaio 2008 14:39
io aspetto la traduzione, non ho voglia di tradurmi tutto, devo già tradurmi i miei libri dell'uni :D
siculo-calabrese
00domenica 27 gennaio 2008 14:57
se aspetti la traduzione lascia stare perchè nnon la faranno mai. cmq se aspetti un pò la faccio io ;)
siculo-calabrese
00domenica 27 gennaio 2008 18:09
TRADUZIONE FAQ EMPIRE: TOTAL WAR )
version 1.0 ( [SM=g8231]



FAQ 1

Salve ragazzi,

abbiamo recentemente offerto la possibilità di poterci fare domande su Empire: Total War. Ora abbiamo raccolto le domande più frequenti.

Potra l'introduzione di nuove forme di governo riflettersi nel gioco? Saremo in grado di giocare con una Monarchia o una republica e questo avere effetti nel gameplay?
LA rivoluzione è la chiave dell'era. In Empire ci sono tr potenziali forma di governo. I giocatori dovranno decidere come contrastare i cambiamenti sociali della lora civiltà in progressione. Questa è un'area veramente attraente che stiamo sviluppando attualmente alla CA. Governare una monarchia con un pugno di ferro implica varie sfide in confonto a governare una repubblica. I tre tipi del governo hanno vantaggi e svantaggi e le pressioni per le riforme, rivluzioni e guerra civile possono verificarsi, e i giocatori dovranno occuparsi delle possibili conseguenze.

La religione avrà un ruolo importante in Empire: Total War?
È chiaro che L?illuminismo a causato parecchie rogne al clero del tempo. Detto questo, la religione rimarrà comunque importante in Empire, ma meno rispetto a Medievel2. Il Papa non potrà ordinare a Lord NElson di riprendere la via per la Terra Santa ma comunque giocherà una parte importante nell'ordine sociale e nei rapporti diplomatici.

La diplomazia sarà migliorata?
Il 18 secolo era un poco più civilizzato di alcuni periodi che abbiamo coperto con i giochi precedenti della Total War. Per questo abbiamo deciso di ridare una revisione completa alla diplomazia. Nei precedenti Total War la IA diplomazia e quella della campagna erano curate da 2 team differenti ma in Empire abbiamo unificato questi 2 aspetti cosicchè possano coordinarsi armoniosamente. I rapporti diplomatici sono collegati molto più strettamente con le vostre attività sulla mappa della campagna. E probabilmente non recuparerete più la testa del vostro ambasciatore in una borsa.

Il commercio sarà più importante rispetto ai precedenti Total War
Assolutamente. Empire è un gioco di guerra e di colonialismo. L'espansione commerciale era la linea guida del colonialismo europeo. Il commercio è il motore dell'espansione degli imperi perciò diamo perecchie attenzioni a questo aspetto della campagna. Combinato con le battaglie navali, stabilire e proteggere le vostre vie di commercio è un nuovo aspetto molto attraente della strategia.

Proverete a migliorare l'IA durante le battaglie?
Di nuovo, i cambiamenti del periodo richiedono un cambiamento massiccio della IA. Questo vale sia per la diplomazia che per la guerra. . Le tattiche del campo di battaglia di 18 secolo un cambiamento completo nei ordini e compiti da dare alle singole unità. Vincera sul campo di battaglia di Empire richiederà più consapevolezza tattica che non esisteva nei secoli addietro.

Guerra nel 18 secolo? appena i 2 schieramenti si allinereanno e spareranno?
No. Gli uomini non si alleano tutti ordinati per poi sparare mentre cantavano i loro inni nazionali (oltre tutto non c'erano). I moschetti non sono moderni fucili d'assalto, dopo aver sparato dovrete combattere con l'acciaio freddo. La lotta mano a mano era ancora praticata in quella era. la Baionetta è stata inventata ai giorni nostri! La lotta confusionale era viziona nel 18 secolo come non era mai stata. . La cavalleria ha avuto un ruolo importante sul campo di battaglia anche se non con cariche ma come supporto, minacciando costantemente il nemico con formazioni vulnrabili per l'artiglieria. La disciplina era cruciale per poter vincere e così i giocatori dovranno apprendere e saper usare intelligentemente le formazioni. Aggiungete a cià l'importanza di trovare postazioni per pararsi dal fuoco nemico occupando e difendendo edifici sul campo di battaglia e avrete una ambientazione strategica più stimolante rispetto ai precedenti total war.

Come sarà la fisica della battaglia navali? ci saranno fattori influenzanti come il vento o il tempo?
Le battaglie navali sono l'aspetto più importante di Empire a cui noi stiamo lavorando. Stiamo cercando di ricreare correttamente le battaglie navali ma è per noi la prima volta e con la nostra tecnologia stiamo cercando di ricreare quello che ci state richiedendo. Per questi alti livelli abbiamo dovuto includere fattori come il vento o il tempo. Le battaglie marittime in Empire saranno vere battaglie navali e per questo ci saranno aspetti come vento, tempo e condizioni dell'acqua. Abbiamo faticato 2 anni per rendere l'acqua più realistica. Abbiamo modellato ogni palla di cannone per avere danni accurati ad alberi e vele, cose che renderanno le battaglie di Empire molto autentiche.

Il gioco sarà moddabile
Ovviamente, abbiamo sempre cercato di aiutare e incoraggiare la nostra comunità di modding. C'è stato molto lavoro per creare i precedenti Total War e noi faremo altrettanto per Empire.

Le battaglie terrestri soffriranno l'attenzione per l'arrivo delle battaglie navali?
No. Abbiamo gia menzionato il cambiamento nel modo di combattere di questo periodo e abbiamo dovuto concentrarci di più rispetto che negli anni passati. Tutti i precedenti Total War si sono occupati di uno stile di combattimento simile. Questa volta dobbiamo impegnarci per rendere le battaglie di terra più autentiche.

Le battaglie navali saranno facili e divertenti da comandare?
Lavoriamo duramente per ottenere un equilibrio fra facilità di uso e profondità nel combattimento navale. Siamo fiduciosi che abbiamo preso la direzione giusta ed è gia divertente combattere le battaglie navali in ufficio, aiutando gli altri membri della CA che non lavorato alle battaglie navali.

IL multyplayer è sstato considerato quando è stato creato il gioco?
Il multiplayer è molto importante per noi in questo periodo. Molti team si sono appasionati al multyplayer e abbiamo deciso che fosse arrivato il momento di soddisfare di più i fans. Abbiamo creato cose completamente nuove mai viste nei Total War e speriamo che i fans apprezino.

Grazie a ognuno di voi per le domande, è state sempre sul sito Totalwar.come per le ultime news e aggiornamenti su Empire: Total War!


bavor
00domenica 27 gennaio 2008 18:25
infatti aspettavo proprio te, grazie ^^
Tercio Real
00lunedì 28 gennaio 2008 00:07
Secondo me Empire sará veramente grande, quanto lo fu Rome.
Vestinus
00lunedì 28 gennaio 2008 20:54
Re:
Tercio Real, 28/01/2008 0.07:

Secondo me Empire sará veramente grande, quanto lo fu Rome.




E Medieval 1 [SM=g8068] [SM=g8119]
siculo-calabrese
00lunedì 28 gennaio 2008 22:59
domani vedo se riesco a fare la seconda lista di FAQ. un avviso:

Se ci fosse qualcuno disposto ad aiutarmi nella traduzione basti che mi mandi un PM e ci mettiamo daccordo sul da farsi. sono richieste buona conocienza della lingua inglese e disponibilità nel dare indirizzi msn o skype e tempo libero.
..SpartaK..
00mercoledì 30 gennaio 2008 10:03
penso di poter dare una mano, ti invio il mio contatto msn :)
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