this post was submitted on 18 May 2024
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[–] [email protected] 12 points 1 year ago (1 children)

They'll do anything except my beloved Medieval 3.

[–] [email protected] 12 points 1 year ago (1 children)

I'm not sure I'd trust modern CA to do Med3 justice. The new style of Total War is just a different beast from the sublime RTW/Med2 era.

Lots of little things changed, and it just 'hits different'. Probably the biggest difference is just that every single fight after the first 20 turns will be a 20 stack vs a 20 stack, and every single battle is life or death for that army. It makes the campaign much faster paced - declare war, wipe stack, capture cities for 3 turns until the AI magics up another 20 stack.

In the original Med2, since there wasn't automatic replenishment, there were often battles between smaller stacks, even in late game, as they were sent from the backline to reinforce the large armies on the front. Led to some of my greatest memories trying to keep some random crossbowmen and cavalry alive against some ambushing enemy infantry they wandered into. The need for manual reinforcement led to natural pauses in wars and gave the losing side a chance to regroup without relying on the insane AI bonuses of the modern TW games - and I do mean insane; they'll have multiple full stacks supplied from a single settlement.

[–] [email protected] 2 points 1 year ago

The change that I always notice whenever I jump between earlier and later TW is the addition of hit points and how it really feels line it blunts a lot of impacts.

I mean, compare a heavy cavalry charge in Medieval 2 to one in Total Warhammer. A properly formed unit of Teutonic Knights is a devastating hammer blow that can shatter an enemy army since the charge bonus massively increases the chance to kill. Meanwhile, Empire Knights can get a proper rear charge against basic infantry and despite how far those rats get flung, they’ll all get back up because all the charge does is make the line go down faster.

The other big impact I find with this change is it makes the rout really annoying to deal with. In early total war, you always want some cavalry to pursue fleeing enemies since once they’re broken it won’t take much to capture or kill them and preventing those armies from regrouping really matters. Meanwhile, in modern total war, pursuing fleeing enemies never seems to result in significant damage because instead of capturing fleeing enemies you’re just making the line go down again.

I dunno, it just feels weird.

[–] [email protected] 6 points 1 year ago (1 children)

How would star wars even work in a total war game?

I can see the hero characters like jedi and such fit with how they work in the WarHammer games. Things like tanks and walkers filling the space of single and low unit count monster troops.

But would regular troopers be standing in lines of 50? I suppose it's not a stretch of the imagination to think they could make smaller infantry units, but I have always associated the total war games with dragging out the lines of my spears and flanking cavalry rather than flicking small teams of shooters into cover positions

[–] [email protected] 5 points 1 year ago

The Battles of Naboo and Geonosis basically play out as line battles with massive groups marching in formations at each other, not to mention most of the Tartakovsky clone wars, so I could see CA approaching it like Empire Total War with hover tanks.

Honestly, I doubt whether CA are even willing to adapt their formula enough to actually have small teams of shooters flicking into cover positions.

[–] [email protected] 5 points 1 year ago* (last edited 1 year ago) (1 children)

Empire at War my beloved... That all they need to do, no major changes just remake it.

[–] [email protected] 3 points 1 year ago

Well, maybe take the land battles into more of a Dawn of War or Tiberium Wars direction. Other than that, make everything bigger and more detailed.

[–] [email protected] 1 points 1 year ago

Ooo, that'd be fun!