Thread View: comp.sys.ibm.pc.games.strategic
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Started by Anon
Thu, 09 Mar 2000 00:00
Tzar: The Burden of the Crown => Comments? Opinions?
Author: Anon
Date: Thu, 09 Mar 2000 00:00
Date: Thu, 09 Mar 2000 00:00
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As I do every once in awhile, I was checking gamespot.com for any word of a new strategy game I might like and tonight I came across Tzar: The Burden of the Crown. I took a look at the screenshots and I started to salivate. I went back to the main page and there was not much info about it except that it was Published by: Talonsoft and Developed by: Haemimont. I don't know much about these companies or about Tzar, could I get some opinions? I can't try the demo atm (demo would cost too much to download, and yes i'm switching ISPs), but I am thirsting for some info on it. http://www.gamespot.com/strategy/tzar/index.html
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Aaron Baugher
Date: Wed, 08 Mar 2000 00:00
Date: Wed, 08 Mar 2000 00:00
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"Anon" <kier...@ERASETHIScyberdude.com> writes: > As I do every once in awhile, I was checking gamespot.com > for any word of a new strategy game I might like and > tonight I came across Tzar: The Burden of the Crown. I > took a look at the screenshots and I started to salivate. > I went back to the main page and there was not much info > about it except that it was Published by: Talonsoft and > Developed by: Haemimont. I don't know much about these > companies or about Tzar, could I get some opinions? I think it's a pretty good game. It's fairly standard RTS, but with most of the nice features that other games have introduced: unit grouping;, unit experience and learning; multiple races with different buildings, units, and skills; unlimited build queues. The one irritation I have with it is the fact that when units are attacked, they tend to run off after their attackers, right into enemy fire. On the other hand, if you set them to stay put, they'll stand still and let themselves be picked off by units with longer range. Of course, I have yet to see a game that gets that right, including AOK. It also doesn't have as extensive of formations as AOK. It seems like when units are grouped, they do return to that formation when stopped, but they move in a bunch like most games. Fast units don't wait for slow ones, etc. Maybe that's something that just wasn't in the demo. All in all a nice game, but nothing to really make it stand out from the crowd. Don't know how it does in multiplayer. Aaron -- Aaron Baugher - abau...@adams.net - Coatsburg, IL, USA Extreme Systems Consulting - http://esc.adams.net/esc/ CGI, Perl, Java, and Linux/Unix Administration
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Christoph Nahr
Date: Thu, 09 Mar 2000 00:00
Date: Thu, 09 Mar 2000 00:00
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On Wed, 8 Mar 2000 20:50:28 +0000, James Berry <j...@jberry.demon.co.uk> wrote: > In AOK there's a unit limit of 75, which is REALLY easy to hit, Not true. You can set the unit limit from 25 to 200 per player. Only scripted campaign scenarios impose their own fixed limit. -- Chris Nahr (christoph.nahr@uumail.xxde, remove xx to reply by e-mail) Please reply either on Usenet or by e-mail but not both! Visit http://uuhome.de/christoph.nahr/ for Might & Magic information and Star Chess, a strategy game with source code and AI documentation
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: knig... Knight37
Date: Thu, 09 Mar 2000 00:00
Date: Thu, 09 Mar 2000 00:00
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kier...@ERASETHIScyberdude.com (Anon) wrote: >In SC I found the limit, well, limiting. Do you find that with AOK >or Tzar? Or do u rarely find it comes into play? There needs to be a limit, but it should be dynamic based on amount of memory, processor speed, etc. -- Knight37 "Hey you! Out there beyond the wall, Breaking bottles in the hall, Can you hear me?" -- Pink Floyd, "Hey You"
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Christoph Nahr
Date: Fri, 10 Mar 2000 00:00
Date: Fri, 10 Mar 2000 00:00
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On Thu, 9 Mar 2000 22:30:34 +0000, James Berry <j...@jberry.demon.co.uk> wrote: >>Not true. You can set the unit limit from 25 to 200 per player. Only >>scripted campaign scenarios impose their own fixed limit. > > Sorry, I should have made it clear I was talking about the >single player aspect of each game. Still not quite true. AoK lets you set the unit limit from 25 to 200 in *every* random map game, single *or* multiplayer. Just not in campaign scenarios. The original AoE was the one where you could only set the limit in multiplayer mode. Speaking of which, does Tzar have a random map generator? -- Chris Nahr (christoph.nahr@uumail.xxde, remove xx to reply by e-mail) Please reply either on Usenet or by e-mail but not both! Visit http://uuhome.de/christoph.nahr/ for Might & Magic information and Star Chess, a strategy game with source code and AI documentation
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Caton
Date: Fri, 10 Mar 2000 00:00
Date: Fri, 10 Mar 2000 00:00
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James Berry wrote: > > On another note. I've been having problems with bridges (even > undamaged ones), troops get stuck and siege weapons can have real > problems. It's got to the stage where I plan shipping to move key units. > In my current game I've had to target wood using units, to bomb them > into the dark ages, all because trying to take a fight across bridges > (it's the one where you get the pair of helpful priests). I remember that one :) There's definitely a bug, where during very busy fights some squares get tagged as impassable, even though there's no unit on it. It happens on land as well, but bridges can sometimes become completely blocked off. I've found you can 'reset' a bugged sqaure by unloading off a 2x2 unit (like a catapult or ballista) into a unbugged square such that the unit also covers some bugged squares. Any bugged squares that it covers become debugged. Clear? :) Actually, in that mission, I ended up deliberately blowing all the bridges on the north side of the island in the river, and beating the snot out of his coastline with galleons... this left my southern territory free to crank out macemen (a good strong unit that only needs food) which I ferried across to the enemy's territory in batches of 54 (I love galleons :) After clearing out a sufficiently large area, I managed to establish some towers and a few barracks and took it from there. > The games instructions are a little brief. Trading still puzzles > me and the listing for bridges is missing. Does anyone know how you > obtain new bridges in a north south direction? Can't seem to find a way > of turning the build graphic around. I haven't been able to get trade going either, but I suspect you need allies to use it, and I haven't had much experience in such matters :) AFAICT, there's no way to turn the bridge around :( If anyone knows better, I'd be keen to hear from them too... -- Caton Little
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Anon
Date: Fri, 10 Mar 2000 00:00
Date: Fri, 10 Mar 2000 00:00
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In SC I found the limit, well, limiting. Do you find that with AOK or Tzar? Or do u rarely find it comes into play? Christoph Nahr <see@sig.invalid> wrote in message news:3o9fcss4lagsf05irmfstbahe3la8qmsj1@4ax.com... > On Wed, 8 Mar 2000 20:50:28 +0000, James Berry > <j...@jberry.demon.co.uk> wrote: > > > In AOK there's a unit limit of 75, which is REALLY easy to hit, > > Not true. You can set the unit limit from 25 to 200 per player. Only > scripted campaign scenarios impose their own fixed limit. > -- > Chris Nahr (christoph.nahr@uumail.xxde, remove xx to reply by e-mail) > Please reply either on Usenet or by e-mail but not both! > Visit http://uuhome.de/christoph.nahr/ for Might & Magic information > and Star Chess, a strategy game with source code and AI documentation
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Caton
Date: Fri, 10 Mar 2000 00:00
Date: Fri, 10 Mar 2000 00:00
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Anon wrote: > > In SC I found the limit, well, limiting. Do you find that with AOK or Tzar? > Or do u rarely find it comes into play? I don't come up against it very often... it's more the game's way of telling you "It's time to send in your massed troops now"... but combat seems to resolve itself much more quickly. There's no limit (AFAICT) to the number of buildings (i.e. Barracks) you can build (within reason :), and no limit to the number of units you can queue up *inside* them, *and* that you can set rally points for all the relevant buildings, the ability to get huge numbers of reinforcements to a battle site is a significant factor. Tzar reminds me more of Warcraft2 than anything else. The unit graphics are comparatively large (but *much* prettier), most combat is hand to hand, and research is done in a similar fashion. IT kicks AOE(2)'s butt in some areas, too. It has farms, for instance, but *they don't run out*[1], and units are much smarter about coming to the aid of comrades in trouble. Idle peasants are a rarity... after standing around doing nothing for x minutes, they will go and help the nearest peasant do whatever. This can sometimes be irritating. A mine collapse can free up half a dozen peasants or so. If you don't notice, they'll eventually disperse and help out with the wood chopping, cow milking (yes! Farm animals are actually *useful* in Tzar), or building. An idle peasant near a building site will help construct the building, and a peasant that's just completed a building will move on to the next construction site regardless of whether or not you queued it up for that particular peasant. All in all, Tzar has the best peasant AI I've ever come across. Spies are implemented *very* nicely >:-) Buy Tzar as soon as you see it... these guys deserve the support. Am I gushing? :) [1] This actually has significant ramifications. It means that you have an unlimited supply of food (subject to storage limitations, which aren't too strict) and therefore all resources, to some extent. Because you can trade resources (10 x for 1 y, IIRC), the long game doesn't 'run out of steam' (unlike AOE and Starcraft) -- Caton Little
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: Aaron Baugher
Date: Fri, 10 Mar 2000 00:00
Date: Fri, 10 Mar 2000 00:00
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Caton <ca...@netwin.co.nz> writes: > Anon wrote: > > In SC I found the limit, well, limiting. Do you find > > that with AOK or Tzar? Or do u rarely find it comes > > into play? > I don't come up against it very often... it's more the > game's way of telling you "It's time to send in your > massed troops now"... but combat seems to resolve itself > much more quickly. I bumped up against the limit a couple times, but that's because I'm a defensive type of player that tends to build and build until I've got an overwhelming force. It's probably just as well that there's a limit there to force the action at some point. > There's no limit (AFAICT) to the number of buildings > (i.e. Barracks) you can build (within reason :), and no > limit to the number of units you can queue up *inside* > them, *and* that you can set rally points for all the > relevant buildings, the ability to get huge numbers of > reinforcements to a battle site is a significant factor. I was thinking that the buildings counted in the 200 units, but I could be wrong about that. Maybe just the offensive buildings like guard towers do... One nice thing is that even when you're at the unit limit, you can still queue units to be built, so as units are killed, more will be produced right away. > Tzar reminds me more of Warcraft2 than anything else. The > unit graphics are comparatively large (but *much* > prettier), most combat is hand to hand, and research is > done in a similar fashion. IT kicks AOE(2)'s butt in some > areas, too. It has farms, for instance, but *they don't > run out*[1], and units are much smarter about coming to > the aid of comrades in trouble. Idle peasants are a > rarity... after standing around doing nothing for x > minutes, they will go and help the nearest peasant do > whatever. Yes, I'd forgotten to mention that; a very nice feature. No longer do you pan back to your base camp after a long battle to find a dozen peasants standing around doing nothing. As long as there's work to be hard within a reasonable distance, they'll join in. > This can sometimes be irritating. A mine collapse can free > up half a dozen peasants or so. If you don't notice, > they'll eventually disperse and help out with the wood > chopping, cow milking (yes! Farm animals are actually > *useful* in Tzar), or building. An idle peasant near a > building site will help construct the building, and a > peasant that's just completed a building will move on to > the next construction site regardless of whether or not > you queued it up for that particular peasant. All in all, > Tzar has the best peasant AI I've ever come across. I agree. I thought AOK was similar at first, but it's not. If you tell a peasant to build A, B, and C, he'll move on to the most recent one you created, and *maybe* get back to the others. With buildings it seems to work, but with multiple wall sections, they don't always get around to finishing them all. Aaron -- Aaron Baugher - abau...@adams.net - Coatsburg, IL, USA Extreme Systems Consulting - http://esc.adams.net/esc/ CGI, Perl, Java, and Linux/Unix Administration
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: mark...
Date: Tue, 28 Mar 2000 00:00
Date: Tue, 28 Mar 2000 00:00
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Yes, TZAR has a random map generator. It is fairly customizable although I would like to see more general types (it has Continental, Islands, Dry, Random and one other that I forget). It also has a nice scenario editor. Markus In article <9kiics07dn2pt1ets...@4ax.com>, christoph.nahr@uumail.xxde wrote: > On Thu, 9 Mar 2000 22:30:34 +0000, James Berry > <j...@jberry.demon.co.uk> wrote: > > >>Not true. You can set the unit limit from 25 to 200 per player. Only > >>scripted campaign scenarios impose their own fixed limit. > > > > Sorry, I should have made it clear I was talking about the > >single player aspect of each game. > > Still not quite true. AoK lets you set the unit limit from 25 to 200 > in *every* random map game, single *or* multiplayer. Just not in > campaign scenarios. The original AoE was the one where you could only > set the limit in multiplayer mode. > > Speaking of which, does Tzar have a random map generator? > -- > Chris Nahr (christoph.nahr@uumail.xxde, remove xx to reply by e-mail) > Please reply either on Usenet or by e-mail but not both! > Visit http://uuhome.de/christoph.nahr/ for Might & Magic information > and Star Chess, a strategy game with source code and AI documentation > Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: mark...
Date: Tue, 28 Mar 2000 00:00
Date: Tue, 28 Mar 2000 00:00
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You don't need a partner to trade, just two docks or a market and a dock. There is a good trading tutorial at http://tzar.gameglow.com/. To change a building's facing press the ALT key. Enjoy! Markus In article <38C82E09...@netwin.co.nz>, Caton <ca...@netwin.co.nz> wrote: > James Berry wrote: > > > The games instructions are a little brief. Trading still puzzles > > me and the listing for bridges is missing. Does anyone know how you > > obtain new bridges in a north south direction? Can't seem to find a way > > of turning the build graphic around. > > I haven't been able to get trade going either, but I suspect you need allies to > use it, and I haven't had much experience in such matters :) > > AFAICT, there's no way to turn the bridge around :( If anyone knows better, I'd > be keen to hear from them too... > > -- > Caton Little > Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: The Burden of the Crown => Comments? Opinions?
Author: mark...
Date: Tue, 28 Mar 2000 00:00
Date: Tue, 28 Mar 2000 00:00
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IMHO TZAR is going to be a sleeper hit if there ever was one. It is an excellent mix of AOK and Warcraft II with different ideas thrown in to the mix. The AI is good. It doesn't simply roll over when you first come knocking with a large force. I am impressed with the experience for units (units can learn and get better stats as they win battles or train). Each civilization has different technologies (with some common ones) and has its own military forces. The maps are very customizable and are huge (biggest map is called 'real world'). The tech tree is impressive in its depth. Waypoints are simple yet virtually unlimited. Now, I just need to splice in the song Kung Fu Fighter for when I train my Shao Linn monks and priests:) The lack of formations is the only cloud in this silver lining (IMHO). If you try it out check the version you have. Version 1.1 has an improved AI, so I hear. I haven't played Version 1.0 so I can't tell you myself. Markus Markus In article <bWsx4.43$b26....@nsw.nnrp.telstra.net>, "Anon" <kier...@ERASETHIScyberdude.com> wrote: > As I do every once in awhile, I was checking gamespot.com for any word of a > new strategy game I might like and tonight I came across Tzar: The Burden of > the Crown. I took a look at the screenshots and I started to salivate. I > went back to the main page and there was not much info about it except that > it was Published by: Talonsoft and Developed by: Haemimont. I don't know > much about these companies or about Tzar, could I get some opinions? I > can't try the demo atm (demo would cost too much to download, and yes i'm > switching ISPs), but I am thirsting for some info on it. > > http://www.gamespot.com/strategy/tzar/index.html > > Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: The Burden of the Crown => scenario help
Author: Glen E. Bailey Jr.
Date: Tue, 28 Mar 2000 00:00
Date: Tue, 28 Mar 2000 00:00
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I give. How do you win the scenario that you are supposed to build up forces to defend Keanor and take out the enemy stronghold to the north? They swamp me each time I've tried. How do you take out the towers without catapults? Glen
Re: Tzar: The Burden of the Crown => scenario help
Author: Glen E. Bailey Jr.
Date: Tue, 28 Mar 2000 00:00
Date: Tue, 28 Mar 2000 00:00
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And to follow up, how do you play this game? I just got creamed in an easy game. This has been the usual case. The AI has more and better troops guarding all the resource blocks. I'm playing it wrong. What's the strategy? Else it's going back to the store. Glen
7 Kingdoms 2, $9.95 at Electronic Boutique (was Re: Sleeper Hits)
Author: richar...
Date: Wed, 29 Mar 2000 00:00
Date: Wed, 29 Mar 2000 00:00
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In article <m2snxa1...@haruchai.adams.net>, Aaron Baugher <abau...@adams.net> wrote: > "KierJack" <kier...@cyberdude.com> writes: > > > How bout 2: Seven Kingdoms and Seven Kingdoms 2. ;) > > How many people are playing 7K2 online nowadays? I loved > the demo, and was thinking of picking up the full version, > but I'd like to know that I'll have opponents online. It's > a great multiplayer game, thanks to all the espionage and > diplomacy possibilities. > > Aaron At $10, which is what I saw it for Electronic Boutique, if you loved the demo, then go get the game. For those who like it, it is paradise. I am not a fan of it, but I own the game. - Richard Hutnik -- Visit DocReason's Strategy HQ for free games, reviews, and support and opponent finding for obscure/orphan games at: http://www.geocities.com/timessquare/fortress/7537/ Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Sleeper Hits (was Re: Tzar: The Burden of the Crown => Comments? Opinions?)
Author: Aaron Baugher
Date: Wed, 29 Mar 2000 00:00
Date: Wed, 29 Mar 2000 00:00
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"KierJack" <kier...@cyberdude.com> writes: > How bout 2: Seven Kingdoms and Seven Kingdoms 2. ;) How many people are playing 7K2 online nowadays? I loved the demo, and was thinking of picking up the full version, but I'd like to know that I'll have opponents online. It's a great multiplayer game, thanks to all the espionage and diplomacy possibilities. Aaron -- Aaron Baugher - abau...@adams.net - Coatsburg, IL, USA Extreme Systems Consulting - http://esc.adams.net/esc/ CGI, Perl, Java, and Linux/Unix Administration
Re: Tzar: The Burden of the Crown => scenario help
Author: mark...
Date: Wed, 29 Mar 2000 00:00
Date: Wed, 29 Mar 2000 00:00
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Hey Glen, I am 1 for 7 games so far on the random maps and I love it. I am working on readjusting my tactics after years of either Rush the guy or build walls to defend, survive the AI's rush and win through attrition. The biggest difference in the game I won was to build up a force of units (4 infantry and 3 archers) and advance on a resource gathering point of the enemy. I was able to keep the pressure on and seriously slow down the AI's economic advancement. Of course, I had turned on the Explore option so the map was visible and set the pop to 100. I am not too good at maintaining a larger population and the computer is very good at it. You can also have the AI assist you in either economic, warfare or both. Yes, it is a crutch but it is interesting to see how the AI handles it. Also, don't forget the farms/cows and fishing boats. They bring in a ton of resources. Best of luck :) Markus In article <38E18BD9...@bellsouth.net>, geba...@bellsouth.net wrote: > And to follow up, how do you play this game? I just got creamed in an > easy game. > This has been the usual case. The AI has more and better troops > guarding all the resource > blocks. I'm playing it wrong. What's the strategy? > > Else it's going back to the store. > > Glen > > Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: The Burden of the Crown => scenario help
Author: Glen E. Bailey Jr.
Date: Thu, 30 Mar 2000 00:00
Date: Thu, 30 Mar 2000 00:00
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I won a couple easy games today by sending a force to a resource block and holding it. This took a lot since he was sending forces also so it was who got the most there and kept sending the most. This tactic is getting old after several games. I'm afaid the game may not have a long HD life. Mages are fun summoning dragons, bats, or golems. The AI cheats in knowing the map, I've never seen an AI explorer. This bugs me, especially on the easy setting. I still don't know how to win the Keanor scenario. And with no catapults the enemy towers just chew up my troops. Hmm, since once the wizard is in sight the enemy chase him above all else maybe I should put up a gauntlet line of towers and bowmen and have the wizard lure the enemy down it. Leave other troops off in the wings to then go after towers without much interference from the enemy troops. Or use the cheat code to go to the next scenario. Sounds more enticing after 4 failed attempts. Glen
Re: Tzar: Defend Keanor
Author: jrrt...
Date: Thu, 30 Mar 2000 00:00
Date: Thu, 30 Mar 2000 00:00
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> First of all this game is brilliant. The depth, not truly visible at first, but I am now on campaign mission 15. The story is not as deep as say Starcraft but the fact the heroes retain ther levels and items, variation in scenarion goals, changing goals when trigger are reached etc. truly has me in its grasp Some general points: 1. It is incredibly difficult to play campaign wise, it is relatively easy to beat on random with a troop rush. 2. Gain loads of levels with your heroes, I didn't soo much and regret it a bit. By 15 Ghorin is only 40th level/rank and he should be much higher. Sartor is about 30th and chews everything 3. In camapign you get training by about scenario number 10 I think. 4. 40 level 8+ Longbowmen slightly in front of a dozen keep towers with catapults just to both flanks at a choke point (bridge, valley) will stop any massesd AI charge. The AI siege weapons always target your towers and are chewed by longbows. 5. Double click the icon to make a unit hold, to stop knights etc charging off and being slaughtered have them guard a longbowmen or tower as they will react to enemies but come back after a sortie DEFEND KEANOR Spent a good weeks worth of life trying to beat the defend Keanor scenario. The good news is it dont get any easier after it. Strategy. Need to rapidly strip the west isle, accruing about 15000gold and stone each and then abandon the isle for Keanor. > Build a massive farm/wood/fish community at the start (50+ peasents and 12 boats)point without building troops etc. At the second lot of gold/stone build an outpost and position your heroes here (Ghiron is an enemy magnet)Have a barracks with a few troops Dont explore the North area. Build say 6 towers and a wall to make access to Ghiron tricky When your gold etc. is at the right level leave and go the Keanor. You can just squeeze a castle inside the city pereimeter At the East city gate build six cannon towers just inside and 4 cannon towers at the North gate. Build a farm and cows (wood, is precious), 2 barracks just outside the East gate and churn out 120 pikemen for the centre and 12 knights for the flanks. Build a ballista producer just inside the East gate near your towers and build 4 or 5 ballistas. I lined the North road, east road and some of the south with 6 towers each. Chop wood as needs be and build a mass of housing in the NE corner as you will lose all your buildings on the west isle. Build a barrcks at the east end of the road at the map edge and build 25 infantry. The whole tactics basis is to delay his onslaught to allow the yellow army to deploy. He attacks you in three waves of 200 i assume, if you can hold the east gate you will not lose the king. His catapults eventually move to close to the town and you can kill them easy. Keep your heroes in your castle. When purple is defeated, strip, the east isle of wood. Amass a fleet and 200 men and land at the south end of the east isle, deploy build 10 barracks, churn out men as fast as possible. You meet a huge ballsita line at the mid-west below the bridge. If you can hold both bridges to the north (or destroy one of them) you will win. If you think this is hard scenario 9 I think you have to charge down a valley...makes the charge of the light brigade look like a walk in the park E-mail me any other help or strategies JohnD Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: Defend Keanor
Author: mark...
Date: Thu, 30 Mar 2000 00:00
Date: Thu, 30 Mar 2000 00:00
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In article <8bv749$a2n$1...@nnrp1.deja.com>, jrr_t...@my-deja.com wrote: > > > > First of all this game is brilliant. The depth, not truly visible at > first, but I am now on campaign mission 15. The story is not as deep > as say Starcraft but the fact the heroes retain ther levels and items, > variation in scenarion goals, changing goals when trigger are reached > etc. truly has me in its grasp > Some general points: > 1. It is incredibly difficult to play campaign wise, it is relatively > easy to beat on random with a troop rush. snip John, How have you managed a rush on the AI in random maps. I tried a few times and got booted back to last week:) Perhaps I need to be a bit more persistant:) One warning for everyone. Do not let the AI get mages. It is far too good at micromanaging spells (such as Freeze ow how that hurt:)) Markus Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: Defend Keanor
Author: Glen E. Bailey Jr.
Date: Thu, 30 Mar 2000 00:00
Date: Thu, 30 Mar 2000 00:00
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Thanks. It doesn't get any easier? *sigh* Just a little would be nice. So much for going on with the campaign, if I feel like being frustrated I'll go play AOK at the hardest level and watch the AI overrun my town in minutes. Or go to a bar and try to pick up women. Oh, I do have a problem with sounds in the game. Is there any speaking going on that I don't hear? Huh?
Re: Tzar: Defend Keanor
Author: mark...
Date: Thu, 30 Mar 2000 00:00
Date: Thu, 30 Mar 2000 00:00
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> Oh, I do have a problem with sounds in the game. Is there any > speaking going on that I don't hear? Huh? > According to a translated chat log with the developers voices were removed from the game due to the time/resource requirement of translations. The game engine does support voices and they may add them later. Personally I would have enjoyed the Bulgarian voices :) I am still battling the AI on random maps. I enjoy it more than the campaign as I am, at this time, still finding it a challange. Markus Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: Defend Keanor
Author: Serg
Date: Fri, 31 Mar 2000 00:00
Date: Fri, 31 Mar 2000 00:00
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Is there a way to pause the game ? Also I've immpression heroes can't keep items between scenareos... Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: Defend Keanor
Author: Mark Hanson
Date: Fri, 31 Mar 2000 00:00
Date: Fri, 31 Mar 2000 00:00
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Yes, you can pause the game by clicking the Pause/Break key. Not sure about heroes keeping items between campaign missions. They do keep experience levels. Markus "Serg" <s2...@my-deja.com> wrote in message news:8c2cnk$o7e$1@nnrp1.deja.com... > Is there a way to pause the game ? > Also I've immpression heroes can't keep items between scenareos... > > > Sent via Deja.com http://www.deja.com/ > Before you buy.
Re: Tzar: Defend Keanor
Author: jrrt...
Date: Fri, 31 Mar 2000 00:00
Date: Fri, 31 Mar 2000 00:00
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In article <38E37896...@bellsouth.net>, geba...@bellsouth.net wrote: > Thanks. It doesn't get any easier? *sigh* Just a little would be nice. > So much for going on with the campaign, if I feel like being frustrated > I'll go play AOK at the hardest level and watch the AI overrun my > town in minutes. Or go to a bar and try to pick up women. > > I dont suppose anybody has tackled the mission to re-build Allita isles. (15 or 16). It is impossible (I thought I had this game figured?) Hope it doesn't mean a spoiler but the constant stream of dragons, galleons and siege weapons the AI lands is just ludicrous. I hate not finishing a game and I dont want to resort to cheating (although if people know the location of them I may just cheat abit)but this is getting just a bit difficult and I may have to resort to other drastic things, like talking to the wife and kids!! JohnD> Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: Defend Keanor
Author: Glen E. Bailey Jr.
Date: Fri, 31 Mar 2000 00:00
Date: Fri, 31 Mar 2000 00:00
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jrr_t...@my-deja.com wrote: (snip) > I hate not > finishing a game and I dont want to resort to cheating (although if > people know the location of them I may just cheat abit)but this is > getting just a bit difficult and I may have to resort to other drastic > things, like talking to the wife and kids!! > > JohnD> Oh, no! The horrors! (talking to wife and kids) What have you game designers done to this poor man? :) Glen
Re: Tzar: Defend Keanor
Author: jrrt...
Date: Mon, 03 Apr 2000 00:00
Date: Mon, 03 Apr 2000 00:00
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In article <HCcF4.1396$75.2...@ptah.visi.com>, "Mark Hanson" <mar...@flashemail.net> wrote: > Yes, you can pause the game by clicking the Pause/Break key. > Not sure about heroes keeping items between campaign missions. They do keep > experience levels. > Yes they seem to, not that there are many in the campaign > Markus > > "Serg" <s2...@my-deja.com> wrote in message > news:8c2cnk$o7e$1@nnrp1.deja.com... > > Is there a way to pause the game ? > > Also I've immpression heroes can't keep items between scenareos... > > > > > > Sent via Deja.com http://www.deja.com/ > > Before you buy. > > Sent via Deja.com http://www.deja.com/ Before you buy.
Re: Tzar: Defend Keanor
Author: Renaud
Date: Tue, 04 Apr 2000 00:00
Date: Tue, 04 Apr 2000 00:00
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Great to see someone's actually playing this! Seems like a great game, but the only other RTS game I've played is Warcraft, and this seems MUCH harder than that. And there's no strategy guide, right? For instance, I can't seem to win the Jaddua scenario where you're supposed to sneak the spy in to steal the spell book without actually destroying the town. I've tried impersonating the knight on the south road and then trying to avoid the roaming spies, or impersonating an archer on the east side and shooting each spy at the limit of my range, but I always get busted on the west side of the bridge. Have you pulled this off? * Sent from RemarQ http://www.remarq.com The Internet's Discussion Network * The fastest and easiest way to search and participate in Usenet - Free!
Re: Tzar: Defend Keanor
Author: Jim V.
Date: Tue, 04 Apr 2000 00:00
Date: Tue, 04 Apr 2000 00:00
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The Strategy guide is on the CD in .pdf format (Adobe Acrobat Reader). Jim
Re: Tzar: Defend Keanor
Author: Trade Agent
Date: Wed, 05 Apr 2000 00:00
Date: Wed, 05 Apr 2000 00:00
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I stole Book did not shoot or kill any one other than the party that attacks you in the end when you deliver the book to the heroes. "Jim V." <whiplashrATmindspring.com> wrote in message news:8cegrr$3pr$1@slb1.atl.mindspring.net... > The Strategy guide is on the CD in .pdf format (Adobe > Acrobat Reader). > > Jim > > >
Re: Tzar: Defend Keanor
Author: Kathleen Chin and Joseph Zakszew...
Date: Wed, 05 Apr 2000 00:00
Date: Wed, 05 Apr 2000 00:00
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There is a strategy guide on the disk. It is a .pdf file so you will need Adobe Acrobat to read it. (it is shareware if you dont have it). It has unit stats and a campaign walkthrough. Renaud wrote in message <0373e6f1...@usw-ex0104-033.remarq.com>... >Great to see someone's actually playing this! Seems like a great >game, but the only other RTS game I've played is Warcraft, and >this seems MUCH harder than that. And there's no strategy guide, >right? For instance, I can't seem to win the Jaddua scenario >where you're supposed to sneak the spy in to steal the spell book >without actually destroying the town. I've tried impersonating >the knight on the south road and then trying to avoid the roaming >spies, or impersonating an archer on the east side and shooting >each spy at the limit of my range, but I always get busted on the >west side of the bridge. Have you pulled this off? > > >* Sent from RemarQ http://www.remarq.com The Internet's Discussion Network * >The fastest and easiest way to search and participate in Usenet - Free! >
Re: Tzar: Defend Keanor
Author: Dave Richardson
Date: Thu, 06 Apr 2000 00:00
Date: Thu, 06 Apr 2000 00:00
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In article <38eb87db@news>, Kathleen Chin and Joseph Zakszewski <chi...@mdc.net> writes >There is a strategy guide on the disk. It is a .pdf file so you will need >Adobe Acrobat to read it. (it is shareware if you dont have it). It has >unit stats and a campaign walkthrough. > I bought the game in the UK - Did you? I haven't been able to find anything on the CD-ROM yet that looks like a strategy guide. Would you be kind enough to post the full file name so that I can search with explorer for it. If this is one of those UK marketing boys cock-ups *again* ....... -- Dave Richardson
Re: Tzar: The Burden of the Crown => scenario help
Author: Nicuaranna
Date: Tue, 05 Aug 2014 19:04
Date: Tue, 05 Aug 2014 19:04
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For the defend Keanor battle, its ridiculously easy, if your quick. Step 1 is build a harbor, and a lumber mill and research woodcutting. Build 2 fishing ships, then alternate between a peasant and a ship as food comes in faster than wood. You want at least 4-5 fishing ships, each to its own school of fish. The best tactic to taking out the red base fast, is Knight rush. You want to get knights as fast as possible. I usually have 4-5 knights by the time the first footman comes into range, if your wondering where you should be time wise. Step 2- blacksmith and stable + learning, don't get tempering or armor until after plate armor. Time is of the essence, as soon as you have gold enough, get plate armor, learning, 4 knights, scale armor, tempered blades. The knights should be training as soon as you have gold enough to stack em in the barracks. Step 3- Ghiron training is optional, but as soon as you have 5-6 knights, kill your way up to the bridge, since the first footman signals the reds are pushing for you. By the time I had the bridge settled with 6 or so, 6-10 more would be ready, once I had a dozen or more I would send them after the towers. NOTE- IGNORE enemy units, and put at least 6 knights to a tower, knights can wreck towers en masse. You can use one or two knights to kill units as the others break the towers. You will lose knights, but you should have more training during the assault, with the rally point on the bridge for closer grabbing, if not in the enemy camp. You should breach the camp during or just before they build their first seige workshop. With 20-25 knights, the red base should die before the dawn of the second day. This starts a trigger for the Keanor units to move out to the 'spawn' points of the purple army. You may need an archer or longbowman to clear the north side and ferret all the red buildings just in case. Because this helps Keanor units 'mobilize' for the coming assault once the last red unit and building dies or is converted. Step 4-Now, set all the peasants working gold, onto stone and wood, and get more on wood. Your going to need a lot of both to wreck the purple army. Food is not a priority, so the fishing ships should be fine for keeping up with your needs. The purpose is to abuse a certain tower. Step 5- Build a seige workshop, and get the seige tower upgrade. Then for the next day, build at least 15-20 towers north of the north gate, spread out a bit, you want them to be able to cover one another and 'pen' the enemy in. Walls are optional. Do the same at the western extreme of the map at the road there, where other purple units spawn in. Step 6- The southern group is crafty, they appear on and to either side of the road, in the middle of the space between the castle gate on the south, and the southern border of the map. So the towers here need to be set around there. Finish- The towers will get smashed to be sure, I lost at least half in each area. But the first units destroyed in each area were the seige engines, might have been good luck on my part, except on the west side. So some knights or other units set in that area for precision targeting can help, if not manually setting towers to attack them. The towers soften the enemy up by A LOT, and being seige towers, that's splash damage, and with them spawned in nice dense numbers, its a near rout. By the time the towers are getting well an truly smashed, the Keanor untis begin their march out, and mop up whats left. Hints- The knights make fast units, and great tanks. 5-6 of them can, and will break a tower with little difficulty, unless it is a seige tower. But even then, 7-8 make up the difference. And this is before armor and attack buffs. This offsets the need of ballista or catapults if the towers are spaced like the red base has them. And saves the wood for seige towers against the purple. Second note- Finish any towers you can before dawn of the day of the attack, any still in the process of upgrading when the trigger for the purple arm
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