![]() TA: Kingdoms' single-player campaign is unusual in that you play as all four sides at once. Despite this odd slant in terms of the pace of the game, gameplay is actually rather engaging, if you like that sort of thing. Your units can't breach the enemy walls, and the defenders will never run out of supplies. Because of this, TA: Kingdoms is a game of defense. You just have to wait for the power to roll in. In this game, there is no need to wait for the Tiberium to grow back, you don't have to go and hunt for another gold mine and you don't need to kill the enemy to gather their souls. The game's resource, the magical energy known as mana, is collected at sacred sites (Stonehenge) by using lodestones to funnel the natural energy into your power store. The only difference was, the defenders never had TA's infinite resources. Melee units were incredibly vulnerable to defenders' weapons and the castle walls were very difficult to breach once the attackers got there. A castle siege was difficult to win for these same reasons. In fact, melee combat of the sort the game is trying to portray is exactly like this. The walls are not units, they are built directly out of the game's resource (mana) and, as such, are unbelievably difficult to destroy. The walls also tend to unbalance the game, in the same way they did in the original TA and for the same reason. Just three or four defensive towers will crush any enemy assault utterly, making the game unbelievably unbalanced and the battles exhausting and drawn out. The defensive structures in TA: Kingdoms are, to put it simply, ridiculously powerful. This would have been fine, except for the defenses. Most units are melee, with only a few archery and mage units backing them up. TA: Kingdoms was a massive departure from the RTS mainstream, in that its focus is on melee combat, in a magical, medieval setting, rather than a science-fiction setting with firearms combat. TA: Kingdoms was a massive commercial flop, most people see it as a big contributing factor in the death of Cavedog, which folded soon after releasing the expansion pack for this game. The multiplayer check making version 2.0 incompatible with version 1.After the surprise success of Total Annihilation, it was hard to see how Cavedog would manage a successful follow-up. The Zhon Wisp will now target and fire more effectively The size and polygon count of the Veruna Dirigible has been decreased The offensive capabilities of the Veruna Dirigible have been reduced The introduction movie can now be turned offĪssigning orders to units while the game is paused has been improved Kingdoms should now run effectively on a P200 with 32MB of RAM (64MB is highly recommended)Ī new option to control unit/shadow scaling quality in hardware modes in availableĪ registry control has been added to allow players to change the level of unit animation updating.Kingdoms RAM footprint has been reduced by 24MB In many cases the game will run even fasterĭuring intense battles, Kingdoms can now automatically adjust the level of shadow detail and animation updating to maintain a responsive frame rate Kingdoms should now run at least two times faster in all instances. ![]() Includes two new maps and various gameplay tweaks as well. The game will also use less RAM and has more forgiving system requirements. ![]() ![]() This patch includes speed improvements that should double the speed of the game in all areas.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |