> 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
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> 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.
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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?
There needs to be a limit, but it should be dynamic based on amount of
memory, processor speed, etc.
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Knight37
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Out there beyond the wall,
Breaking bottles in the hall,
Can you hear me?"
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Christoph Nahr <s...@sig.invalid> wrote in message
news:3o9fcss4lagsf05ir...@4ax.com...
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
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
> 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.
>>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?
Markus
Markus
In article <bWsx4.43$b26....@nsw.nnrp.telstra.net>,
Sent via Deja.com http://www.deja.com/
Before you buy.
Markus
In article <9kiics07dn2pt1ets...@4ax.com>,
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
>
Glen
Else it's going back to the store.
Glen
> 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.
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
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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>,
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
> 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
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
Oh, I do have a problem with sounds in the game. Is there any
speaking going on that I don't hear? Huh?
> 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.
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>
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
Markus
"Serg" <s2...@my-deja.com> wrote in message
news:8c2cnk$o7e$1...@nnrp1.deja.com...
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Jim
"Jim V." <whiplashrATmindspring.com> wrote in message
news:8cegrr$3pr$1...@slb1.atl.mindspring.net...
Renaud wrote in message <0373e6f1...@usw-ex0104-033.remarq.com>...
I bought the game in the UK - Did you?
I haven't been able to find anything on the CD-ROM yet that looks like a
strategy guide.
Would you be kind enough to post the full file name so that I can search
with explorer for it.
If this is one of those UK marketing boys cock-ups *again* .......
--
Dave Richardson
Tzar Strategy Guide.pdf
Here it is, just in case it is not on the UK version
Dave Richardson wrote in message
<3$BRpPATI...@curverconsumer.demon.co.uk>...
begin 666 Tzar Strategy Guide.pdf
<encoded_portion_removed>
end
>Dave,
>No I got it in the US. The file name is
>
>
>Tzar Strategy Guide.pdf
>
>Here it is, just in case it is not on the UK version
Binary post cancelled. Do not post binaries in non-binary groups.
Dave, do not ask people to post binaries in non-binary groups.
>In article <8F0E78E09stupi...@209.98.98.12>,
>sco...@dwave.net says...
>> On Thu, 06 Apr 2000 15:30:36 GMT, in
>> comp.sys.ibm.pc.games.strategic, chi...@mdc.net (Kathleen Chin and
>> Joseph Zakszewski) decided to post
>> <38ecaed1@news>:
>>
>> >Dave,
>> >No I got it in the US. The file name is
>> >
>> >
>> >Tzar Strategy Guide.pdf
>> >
>> >Here it is, just in case it is not on the UK version
>>
>> Binary post cancelled. Do not post binaries in non-binary groups.
>> Dave, do not ask people to post binaries in non-binary groups.
>>
> 1. The post hasnt been cancelled
Yes it has, I sent the cancel message myself. Since you use Supernews
(which does not accept cancels, even from their own users), it is still
on your server.
> 2. To be fair to Dave - he didnt ask for the file just the "full
>file name"
You are right. My error accusing him of asking for it.
>
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I didn't.
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Dave Richardson
OK thanks for that. It doesn't seem to be in the UK version of the CD,
unless I'm being stupid which is entirely possible. Would it be possible
for you to email it to me privately?
--
Dave Richardson