Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Tzar: The Burden of the Crown => Comments? Opinions?

1,176 views
Skip to first unread message

Aaron Baugher

unread,
Mar 8, 2000, 3:00:00 AM3/8/00
to
"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

Anon

unread,
Mar 9, 2000, 3:00:00 AM3/9/00
to
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

Christoph Nahr

unread,
Mar 9, 2000, 3:00:00 AM3/9/00
to
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 (christo...@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

Knight37

unread,
Mar 9, 2000, 3:00:00 AM3/9/00
to
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"


Anon

unread,
Mar 10, 2000, 3:00:00 AM3/10/00
to
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 <s...@sig.invalid> wrote in message
news:3o9fcss4lagsf05ir...@4ax.com...

Caton

unread,
Mar 10, 2000, 3:00:00 AM3/10/00
to
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

Caton

unread,
Mar 10, 2000, 3:00:00 AM3/10/00
to
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

Aaron Baugher

unread,
Mar 10, 2000, 3:00:00 AM3/10/00
to
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.

Christoph Nahr

unread,
Mar 10, 2000, 3:00:00 AM3/10/00
to
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?

mark...@my-deja.com

unread,
Mar 28, 2000, 3:00:00 AM3/28/00
to
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>,


Sent via Deja.com http://www.deja.com/
Before you buy.

mark...@my-deja.com

unread,
Mar 28, 2000, 3:00:00 AM3/28/00
to
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>,

mark...@my-deja.com

unread,
Mar 28, 2000, 3:00:00 AM3/28/00
to
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
>

Glen E. Bailey Jr.

unread,
Mar 28, 2000, 3:00:00 AM3/28/00
to
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


Glen E. Bailey Jr.

unread,
Mar 28, 2000, 3:00:00 AM3/28/00
to
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


Aaron Baugher

unread,
Mar 29, 2000, 3:00:00 AM3/29/00
to
"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.

richar...@hotmail.com

unread,
Mar 29, 2000, 3:00:00 AM3/29/00
to
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/

mark...@my-deja.com

unread,
Mar 29, 2000, 3:00:00 AM3/29/00
to
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>,

Glen E. Bailey Jr.

unread,
Mar 30, 2000, 3:00:00 AM3/30/00
to
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

jrr_t...@my-deja.com

unread,
Mar 30, 2000, 3:00:00 AM3/30/00
to

> 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

mark...@my-deja.com

unread,
Mar 30, 2000, 3:00:00 AM3/30/00
to
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

Glen E. Bailey Jr.

unread,
Mar 30, 2000, 3:00:00 AM3/30/00
to
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?


mark...@my-deja.com

unread,
Mar 30, 2000, 3:00:00 AM3/30/00
to

> 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.

jrr_t...@my-deja.com

unread,
Mar 31, 2000, 3:00:00 AM3/31/00
to
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>

Glen E. Bailey Jr.

unread,
Mar 31, 2000, 3:00:00 AM3/31/00
to

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


Serg

unread,
Mar 31, 2000, 3:00:00 AM3/31/00
to
Is there a way to pause the game ?
Also I've immpression heroes can't keep items between scenareos...

Mark Hanson

unread,
Mar 31, 2000, 3:00:00 AM3/31/00
to
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...

jrr_t...@my-deja.com

unread,
Apr 3, 2000, 3:00:00 AM4/3/00
to
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

Renaud

unread,
Apr 4, 2000, 3:00:00 AM4/4/00
to
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!


Jim V.

unread,
Apr 4, 2000, 3:00:00 AM4/4/00
to
The Strategy guide is on the CD in .pdf format (Adobe
Acrobat Reader).

Jim


Trade Agent

unread,
Apr 5, 2000, 3:00:00 AM4/5/00
to
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...

Kathleen Chin and Joseph Zakszewski

unread,
Apr 5, 2000, 3:00:00 AM4/5/00
to
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>...

Dave Richardson

unread,
Apr 6, 2000, 3:00:00 AM4/6/00
to
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

Kathleen Chin and Joseph Zakszewski

unread,
Apr 6, 2000, 3:00:00 AM4/6/00
to
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


Dave Richardson wrote in message
<3$BRpPATI...@curverconsumer.demon.co.uk>...


begin 666 Tzar Strategy Guide.pdf
<encoded_portion_removed>
end


ScottZf

unread,
Apr 6, 2000, 3:00:00 AM4/6/00
to
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.

.

unread,
Apr 6, 2000, 3:00:00 AM4/6/00
to
In article <8F0E78E09stupi...@209.98.98.12>,
sco...@dwave.net says...
1. The post hasnt been cancelled
2. To be fair to Dave - he didnt ask for the file just the "full
file name"

--
Have fun.........
Its the naughty noughties!
Uglyduck

ScottZf

unread,
Apr 6, 2000, 3:00:00 AM4/6/00
to
On Thu, 06 Apr 2000 17:53:44 GMT, in comp.sys.ibm.pc.games.strategic,
Ugly...@home.happy (.) decided to post
<MPG.1356df83b...@news.madasafish.com>:

>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.
>


--
http://www.faqs.org/usenet/alt/
http://www.gweep.bc.ca/~edmonds/usenet/good-newgroup.html
http://nylon.net/alt/newgroup.htm
For information on moderating a newsgroup:
http://www.swcp.com/~dmckeon/mod-faq.html
For help with Deja keyword search:
http://www.deja.com/help/help_lang.shtml
For Deja power search:
http://www.exit109.com/~jeremy/news/deja.html
Details on doing a Deja power search:
http://skyscraper.fortunecity.com/skylon/1307/index.html

Dave Richardson

unread,
Apr 7, 2000, 3:00:00 AM4/7/00
to
In article <8F0E78E09stupi...@209.98.98.12>, ScottZf
<sco...@dwave.net> writes

>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.

I didn't.


--
Dave Richardson

Dave Richardson

unread,
Apr 7, 2000, 3:00:00 AM4/7/00
to
>>Dave,
>>No I got it in the US. The file name is
>>
>>
>>Tzar Strategy Guide.pdf
>>


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

Nicua...@yahoo.com

unread,
Aug 5, 2014, 3:04:34 PM8/5/14
to
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 army to appear is started, will vanish from the field once its complete.

Nicua...@yahoo.com

unread,
Aug 5, 2014, 3:07:24 PM8/5/14
to
Edit to the above, you need 3-4 barracks when initially building your knight force to push into the red base. Your peasants should be able to keep up with the demands for that many.

Leilani Aileen Love

unread,
Sep 5, 2023, 5:03:00 AM9/5/23
to
On Friday, March 10, 2000 at 2:00:00 AM UTC-6, Christoph Nahr 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 (christo...@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


~~~~~~ 😊
Yes Tzar has random map generator (this reply 23 years too late)
0 new messages