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Rise Of Nations game engine for SWGB 2?


Guest DarthMaulUK

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Guest DarthMaulUK

Having now played RoN, I must say how amazed I was at the very poor graphical detail of the game. A very ancient looking game if I must say.

 

However, the way the game deals with microfarming is a real bonus and the fact any idle citizens will actually go looking for work.

 

It certainly is NOT the engine for SWGB 2. If this was the case, SWGB 2 just would not sell. SWGB 2 has to be different from the current game and by using the RoN engine means that it would be taking a step back, rather than forward.

 

 

Any thoughts on this guys?

 

DMUK

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I agree with you. Even though I have not posted in past discussions on this topic, I believe it should be 3D, as besides RoN, few new 2D RTS games have been produced. I own Command and Conquer Generals, and was thinking that, maybe, it could be based off of that engine, if they put a good deal more stategy in it, as well as sea units.

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Yea, RoN dissapointed me... but I liked Nuking the computer's AI @$$ :devburn:

 

 

 

I was struggling on wether or not I should get it... I finally decided not to. It's just not Worthy of my 50 bucks.

 

I wouldn't mind a CnC Generals engine for SWGB 2. I think the units would actually be to scale, meaning huge AT-ATs, and stuff. And it will need a more strategy to be inputted.

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Yeah, it was a audio-visual nightmare. Also, the gameplay, to me atleast, seems too rigid and drawn out. I mean, I could have beaten the comp I was playing in about 1/2 an hour, but because I had to constantly fill out all of these requirements and fight at certain places and certain with formations/locations, I ended up taking much longer than I would have if I were playing a more free game. This is a very good example of what happens when you put Realism>Gameplay, it looks good on paper, but in reality it's not much fun. Also noticed some pathing and unit responsiveness errors, mainly due to their realistic idea to make units appear to be three, so that the game felt more epic.

 

As for balance, spies are WAY too strong, same with counterunits. Also, the balnce in this game is very simplistic, most of the time, its just rock/paper/scissors, with rock destroying scissors, paper decimating rock, ect. And the unique units aren't very unique. Their identical to the units they replace, but with a different art and a slight stats boost.

 

On a good note, I liked the whole, units have different art sets for different cultures, and that wonders do more than just win the game.

 

I wish simwiz was here to hear us ripping into his beloved game.

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I actually thought that they idle working villagers was the most annoying thing. I would queue a bunch of villies to a gather point near the tc, cuase they were going to build or something, and then half wander off to the wood cutters and half to the miners. i thought they died, so I built more, only to realize that my wood cutting and mining was maxed out.

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Yeah, I haven't played RoN yet but I think the "smart" villagers would annoy me. The way SWGB, AoM and WarCraft handle idle villagers is much better (an icon appears/flashes). You decide what they do, rather than them deciding.

 

But we've all said before why RoN would make a bad game engine for Star Wars, so no big surprises.

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And besides, if you research upgraded in the towers, you can change them into Militia, Minute-Men, and then Partisans...but the attack power is way off ( I took 5 Partisans and they blew up 2 armoured calvery units!). But in some aspects, having the smart villager programming is pretty good, and when you have 7 towns, you'll be happy.

 

Try 9 towns Crazy_dog and see how it is.

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Westwood's engine are by far the best, I think. Total Annihlation also had an excellent engine, though they had bad graphics. If they made a 3-D TA, Westwood Engine, with a few pieces of AOM or Warcraft, it would be a very good engine. Of course, I like creativity and it'd be cool if Lucas Arts could make a good engine they could call their own.

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