![]() ![]() And the AI (or, more accurately, the Programmed Opponent(PO)) is no slouch in the game it handles tactics pretty decently, not like a really seasoned player, but at least one who is reasonably familiar with the best ways to attack and defend. ![]() So if anyone has questions, post them here and I'll try to give a response.Īnd how are you finding TOAW IV? Getting a better grasp of it than TOAW III? I'm still finding a lot of small things on which I need to do better. I'm definitely knee deep in its systems now, so that is a major step forward compared to my attempts to play TOAWIII years back. I'm still not sure I'm au fait with all the important factors when trying to make decisions. There seems a lot to consider before you even move or plan an attack. The UI is much improved on the original, and is better than even the later re-incarnations of TOAWIII, but I'm still finding the box based popup stuff tricky to get to grips with in a fluid natural way. Everything is toggling and opening/closing info, and I think this scenario where every hex is filled chocka block with 9 units and they're all 4 or 5 hexes deep from the front line. finding where your cavalry troops are involves lots of clicking about or the need to open the OOB and start scrolling around. The time based stuff was what really interested me, but although I get the concept, it's not easy to put it into the decision process. The operational art of war iv mods manual#Īnd I found myself rather than trying to think it all through, just wanting to fire up the Combat Planner and get some attacks squeezed into the remaining rounds.The operational art of war iv mods mod#.
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