Grande Doge!!!
secondo me c'e' da leccarsi i baffi!!!
sono solo un po preoccupato per l' efficacia della magia (spero rimanga a cuccia, non piu potente di catapulte e, eventualmente, di cannoni, per intenderci) e non ho capito se c'e' il morale o no... ecco cmq alcune delle cose a cui siamo SICURAMENTE interessati :)
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WG: Wargamers are always interested in weapons. According to the website, armies will be able to be custom equipped with arms and armor. What are some of the more effective combinations players will want to use?
AB: The general rule for making a good combination is using weapons that complement each other, and supply your troops with best available armor. For example, a long-reach polearm can be combined with a weapon more suited for close combat (sword, mace, etc) and the heaviest available armor. That will be a good all-around infantry unit, able to beat enemy cavalry. Or one might supply a marksman with bucklers, some kind of melee weapons and armor. Another option might be a legionnaire-like build – medium armor, sword, tower shield and javelins. There are tons of such combinations, taking into account that weapons have different armor-piercing capabilities, attack speed and many other factors. This is also true for all armors and shields. There are literally hundreds of thousands of combinations that can be created using the available arsenal – good or bad, completely useless or excellent but none are invincible supermen.
Usually, however, it is better to create units for a specific purpose. Lightly-armored pikemen might be supported on their flanks by heavily armored infantry, who in turn are protected by speedy cavalry. A combined arms approach will get better results for less cost.
WG: Does Telladar Chronicles draw any inspiration from other games currently on the market in terms of interface or design?
AB: You mean Total War series, don’t you? There are some similarities between our project and products from Creative Assembly – we both implement mass tactical combat in 3D. But that’s all. In fact, two other famous and honoured games - Master of Magic and Warhammer: Dark Omen has influenced us much more in terms of concept and design.
But the final touches to our vision of what Telladar Chronicles: Decline will become were made after several recent movies. Scale and drama, epic battles with thousands of combatants, magic and mighty heroes…that’s what we are striving for in our game and we want to let the player to become engrossed in it.
WG: Will there be multiplayer gameplay?
AB: Yes, we plan to include multiplayer mode (LAN and Internet versions) in Telladar Chronicles: Decline. It will be possible to play for every faction presented in the game or create mixed forces. Warring sides could consist of both player and AI-controlled armies or there can be multiple human and AI commanders in the army (so players could assume the roles not only of an army commander, but also of his lieutenants). As far as the number of players in a game – we aren’t sure yet but it should be at least eight players per server
G: When will Telladar Chronicles: Decline be available?
We plan the international release on the fourth quarter 2005. Before this we’re going to release several movies and at least present some builds during the Expos (E3 at least). We’ll do all our best in order to make everything presented here; we want players to feel happy!
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Total War Italian Community:
http://www.totalwaritalia.com