Anraz -> RE: How does Time of Wrath Differ from Road to Victory (7/6/2009 12:33:20 PM)
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ORIGINAL: jeffreys This game seems to be based on World War 2, Road to victory, a game that I enjoyed playing for a while and liked pretty well. I'm quite interested in Time of Wrath (especially since it seems I will be able to get it for free), but was wondering what the main improvements are compared to Road to Victory. Perhaps this information has been posted elsewhere, in which case I would be grateful if someone can tell me where. Thank you for any assistance you can give me. New and redone things (in a bit chaotic order written almost for the top of my head): a) features/rules introduced air-naval interaction introduced air recon mission introduced weather introduced rough terrain type reduced cost of purchasing and repairing land units rebalanced naval combat rebalanced units speed rebalanced losses in air combat rebalanced losses in land combat rebalanced units withdraw after combat rebalanced cost of units changed ZOC entry cost for land units new relation matrix corrected cost of units supply induced units upkeep cost cost of air units cut by half strategic bombers AP changed to 1 air division AP changed to 3 changed AP of all units rebalanced strength of units air units will hunt no more than one unit if attacking raider fleet rebalanced chance of withdraw after battle strategic bombers damage halved changed base chance for retreat of land units changed terrain type modifiers for unit retreat chance changed unit's strength for retreat chance losses dealt by air units corrected b) AI improved front lines for AI AI uses planes more aggressively AI performs independent tactical airstrikes new AI switches AI try to hold given cities AI try to hold forts of given level AI try to shield given borders corrected AI aggressiveness (land units) reset AI priorities other minor improvements c) GUI/graphics scalable screens resolutions (including HD) classical windowed mode changed map appearance weather related appearance of map changed units appearance map`s modes minimap`s modes zoom level related appearance of units other minor GUI tweaks new minimap image health bar add for naval units changed naval screen gfx changed diplomacy screen gfx new counters each fort level has its own representation added various eyecandies added ownership view in minimap added unit name under counter/sprite when zoomed in adjusted zoom levels corrected all scenario descriptions changed display of units images new “start scenario” screen new set of flags “next unit” function d) content new land OoB new naval OoB new air OoB over 1000 new events (commissioned ships, elite, volunteer and auxiliary units, flavor, fortifications, partisans, urgent situations, classic historical, mobilization, garrisoning and other) redone map (changed terrain , dozens of a “new” cities and rivers, rebalanced PP and so) corrected length of scenarios various garrisons new sea zones “new” various lines of fortifications (e.g. Frontier Wire, Toblerone Line, Mareth Line, Gustav Line, Zigfried Line, Mannerheim Line, Metaxas and Aliakmon Lines, Maginot Line, Daladier`s Line, Arpad Line, Stalin Line, Molotov Line, VKT and VT Lines, Salpa Line, Pomeranian Wall, Atlantic Wall, Siegfried Line, Skane Line, Concrete Border Line and other) simple forts (Liege, Eben Emael , Tobruk, Modlin and other) corrected commanders and their placement new music themes e) other introduced simple editor various new event methods corrected PBEM corrected memory use by GPU added shortkeys (minimap ownership mode change, ownership mode change, border mode change, Action Points left, city names, weather icons, hex grid, next unit) added many parameters for ease of modding (% of interceptor's (strength+level) when air strike considered effective, basic chance of land unit retreat, etc) and for sure even more...
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