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Topic: Conquest: Medieval Realms Released..

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All Forums : [GAMES] : Computer Gaming > Conquest: Medieval Realms Released..
14 MAY 2009 at 12:38am

spelk

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[link=http://www.slitherine.com/games/conquest_pc]http://www.slitherine.com/games/conquest_pc[/link] Looks like a very stylish strategy boardgame.


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14 MAY 2009 at 6:09am

honestabe

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Reminds me of 'Cry Havoc' with better graphics. Is there a US version? I just see Euro pricing and game sales?
A.I. production-it's more like, Okay, the games about ready--lets stick some A.I. in- you have 3 weeks.

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14 MAY 2009 at 6:18am

JasonPratt

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As much as I love Slitherine, I can't say the screenies are doing much for me. It isn't the art style, exactly. But the tile setup schemes seem... deeply weird. DO NOT UNDERSTAND!!! (do not want.)

"Pratt creates a real, hard, dirty world that is somehow still fantastical and full of magic and mystery. Daunting, but worthwhile." -- Vanessa Lee for Front Street


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14 MAY 2009 at 7:50am

Anguille

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Well, It's not really a Slitherine game. It's an [size=2]Illustrious Software[/size] game supported by Slitherine. It's more a chess type of game...good to relax inbetween. Cheers

Games i play now:

 

Armada 2526 Supernova, Commander: the Great War, Heroes of Annihilitated Empires, The Great Battles Collection

 

   The Old Guard


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14 MAY 2009 at 9:05am

spelk

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Seems its very, very similar to the game 'Slay' by Sean O'Conner. [link=http://www.windowsgames.co.uk/slay.html]http://www.windowsgames.co.uk/slay.html[/link]


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14 MAY 2009 at 12:56pm

honestabe

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Ahhh chess like that now reminds me of that one Medieval something or other game I used to play on my Amiga 500. What was the name of that game??? It had squares on the map instead of hexes though. I used to slaughter opponents with my archer units. Right now I'd say Cry Havoc would probably outpace this one.
A.I. production-it's more like, Okay, the games about ready--lets stick some A.I. in- you have 3 weeks.

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14 MAY 2009 at 12:59pm

Gusington

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Archon? I played that on a C-64 though.

I'm glad my character uses a shield because I may be taking a bashing here soon.

- Rayfer

 

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14 MAY 2009 at 1:09pm

honestabe

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No it had medieval pieces like archers and spearmen and swordsmen. It was Medieval something but, darn if I can remember the last part. I know it's not Lords cause that was a provincial strategy game and this one i'm talking about was tactical with squares and of course walls and columns blocking los in some places. Ahhh found it Medieval Warriors _ merit software even played this little jewel over the internet when I was living in Phoenix Arizona. Hey Gus, see if any of these Amiga games take you back to really a better time of gaming imho. [link=http://eab.abime.net/showthread.php?p=488504]http://eab.abime.net/showthread.php?p=488504[/link] It's got me wanting to get out my Amiga 500 again and play some of those old wonderful titles like 'Powermonger' wow that was a classic. An of course Wings!
A.I. production-it's more like, Okay, the games about ready--lets stick some A.I. in- you have 3 weeks.

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14 MAY 2009 at 2:33pm

NBerableLitnessOBeing

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Reminds me of the days playing Excalibur. <A href="http://www.boardgamegeek.com/boardgame/6646">http://www.boardgamegeek.com/boardgame/6646</A> In fact, I may still have that one buried in a closet. Might have to break it out. Edit: Pardon my sloppiness. What happened with the link posting?

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14 MAY 2009 at 4:40pm

Reich36

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It does look interesting

Max: "Let's hit him in the head with a mallet! That will cure his amnesia!" Sam: "You always say that!" Max: "Yeah but it will REALLY WORK this time!!!"


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15 MAY 2009 at 9:34pm

Xtiaan

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Has anyone tried it or seen some credible reviews?... This is actually up my alley and the price is right.

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16 MAY 2009 at 1:39am

spelk

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I've bought it, only played through the first and second scenario in the first campaign. Its not a bad game if you like boardgame territory grabbing. The key to winning seems to be divide and conquer.. all about cutting the enemies supply of money by slicing territories in half and reducing their income so they can't support the army raised. If the territory does become financially compromised, then you simply lose your men, and the surrendered flag shows up in their hex. This can lead to devastating defeats, if you're not protective enough of your territory. Units face off against each other based on level, and there are no exceptions to the rules a level 2 unit beats a level 1, a level 3 unit beats a level 2. So you have to make sure you have the coinage to purchase the appropriate levelled unit. In order to gain cavalry and ranged units, you have to spend some money on converting forest land to archery ranges, and building stables. You start with pikemen.  You can buy a higher level unit straight off if you have the gold, or you can buy lower levelled units and upgrade existing ones with them. Their zone of control regardless of unit, is a single depth ring of six hexes around your units current position. Although you can attack by moving onto a lower levelled unit's hex.  Your movement will be restricted if there are higher level units exerting zones of control in front of you, or defensive buildings such as forts and castles. Presentation is very boardgame, and the miniatures are well realised. The UI is very minimal and functional, obviously done on a budget, with the art assets mainly being tied up with the miniatures. There are some historical facts included in the campaign, which is a nice touch to add some credibility to the very abstracted boardgame presentation. The second scenario in the War of the Roses campaign, is actually at Sandal Castle in Wakefield, England (a place where I lived and played as a teenager) and I was quite disappointed to see that the castle grounds are depicted as a mere large hexagonal set of walls. Not quite a historically accurate abstraction of the place I used to climb over all those years ago.. but you know, it was exciting to finally see a wargame depiction of the siege at Sandal Castle. There are a one or two niggly issues I have with the game, first the miniatures don't drag and drop as you'd want, as you pick it up with a left click on the mouse, the unit drops to well below the mouse cursor, and you place the unit by putting the mouse cursor over the destination hex, and sadly NOT by placing the miniature down over the hex. This single very nitpicky interface quirk, really did drop me out of the illusion that its a boardgame with lovely metal miniatures. Secondly, there doesn't seem to be any feedback when the AI executes its turn, all its moves are resolved in an instance, and your carefully laid plans and defences just disappear or shift about without much in the way of understanding at what the enemy has done. You can often read what might be coming next from the AI's current position and indeed, your strategy is probably geared towards this, but it would be that much more rewarding if there was an option to play out the enemy's actions, or at least have some sort of summary of what happened on a piece by piece basis. The tutorial option on the menus mentioned tutorial scenario's, but from what I can see, the tutorial consists of three pages of information with diagrams to explain the game. The game does support network play, and even comes with editors for custom skirmishes or scenarios or even custom campaigns, so I'd wager there is a lot of replayability, especially if a modding community gets off the ground. I cannot really comment on the effectiveness of the network play, since I've only really dabbled in the single player game. Overall, for the money, its worth a go if you enjoy the more abstracted gameplay of a territory grabbing boardgame. Whether the AI can stand up to the more seasoned wargamer, I'm not sure, but with the ability to play against human opponents it could become quite a "chess like" battle of wits.


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16 MAY 2009 at 3:57am

Kid

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Thanks good review.

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16 MAY 2009 at 1:54pm

honestabe

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Units face off against each other based on level, and there are no exceptions to the rules a level 2 unit beats a level 1, a level 3 unit beats a level 2.
  Glad I got to read that as I don't like that method of play at all. That's like saying a tank in Civilization I-IV should always win. And we all know that doesn't happen now don't we? lol Games with that type of combat engine make for speed rushes to size and power over strategy and tactics. It's like an RTS game turned board game in a sense. Not for me thanks for the review though it was very informative.
A.I. production-it's more like, Okay, the games about ready--lets stick some A.I. in- you have 3 weeks.

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16 MAY 2009 at 2:13pm

spelk

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I think when a game is as abstracted as a boardgame often is, then much of the strategy comes from these hard unit based rules. Level 1 units cost 10 gold, level 2 cost 20 gold and level 3 cost 30 gold. In order to secure the amount of gold to buy level 3 units you really need to make sure your territories are big enough to fund it, and there is always the problem of stacking high level units in a territory and then having that territory split, and then it can't fund the troops and they are surrendered. So I see your point, about having a more wider (and less defined) spread of criteria that determine the outcome, but I think this suits the boardgame style play - each map will probably last you about an hours play at most, so these aren't massive ongoing campaigns. I should also mention that if troops go into battle at the same level, there is a rock-paper-scissors mechanism to resolve that too, archers/gunners defeat halbardiers, halbardiers defeat cavalry, and cavalry defeat archers. Again, no-nonsense hard rules that need to be applied in such an abstracted boardgame.


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16 MAY 2009 at 5:43pm

Xtiaan

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 Spelk, Thanks for the very detailed and well written write up. I suspect some of the issues that bother you, would bother me as well. Especially not being able to watch the computer play out his moves. Very strange in the context of a 'board' like game, Half the fun is watching your opponents move and learning how to play better! Cheers!

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16 MAY 2009 at 6:21pm

JP Falcon

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Originally Posted By spelk
Seems its very, very similar to the game 'Slay' by Sean O'Conner. [link=http://www.windowsgames.co.uk/slay.html]http://www.windowsgames.co.uk/slay.html[/link]
I'm still working on completing all of the islands in SLAY...it is a fun B&P game so if this game is similiar, I'll check it out....

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16 MAY 2009 at 8:36pm

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Very nice review, Spelk. I haven't had much time to play yet, but the lack of feedback from the AI's move (and I'm assuming it does likewise vs. a human opponent) is the only real negative for me.  The game really needs a replay function. A couple of other points, the action is quite fluid on account of your troops being allowed to roam their own territory at will before making a land grab or eliminating an enemy piece.  And the strategm of eliminating the support for enemy units by cutting off swaths of his lands from each other can allow the underdog to turn the tables in a hurry.   There is a modifier to the rigidity of Level 3 beats Level 2 beats Level 1. Castles, towers and higher level pieces can provide shelter to weaker units within their zone of control.   For example, your level 2 archer can't take out the enemy's level 1 pike unit because it's protected by a level 3 cavalry in the adjacent hex.  Hence another thing to take into account, where to most effectively place your fortifications and how best to protect your more vulnerable pieces. I like the game.  Extremely abstract, no question.  Could just as easily have been infantry, armor, artillery.  But the attractive medieval pieces lend an appealing chess-like ambiance to the action.  Slitherine ought to port this to the Xbox 360, it would make a great Arcade game on Xbox Live.
Steve

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18 MAY 2009 at 1:55am

Iain McNeil

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If you have any suggestions feel free to post them at our forum. The team are already working on a patch.
Iain McNeil     Slitherine     We've got History under our skin     [link=http://www.slitherine.com/]http://www.slitherine.com/[/link]

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18 MAY 2009 at 12:16pm

JasonPratt

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Great review/descript! [/align] [/align]For some reason, I'm getting a real 'Go' vibe out of this (and from "Slay" for that matter). Like chess except 'go' except like chess... {g}[/align]

"Pratt creates a real, hard, dirty world that is somehow still fantastical and full of magic and mystery. Daunting, but worthwhile." -- Vanessa Lee for Front Street


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21 MAY 2009 at 7:56pm

Corporal Trim

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Like chess 
It bears a passing resemblance I suppose on account of the abstraction, although the Conquest AI is falls well short when you compare it to the strength of any chess program sold these days.  No surprise that, Chessmaster and the others have gone through how many evolutions to get where they are now.  I'm partway through the campaigns, some battles vs. the AI give a nice challenge, others are a complete walkover.  The AI should be consistant throughout, have to attribute this to the map design and victory conditions.
Steve

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22 MAY 2009 at 5:46am

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Originally Posted By honestabe
Ahhh chess like that now reminds me of that one Medieval something or other game I used to play on my Amiga 500. What was the name of that game??? It had squares on the map instead of hexes though. I used to slaughter opponents with my archer units. Right now I'd say Cry Havoc would probably outpace this one.
Speaking of which, have you tried the computer version of Cry Havoc, now published as freeware?

The Old Guard


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22 MAY 2009 at 6:14am

JasonPratt

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Originally Posted By Boggit
Speaking of which, have you tried the computer version of Cry Havoc, now published as freeware?
Where found?[/align]

"Pratt creates a real, hard, dirty world that is somehow still fantastical and full of magic and mystery. Daunting, but worthwhile." -- Vanessa Lee for Front Street


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28 MAY 2009 at 7:36am

spelk

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Looks like they've patched the game already... Conquest v1.2 now available! Illustrious have been working hard and we're pleased to announce the first Conquest patch is now available! This should get anyone who was having problems up and running and fix those load/saves issues reported. [link=http://www.slitherine.com/files/conquest/conquest_patch_v1.2.exe][color="#0066cc"]www.slitherine.com/files/conquest/conquest_patch_v1.2.exe[/color][/link] The full version has been updated so if you bought your version after18/5/09 you'll get these fixes pre-installed and do not need the patch. Here is a full change list V1.1 ---- Fixed bug causing crash when clicking on a map to load in skirmish setup Fixed bug causing crashes when clicking units after loading a saved game Fixed bug causing defeat message when a player wins if the turn order has been changed Fixed bug preventing saved games from loading if turn order is changed Fixed incorrect button tooltips [b]Slowed AI moves down so that players get a better idea of what the AI is doing [/b] Updated side panel colours to more closely match map colours V1.2 ---- Fixed bug preventing campaign games from being saved


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28 MAY 2009 at 7:52am

Reich36

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Originally Posted By JasonPratt
Originally Posted By Boggit
Speaking of which, have you tried the computer version of Cry Havoc, now published as freeware?
Where found?[/align]
I think I can help you with that. http://www.battlephase.com/cryhavoc/index.html

Max: "Let's hit him in the head with a mallet! That will cure his amnesia!" Sam: "You always say that!" Max: "Yeah but it will REALLY WORK this time!!!"


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