valambrian

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Posts posted by valambrian


  1. I couldn't find a way to download the podcast. Is it verbotten?

     

    Call me an old grumpy man, but I couldn't overlook things that didn't make much sense. For example, you as Broken Lords don't eat, and so don't need food. Great! But you still drink wine and build sewers. Wha? Or me playing as Vaulters and going for the Science victory, only to be thwarted by myself getting the Economic victory just because.

     

    Would also love to hear Rob's and Fraser's opinions. Don't let them off the hook.


  2. So I took the plunge. I played it for a couple of hours, finishing four missions. I like what I see so far.

     

    The game has two parts: strategic and tactical, like X-COM. In the strategic mode, you build an underground base, like you do in X-COM. You can also speed up the time flow until you hit the next event. Sounds familiar by now, right? The difference is that X-COM throws events at you to deal with them immediately, while Codex of Victory gives you some time to prepare. Which is nice as it lets you make a decision in a more planned and strategic manner.

     

    The base building, actually, reminds me Dragon Age: Legends more than X-COM because you can have obstacles underground and will have to take them into account when building the base.

     

    The tactical battles are somewhat similar to Army Attack, which I was told is close to Advanced Wars. It's meatier, though, which I also like.

     

    The core of the battle system is the action points. You spend them to move units, to attack enemies, and to deploy new units on the battlefield. I'd say your troops can be divided into two groups: jeeps and heavier units. The latter take more APs to deploy (you have to spend 1 AP to deploy a jeep, but a tank or an artillery piece needs 4 APs, for example). Occupying neutral bases increases the number of APs you can spend per turn. Occupying enemies' bases also robs the enemy of this crucial resource.

     

    Another vital function of jeeps is shielding your heavier units from enemy attacks. You can only deploy new units near your bases. So it takes some planning to keep a constant stream of jeeps toward the enemy to replace losses and to spearhead your advance.

     

    The difficulty spiked on the third mission, which I had to repeat a couple of times before I realized the importance of jeeps. The fourth, though, was just fine and I enjoyed baiting enemy artillery pieces with my jeeps so I could destroy them in a retaliatory strike.

     

    There are some parts of the game I still don't understand. I got several components to upgrade my units, for example, but I'm not sure whether 2 components will upgrade two units or two unit types. I'm also not clear whether the attachment is permanent or whether I'll be able to re-attach them to newer units. I also just unlocked research lab, which presumably allows to improve units, but I haven't built it yet.

     

    It's not a AAA title, so there are no voiceovers and no cutscenes, but the gameplay seems to be solid, so I'm definitely going to spend more time with the game.


  3. Hi strategy mavens,

     

    I'm trying to catch up on all the good old games I missed in the past, and Kohan: Immortal Sovereigns is one of them. I started the campaign twice, each time putting about 10 hours into it. I also played a few skirmishes against AI and read several reviews. My experience was different from what I expected. For one, having fewer pieces than usual to move around made scouting impractical. It also led to all stacks having the same unit composition. What am I missing?

     

    Thanks!

     


  4. Has anyone saved them? I recently started 3MA marathon rerun and some of the links mentioned as being "at the bottom of this podcast" sounded really intriguing. I looked at both idle thumb and the flash of steel sites, but couldn't find them. Help? Anyone? Thanks!