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Castle Battles Ativador Download [Patch]

Updated: Mar 11, 2020





















































About This Game Castle Battles streamlines the mechanics of classic, top-down strategy to create a fast paced style of gameplay like no other. Expand your empire by building castles near bountiful resources, collect gold to amass outlandish armies, and swarm your enemies in 40 unique levels. Explore the illustrated world of “The Great Tapestry” through four story-rich campaigns: Fight to reclaim your lost homeland as Les Moustachiers. Laugh maniacally as The Clearly Evil Empire. Discover the astral mysteries of The Purperilous. And finally, set out on a hero’s journey as The Order of Awesome to stop the narrative from unravelling. No soulless micro-transactions to help you here! Classic 4X style mechanics are condensed to their strategic core, meaning action packed matches are measured in minutes rather than hours. Thousands of troops can be in action at a time leading to all out swarm warfare. Enjoy the melding of medieval melodies to the pulse of electronica in the Original Soundtrack by Ex-Static: https://xstatic.bandcamp.com/album/the-original-castle-battles-soundtrack It’s time to play… Castle Battles 0xFFFA0001 0x00FF1010 0x000PERIL 0x0AWAITS0 0x00YOU000 0xFFFA000F d859598525 Title: Castle BattlesGenre: Action, Indie, StrategyDeveloper:Light Arc Studio LtdPublisher:Light Arc Studio LtdRelease Date: 16 Dec, 2016 Castle Battles Ativador Download [Patch] Cool riff on the amoeba style RTS where you conquer nodes, gain troops at a steady pace, and the only unit is basically a one-for-one trade. The main parts that make it cool are:- Troops don't automatically beat an enemy troop and die--it seems to be a coin flip, so fights are 100% obvious in outcome- The speed at which you expand is dependent on a couple special kinds of terrain. This means where you expand matters, and how you expand matters--you get to try to calculate the time it would take to build a new node vs how long it will take to expand.- terrain affects how fast your troops move, and where they spawn in a more imaginative way than the usual node-centric setup. Thinking about distance and timing makes this more interesting than the typical version of this game.- Art is \u2665\u2665\u2665\u2665ing weird as hell and I love it. It's like a fever dream internet thing along the lines of Hotline Miami or Ghost in the Shell's digital world.. This is one fun little game, and its diffculty isn't too bad, but it does become challenging as you play. Well worth the price.. Let me start of by saying that I really enjoyed my time in this game. While a very basic type of RTS it is still lots of fun, doesnt take itself seriously and has good visuals.However there are 2 points wich really diminished my enjoyment of the game:1. Random unit damage If you dont know, there is only 1 type of unit for each faction and there is no way to upgrade them in any way. This should have meant, that 2 units fighting (running into each other) should result in the death of both or leave the winner badly wounded to the point where he is useless without healing. This isnt the case. Ive had instances were 1 of my units killed 5 enemies and vice versa. This gives the game a certain randomness to it that i dont enjoy. Say you need 6 units to take over a castle. You send 8 because there is 1 guard there. The guard kills 4 units and you lost...Now this obviously isnt an issue when you have like 100 units but escpecially in the early game were getting 10 units can take quite a bit of time it can really take the fun out of it. 2. AI To call the AI braindead would be quite an understatement. Heres how i think the AI is programmed: 1. Attack any building with low health2. RepeatThe AI loves attacking damaged buildings. It even attacks them while its loosing half of their own. The best way to describe how much the AI loves to attack damaged buildings is by describing a situation wich i ran into around 5 minutes ago wich prompted me to write this review before finishing the game:This happened on a (in comparison to all the previous maps) very large map. 4 civilizations i will call them were on it and 2 civs were on 1 side close to each other with the other 2 being on the other side of the map.The civ that was close to me built a castle wich i attacked (this was very early into the game, i had maybe 7 units total) and conquered. Now take a guess what one of the AI on the other side of the map did. Yep. Sent all its units over the entire map to the building i just took leaving all its bases undefended. -----------------------------------------------------------------So... there you have it. Not a perfect game by any stretch of the imagination but it was fun ill have to admit that.. As a long time RTS fan, Castle Battles hits the spot with simplistic but satisfying gameplay. I liked the effort put into the storyline as well(with the exception of the last campaign).Anyone else stuck on the last level?. Great little and quick strategy game.. I'm not sure if this is by the same people as Conflicks: Revolutionary Space Battles, but it has a similar feel and exactly the same sense of humour. Conflicks had awful game mechanics, but this has excellent mechanics. The game is exactly what it shows in the video, no tech tree, only one type of unit for all 4 factions. Resource generation, logistics, and castle upgrades all run in the background. Combat is decided by tossing a coin when 2 units bump into each other. So the strategy is pretty pure: where to put castles, when to attack. And the lower-level tactics are also kept pretty pure - take a castle, cause 2 other factions to attack it, run away, run in again when they're all dead. Different maps completely change what strategies will work - but not in a prescriptive way that turns it into a puzzle game. The AI is possibly a bit thick - but it seems to not "cheat" unless you select the option for it to have an advantage (which I haven't tried). I haven't checked if there is multiplayer but hopefully there is - the campaign is good for a playthrough though even on Normal and it is a decent length. Nice to find a fun game after a run of dull ones.. The game is pretty. It's story is quirky and often funny. It oozes love and artistic talent in the kind of way that satirical Indy comic books or youTube video series do. But those, you can usually enjoy without charge.Truly, if ironic dialogue were all I was looking for, and the price was lower, I'd be recommending it.But alas, this is supposed to be a Strategy... GAME... Not a quirky comic book.By the 10th map in the first campaign it became too painful to continue playing. The unforgiving UI, with its clumsy controls obviously designed to be easily ported to a touch pad, makes any kind of precision control of your units FRUSTRATING if not impossible. And the lack of ANY mechanics changes (since the very first map) or even new unit types or special abilities (after closing in on two hours of play) told me that they were unlikely to be there at all.TL;DR The game, mechanically, is an under developed Galcon\/Eufloria wanabe that might be worth half the price if you enjoyed the comic book feel of it...

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