T.R | Title | User | Personal Name | Date | Lines |
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310.1 | Initial Impressions | SAHQ::SCHULTZ | Orcas & Dolphins: Humans of the Sea | Thu Aug 10 1989 12:04 | 19 |
| I played the game for about 2 hours before deciding it was just
not a game for me. It is similiar to the board game RISK. You
have so much money you can spend on things like clearing land for
rice patties, building dams, training and hiring men of arms,
exctra...
The game to me moves slow, is not straight forward as far as how
to figure your statagies (ie: you have 100 men, you go to attack
a neighboring providence, and for some reason you only have 15 of
your men and end up getting you hind end kicked!). I know alot
of these problems could have been ovoided or lessed if I spend a
long time reading the intructions and continuing to play. But at
$60 a pop, I feel the game was poorly designed as far as playability
goes.
A game long on stratagy, short on getting the player involved, I
give it a 3-4 (especially for the price!).
Craig
|
310.2 | you wanted a challenging Nintendo game? | LANDO::ANJOORIAN | | Wed Aug 16 1989 14:24 | 52 |
| This game is mind-boggling in its complexity. It's one of those games
that you really can't appreciate until you've put several hours of play
into it. The game is set in the mid 1500's during Japan's civil wars.
The object of the game is to unify Japan (Nobunaga's Ambition).
There are two versions of the game: a 17-feif version and a 50-feif
version. I haven't attempted the 50-feif version yet. Each version
can be played at one of five levels of sophistication. I'm still
struggling along at level 1.
At the beginning of the game, you become the daimyo (leader) of a fief
of your choice. As leader, you have personality traits which influence
your overall success such as health, drive, charisma, IQ. You set
the values of these traits before the game starts and these values
change throughout the game.
The game is historically accurate and it helps to do a little reading
up on the history of the period to select which daimyo you'd like to
be. Choose the wrong one and you will have a real uphill battle trying
to change history (it can be done, however).
The game takes place in increments of seasons. At the beginning of a
season you make various decisions about which parameters you'd like to
adjust and hit the A button. The game controls all the other fiefs
automatically except the ones controlled by other players (the game
can be played by 1 to 8 players at once). Your decision on which
parameters to adjust depends on an understanding of how one parameter
may affect another. You have to read the instructions carefully.
An example of how complex this can all get is the decision to wage war
(which must be taken carefully). In order to win a war, your men must
either outnumber, outmanuever and/or be more highly trained than your
opponent. OK, so say you have 100 men and you want to use 50 of those
to fight a neighbor. However, you lose 45 men in battle, so you are
left with only 5 men in that fief (which is now a prime target for
anyone) and you have weakened your home fief (only 50 there now).
And that's only the beginning, folks.
In general, the more you play this one the more you will astounded by
it. It's not the average shoot-em-up Nintendo fare. I'd be interested
in what others might have to say on this one. Maybe one of our readers
from Japan could tell us more about these civil wars and the
personalities involved?
Jason
|
310.3 | password? | 2HOT::POLLOCK | Programmers expect the unexpected! | Wed Aug 16 1989 16:33 | 2 |
| Does it have a password feature of some sort?
|
310.4 | Yes. | LANDO::ANJOORIAN | | Fri Aug 18 1989 10:05 | 4 |
| ...but it may take you quite a while to learn to play a game that can
be saved (i.e., you're pretty quickly and mercilessly disposed of if
you make bad decisions).
|
310.5 | A Yea Vote | AKOV11::JOSBACHER | Frank Josb�cher, GIA SWS | Fri Sep 15 1989 18:05 | 23 |
| I got this game for my fellow travelers after getting hooked on "Desert
Commander." The 10-year-old played it without the instructions and was
doing quite well before I pulled out the instructions.
We've also come up against what was complained about in an earlier
reply: how to make a specific number of soldiers available for a war
campaign. (Maybe I'd like to take them all?)
It's also not clear whether contiguity or proximity of friendly forces
help in battles. And since the five war units are always moved in the
same sequence, it's tough to have misplaced Unit 5 ahead of Unit 4 in a
narrow pass, since the two will typically have a an empty space buffer
between them.
We've gotten hooked on this one as well and saved a promising scenario
(my fiefdom got eliminated after I conquered and was divided, and my
buddy stayed home, put up his feet and had his men train, train,
train).
Overall, Nobunaga's Ambition is like a mix of Risk and Hammurabi (you
know, the old "how much shall we feed the peasants, sire?" BASIC game).
Frank
|
310.6 | Some help has arrived!!! | IDAHO::HOLT | Adam Holt | Fri Sep 15 1989 20:21 | 41 |
|
Some spilers!!!
Some of you don't know why you can't use all of your men during
war. Tell me this, if you were going to go to war, wouldn't you
want to get payed at least onpiece of gold???
Also, a strategy move is:
Look at an opponent's fief, see if it's his home fief after
he/she has conquered 5 or 6 other fiefs. If you conquer the home
fief, you get all the other land, gold, and men.
I hope this will help some of you.
|
310.7 | More accurate spoiler | DDIF::WALSH | Waiting for the Galactic Bus | Sun Sep 17 1989 21:19 | 16 |
| re: previous spoiler
I'd like to have something to eat on my month of campaigning, as well.
It's not true that you get the enemy's extra fiefs and land if you
conquer his home fief. You must kill the enemy daimyo. Since they
will often choose to retreat rather than fight at ruinous odds, mostly
you don't kill them.
Notice that cutting them off from all the rest of their fiefs, and
*then* conquering the home fief always works, as the enemy has nowhere
to flee.
|
310.8 | Level 5, solitaire | DDIF::WALSH | Waiting for the Galactic Bus | Sun Sep 17 1989 21:31 | 26 |
| Anyone actually lived very long at level 5?
It seems that all the enemy troops are too tough. I've gone into
combat against troops that are inferior to mine in every way: I have
better morale, skill and arms. Yet I still get clobbered. (Worst
case: I had attacked 9 enemy men with 40 of my own. He stayed in his
castle, and I killed exactly 4! of his men while losing all 40 of
mine.)
The only difference I see is that the enemy commanders are so much more
experienced than I. They all have IQs well up into the 120s and 130s,
while I'm stuck with a maximum of 109 at startup. Does this really
make that much of a difference, or is there some other trick I'm
missing?
Level 1 was too easy. Except for a minor typo or two, (*Don't* attack
with 150 men and only 15 rice, because you missed the last zero!) I
marched from one end of Japan to the other with no real problems.
Level 5 seems impossible - you can't fight even with overwhelming
numbers on your side and win *any* combat. And of course, the enemies
all start off with much better peasant loyalty than you, so you're
behind in the economic war as well. This means you can't outproduce
him, and your troops act like green recruits until you get a victory or
10 under your belt, and that sure looks like a classic catch-22.
Any hints?
|
310.9 | can't get past level one! | CREKE::GEORGE | a great team finds a way to win | Tue Nov 28 1989 12:03 | 21 |
| here's my two cents worth since I just attempted this game last
weekend. I like the game overall, it is a RISK type game. I don't
know who this person is who marched from one end of Japan to the
other, but hey, you must be good. I played a game with five friends
last sunday and on my third turn took five separate attacks of which
the fifth finished me. All attacks were by the computer, by the
way. You must have enough gold to pay your men, along with enough
rice. Also, when attacking, it's a good idea to bring along all
of your men because when you've conquered a fief, you get a separate
turn with that fief, which allows you to move men back into your
old one. When on the defensive, lure the computer to use all his
men to take your daimyo while using your own men to get his. He'll
play the chase game while you corner his daimyo. Try to avoid fighting
his men since when you kill him, you get all his men, gold, and rice.
Overall, I'm addicted. I put an add in the wanted section, but
if anyone in here wants to get rid of it, contact me. Otherwise,
does anyone know what the cost is for this game, or where it could
be found in the southern NH area?
thanks for any help (or spoilers).
|
310.10 | An old wargamer doffs his cap | DDIF::WALSH | The Typo Knig | Wed Nov 29 1989 14:17 | 36 |
| Thanks for the compliment.
However, it wasn't all skill. Persistence helps, too, since
experimenting with the start positions of the different daimyos is
mandatory.
This is because:
The easiest way to build an army is to have someone else send it to
you. There are many techniques for doing this - pick the one for the
situation at hand.)
One you have already hit on - lure his men away and kill his daimyo.
This is most effective when the computer's daimyo is in a small unit.
You can get upwards of 75% of the enemy force this way.
(I like to build my army into 3 - yes, three - units. Build the rifles
unit up to its maximum. Build the cavalry unit up to 50 or 60%. Put
the rest of the soldiers into the your unit 0. Then, on defense, use
the rifles to defend the your castle, put your daimyo immediately
*behind* the castle if you can, and put the cavalry out somewhere near
where you expect the enemy to show up. Dodge or avoid all his other
units with the cavalry until you can close with and kill his daimyo.)
The second technique is to kill all of the enemy's units BUT his
daimyo, and then run away until he gives up in exhaustion. This is
most effective when the enemies units approximate 50% of his force.
Finally, there's the overwhelming attack strategy. If you can get him
to run away without fighting, you capture 100% of his men! This is
another reason I find the single large cavalry unit appealing. If you
can get it up to the daimyo, the daimyo will often run away.
- Chris
|
310.11 | Beginner questions | RTPSWS::VANDEUSEN | _@CORNING Optical Waveguides | Wed Dec 13 1989 17:21 | 12 |
| Couple of quick, novice questions... Can I only do one think per season,
such as adjust tax rate, build dams, train army, etc? I couldn't
figure out how to collect taxes, train my army or get more soldiers in
anywhere near the speed the computer did. Is there any fief that would
be easier for a novice war gamer to learn with?
What is best, build your city, increase taxes to xx%, by and train
armies or what. I think I'm goona like this game if I could get it
going just a little.
Thanks,
Monte ("The Mello") VanDeusen
|
310.12 | Fiddling with Taxes is dangerous | SUBWAY::JOSBACHER | Frank Josb�cher, NYA SIB | Wed Dec 13 1989 18:36 | 12 |
| I haven't touched this in a while, so my memory is like my controller
fingers...atrophied. In our introduction to N's A we would spend
season after season training men and fiddle with the tax rate to see
the effects. I didn't have the impression that the one-task-per-move
was a limiting factor, but one does itch to go get somebody pretty
soon. I guess NES daimyos need to be as patient as the real ones.
For a novice, go check the experience levels of the daimyos and select
one who has pretty high levels all around. In other words, avoid the
ones with "defects" that need a keen player-strategist to overcome.
Frank
|
310.13 | Tax base | DDIF::WALSH | Schedule is Job One | Thu Dec 14 1989 11:31 | 20 |
| re: General strategy
I found it was more important to have a good tax base (peasants with
high morale and large cities) over anything else. Large numbers of
inexperienced but well armed troops will overwhelm your opponents.
(Of course, I don't do very well at the higher levels, so take this
advice with a grain of salt. But I have beaten the game at level 3,
anyway.)
In the very early going, pray your peasants don't revolt and build your
city. Also, adjust your tax rate up a bit from the ridiculously low
20% that you start with. I found 30% to be reasonable.
After you start to generate a little cash, go root, hog or die for
peasant loyalty.
Keep your soldier's morale up, too.
- chris
|
310.14 | tips for you | ZEKE::GEORGE | a great team finds a way to win | Wed Dec 20 1989 10:27 | 24 |
| my stategy...
this is how I begin each game. Your tax rate begins at 20%, way too
low. I usually raise it to about 60% (yeah, just like Mass.). On the
following turn give all of your gold to the peasants. This brings up
the wealth of your fief and you'll recieve alot of gold. Then use it to
BUILD up your town and GROW your output. I like to keep a well armed
force because in a recent game I saw what one could do against a far
better skilled army of equal size. Also, you should try to TRADE
almost every turn because merchants are hard to come by. Try level one
first, and only attempt level 2 once you've won. I tried level three
once and needless to say got my butt kicked.
My personal favorite in the game is ODA. In the 17 fief variant he is
#17. In the 50 fief variant he is #25. He starts off strong and has
great potential. The only problem is that he is usually surrounded by
other huge daimyo's. You must take it one at a time.
Secret strategy tip => if you are bordered by a huge army, try a
summer ninja strike against his town, which is ARSON, and he may not be
able to pay all his men in the fall. They in turn will disappear from
his fief.
...george
|
310.15 | NA PEARLS OF WIZ_DOM | CTOAVX::GUMBUS | Gumby | Thu Dec 28 1989 13:43 | 48 |
| Here are some of my tips for your NA gaming fun. I have spent close
to 50 hours on the NES version and perhaps 135 on the PC version.
1) Immediatly raise your tax to 46% and never higher or revolts
will get your A$#.
2) Next lavish gold/rice on your peasants and get their loyalty
and wealth up and keeeeeeep it up. Remember that building towns will
reduce this and growing will reduce this too.
3) Next both train and lavish your troops to get their morale and
skill and arms high, at least in the 150's.
4) Buy rice when the price is low and sell rice when the price is
high. You can do this througout the game (if a trader is present), I
would not do this in an early move.
5) As indicated in .10 assign your troops from the even deployment
to on that favors units 2,3 and 1. Assignment costs Gold to perform
so do this early but only when you can afford it.
6) Rice output and gold output in the fall is a direct function
of loyalty, wealth output and dams with some town thrown in.
7) Certain feifs have almost 100% access to traders while some of
the mountain fiefs could have a trader appear only once per year.
In the 17 fief vs. computer senario I have done well with ODA =
17 and 15 = Mioshi?sp?
8) As mentioned earlier sending ninja to burn towns or destroy dams
and plunder rice can starve an opponent's army.
9) General guidline, keep at least 60% units of rice and gold in
your coffers in the season of summer to feed you army as they consume
in that month. Consumption and commodity price is a function of rate, which
is an overall economic indicator.
10) Try not to defend from within your own town as you will eventually
destroy it and thus some of your fiefs economy and peasantry. Conversly
if at all possible attack by moving into an opponent's twon, especially
in early battles, in a final battle, you are actually hurting yourself
assuming the town will soon be yours.
The NES version does not show, I suppose due to memory constraints,
the number of peasants in other feifs as well as your own. This
is sad since peasants can be lured away from opponent's feifs thus
reducing output and Gold production. Sometimes when Ninja are
unleashed upon you and you do not know what has happened it is because
20% of your peasants have left but the NES version give you no f&*%$#@
way of knowing it!
When in battle mode you can do an automatic unit pass by hitting
the button on the left. If you can invest the hours, NA is a good
strategy game. I understand that KOEI's Gengas Khan will be out
in February 1990. Enjoy. I hope these pearls will be of help.
|
310.16 | Gengas Khan? | RTPSWS::VANDEUSEN | Monte VanDeusen, SWS - Wilmington, NC | Thu Mar 01 1990 08:02 | 9 |
| >>> strategy game. I understand that KOEI's Gengas Khan will be out
>>> in February 1990. Enjoy. I hope these pearls will be of help.
How does Gengas Khan compare? I'm about ready to buy one of these two
games and it looked like Gengas might have a little better graphics...
Thanks for any info.
Monte
|