A Bit Disappointed
A Bit Disappointed
I finally plunked down my money for this game and, over-all, am pleased with it. However, after playing the first "battle" I was stupified to learn I couldn't try out another "battle" untill I began the campaign. Who came up with the stupid idea of locking the individual battles untill you achieve a victory in preceeding battles during the campaign? I pay for a game and then I have to "earn" the right to play all the components? This is just plain nonsense. I'm not one of those people who has all the time in the world to sit in front of a computer day after day. At the rate I'm able to play, and God knows how long it will take to achieve a "victory" in each ascending battle, it will take months, maybe even a year, before I'll be able to use all the components of a game I've paid for. Maybe for some this makes for an exciting game but for me it smacks of arrogance by the designer. I was all set to purchase Tin Soldiers: Julius Caesar but now I'm going to wait and see how this Alexander hazing contest pans out.
Don't get me wrong. I like the game. I just think this parceling out of the components is presumptuous and stupid.
Don't get me wrong. I like the game. I just think this parceling out of the components is presumptuous and stupid.
“You're only young once but you can be immature for as long as you want”
RE: A Bit Disappointed
I have to agree with you! I have stopped playing the game because of Gaza Battle which is unhistorical and dumb! Who ever came up with that battle needs to read his History books more! [&:] I'm very disappointed with the way it's setup. [:o]
A True Gamer to the Core!
- Erik Rutins
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RE: A Bit Disappointed
Hi guys,
Here's some info on how to unlock all the battles without playing the campaign - we thought this was a good idea for the first release, but after player feedback we did remove the "unlocking" from Julius Caesar, the sequel. It's an easy change to fool the program into thinking you've unlocked them all:
http://www.pc-cheats-codes.com/tin_sold ... reat.shtml
Also, here are some comments from the developer on the Gaza battle - it's definitely a tough one, but it's winnable.
tm.asp?m=837920
Regards,
- Erik
Here's some info on how to unlock all the battles without playing the campaign - we thought this was a good idea for the first release, but after player feedback we did remove the "unlocking" from Julius Caesar, the sequel. It's an easy change to fool the program into thinking you've unlocked them all:
http://www.pc-cheats-codes.com/tin_sold ... reat.shtml
Also, here are some comments from the developer on the Gaza battle - it's definitely a tough one, but it's winnable.
tm.asp?m=837920
Regards,
- Erik
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: A Bit Disappointed
Thanks Eric. After playing the first two scenarios I've calmed down a bit. I suppose I can stand the challenge of "winning" the locked scenarios. Although, I might have to use the unlock procedure if things get too rough.
A few questions about the game mechanics.
What exactly is needed to roll to get a hit? I'm guessing it's using a ten sided die and that you need to roll a 10 for a hit.
What is the range of missile units? Do they get a bonus in range for firing from higher elevation?
The "Will to Fight" indicator at the top of the battle screen appears to do nothing. I can see the boxes and the "rout" line but the boxes themselves appear to be transparent. If there is any color there, it is so slight that I can't see it or distinguish any progress.
Thanks again for providing the "unlock" procedure. Hope I don't need it.
This is a very fun game and I'm glad I bought it. Looks like I'll be buying Julius Caesar soon.
A few questions about the game mechanics.
What exactly is needed to roll to get a hit? I'm guessing it's using a ten sided die and that you need to roll a 10 for a hit.
What is the range of missile units? Do they get a bonus in range for firing from higher elevation?
The "Will to Fight" indicator at the top of the battle screen appears to do nothing. I can see the boxes and the "rout" line but the boxes themselves appear to be transparent. If there is any color there, it is so slight that I can't see it or distinguish any progress.
Thanks again for providing the "unlock" procedure. Hope I don't need it.
This is a very fun game and I'm glad I bought it. Looks like I'll be buying Julius Caesar soon.
“You're only young once but you can be immature for as long as you want”
RE: A Bit Disappointed
ORIGINAL: Dave Briggs
What exactly is needed to roll to get a hit? I'm guessing it's using a ten sided die and that you need to roll a 10 for a hit.
Yes, it is a 10 sided die, but you get modifiers to the roll. So, depending on the calculation, you can get much better odds than just 10%. (BTW, your lowest change to hit is about 1% since we have the 'lucky shot' option always available.)
ORIGINAL: Dave Briggs
What is the range of missile units? Do they get a bonus in range for firing from higher elevation?
Missile units are able to fire 4 'squares' away -- which is a pretty good distance. They do get a bonus for being on higher elevation (as well as a penalty for being on lower ground.) Generally, though, you will find that archers end up doing very little other than distract the enemy. Often times, they end up killing more of your troops than theirs.

ORIGINAL: Dave Briggs
The "Will to Fight" indicator at the top of the battle screen appears to do nothing. I can see the boxes and the "rout" line but the boxes themselves appear to be transparent. If there is any color there, it is so slight that I can't see it or distinguish any progress.
The boxes are transparent so as to not block out the entire screen. Perhaps it is making it a bit hard for you to see.
The Will to Fight is like a fuel gauge that goes down. If you ever hit the rout line, your army will flee. The calculation is based on total number of armies remaining and their current morale level. At the beginning of the level, you should see little movement. However, as you get into the thick of the action, you should start seeing movement.
ORIGINAL: Dave Briggs
This is a very fun game and I'm glad I bought it. Looks like I'll be buying Julius Caesar soon.
Glad to hear that you are enjoying it -- that was our goal! I think you will find that Julius Caesar has made a number of improvements over the original Alexander game: a stronger 3D look, non-linear campaign, a larger variety of scenario settings and a whole new set of armies.
Have fun!
Deride
RE: A Bit Disappointed
Is it true that you can speed up the moves only in Caesar, and not in Alexander?
RE: A Bit Disappointed
ORIGINAL: Deride
ORIGINAL: Dave Briggs
What exactly is needed to roll to get a hit? I'm guessing it's using a ten sided die and that you need to roll a 10 for a hit.
Yes, it is a 10 sided die, but you get modifiers to the roll. So, depending on the calculation, you can get much better odds than just 10%. (BTW, your lowest change to hit is about 1% since we have the 'lucky shot' option always available.)
I realize that there are modifiers to the to hit process, but what I wanted to know is what is the base chance for a hit with 0 modifiers.
Too bad about the "Will to Fight" indicator. The blue/red colors against the very dark map background are so faint that it makes them impossible to read. If there was a light colored mat behind the indicator it would be much easier to see. Guess I'll just have to live without that feature.
Thanks for answering my questions.
“You're only young once but you can be immature for as long as you want”
RE: A Bit Disappointed
ORIGINAL: Elwro
Is it true that you can speed up the moves only in Caesar, and not in Alexander?
One of our sneaky developers left the 'speed up' feature in place for the retail release of Caesar. Technically, it wasn't supposed to be there. I believe Alexander was released without this 'bug'

Deride
RE: A Bit Disappointed
Heh. Quite a funny story, but after playing the demo of Alexander I feel I'd really like this option.
- Erik Rutins
- Posts: 39641
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
RE: A Bit Disappointed
Dave,
It's pretty easily visible for me honestly - have you tried adjusting your color/monitor settings to see if that helps?
ORIGINAL: Dave Briggs
Too bad about the "Will to Fight" indicator. The blue/red colors against the very dark map background are so faint that it makes them impossible to read. If there was a light colored mat behind the indicator it would be much easier to see. Guess I'll just have to live without that feature.
It's pretty easily visible for me honestly - have you tried adjusting your color/monitor settings to see if that helps?
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
RE: A Bit Disappointed
I'm running XP Pro for my operating system. Is there a way to do this as you decribe for WIN 98? Still learning XP Pro! Thank's for the quick reply and I appreciate your help. [:)]
A True Gamer to the Core!
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RE: A Bit Disappointed
To help out with Gaza scenario, again this is only advice, not an all knowing strategy. Get all your troops off the walls asap(even the archers), in addition push your calvary top, middle and bottom. Part of this battle is in placement of troops. You want 2-3 division( a division to me is a full stand of units) of shield units towards the bottom. Also, you will want 3 of the the farthest moving(not inititive fast) but calvary units at the bottom. Light armor is normally the units that can move the farthest.
Remember, to win this battle, you don't have to wipe out the computer forces, just complete the objectives. Also, in initial placement, have at least 2 spear divisions towards the top of screen(these can deal with the mounted units up top). The goal is to fight until the chariots make an appearence(which will be at the bottom of the sceen). The best way to fight the chariots are to have shield units play defensive and have archer units pepper them with arrows(if you need help using archers effectively let me know, they can devastate mass units in this game), a poison card on a defending shield unit will also help.
Anyways, when some or all chariots are killed you will have your calvary units make a break to the objectives starting w/ the bottom 1st then the middle then the final one at the top of the screen.
But how do you keep your other units alive during all of this? Good question. Look at calvary initiative vs enemy unit inititive, as long as your inititave is lower you can run rings around the enemy(exceptions), I like to run stright by the enemy w/calvary while peppering the enemy with arrows. Meanwhile the enemy is too busy turning circles trying to flank the calvary(which they can't because of lower initiative),by the time they catch up to me they are already weakened to the point of easy kills.
Now I have hugely condensed this(even though this may look like a book), but hopefully some of this made sense to you.
Last point. My favorite trick is to rush past enemy fighters and charge their archers w my calvary, when the enemy turns to face calvary I attack the exposed backs of the enemys w/archers and fighting divisions.
Remember, to win this battle, you don't have to wipe out the computer forces, just complete the objectives. Also, in initial placement, have at least 2 spear divisions towards the top of screen(these can deal with the mounted units up top). The goal is to fight until the chariots make an appearence(which will be at the bottom of the sceen). The best way to fight the chariots are to have shield units play defensive and have archer units pepper them with arrows(if you need help using archers effectively let me know, they can devastate mass units in this game), a poison card on a defending shield unit will also help.
Anyways, when some or all chariots are killed you will have your calvary units make a break to the objectives starting w/ the bottom 1st then the middle then the final one at the top of the screen.
But how do you keep your other units alive during all of this? Good question. Look at calvary initiative vs enemy unit inititive, as long as your inititave is lower you can run rings around the enemy(exceptions), I like to run stright by the enemy w/calvary while peppering the enemy with arrows. Meanwhile the enemy is too busy turning circles trying to flank the calvary(which they can't because of lower initiative),by the time they catch up to me they are already weakened to the point of easy kills.
Now I have hugely condensed this(even though this may look like a book), but hopefully some of this made sense to you.
Last point. My favorite trick is to rush past enemy fighters and charge their archers w my calvary, when the enemy turns to face calvary I attack the exposed backs of the enemys w/archers and fighting divisions.