Northland - 1.0.1real time strategy in a Viking setting |
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- Version: 1.0.1, 10/18/2006 07:42AM PST
fcarden
I downloaded the demo off a high speed platform to my macbook and was instantly addicted. the tutorial was a blast. It took me a while to figure out how to proficiently get people to do stuff, because of the single button mouse. But I love how realistic it is. I will totally be getting the full version.
Lots of room for improvement, but strangely addicting... 



- Version: 1.0.1, 2/19/2006 09:05PM PST
pockettheroach
I downloaded this demo out of boredom, looking for RTS games. And wow, it is bizarrely addictive. I've played through both of the demo maps a few times each and will definitely be buying it.
There are some noticeable flaws. I really wish you could delete the popup messages without the screen re-centering on the subject of the message, and management of "idle" Vikings could be done better. While I (being a female, even) don't find the fairly inactive roles of women annoying, I do wish they could do a bit more. They serve the "carrier" role for their homes, so I don't see where it would be a problem for them to serve as carriers for other places. I realize they're going for a bit of historical accuracy here, so I don't expect to see women as masons or carpenters, but after you've grown your population as far as you need it, they're kind of useless. There are also a lot of small things that could make life much easier...organization, ability to select groups, and so on.
Overall, though, this is a fun RTS game, especially if you like micromanagement-type games (I do!). The economic system is a blast--I don't use the school until late in the game if I can help it. I also haven't had any "slow" troubles, and I'm running it on a Mini where it's not unusual for me to have trouble with games going slow now and then.
There are some noticeable flaws. I really wish you could delete the popup messages without the screen re-centering on the subject of the message, and management of "idle" Vikings could be done better. While I (being a female, even) don't find the fairly inactive roles of women annoying, I do wish they could do a bit more. They serve the "carrier" role for their homes, so I don't see where it would be a problem for them to serve as carriers for other places. I realize they're going for a bit of historical accuracy here, so I don't expect to see women as masons or carpenters, but after you've grown your population as far as you need it, they're kind of useless. There are also a lot of small things that could make life much easier...organization, ability to select groups, and so on.
Overall, though, this is a fun RTS game, especially if you like micromanagement-type games (I do!). The economic system is a blast--I don't use the school until late in the game if I can help it. I also haven't had any "slow" troubles, and I'm running it on a Mini where it's not unusual for me to have trouble with games going slow now and then.
Pretty good game 



- Version: 1.0.1, 6/24/2004 07:11AM PST
dave_d
I've been playing the Northland demo for a little while now, and I've noticed some shortcomings:
1. I can't adjust the sound volume. I don't see any way to control the sound levels.
2. I have a 1920x1200 screen, and I'm forced into 800x600 mode, or into 1024 or 1100 mode with lots of black on my screen. I bought the big screen so I could see lots of things on my screen, and wish I could change the resolution to match my screen. This is a major drawback to me.
3. Northwind's AI is not the greatest:
-- Builders won't go across town to get supplies they need\
-- People get lost in the middle of town and messages come up saying I need to build signposts? I could understand this outside of town, but not among highly populated areas.
-- Carriers won't walk more than about 20 paces from warehouses to pick up materials, and gatherers won't bring them close enough for carriers to pick them up. Carriers should walk as far as necessary to get materials that my own gatherers have gathered, or the gatherers should bring them to the nearest warehouse.
4. There should be an idle worker keyboard shortcut. In fact, there should be lots more keyboard shortcuts than there are for citizen management, as well as "go to last event", and other commonly desired actions. When you get a hundred or so citizens, it starts to get too hard to find workers who are trained as something other than civilians, but are standing around.
5. Carriers, or at least someone, should be able to pick things up off of the ground, such as weapons and raw materials. It's a pain to have a gold bar or a nice longbow lying on the ground, and it seems you can't pick it up.
6. Carriers and merchants should be allowed to service areas instead of single locations or routes. Otherwise, you have to have a carrier and a merchant for every production building in the game, which is very painful to manage. If you could circle an area for carriers to cover, and if you could select more than 2 locations for merchants to cover, life would be much easier.
7. You should be able to select groups of people more easily when you hit F7 to manage your groups. For example, try telling 20 women to have children. What a pain! You should be able to choose 10 of them, tell them to have boys, and choose the other 10 and tell them to have girls. Scrolling down past the first 5 women every time you want the 6th and higher in the list to have kids is a major pain. Same goes for all of the lists (homeless, builders, carriers, etc.)
This is *almost* a top-notch civ-builder game on the order of Age of Empires. It's not as slick looking and detailed, but it's a lot of fun to play up to a certain population. It would be a lot more fun if it were easier to manage the details of the game. I won't be buying the game in its current state, because it's just too hard to do everything after you get about 50-100 citizens. I also agree with another poster in this forum who said there should be more automation. There really is too much micro-management, especially when you build a large city with lots of citizens. If the AI were just a little smarter, and if city management were about 20% easier, I'd be adding this game to my collection. I'll check back in a while to see if a new version has been released, one that addresses some of these issues.
1. I can't adjust the sound volume. I don't see any way to control the sound levels.
2. I have a 1920x1200 screen, and I'm forced into 800x600 mode, or into 1024 or 1100 mode with lots of black on my screen. I bought the big screen so I could see lots of things on my screen, and wish I could change the resolution to match my screen. This is a major drawback to me.
3. Northwind's AI is not the greatest:
-- Builders won't go across town to get supplies they need\
-- People get lost in the middle of town and messages come up saying I need to build signposts? I could understand this outside of town, but not among highly populated areas.
-- Carriers won't walk more than about 20 paces from warehouses to pick up materials, and gatherers won't bring them close enough for carriers to pick them up. Carriers should walk as far as necessary to get materials that my own gatherers have gathered, or the gatherers should bring them to the nearest warehouse.
4. There should be an idle worker keyboard shortcut. In fact, there should be lots more keyboard shortcuts than there are for citizen management, as well as "go to last event", and other commonly desired actions. When you get a hundred or so citizens, it starts to get too hard to find workers who are trained as something other than civilians, but are standing around.
5. Carriers, or at least someone, should be able to pick things up off of the ground, such as weapons and raw materials. It's a pain to have a gold bar or a nice longbow lying on the ground, and it seems you can't pick it up.
6. Carriers and merchants should be allowed to service areas instead of single locations or routes. Otherwise, you have to have a carrier and a merchant for every production building in the game, which is very painful to manage. If you could circle an area for carriers to cover, and if you could select more than 2 locations for merchants to cover, life would be much easier.
7. You should be able to select groups of people more easily when you hit F7 to manage your groups. For example, try telling 20 women to have children. What a pain! You should be able to choose 10 of them, tell them to have boys, and choose the other 10 and tell them to have girls. Scrolling down past the first 5 women every time you want the 6th and higher in the list to have kids is a major pain. Same goes for all of the lists (homeless, builders, carriers, etc.)
This is *almost* a top-notch civ-builder game on the order of Age of Empires. It's not as slick looking and detailed, but it's a lot of fun to play up to a certain population. It would be a lot more fun if it were easier to manage the details of the game. I won't be buying the game in its current state, because it's just too hard to do everything after you get about 50-100 citizens. I also agree with another poster in this forum who said there should be more automation. There really is too much micro-management, especially when you build a large city with lots of citizens. If the AI were just a little smarter, and if city management were about 20% easier, I'd be adding this game to my collection. I'll check back in a while to see if a new version has been released, one that addresses some of these issues.