History VideoGame / JeffWaynesWarOfTheWorlds

22nd Oct '16 1:33:13 PM nombretomado
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* BritishAccents - Human units have a mix of English and Scottish responses.
* UsefulNotes/TheBritishEmpire - The Human faction



** They do however KickTheDog a bit in their victory movie, what with gloating about how “soon we shall farm and feast upon these animals” while the camera shows a human girl cowering away from a Bombarding Machine.

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** They do however KickTheDog a bit in their victory movie, what with gloating about how “soon we shall farm and feast upon these animals” animals” while the camera shows a human girl cowering away from a Bombarding Machine.
15th Sep '16 4:37:56 AM Eyeshield
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* FactionCalculus: The "Powerhouse" aliens with specialized, powerful but expensive units versus the "Subversive" Humans with a weak but easily producable and rapidly expanding army.
7th Apr '16 3:54:55 PM TheOneWhoTropes
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* HeyItsThatVoice - The lead Human general is played by [[YesMinister Nigel Hawthorne]].
** One of the Martian Elders sounds exactly like [[Radio/TheHitchhikersGuideToTheGalaxy Marvin The Paranoid Android]]
8th Sep '15 2:21:46 PM HighCrate
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* FragileSpeedster - Armoured lorries for the Humans, flying machines for the Martians. Both are excellent for scouting and for hit-and-run attacks. Flying machines can also be used to draw fire, or to spot for bombarding machines.
* FriendlyFireproof - Averted.

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* %%* FragileSpeedster - Armoured Armored lorries for the Humans, flying machines for the Martians. Both are excellent for scouting and for hit-and-run attacks. Flying machines can also be used to draw fire, or to spot for bombarding machines.
* %%* FriendlyFireproof - Averted.
28th Apr '15 10:22:36 AM nombretomado
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* TheBritishEmpire - The Human faction

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* TheBritishEmpire UsefulNotes/TheBritishEmpire - The Human faction
12th Feb '15 4:32:05 PM jormis29
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In many ways, the game resembles the later ''{{Total War}}'' series. Each campaign is fought over a completely non-linear {{Risk style map}} in which units are built and deployed, with engagements against enemy forces being handled on a separate real-time “battle map”. The battle map is also used to construct buildings and site defenses, giving players complete control of their bases. The battle map graphics are surprisingly good for the day, and the game is notable for being one of the first RTS to use 3D models instead of sprites.

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In many ways, the game resembles the later ''{{Total War}}'' ''VideoGame/TotalWar'' series. Each campaign is fought over a completely non-linear {{Risk style map}} in which units are built and deployed, with engagements against enemy forces being handled on a separate real-time “battle map”. The battle map is also used to construct buildings and site defenses, giving players complete control of their bases. The battle map graphics are surprisingly good for the day, and the game is notable for being one of the first RTS to use 3D models instead of sprites.
27th Aug '13 3:22:47 PM SpiritStoner
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* TheSiege - Sometimes the course of the war will leave certain sectors isolated, resulting in this. The most extreme version is when you are down to just your HQ sector (which the AI will always attack last).
** Another situational but noteworthy example for the Human faction: the sectors that the Martian pods land in are randomised each game, which can sometimes lead to certain Scottish sectors (such as Edinburgh) being untouched but isolated. If you were farsighted / lucky enough to get some builder units up there, then you get this trope as you race to build defences before the Martians get their comms centres up and running and launch an attack.
27th Aug '13 3:04:23 PM SpiritStoner
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* TheAllSeeingAI - The computer is suspiciously good at jumping on sectors that you have just moved a lot of units out of (even if the reason you have moved them is to attack one of ''their'' sectors, which can lead to a rather amusing swapping of sides). It also rarely mounts an attack until it has enough units to stand a reasonable chance against the defenders, despite ''never'' reconnoitering first with scout units or probing attacks.



** As the humans, you can invoke this by sending an army of [[DrillTank Tunneling Track Layers]] up the battlemap underground and resurfacing them in the middle of a Martian base. Risky (because certain Martian weapons can damage tunneling units, and [[TheAllSeeingAI they know where you are]]) but amusing.



* AwesomeButImpractical - Electric machines have devastating firepower, but are both short ranged and slow. On the human side, submersibles can go underwater to avoid enemy detection, but are only armed with a pop-gun. Averted by tunneling track layers, which can bypass enemy defences and unleash decent firepower when they resurface.

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* AwesomeButImpractical - Electric machines have devastating firepower, but are both short ranged and slow. On the human side, submersibles can go underwater to avoid enemy detection, but are only armed with a pop-gun. Averted by [[AwesomeYetPractical tunneling track layers, layers]], which are inherently cool {{Drill Tank}}s that can bypass enemy defences and unleash decent firepower when they resurface.



* BritishAccents - Human units have a mix of English and Scottish responses, while the ships lean towards a British equivalent of DangerDeadpan.

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* BoringButPractical - Human track layers. Quick to research, easy to mass produce, and decent firepower which is effective against all Martian units (even flying machines).
* BritishAccents - Human units have a mix of English and Scottish responses, while the ships lean towards a British equivalent of DangerDeadpan.responses.



* DeadlyGas: The black smoke.

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* DeadlyGas: DangerDeadpan - Human ironclads, and all Martian units.
* DeadlyGas -
The black smoke.



** The constrictors have {{freeze ray}}s

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** The And the constrictors have {{freeze ray}}sray}}s, or rather, a chemical foam that they can use to temporarily immobilise enemy units (useful for stun-locking enemy ironclads).
* DifficultButAwesome - Human sapper lorries are ostensibly builder units, but if taken on an offensive can also Infiltrate and use Explosives to quickly demolish enemy buildings (and their high speed makes them surprisingly good at this). The "difficult" part comes from their low HP and the AI [[ShootTheMedicFirst always treating them as priority targets]].



* DrillTank - The tunnelling track layer.

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* DrillTank - The tunnelling tunneling track layer.layer.
* DummiedOut - The game was originally going to include a player-vs-player option, but sadly this was never completed.



* FragileSpeedster - Armoured lorries for the Humans, flying machines for the Martians.

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* ForgotICouldFly - AI builder units are always on "Avoid" behaviour by default, and even the ones with weapons will never shoot back at their attackers. Hit and run attacks with single units of armoured lorries to assassinate handling machines are only effective for this reason.
* FragileSpeedster - Armoured lorries for the Humans, flying machines for the Martians. Both are excellent for scouting and for hit-and-run attacks. Flying machines can also be used to draw fire, or to spot for bombarding machines.



* GeoEffects - Different types of terrain affect movement speed, vulnerability, and sometimes sight range. Night time does not affect gameplay per se, but Human vehicles cast headlights, and the Martians view the battle through a green nightvision filter.

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* GeoEffects - Different types of terrain affect movement speed, vulnerability, vulnerability to damage, and sometimes sight range. Night time does not affect gameplay per se, but includes some nice visual effects such as Human vehicles cast casting headlights, and the Martians view viewing the battle battlemap through a green nightvision filter.



* MoralMyopia - The Martians see humans pretty much as cattle, though they soon develop a healthy respect for their fighting abilities after their first pod (sent in a direct attack on London) is destroyed.

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* MoralMyopia - The Martians see humans pretty much as cattle, though although they soon do develop a healthy respect for their fighting abilities after their first pod (sent in a direct attack on London) is destroyed.



** In a ShoutOut to how the Martians meet their end in the source novel, the cheat code for destroying all Martians in a sector is "Atchooo" (a sneeze)

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** In a ShoutOut to how the Martians meet their end in the source novel, the cheat code for destroying all Martians in a sector is "Atchooo" (a sneeze)sneeze).
* NoDelaysForTheWicked - Averted; the computer-controlled side can suffer from the same resource deficits as you, and you can exploit this by using hit-and-run tactics against their resource structures.



** Also; both the Martians and the Humans have one main sector (Grampian Mountains and London respectively), which when conquered will result in an [[InstantWinCondition instant victory]] for the group conquering it, no matter how many other sectors are still in Human or Martian hands.

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** Also; both the Martians and the Humans have one main "headquarters" sector (Grampian Mountains and London respectively), which when conquered will result in an [[InstantWinCondition instant victory]] for the group conquering it, no matter how many other sectors are still in Human or Martian hands.



* ShootTheMedicFirst - The AI (especially Martian flying machines) gives high priority to destroying builder units.

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* ShootTheMedicFirst - The AI (especially Martian flying machines) generally targets the weakest units first, and as a result gives high priority to destroying builder units.units. Martian flying machines (with their long sight range and high speed) can be a particular threat for this when attacking your sectors.



* SpannerInTheWorks - The humble armoured lorry can be quite good at this if used correctly. If they can evade the martian war machines they can snipe builder units or outlying structures, crippling the enemy right from the start.

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* SpannerInTheWorks - The humble armoured lorry can be quite good at this if used correctly. If they can evade the martian war machines they can snipe builder units or outlying structures, crippling the enemy right from the start.start of the campaign.



* TelepathicSpacemen - The Xeno Telepaths.

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* TelepathicSpacemen - The All Martians, though the Xeno Telepaths.Telepaths ''weaponise'' it.
17th Mar '13 1:57:09 AM EarlOfSandvich
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** One of the Martian Elders sounds exactly like [[TheHitchHikersGuideToTheGalaxy Marvin The Paranoid Android]]

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** One of the Martian Elders sounds exactly like [[TheHitchHikersGuideToTheGalaxy [[Radio/TheHitchhikersGuideToTheGalaxy Marvin The Paranoid Android]]
5th Mar '13 11:40:58 AM SpiritStoner
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* AllYourBaseAreBelongToUs - The Martians do this to most of Scotland within the first week of the campaign.

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* AllYourBaseAreBelongToUs - The Martians will do this to most of Scotland within the first week of the campaign.



* ArtificialStupidity - The path finding isn’t brilliant, which is the main reason fences are effective as a defence. Martian units also sometimes have the habit of walking in a circle before responding to an attack order, which is extremely annoying if they are already under fire.

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* ArtificialStupidity - The path finding isn’t brilliant, which is the main reason fences are effective as a defence. defence (and, on occasion, units will even drive through ''their own'' fences). Martian units also sometimes have the habit of walking in a circle before responding to an attack order, which is extremely annoying if they are already under fire.fire.
** As the humans, never give a move order to a group that includes both ground and naval units. One or the other will drive into terrain that instantly destroys them.



* BonusDungeon: the sector "isle of Men" can be considered this when playing with the Martians. You don't actually have to conquer it to win the game, and if you do conquer it, it's basically worthless since only the flying machines can reach it so you can never construct a command center, buildings, defenses etc.. The humans also never try to reclaim it once you have conquered it, and when playing with the humans the Martians will never try to conquer it, not even when you blow up the cannons and leave the island defenseless.

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* BonusDungeon: the The sector "isle "Isle of Men" Man" can be considered this when playing with the Martians. You don't actually have to conquer it to win the game, and if you do conquer it, it's basically worthless since only the flying machines can reach it so you can never construct a command center, buildings, defenses etc.. etc. The humans also never try to reclaim it once you have conquered it, and when it (because they can't get builder units to it either). When playing with as the humans the Martians will never try to conquer it, not it (not even when you blow up the cannons and leave the island defenseless.defenseless) but it is somewhat more useful as it can provide a staging point for naval attacks all along the west coast.



* TheComputerIsACheatingBastard - In either campaign, the other side will start with more units and structures than you would if you were playing as them.

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* TheComputerIsACheatingBastard - In either campaign, the other side will start with more units and structures than you would if you were playing as them.them, as well as extensive ready-built defences in their central sector.



* GeoEffects - Different types of terrain affect movement speed and vulnerability. Night time does not affect gameplay per se, but Human vehicles cast headlights, and the Martians view the battle through a green nightvision filter.

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* FriendlyFireproof - Averted.
* GeoEffects - Different types of terrain affect movement speed speed, vulnerability, and vulnerability.sometimes sight range. Night time does not affect gameplay per se, but Human vehicles cast headlights, and the Martians view the battle through a green nightvision filter.



* NoOntologicalInertia: destroying a command center in a sector will automatically result in the destruction of every other building and all non-mobile defenses (barb wire/plasma fences, cannons etc.), so it's necessary to put a lot of defenses around your own command center and it's often a good strategy to focus all your firepower on the enemies command center when attacking. Machines are immune to this though and keep fighting even if the command center is lost.
** Also; both the Martians and the Humans have 1 main sector (Grampian Mountains and London respectively), which when conquered will result in an instant victory for the group conquering it, no matter how many other sectors are still in Human or Martian hands.

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* NoOntologicalInertia: destroying Destroying a command center centre in a sector will automatically result in the destruction of every other building and all non-mobile defenses (barb (barbed wire/plasma fences, cannons etc.), so ). So it's necessary to put a lot of defenses around your own command center center, and it's often a good strategy to focus all your firepower on the enemies enemy's command center when attacking. Machines are immune to this though (except in the "headquarters" sector) and keep fighting even if the command center centre is lost.
** Also; both the Martians and the Humans have 1 one main sector (Grampian Mountains and London respectively), which when conquered will result in an [[InstantWinCondition instant victory victory]] for the group conquering it, no matter how many other sectors are still in Human or Martian hands.



* SelfDestructMechanism: it is actually possible to give the command to blow up your own vehicles and buildings. Doing this to your own command center in the main sector will result in a game over.

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* SelfDestructMechanism: it It is actually possible to give the command to blow up your own vehicles and buildings. Doing this to your own command center in the main sector will result in a game over.


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* ShootTheMedicFirst - The AI (especially Martian flying machines) gives high priority to destroying builder units.


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* SpamAttack - There is no particular cooldown on special abilities, so it is possible to do this. One of the more notable examples is spamming Black Smoke to mitigate the bombarding machines' lack of close-quarter defence.
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