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Rome Total War II

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
The problem in most TW games is that once war starts and the first couple of large battles are over, it's all about the AI throwing small groups of units at your thinly spread-out defenders, which leads to tons of small shitty battles over and over again.
The diplomacy has to be fixed so after a couple of really meaningful victories or defeats, a truce can be made. Or, heck, just once you or the AI has achieved their goals. You cannot just conquer one province and make peace, the AI will always continue attacking. something like Pradox games' wargoals would be perfect.
 

Spectacle

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But the problem is: how will you make that work with AI wars?
The AIs fighting get 12 turns per year, but to the player it's shown as if everything happened in one turn. You might see some fairly significant changes between turns then, that's part of the fun.
 

Raghar

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Couple of years? Even in historical Europe that was enough for an another war.
 

Brinko

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http://wiki.totalwar.com/w/Total_War:_Rome_II_-_Egyptian_Faction
IxhWvZU.png


Not surprised but a little anal pained that Seleucids are not a starting faction so gonna have cough up $5 for the DLC
 

Vadeross

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Oct 9, 2012
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Read a lot of the information available and the entire picture being painted is kinda disappointing to me. One year turns yet somehow with seasons (one year summer, the other winter will prolly be the outcome) generals that only live for 40 or so turns and advance rapidly, armies that also get skills and can never be fully destroyed, forced march so you can cross your entire empire in one turn, only generals can recruit troops, provinces seperated in regions with only one region holding a city (which goes some way into explaining the larger map. There just is a lot less on the map itself) It's all very much Total War but also shows that instead of adding a little depth they've simply made the game even more streamlined.

There is for instance a massive shitstorm going on at their forums atm because of the one year turns. CA's answer is that most people won't play a campaign beyond two or three hundred turns and so they decided to make the game that long. I'm just stupefied they simply won't make a short, normal and long campaign so everyone can be happy. Not to mention they also decided to get rid of victory conditions so players wouldn't feel rushed or pushed. Seriously, wtf?

The engine they've been using for awhile now is also a lot more limited than the one they had in RTW and MTW. It doesn't seem to allow for easy changes into localities and places so I'd wager that cities won't change depending on what you've build and will be alltogether rather static compared to the ones we had in earlier games. We'll see but I'm willing to bet that the siege battles in place will use lots of static components no matter what your force composition.

Do hope I'm wrong though but it sounds like they once again go for the style over substance route they also did with Empire and Napoleon. Goddamnit, CA.

Do you have any links so I may read up and be disappointed too?
 

Borelli

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Do you know what total war series REALLY needs? The ability to possess your unit in a first person view ala dungeon keeper, so i would take personal control of an elephant and go all STOMP STOMP STOMP on stupid romans,
they would be all like "oh my god oh my god" and i would be like "elephant iacta est bitches!"
:troll:
 

oscar

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Didn't Shogun 2 let you go into first-person with machine-guns or something?
 

Kattze

Andhaira
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I hope to god, they limit the dlcs to spite packs and other assorted shit, while new factions would be added after a large expansion akin to FotS, RoS.
 
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I can already smell the shit, the fail, the popamole on it.

If it's another shogun 2 with a totally uninteresting map, shit buydlc2win multiplayer and atrocious AI I am writing off TW forever.
 

DeepOcean

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I hope to god, they limit the dlcs to spite packs and other assorted shit, while new factions would be added after a large expansion akin to FotS, RoS.
No way, after Alien Colonic Marines, SEGA will just turn Creative Assemby on DLC factory. They need to recoup the losses somehow.
 

Raghar

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It looks like they have bit problem, after that one turn one year announcement. BTW there is a grammar error.
 

Stonewolf

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Feb 17, 2013
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The problem in most TW games is ...

That AI is absolutely shit. Both on strategic and tactical level.

If you want to see some comedy, launch Napoleon quick battle, set it to hardest difficulty, see enemy AI bunching up all units into 5-row groups and blind charge forward into your single-row (so everyone can fire, you always use this formation) musket firing squads. Every time.

The funniest part is that you'll probably lose it anyways because hardest in TW means enemy morale is unbreakable and units keep charging even when they suffer 70-80% losses.
 

Jick Magger

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PC RPG Website of the Year, 2015 Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 Bubbles In Memoria
Whoever thought it was a good idea to give artillery infinite ammo in Empire and Napoleon should be shot. Made fighting with Native Americans in the former a complete joke (and they'll be basically the only people you'll be fighting 80% of the time if you don't want all of Europe to gank you) and sieges tedious as fuck.
 

Horus

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The AIs fighting get 12 turns per year, but to the player it's shown as if everything happened in one turn. You might see some fairly significant changes between turns then, that's part of the fun.
Do you remember the button that you push at the end of your turn which causes you to wait until all flags on the screen pass.
Now multiple that 12 times per turn.
 

Spectacle

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The AIs fighting get 12 turns per year, but to the player it's shown as if everything happened in one turn. You might see some fairly significant changes between turns then, that's part of the fun.
Do you remember the button that you push at the end of your turn which causes you to wait until all flags on the screen pass.
Now multiple that 12 times per turn.
Bah, merely a programming challenge, should be easy to solve with modern quad core computers. It's not like every AI will be at war every turn either.
 
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The AIs fighting get 12 turns per year, but to the player it's shown as if everything happened in one turn. You might see some fairly significant changes between turns then, that's part of the fun.
Do you remember the button that you push at the end of your turn which causes you to wait until all flags on the screen pass.
Now multiple that 12 times per turn.
Bah, merely a programming challenge, should be easy to solve with modern quad core computers. It's not like every AI will be at war every turn either.

I like how you think that CA will spend time on optimizing their game when they could be spending time perfecting the detail on the 100 different pairs of boots that a minor faction of sheep fuckers can wear.
 

Raghar

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Whoever thought it was a good idea to give artillery infinite ammo in Empire and Napoleon should be shot. Made fighting with Native Americans in the former a complete joke (and they'll be basically the only people you'll be fighting 80% of the time if you don't want all of Europe to gank you) and sieges tedious as fuck.
Set siege time to lowest number, it's more fair anyway.
 

Brinko

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http://www.pcgamesn.com/totalwar/to...s-117-factions-and-might-just-run-your-laptop
In total, Rome 2 will feature 183 territories, split between 117 factions. Battles will play host to approximately 500 different unit types, 30 city variants, and about 70 kinds of building.
Some of those nearly 200 territories will be accounted for by the oceans, which CA confirmed will be divided into several regions. One faction’s navy will have dominance in any particular region, but a “zone of control effect” will need to be considered when raiding trade routes, for instance.
Community members grilled developers on the as-yet-unseen campaign map, which will now reportedly display city growth more progressively. As buildings are developed, they will be represented visually on the map.
What's more, a stance system will allow players to adapt their armies in reaction to events on campaign map. Stances include ‘Forced March’ and ‘Ambush’, and come lumbered with benefits and drawbacks in stats like movement speed and vulnerability to attack.
A broader balancing mechanic will see large, military-driven player empires fraught with internal conflict and civil war, to ensure that the game remains challenging in its later stages.
Spec-wise, Rome 2 will cater to the laptop brigade with support for low end machines, including those with integrated graphic chips. Creative director Mike Simpson was apparently “very specific” about the game’s scalability, and said that CA had worked with Intel and other manufacturers to adapt Rome 2 for modest rigs. CPU usage will also reportedly be more efficient on low end PCs.
Let’s have a show of hands: how many of you play your strategy games on creaky PCs? I know I do.
That 117 factions things sounds like a fucking nightmare. Shit was already obnoxious in Empire when there were like 50 different states taking turns.
 

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