Jump to content



Total War: Rome II


Nephiλiμ

Recommended Posts

newphoto1q.png

newphoto.png

epicguy.png

UVVFA.jpg

qm622yah.jpg

-CA is planning on giving (all or some?) battles scripted content to make each battle feel different.

-There will be more variation in the battlefields than ever before in a TW-game.

-CA said you'll be able to follow Romes growth from the beginning until the end of the empire, thus giving us some perspective in when the game will take place. Also this may open doors for other italian factions to occupy the peninsula since Rome may not be a great empire at the beginning.

-CA will put a great effort in depicting the variation in each and every culture of the different factions and giving each factions a depth. And giving each faction an army and tactic specific for these different factions.

-Rome 2 is probably gonna field the greatest number of different units than in any other TW-game.

-Ca mentions that spartas general is going the be on foot, not on horse. If you can play as Spartans there is a good chance that the greek city states will be individual factions and not a united one like in Rome 1.

-The diplomacy is going to get a great buff. ill write more about this later.

-You are going to be able to spy on enemy factions and accually get good information out of it, like them planning an attack at you in the next 10 turns.

Link to comment
Share on other sites

  • Replies 362
  • Created
  • Last Reply
Hi all, new update based on more common questions from around the forums.

Q. How historically accurate will Rome II be?

A. It is more useful to talk in terms of historical authenticity than historical accuracy, which never survives past the player getting involved anyway. There are a lot of things we do which aren’t accurate because it is a game, battles lasting minutes not hours or days for example. So any game can’t be historically accurate, but we are aiming for it to be more historically authentic than ever.

This refers to the look and feel of the various nations and peoples in the games, from the way they are dressed to the equipment they use on the battlefield to the mechanics on the campaign map. So the armour, tunic, helmets, shields and so on will be based on historical examples. The unit rosters will be based on the kind of units that were fielded and the societies of different cultures.

There will be units which were historically rare but we make more of because they are interesting and different. As in the past few Total War games they will not be appearing in every army but they will be there to add flavour.

Q. Will there be mixed main weapon types within a unit, say barbarians fighting with swords and spears in the same unit?

A. No. Whilst historically this may have occurred we split them into different units for gameplay reasons. Spears and swords have different stats in our game so we want them to be the main weapons for different units so the use for them is clearer and the player can tailor their army make up more depending on their play style.

Q. Will most of the effort be going into the Roman faction at the expense of other factions and cultures?

A. There is obviously far more information available on Rome than on other factions and cultures in this era, but that does not mean we are neglecting them. A lot of research has gone into the unit rosters for non-roman factions and into the campaign map to represent them well.

Q. With talk of reducing micro-management on the campaign, is it going to be even more focused on war?

A. The focus on reducing province and region micro-management is so the campaign can focus on other areas and not just war. There are a lot of great new features that will increase the campaign gameplay depth.

Not quite the time to outline them all now, but expect greater intrigue and emphasis on characters.

Q. Will mercenaries make a return?

A. YES!

Q. Will Rome II use Steam, and why?

A. Yes Rome II will use and require Steam, just like Empire, Napoleon and Shogun II.

Steam offers a lot of benefits to both us and players, from helping us to reach more people and provide on-going updates to the campaign and multiplayer, along with allowing a great platform for DLC and helping to reduce piracy.

In general, integrating Steam features into the game (like language, social, achievement and multiplayer features for example) also helps us spend more development time on improving and implementing other features.

We will also be talking about some exciting additional Steam features in the future.

Exclusive Content and Dev chat for Total War Center - Total War Center Forums

Link to comment
Share on other sites

Two New Total War: Rome II Screenshots Showcase the Siege of Carthage, Look Impressive | DualShockers

The two screenies show an impressive rendition of the Siege of Carthage and quite a few innovative (and some returning) elements that will make their way into the new episode of the franchise.

  • The city of Carthage will be rendered in its entirety, from the harbor to the top of the hill.
  • It will be possible to roll invading ships directly into the harbor and disembark troops that will seamlessly go into battle inside the city while the ships offer fire support.
  • Siege towers will be available to scale the walls, troops will actually fight inside and around them.
  • Physics will be implemented. Arrows will actually stick into shields when they hit them.
  • There will be a lot of variation between the outfits of different single soldiers.
  • Elephants will be back.
  • It will be possible to set fire to elements of the environment (Wonder if we’ll be able to scatter salt on the scorched earth too).

PC Gamer September Scans

1.jpg

2.jpg

3.jpg

4.jpg

5.jpg

Link to comment
Share on other sites

n22lzd6k.jpg

total-war-rome-2-screenshot-010.jpg

7it2sbky.jpg

Total War: Rome 2 info blowout – bigger map and unit roster, massive fleet and more « GamingBolt.com: Video Game News, Reviews, Previews and Blog

  • The city in the screenshot of the beach landing is apparently Carthage.
  • Massive fleet. Some boats head for the beach while others hang back. Their job is to storm the harbour once the walls have been breached and provide ranged support.
  • The guy describes the beach landing as ‘Saving Private Roman’, camera locks onto a boat as soldiers pile out and get hit with ballista bolts.
  • Soldiers then run to siege towers (which are apparently left behind from previous assaults)
  • The camera then moves to Scipio Aemilianus (the man who exterminated Cartharge and wiped it from the history books) who is in a siege tower. He’s shouting to encourage the troops around him. “We fight for Rome!”
  • Lead Designer James Russell talks about making combat more gritty, impactful and visceral (yes the v word)
  • New Engine: fully-implemented facial animation, better lighting, new shaders, improved particles and new tech for cloth and skin. Creative Assembly have the biggest mo-cap suite of its kind in Europe.
  • Focussing on enhancing both micro and macro. Making on-the-ground combat more personal and human, then when zoomed out they want epic scale, elevated terrain, massive cities and combined land/sea battles.
  • CA are toying with the idea of having river combat i.e. on the Danube or Rhine.
  • The city of Carthage more detailed than anything in Total War series. Realistic network of streets, statues, looks “weathered” and “beaten-up”. Want it to feel lived-in.
  • Cities will have multiple capture points so there won’t be a “mosh in the plaza”.
  • You can hide units in the city, spring ambushes “cavalry pouring from a side alley”. Rooftops used as defensive platforms.
  • Epic scope of campaign map “from Scotland to Batria (Iran)”.
  • Campaign map and unit roster far bigger than original Rome game.
  • Budget is a lot bigger than Shogun 2. “40% bigger in terms of how much effort we’re putting into it”
  • Talks of Regions v Provinces “we want to make sure you’ve got different areas to capture, but not necessarily all those places to manage.”
  • Navies will be able to bombard cities, city walls, kill land soldiers and capture ports.
  • Taking the organically growing cities of Fall of the Samurai further, making it more dynamic.

Link to comment
Share on other sites

Q. In previous Total War games a single ship has been able to carry whole armies. Why was this and will it change for Rome 2?

A. In previous Total War games this has always been an abstraction. It has never been the case that we are saying all those troops are being held on that one ship. The army has always been thought of as on its own transport fleet which we did not represent, with the actual fleet representing the escort.

For Rome 2 there are a few changes coming to how armies will be moved around on the sea, some of which we won’t talk about for a while, but we will be representing transports this time round.

Q. Rome 1 did not differentiate between the Hoplite phalanx and the Macedonian phalanx, will both formations be in the game this time round?

A. Yes both the Hoplite phalanx and Macedonian phalanx will be in the game as unit formations and will be represented differently.

Q. In the recent Warcast episode you talked about a historical twist for the Egypt faction, what do you mean by a twist?

A. The Egypt faction will not be the same as the faction from Rome 1. The unit roster is going to be very different with a mix of Hellenic units and local troops as well. We are pushing it a bit more, but as we often do with taking the rarer units from history and making more of them.

Q. How much variety will there be in the look of soldiers within a unit? Will it be similar to Medieval II or Shogun 2 or will there be more variety?

A. Rome 2 is going to have the highest amount of variation within a unit of any Total War game to date. There may be many different helmets, each with a variety of crests, various types of armour along with different tunics and shields with many different shield patterns. New tech will also allow us to vary the colours within a unit a lot more as well, with the possibility of the same tunic but coloured in a variety of ways within a unit.

Q. All factions in Total War games to date have had colour schemes for them, will this continue in Rome 2?

A. Yes, having colour schemes for factions helps make them more identifiable on a battlefield and gives a more unified look to their units. There may be more variety of how those colours are applied within the units, and how colourful, and varied those colours are, will vary by different factions and cultures.

But of course the units won’t be crazy rainbow combinations – they’ll be themed according to the faction they represent.

Exclusive Content and Dev chat for Total War Center - Total War Center Forums

Link to comment
Share on other sites

Το καινούριο Motion Capture Studio της Creative Assembly.

AzYSeUDCYAA5xKk.jpg

AzYXHxICUAIQFqW.jpg

Επίσης διαδικτυακή ψηφοφορία του PC Gamer για το αν βελτιώνονται ή χειροτερεύουν μερικά από τα διασημότερα gaming franchises.

Which franchises are getting better, which are getting worse? The PC Gamer poll results | PC Gamer

PCG-Poll-Graph.png

Link to comment
Share on other sites

  • 2 weeks later...
Q. Will 1v1 animations be used again in Rome II and limit the fighting like it did in Shogun 2.

A. 1v1 animations will be used again in Rome II. They are the best looking way to show soldiers fighting each other. Whilst the display was 1v1 in Shogun 2 the combat system was not and multiple attackers were taken into consideration when the combat engine worked out the result of an attack.

However this does not mean we won’t also be improving the animation in other ways for Rome II. Look out for more info in the run-up to release.

Q. All the screenshots released so far look like they’ve been painted brown or orange. Why is this and will this be true in all parts of the game?

A. The orange/brown hue is there because of the part of the world the screenshots have been set in, North Africa. All of the ones released so far have been from the same battle, the Siege of Carthage.

Q. Will formation and mass matter more in Rome II?

A. We are implementing new systems that will give more importance to the depth, mass and formation of units so you will see a heavy unit pushing a lighter one back in combat for example.

Q. One preview has mentioned that the camera will be fixed and we can no longer zoomaround as we want, and that there is a new map view where we cannot give orders. Is this true?

A. You will still be able to zoom around the battle map as in previous games. We are implementing additional new camera views to help improve immersion but not to hamper gameplay or control.

The new tactical view provides a zoomed out top down view of the battlefield to help give an overview of what is going on. What orders can/cannot be given from that view is still being decided on.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Δημιουργία...

Important Information

Ο ιστότοπος theLab.gr χρησιμοποιεί cookies για να διασφαλίσει την καλύτερη εμπειρία σας κατά την περιήγηση. Μπορείτε να προσαρμόσετε τις ρυθμίσεις των cookies σας , διαφορετικά θα υποθέσουμε ότι είστε εντάξει για να συνεχίσετε.