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Total War: Rome II


Nephiλiμ

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Θα τις έχει προφανώς. :p Ούτε mod θα χρειάζεται ούτε τίποτα. Το άλλο το mod με την Ελλάδα από πάνω δεν έχει καμία απολύτως σχέση με το νήμα αυτό. Ας το μεταφέρει ο [MENTION=28622]mimozas[/MENTION] στο νήμα του Empire Total War να τα πούμε εκεί.

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  • 2 weeks later...
Hi all,

Things have been quite hectic here at CA for myself recently, working full tilt on Rome II. Today I have time to answer some more topics that have been discussed on the forums.

Q. Will there be a strong Rock, Paper, Scissors style balance in Rome II like there was in Shogun 2?

A. The RPS balance in Shogun 2 was strong because that was the balance we wanted for that game.

It is also important to bear in mind that there has always been RPS balance in Total War games, how strong it is has varied from game to game. It will vary again for Rome II as it will have a very different balance from Shogun 2.

That balance is still being worked out for Rome II, especially as we are making big changes to the rules that control combat, but it is likely the RPS will be less strong compared to Shogun 2.

Q. Will there be rowers in naval battles?

A. Naval battles in Rome II are going to be larger in scale than previous Total War games with multiple ships per units and hundreds of men in each unit.

We will not representing the rowers as actual 3d models for various reasons. The ship models have been made to not show below decks, rendering the hundreds of rowers per ship would have a big performance impact, and coding in the mechanics to have them work and interact correctly would take a lot of code time away from other areas of naval battles.

There will be oars shown for ships, and they will be fully animated, and I hope you can understand why we decided not to show 3d models of all the rowers.

Q. How much is the campaign changing?

A. We’ve not talked about the campaign much so far, apart from a few little bits here and there, because we will not be revealing it for a while yet. This has led to some speculation that we are not changing how the campaign works much.

This is not true a lot is changing on the campaign for Rome II. From diplomacy, to trade systems, how regions work to armies and families the Rome II campaign will play differently to any previous Total War game adding more gameplay and depth without increasing unnecessary micromanagement.

It is going to be epic.

Και μερικές πανοπλίες από το παιχνίδι. (Τα χέρια θα είναι ξεχωριστά.)

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  • 2 weeks later...

Σε αυτή τη σελίδα ανά κάποια χρονικά διαστήματα θα ανακοινώνονται τα playable factions.

Το πρώτο από αυτά είναι η Ρώμη.

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Rome

“Strength, honour, duty.”

The Roman Republic is in a period of major growth. Pyrrhus and his invading Greek warriors have been driven from the shores of Italy, and the burgeoning Republic boasts the military muscle to match its ambition. Rome is the dominant power on the Italian peninsula, and stands at a turning point in history. But to expand, she must conquer. To the North lies the Etruscan League, and beyond, the Barbarian lands. To the east lie the Greeks, and to the south and west, the Carthaginians…

Since throwing off the rule of the Etruscan Kings in around 500BC, the Roman Republic has come to represent a power like no other. Military service is mandatory for citizens, and one of the most profound contributions a citizen can make. This makes the Republic militaristic at its very heart.

The strength of the Roman army lies in organisation, discipline and strict tactical doctrine. Well-drilled, well-equipped heavy infantry form the backbone of the army. The young, lightly armoured hastati man the frontlines. Behind them stand the more skilled, chainmail-clad principes. The oldest and most experienced warriors – the bronze-armoured triarii – hold the rear. These monolithic formations are supported by the Roman cavalry, or equites.

As a playable faction, Rome benefits economically from its excellence in metalwork, enjoys enhanced military development, and can exploit the masses in order to maintain public order. Furthermore, the player will choose to conduct the affairs of Rome as the head of one of three great Roman houses: The Julia, The Cornelia, and the Junia, each of which brings further economic, military and cultural benefits.

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Έγινε επεξεργασία από LevelOne
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Hi everyone,

Today I bring you an image filled update including horses, spears and javelins, and celtic leather armour along with an answer to a question I’ve seen in a few threads.

Q. Will there be unit officers and standard bearers in Rome II, and how varied will they look?

A. Yes as in previous Total War games there will be officers and standard bearers in units. They will also be varied in look and match the visual variety of the various factions and cultures. So the Romans will get a variety of looks for officers and standard bearers, as will the Carthaginians, as will the Iberians (referring to all the Iberian factions) and so on and so forth.

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The first image we have today is showing off horse models for Rome II:

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The next shows some spears alongside a variety of javelins. These will be used by the Greeks, Romans, Carthaginians and Eastern factions:

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These next images show some of our research and art process. First we start with some research images that have been turned into concept art for the character artists to make the models and textures from. In this example we are showing some Celtic leather armour:

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This is made into the finished art:

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That is all for this update, I hope you have enjoyed it.

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Carthage_Faction.png

Carthage

“Democracy, commerce, faith"

The beating heart of Carthage is the city itself, a major port and bustling trade hub nestling on the North African coast. Since gaining independence from its Phoenician forbears, it has quickly established a considerable military, naval and trade empire of its own. Holding the same polytheistic beliefs as their ancestors, the Carthaginians worship many gods, chief amongst them Baʼal Hammon, The Ruler Of The Multitudes, and Tanit, the patron goddess of Carthage itself. Many people believe that child sacrifice takes place at their temples.

Carthage is an expansionist trading state with a small indigenous population. As such, the bulk of its armies consist of mercenary units. The core of its land forces, however, are elite Carthaginian citizens known as the Sacred Band and mighty war elephants from the forests of North Africa. Accomplished seamen, their ships are fast and manoeuvrable, with good ramming and missile capabilities.

Since the 6th century BC, Carthage has enjoyed a commercial treaty with Rome. The nations even fought together during the Pyrrhic War, although this was a marriage of convenience to prevent Greek hegemony of Southern Italy and Sicily. The outcome of that war was perhaps better for Rome; Carthage gained a foothold in Sicily, but Rome achieved dominance over much of the Italian peninsula. Now, tensions run high between these mighty nations….

As a playable faction, Carthage benefits from its mastery of the waves and its heritage as a great trading nation. As a democracy, it also enjoys an improved level of population happiness. The player also has the choice to play as one of three major political powers, each of which confers further military, economic and cultural benefits.

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Έγινε επεξεργασία από LevelOne
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  • 4 weeks later...
Hi all,

We are now back up to full speed here at CA after the Christmas break, working hard on the game.

Today I will answer some of the most discussed topics on the forums recently, and post a couple more new screenshots.

Q. How tall will soldiers be, will soldier height vary inside a unit and between Romans and Germanics, and why do some shields seem to be smaller than they were in reality?

A. The base skeleton for soldiers in Rome II is 1.7m tall or around 5’ 6”. We will be portraying height differences between say the Romans and the Germanics, though there is a limit to how much we can scale the skeleton before animations start to look weird in combat. There will also be variation in height between soldiers in the same unit for the first time in a Total War game.

The size of some shields and weapons is different than it was in reality due to the fact there is a wide range of equipment that has to fit onto the animation sets we have. This means we have to homogenise sizes a bit to make animations fit, though keeping as close to the actual sizes as possible.

Q. Are the images of the campaign we’ve seen so far representative of the final campaign? If so why does x faction not own y region?

A. The images we’ve released so far are artistic representations of the campaign map. I understand that as it is the only images of it you have so far it is all you have to go on, but I would ask holding off on comments until you have seen the whole map and all the regions and factions on it.

Q. Will factions in the campaign follow the path they did historically? Could this be an option?

A. We will not be constraining the AI to the path factions took historically. This would make every campaign play out the same, apart from the actions of the player, and the player could very easily exploit this. If a player knows that Carthage and Rome will always go to war at a certain point they could plan their campaign to then attack one of those factions once they’ve gone to war. It would also reduce the replayability as you would not see different campaigns evolve each time, giving you a different story and experience.

Offering it as an option would be a huge amount of work, and essentially require developing two different campaigns at the same time which would massively reduce the effort we could put into them. We instead focus on producing one campaign with the best gameplay we can, following in the sandbox-y nature of previous Total War games.

Q. Why has there been such a focus on Carthage?

A. The Siege of Carthage was the first playable asset we finished to a state we were happy to show to the public Since then we’ve been working on a lot of backend part of the games and producing more assets. There will soon be something new for you all to enjoy, but be reassured we are not focusing on Rome and Carthage to the detriment of the other playable factions.

Q. What is the status of the game?

A. The game is still pre-alpha, I know I’ve seen a few people stating the game is in beta but it is not. Beta happens very late on in the development process.

Q. Why do you not provide more options for the player to customise every option they could want such as campaign map features, the speed of units and how fast combat is etc?

A. There have been quite a few different options proposed on the forums, but it is something that would be very difficult to implement. Not only would we have to test each of these options and do a full sweep on each, we would have to test every combination of options possible which would reduce the effort we put into the core game and making sure we make the best game we can. We would still have to make sure those options were balanced, and that they worked together, that is time that could be spent doing the same to the main game.

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Below is a screenshot of some Greek Linothorax and some Italian chest armours.

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I hope you have all enjoyed this update.

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8 factions θα είναι playable, με το κάθε faction να έχει 3 (πιθανότατα) subfactions. Στους Ρωμαίους και τους Καρχηδόνιους είναι οικογένειες. Στους Έλληνες μπορεί να είναι πόλεις και στους Γαλάτες και Γερμανούς φυλές. Θα δούμε.

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Macedon

“Glory, order, power.”

Desperate to reclaim its past glory, Macedon finds itself locked into its pre-Alexandrian borders by the Illyrians, Thracians and Greek city states on all sides. Can the Macedonian Empire rise again under a new Alexander?

Macedon is an administration, with the king holding power and governing in the name of the people. This distinction extends to the treasury, fuelled by an economy of agriculture, forestry and the taxation of ports, the exception being the gold and silver mines granted to the king.

Macedon’s armies remain set on the pattern developed by Phillip II and Alexander, focusing primarily on infantry and cavalry, and led by heroic commanders. Little has changed in terms of tactics, technology or siegecraft since the glory days, with a continuation of Alexander’s hoplite reforms and reliance on the famed Companion and Thessalian cavalry. Never a strong naval power, Macedon has long relied upon its sea-faring Hellenistic subjects, such as Athens and Rhodes.

As a Successor State, Macedon gains advantages when fighting other Hellenic factions, and enjoys improved income and provincial growth from every client state owned. Experienced warriors, the armies of Macedon also have an advantage when fighting against barbarians.

Under the leadership of Antigonus Gonatus, they are gracious rulers and shrewd tradesmen, enjoying bonuses to income and population happiness. However, the other Hellenistic states find it hard to forgive Macedon’s hegemonic tendencies, and as such, the Macedonian player will have a harder time winning their trust and allegiance.

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[ame=http://www.youtube.com/watch?v=nkmhqRt8Imo]Rally Point - Episode 9: Official new Rome II info, new faction revealed, exclusive interview! - YouTube[/ame]

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