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Total War: Rome II


Nephiλiμ

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Ναι...αλλά θα μου πει...Πόσα πήρες τον μήνα αυτόν?? Τόσα θα της πω...και τα 120+ Ευρώ που πήγαν ΟΕΟΕΟ??:hm::innocent::hang3:

Εγώ πάντως στο συγκεκριμένο θέμα είμαι πλέον τυχερός, τώρα που η γυναίκα μου είναι άνεργη δεν τολμάει να ρωτήσει τίποτα για τα οικονομικά ... εγώ απλά έχω αναλάβει όλες τις πληρωμές.

Πέρα από την πλάκα καλά έκανες και το πήρες, και εγώ το ζαχαρώνω. Παρόλο που ουσιαστικά δεν συμφέρει η collectors, η αίσθηση που αποκομίζεις όταν ανοίγεις το κουτί και το έχεις στην βιβλιοθήκη σου και συνεχώς το χαζεύεις δεν συγκρίνεται. Το collector του medieval II που πέραν του ωραίου κουτιού είχε ανάμεσα στα άλλα και ένα μεταλλικό στρατιωτάκι (αν θυμάμαι teutonic knight), μου το έχει πάρει πλέον ο γιος μου και το έχει στο δωμάτιό του.

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Το περίμενα πως και πως τώρα που έχει και Ήπειρο μέσα απλά δεν μπορώ να περιμένω:to_pick_ones_nose3: Θεωρώ οτι θα είναι αυτό που θα βάλει τα νέα standar της σειράς total war μετά το medieval II χωρίς να θέλω να μειώσω τα shogun II,Napoleon,empire τα οποία εχω λιώσει.Το μόνο που φοβάμαι είναι αν θα είναι playable στο σύστημα της υπογραφής:help1:

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Μ' αρέσει να λέω ότι κάθε κύκλος Total War ξεκινά με το Rome και τελειώνει με Medieval και όχι με shogun και Empires που είναι και το πιο σωστό.

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  • 2 weeks later...
Hi all,

For today’s update I will be going into more depth on two areas of the campaign map gameplay. Provinces and regions and how armies and generals work.

Provinces and regions

For Rome II we wanted to make an epic scale campaign map, and as part of that we wanted to have more regions than any previous Total War game. Rome II has 183 land regions, the most of any Total War game and almost double the original. To accommodate this we have overhauled how regions work, and also introduced provinces.

A region is a single settlement and the area around it. You can construct buildings, raise armies, recruit agents and manage happiness and taxes for each one. The old resource buildings that existed outside of settlements in Empire, Napoleon and Shogun 2 no longer exist, those resources are now part of settlements.

Provinces are groupings of between 2 and 4 regions. The regions in a province can be owned by individual factions, and can be taken as normal. If you own the whole province then you can pass edicts which provide various bonuses for the province. All the construction options for a province can be managed from a single screen and happiness is also on a province level for a faction. So if you own a province of 3 regions and it has unhappiness problems, the lowest happiness region will rebel but it will be based on the happiness of the province as a whole.

One settlement in each province is the province capital. This has more building slots and has a city siege map when assaulted. The other settlements are minor settlements, their core building reflecting the region speciality and providing bonuses based on that. When a minor settlement is attacked, a normal land battle takes place with the settlement off in the distance.

Both province capitals and minor settlements have garrisons that will defend them if they are attacked.

We’ve made the change that not all settlements provide siege battles due to the sheer number of regions, as we don’t want the game turning into a siege fest. Even in Shogun 2, with its geography that is very good at making battles happen away from settlements, the majority of battles were sieges. With the more open geography of Europe we wanted to make sure that players don’t end up fighting endless siege battles. We also want the siege battles you do fight to be bigger and better than ever before, so making them less frequent but more interesting helps make that happen.

Armies and generals

First things first, you cannot have an army without a general and there is a limit to the number of armies you can have at any one time. This limit is tied into how much power a faction has, this works similar to the fame system in Shogun 2. This limit is being put in place for a variety of reasons. A big one is to make battles more decisive, by having the number of armies limited losing one is a much bigger deal and means, much as you would expect, that a single battle can have a large impact on a war. The introduction of army traditions also makes them more valuable as each can be made unique and having a limit makes each army more precious. It also adds more choices in how you use them, as you must balance how many armies you have attacking and defending to provide enough protection to your nation as well as being able to go on the offensive, and changing that balance depending on the situation at any given moment in a campaign.

You raise an army from a settlement, and then you have to appoint a general to lead it. You then recruit units to it by selecting the army. When recruiting your army will enter muster mode and it cannot move in this stance.

As mentioned in the most recent Rally Point, your army can be named and you can change its emblem. It can also gain traditions as it fights and gets experience.

Generals still have skills and traits. New skills can be chosen as a General gains experience. Traits are given based on what a General does.

As there are no longer resource slots outside of settlements, armies now have a raid stance. This reduces their upkeep. If they are in enemy territory it also gives some money as income, if it is done in friendly territory it additionally causes unhappiness.

Because the number of armies is limited and the automatic garrisons can only protect against so much, the new forced march stance is a great way to move around the campaign map quickly. It gives a large bonus to movement distance, but the army cannot attack that turn and if it is attacked the units in it will suffer a morale penalty.

If an army loses its General a new one can be appointed straight away.

I hope this update answers some of your questions about the campaign, and explains how a lot of the new campaign map features tie into each other to provide a very different and better gameplay experience compared to any previous Total War game.

Cheers,

Jack

Ερωτοαπαντήσεις από το forum.

  • Originally Posted by Daniel_mo: Hey Jack, How big is a Army Stack? Will Navies work the same way as Armies are tied to a General?
    • Max of 20 units in an army. A navy also requires a general.

    [*] Originally Posted by SughdianWarrior: i.e. Admiral traits/skills and Fleet traditions?

    • Yup.

  • Originally Posted by SamueleD: Thank you for the info Jack Lusted, it made many things clear! I would like to now if navies will be built in a similar way as armies, if they will also have a limit and if admirals will be appointed in a similar way. The number limit on fleets might avoid having a single half sunk low tier warship (like those bow kobayas) blockade an entire port.
    • Yes fleets will work in the same way.

    [*] Originally Posted by torongill: Jack, I have a question: In the other forum, the official one, you have said that the maximum number of units in an army is 20. However, in another interview Dom, the campaign lead, said the maximum number of units you can control will be 40(I'll look for the RP episode in question). How does that work out? If both statements are true, would that mean that you, the player, can control two different army stacks? in the same battle? Thanks.

    • Yes just like in FOTS and was later patched into Shogun 2.

  • Originally Posted by kamikazee786: hey jack, quick question here...how will garrisoning work ? we know that each province will have a capital with smaller settlements around it. Will the garrisons of smaller settlements be pre set or can we recruit them ourselves ?
    • The automatic garrisons work the same as in Shogun 2, units in them are base don the buildings you have. You can also have an army protect a settlement as well.

    [*] Originally Posted by torzsoktamas: Jack,I have some easy questions regarding the recruitment of armies: 1)As I understand it,..we will recruit whole armies not units!So this means that for example in a turn or two,with a general I will have a full stack?Also how will I choose the unit composition of the army? 2)Will I be able to garrison full stack armies in settlements to protect them?

    • No you still recruit individual units when recruiting for your armies, so you have full control over what units are in them.

  • Originally Posted by MrOuija: Thanks Jack! One question. If there are 57 siegeable provinces, how many of these are unique or custom locations? Should we expect many in-depth cities like in the siege of carthage video, or just a few with many generic ones?
    • There are a few unique settlements, but Rome II also has the highest number of city maps of any Total War game to date so you will see a large variety on the battlefield.

    [*] Originally Posted by Modestus: Just to clarify this is not the terrain in the distance that surrounds a tactical map, if I am on a hill on the campaign map I will be on a hill in the tactical and any other features detailed enough to see on the campaign map will also be on the tactical map.

    • It's the whole terrain in a battlefield. Same was true for non-siege battles in Shogun 2.

  • Originally Posted by PROMETHEUS ts: I mean if the strategical map is it dynamically linked with the battlefields maps like in Rome ...Like where I place my army and meet the enemy will be represented by the actual terrain I see on the map, like if I place my army on a hill , with sea on left , mountain on right , a wood behind , the road ahead , will this be represented also. On the battlefield? So dynamic battlefields for every point the army is placed in the strategical map.Or instead...Like in Shogun II does not matter where I have my army , if it is in region x the map for field will always be the same , no matter if my army is near the coast, on the hill , in the woods or else... So static battlefields for each strategical map region.
    • Shogun 2 worked on a template system for battlemaps on the campaign, where there would be a number of templates tied to a region and whichever one you were nearest would be used for the battlefield. There were arond 800 of these and they were all done to mirror the geography of the campaign. For Rome II there is basically a giant template map for the entire campaign so the terrain will be picked based on where you fight. Siege maps are also no longer presets, the cities themselves have been made as tiles so the outfield and surrounding terrain will match the campaign map.

    [*]

Έγινε επεξεργασία από victor
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Hi all,

It was a rather exciting week last week with a huge amount of information being split all over the internet from E3 as the press finally got to see the Total War: ROME II campaign map in action and go hands-on for the first time with a sample battle featuring Egypt and Rome duking it out on the banks of the Nile.

As a result, there’s a bit of misinformation doing the rounds on the forums generated by putting different sources together and not getting it quite right, so here’s a few answers to questions that have cropped up from the show.

Hope it helps your discussions by getting some facts in there, and also hope you’ll be able to join us at Rezzed this weekend and other events over the summer to go hands-on with ROME II yourself.

----

Q: Why are animations so over-the-top when men are hit by chariots or artillery?

These animations aren’t final – we’re currently in the process of toning them down to have the right balance between visual impact and realism. There are important gameplay reasons why it might be necessary to indicate that something’s gone very wrong for one of your units, especially when you are zoomed out, but we also need to balance that with the need to maintain a degree of immersion.

They will fly less high in the finished game.

Q: Are Chariots and Artillery over-powered?

The above effect will over emphasise the impact, but it’s important to note that not every solider knocked over by those units’ attacks are killed; a proportion will get back to their feet. These units, and others in the game, are important disruption weapons alongside the direct damage they do. Such attacks are important to use strategically, slowing, demoralising and disrupting the formation of enemy units, causing follow-up attacks to have greater effect.

Q: Does every battle have a capture point?

No.

Most battles in ROME II are either normal field battles or open sea battles. These do not have capture points or baggage trains. Ambush battles don’t have capture points either.

Capture points for cities have been present in all Total War games since “Rome: Total War”. Larger city battles in ROME II now have multiple capture points as this increases the skill and tactical requirements for attacking and defending cities while allowing the use of elements of stealth and surprise, rather than previously where sides could just camp in the centre of the city. Smaller cities will have one, and are likely to be first type of siege battle encountered by most players at the start of the game.

Additionally, the new feature of Baggage Trains (the capture point type you saw in the E3 footage) occurs in battles where an army is attacked while it is in Forced March stance on the Campaign Map. This represents the army being caught while on the move and so being more unprepared for battle. This disadvantage balances out the advantage of being able to move further in a turn and means that players need to judge their strategy more intelligently when selecting this stance. Conversely, as an attacking player, you would do well to time the interception of Forced Marching enemy armies to take advantage of their additional vulnerability.

Also, where there are land and naval forces combined in a battle, the defender’s baggage train will be present to prevent any remaining defending navies winning a battle unrealistically by hiding out at sea, waiting for the battle to end or the attacker to give up, while remaining attacking land forces are unable to reach them from the land.

In this particular instance, the attacker has the disadvantage of time in which to capture the defender’s baggage train, but the tactical advantage of picking the battleground in the first place.

Placement of the baggage train will vary from battle to battle, while still being in the defender’s deployment zone. Both sides will be able to see exactly where during the deployment phase.

In whatever form they appear, Capture Points are not instant wins. They have a timer on them that allows for any reasonably astute player to react to the situation.

The defence of the baggage train was a genuine issue for armies of the ancient world. Losing your supplies, spare equipment and possessions was a disaster that led to some of history’s most catastrophic defeats.

Q: Are you going to change the unit cards?

No, we have no plans to change the unit cards. When you’re hands-on in battle, we find the new card design to be particularly useful for identifying which unit is which in the heat of battle. You should reserve judgement on their effectiveness until you’d had an opportunity to use them. Needless to say, in the thousands of hours of testing so far they have proven their worth.

We like them a lot as their style is in period for our game and the Romans were rather fond of mimicking the art of other cultures, including Greece.

Q: What is the multiplayer element of ROME II going to be?

ROME II will contain traditional TW multiplayer modes such as versus battles (1 to 4 players per side, 2 sides) and 1v1 campaigns (co-op or versus), there will be some additional features added in here including a neat MP battlefield selector which we will be talking about soon. However, the Avatar Conquest mode from SHOGUN 2 will not be returning in ROME II; we believe we can create a much more compelling persistent multi-player offering for Total War that will appeal to multi-player fans with Total War: ARENA, and we’ll be bringing you more on that at a later date (get involved with the beta for ARENA here).

Q: Will there be blood DLC in ROME II?

Possibly, but it won’t be in the core release due to the age rating we want to adhere to for Total War games, which we intend to be in line with all previous releases. There is the option of potentially doing a DLC down the line, as we did with Shogun 2, but at the moment we don’t intend to talk any further about this before ROME II is released.

Q: Will there be a BETA or demo for ROME II before release?

There will not be, no.

Q: Why does Julius Caesar change into a horse when moving on the campaign map demo?

This is an animation to indicate quick movement across the campaign map, which we find preferable to a ‘Benny Hill’-style fast walk. This is subject to change for the final release.

Q: Will there be a hotseat multiplayer campaign?

No, the hotseat feature hasn’t been present for a number of Total War games. There will, however, be a 1v1 multiplayer campaign – both co-operative and head-to-head.

Q: Why is the battle in the E3 demo so fast?

The Battle of the Nile features a lot of fast-moving units, such as chariots and cavalry. This has an impact on the perceived overall speed of the battle. We’re still tweaking the final foot-speed of units, but we’re happy we’re close to final. It is also worth saying that the battle was chosen to fit within the time we had available with journalists at E3, which is often all too brief. Overall you can expect to experience longer battles on average.

Additionally, we are constantly testing and updating the distances between deployment zones depending on the size of the engagement, while constantly adjusting movement speeds for armies. All of which can have a significant effect on how quickly or slowly battle is joined.

Q: Why aren’t there any minimum or recommended specs available yet?

There are, our current expected specs are listed with retailers at the moment [;]Save 33% on Total War these are subject to change as the game is optimised. Our intent is to get the minimum spec as close to Shogun 2’s requirements as possible. When the specs are finalised we will post them on the TW Wiki.

Q: If I pre-ordered the game before the Pre-order bonus was announced, will I still get the Greek States Culture Pack?

Yes, as long as your retailer is participating in the offer. Check with your retailer if you have any doubt.

Q: How cool are the Iceni?

The Iceni are extremely cool. In test, the first ever properly completed game of Total War: ROME II was accomplished by the Iceni by way of cultural victory.

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