DeepOcean
Arcane
- Joined
- Nov 8, 2012
- Messages
- 7,404
Yep.I think that come a point where the horses get tired too.I think that in reality, you can't retreat your horse archers forever.
Yep.I think that come a point where the horses get tired too.I think that in reality, you can't retreat your horse archers forever.
Rome II takes a different approach. It is still tile based, but the entire campaign map is basically one giant tile map. There is a huge variety of battlefields and all based on where you are standing on the campaign map. Siege maps are also done as tile maps, not only is there the greatest variety of siege maps for settlements ever in a Total War game, the outfield will also reflect where that settlement is on the campaign map.
What is the point in "features" that dont work, and are horribly bugged and unbalanced.
Id rather have a couple of good well implemented and balanced features then 100+ of broken mess.
Empire was unplayable, literally there was no game in it. It was just something to look at.
Hey all,
To showcase the incredible detail in ROME II’s campaign map, we thought we’d give you a Greek-peek of how city growth looks in the game, using the walled city of Massalia in southern France – or modern-day Marseille – as an example.
Settlements and cities in ROME II grow in a very organic way, and can expand in a number of different directions, while reflecting some of your key building decisions. Each city has a number of potential slots which can be developed ready for further construction, and it’s this process which physically expands the city. These construction slots can then accommodate new structures such as temples, training grounds, marketplaces and so on, which then appear within the city on the campaign map. You’ll also see greater works represented in the city too. As you can see here, we’ve upgraded our way through the Forum building-chain to a full-blow amphitheatre, with a typically Roman aqueduct thrown in for good measure.
As your city grows, it begins to impact the landscape around it. Urban sprawl appears outside the walls as the city increases in size. If your building choices support agriculture, farmland blossoms around the city, and forests are cut back to make way for new works.
Not all cities boast walls however, only provincial capitals. This gives the player a much greater range of battle types across a broader variety of settlements, and reduces the number of siege battles you’ll face compared to Shogun 2, which in turn keeps battle gameplay fresh and interesting. Across Rome II’s 49 different settlement, city and port-town battle maps, you’ll see a tremendous amount of urban battlefield variety while you’re storming your way through enemy provinces!
Really? There are actually people that don't expect TW games to be dumbed down shit on release? That seems more like your fault than anyone elses.And that's TW games for you in a nutshell. So many times it starts off with you thinking, "Fuck yeah bitch, that is some cool ass shit and what I've always dreamed of in a grand strategy game. I can build my awesome empire and fight the battles??!! THANK JESUS". And then you realize your imagination has run wild with their beautiful, horrible tease, and you slink away....dejected and torn between the dream and the reality.
Every game they seem almost there, and you hope that maybe this time it will be right. It's enough to make a grown man cry.
Meh, up untill Rome they were all incline. Sure, not to everyone's liking but the series moved forward. Not to mention that expansions like Viking Invasion and Barbarian Invasions were actually pretty damn great. Medieval II was the first botched release but that one got saved by a decent expansion and great moddability. Then they switched engine and came up with the botched abortion that was Empire and we landed squarely into decline territory.
The engine from medieval total war 2 already lost some of the stuff they introduced in rome total war and its expansions. Methinks they either decided to cut corners or lost some of their most talented programmers and designers. The story of Empire's AI would suggest they repeatedly are having problems holding on to their people.
Mind you, I enjoyed Shogun 2 and this looks enjoyable as well but with the switch of engine they really lost a lot of the interactivity that made the series so great to begin. All the stuff like random city maps, a few pre-made historical cities and random battle maps (they claim, it however seems they simply made a handfull per province. They did the same thing in Shogun 2 and lied about these being randomly made maps at first as well.) and city growth that simply does not make a difference to a siege battle are all part of the shit the new engine came with.
I actually found Medieval 2's cavalry charges to be way too overpowered. Well, in most mods that is.
I don't remember if it was Real Recruitment for Stainless Steel or something else, but there are mods for M2TW Kingdoms that tried to model historical recruitment and army composition better. I felt it went overboard a bit because IIRC you only had three generals that could recruit professional units and they had to camp in the settlement for up to 14 or so turns to recruit one unit of knights for example, but yeah, I think a better solution to the OP cavalry problem would be to give them much higher upkeep and limit their recruitment pool like real recruitment did.
Those all look pretty great, we'll see how they play. Especially like the harbor in Carthage. It's really too bad that most "cities" won't be sieged proper, so that they could make time to create these admittedly cool looking major city maps. Just hire one extra dude to design a couple dozen generic cities.