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Rome Total War II

Turbografx

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Codex Year of the Donut
http://www.pcauthority.com.au/News/...-get-years-worth-of-post-release-content.aspx
“We are also very proud of how SHOGUN 2 is our most moddable Total War to date with over 500 user-made mods on Steam Workshop alone. We hope to support ROME II in a similar fashion.

What a fucking bellend. How did he even come to that conclusion, clearly he just pulled it out of his ass. Everything past MTWII has been ridiculous to mod for. Really, original MTW was probably the most modded.
 
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KoolNoodles

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Now apologists on TWC(it's a mix over there) are saying that STW2 actually is the most "moddable", it's just harder to mod. Meaning that theoretically RTW2 will have grander mods than RTW/MTW2 because more people are interested and won't give up like they did with STW2.

Right.
 

SmartCheetah

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I'm almost sure that map won't be moddable with all the fancy stuff they introduced in RTW2. Without moddable maps, we can pretty much forget about total conversions.
For starters I will probably install something to change graphics a little. I don't really like the original colours.
 

titus

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I'm almost sure that map won't be moddable with all the fancy stuff they introduced in RTW2. Without moddable maps, we can pretty much forget about total conversions.
For starters I will probably install something to change graphics a little. I don't really like the original colours.

Yeah, this is what I`m also afraid of... I think that by "moddable" they refer more to skins & graphics in general and less to mechanics and scripting. We'll see.


My favorite video so far, even though there isnt much gameplay footage.
I really should watch a few more docos before launch.

It's pretty cool, although I wouldn't say that it's my favorite video - it doesn't say shit about the gameplay. It's only lore(well, history rather) that will probably have nothing to do with the gameplay.
Even that lame skirmish video was more informative than this.
 

KoolNoodles

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Some dude over on TWC just pointed out, with comparison from RTW2 screens and videos and historical documents/re-enactment(to show it's possible), that every single well known formation is wrong in RTW2. Roman testudo, phalanx, sarrissa pike formation, even wedge. It's amazing how bad the testudo and phalanx look in particular.
 
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Some dude over on TWC just pointed out, with comparison from RTW2 screens and videos and historical documents/re-enactment(to show it's possible), that every single well known formation is wrong in RTW2. Roman testudo, phalanx, sarrissa pike formation, even wedge. It's amazing how bad the testudo and phalanx look in particular.

you mean @PROMETHEUS ts the resident dumbfuck?

For all the other retards who can't bother to read before they post : most modded =/= most moddable. And moddable =/= so easy to mod any retard with a IQ above 50 can transform samurai into Gondor soldiers.
there is a difference between moddable (as in the variables the modders have access to mod the game) and difficult to mod (as in the tools need some time to master and you need to know how to create new models etc).

Shogun 2 is the most modable (as in what we can change), the matter is that it's not as easy as before to make modifications (ie changing text files).

As the ex-modder said, and which anybody who dwelled into them knows : ''Less hardcodes (no limit on number of units or factions for example), more data than ever exposed in db''.

Then there's also the models. The Europa Barbarorum 2 team confirmed : modding for Medieval 2 is slower and more tedious than modding for rome 1, simply because the standards for the models and textures are set higher.

Add to that, there are far less people willing to invest time and effort and make a shogun 2 mod. It's also a 2 year old game, most mod for medieval total war are fairly recent, 2009+ .
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
So, is the campaign map in S2 actually moddable or is it like in Empire/Napoleon? Because that's one of the main issues with the new engine games.
 
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So, is the campaign map in S2 actually moddable or is it like in Empire/Napoleon? Because that's one of the main issues with the new engine games.

It is. There was several breakthrough. Someone made a map of the UK with it.
The problem is that with the release of Rome, all the modding effort will most likely shift to Rome, which makes sense.

Also with custom settlements in Rome 2 vanilla, I see this as potential fan made custom settlements a few month after release.
 

JarlFrank

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Steve gets a Kidney but I don't even get a tag.
I doubt it will all shift. There are still many large mods being made for Rome, Medieval 2, and even Empire and Napoleon.
 

Brinko

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http://forums.totalwar.com/showthre...fe401dfc909f3f&p=620013&viewfull=1#post620013

Part 6 of the Jack Lusted LP and the only thing interesting to pop up was this little screen
Macedon236-2.png
 

KoolNoodles

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Some dude over on TWC just pointed out, with comparison from RTW2 screens and videos and historical documents/re-enactment(to show it's possible), that every single well known formation is wrong in RTW2. Roman testudo, phalanx, sarrissa pike formation, even wedge. It's amazing how bad the testudo and phalanx look in particular.

you mean @PROMETHEUS ts the resident dumbfuck?

For all the other retards who can't bother to read before they post : most modded =/= most moddable. And moddable =/= so easy to mod any retard with a IQ above 50 can transform samurai into Gondor soldiers.
there is a difference between moddable (as in the variables the modders have access to mod the game) and difficult to mod (as in the tools need some time to master and you need to know how to create new models etc).

Shogun 2 is the most modable (as in what we can change), the matter is that it's not as easy as before to make modifications (ie changing text files).

As the ex-modder said, and which anybody who dwelled into them knows : ''Less hardcodes (no limit on number of units or factions for example), more data than ever exposed in db''.

Then there's also the models. The Europa Barbarorum 2 team confirmed : modding for Medieval 2 is slower and more tedious than modding for rome 1, simply because the standards for the models and textures are set higher.

Add to that, there are far less people willing to invest time and effort and make a shogun 2 mod. It's also a 2 year old game, most mod for medieval total war are fairly recent, 2009+ .

No it wasn't Prom, who is perhaps a bit daft but not everything he posts is dumb. It is not black and white in the world. I was reading that mega thread about the Testudo(which looks like shit, btw), and many good links were posted to show discrepancies between various formations CA is using. I'm also no slouch when it comes to history(it is one area of study), and know how to find and read scholarly articles, etc. CA's interpretation of many of the unit formations are simply quite wrong, not even going into how bad some of the animations look(which may actually be the issue, they just can't make good formations in warscape).

The nitpicking about what "moddable" means is largely beside the point. If lots of things can be "modded", but it's really hard to do...is the game really the most "moddable"? Who knows.

In 2-3 years, if STW2 or RTW2 have some total conversion mods that drastically change the game I will consider them to be on par with older titles. Not before. Because what's the point of having a game that is theoretically "open" to modding if nothing ever gets done because of the complexity. Release better tools, ala Neverwinter Nights, etc.
 
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KoolNoodles

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http://forums.totalwar.com/showthre...fe401dfc909f3f&p=620013&viewfull=1#post620013

Part 6 of the Jack Lusted LP and the only thing interesting to pop up was this little screen
Macedon236-2.png

While that looks kind of cool, wtf is with that image? That looks really old and dated. Like a game from late 90's, early 2000. Seriously, it's like an encounter out of Might and Magic 6. "You've been waylaid by an angry mob of Roman senators, prepare to fight!" Maybe that makes it cooler though, I don't know yet.
 

Storyfag

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I like how many factions there seem to be in that LP. Who cares if some of them aren't playable. At least one can conduct diplomacy with them, unlike the universal "barbarians" from the original RTW.
 

KoolNoodles

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Also have to say, even though he's just playing on normal, he was basically able to march one doomstack around and dictate the whole game, taking multiple settlements including Carthage quite easily. That's a shame. TW games really need a better attrition system. Such an easy way to prevent massive stacks conquering everything in sight.
 

Brinko

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Who the hell are Champions? Assassins?
Champions are essentially the Foreign Vets from FoTS. CA is still carrying on the dumbfuck decision of having all agents be assassins cuz I guess it is too hard for the new playerbase they want to get into TW to pick a dedicated agent that deals in killing others.
 
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Also have to say, even though he's just playing on normal, he was basically able to march one doomstack around and dictate the whole game, taking multiple settlements including Carthage quite easily. That's a shame. TW games really need a better attrition system. Such an easy way to prevent massive stacks conquering everything in sight.

Attrition yes, but just a smarter CAI overall. And this unfortunately doesn't look like it changed much.

Marching one doomstack is suicidal when fighting against a smart human opponent, and it should be against any kind of well coded AI.
 

KoolNoodles

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Also have to say, even though he's just playing on normal, he was basically able to march one doomstack around and dictate the whole game, taking multiple settlements including Carthage quite easily. That's a shame. TW games really need a better attrition system. Such an easy way to prevent massive stacks conquering everything in sight.

Attrition yes, but just a smarter CAI overall. And this unfortunately doesn't look like it changed much.

Marching one doomstack is suicidal when fighting against a smart human opponent, and it should be against any kind of well coded AI.

Yes, that too. I'm hoping to try some MP campaign with my brother(in a year, steam sale) and hopefully it plays well enough(that is still in right? Haven't heard anything about that aspect).
 
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I doubt it will all shift. There are still many large mods being made for Rome, Medieval 2, and even Empire and Napoleon.

Yeah but if Rome is decent enough, the appeal will be much greater. It's mostly due to the additional diversity (you get 4+ different kind of city architecture, climate...), and the animations (try to make a lotr mod with samurai duel animations).
Making any kind of medieval, fantasy or anything pre modern inspired would be much easier. It allows for a wider range of settings, and covers a wider range of civilizations to improve/add.
And antiquity, rome... just appeals too much players. If Rome 1 had took place in Japan instead, we wouldn't have gotten anything comparable to EB, TR, RS...
And if it does turn out as more moddable (i'm mostly thinking about custom settlements)...
 
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http://forums.totalwar.com/showthre...fe401dfc909f3f&p=620013&viewfull=1#post620013

Part 6 of the Jack Lusted LP and the only thing interesting to pop up was this little screen
Macedon236-2.png


That actually seems good. What's sad is that it's the only good piece I've seen in a while.

And the doomstack isn't a new problem. Chances are he's gonna get his home territories rammed in the ass by either selucids or some other faction while his men are away. Not to mention Lilybaeum is also undfended and will be raped.
 

SmartCheetah

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Wait, so there's no "assassin" agent anymore? Crap, I loved to have a lot of those, levelling them up and comparing their achievements :<
 

Brinko

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https://www.facebook.com/photo.php?....125554144186461.25910.113800552028487&type=1

Creative Assembly today announced the Activation Time for ROME II on its release day next week as a single worldwide unlock time of zero hours US Pacific Time on the 3rd Sept, equivalent of 00:00 PDT / 03:00 EDT / 08:00 BST / 09:00 CET / 17:00 AEST.

From that point game activation will be live and Total War: ROME II will be playable.

Digital customers can begin preloading via Steam from 10:00 PDT / 18:00 BST today (28th Aug) in order to be as ready as possible to begin their conquest of the ancient world on launch day, with only the day one content patch including Pontus, an additional playable faction, needing to be downloaded once the game is live.

Please note that ROME II will be region-locked in some territories, if you are buying a copy from overseas please check with your retailer if you will be able to activate it your home country. Further details on the regions this effects are here: http://wiki.totalwar.com/w/Total_War_ROME_II:_Regional_Restrictions
 

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