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Rome Total War II

Brinko

Arcane
Joined
May 7, 2012
Messages
884
http://www.creative-assembly.com/jobs
Battle Gameplay Programmer
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An exciting position on the award winning Total War team's battle group, the successful candidate will be working alongside designers to improve existing gameplay and craft new and compelling features for future Total War titles.

Battle AI Programmer
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We are seeking an awesome AI specialist for a key role on our Total War Battle team.

Game Designer - Total War
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This is fucking pathetic. Though I guess after seeing the shit release I can only hope that CA crucified the fuck ups in charge. Either that or Warhammer Fantasy TW is on the horizon and gotta make sure this shit actually works or Games Workshop being super litigious will probably sue the fuck out of them for devaluing an IP they don't even seem to give 1 fuck about.
 
Joined
May 27, 2013
Messages
310
I wonder if the Battle AI programming position is new 'cause it seems like they've just recycled the same shit AI since Rome I.
 

Mefi

Prophet
Patron
Joined
Apr 7, 2005
Messages
1,364
Location
waiting for a train at Perdido Street Station
Still believe there's an excellent game under there. Equally convinced that the sheer amount of terrible design decisions plus the increasing gap between what is realistically possible in mods and what is needed mean they can spend all eternity trying to polish this one and people will still only remember it for stinking.

Watching that poor QA tester playing with the game like Helen Keller trying her hand with the mechano set was painful. His 'tactics' seem to have been to hope to pull out individual pike units away chasing something and then hitting them from behind with elephants. Let me know how that works out when their whole frigging army is pikemen and the AI doesn't freeze in place. Maybe it was the first time he'd played the game or something. Maybe his usual area of testing was the political system and he's only done 1 hours work since they shifted the poor sod onto a zero-hour contract.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
http://wiki.totalwar.com/w/Hotfix_and_Festivals_Update_(Patch_13.1)
Technical and performance improvements
Campaign
  • A rare crash which occurred after declining to fight a battle as a reinforcing army while the camera was still moving on the Campaign map has been fixed.
General battle improvements
  • Cavalry can now break away from infantry less easily in all battles.
  • Increased the cost of armoured elephants.
  • Improved terrain heights and building positions in Pydna Historical Battle.
  • Fix for raiding horsemen having wrong shield type.
  • Fix for Illyrian Raiders having wrong armour type.
  • Wind will now affect more particles during battles, e.g. smoke will be blown in the wind direction.
General campaign improvements
  • Added 9 new seasonal festival events across all Campaigns.
  • Some Getae objectives that were not completing now are.
  • Fix for Dacian Bowmen not being recruitable from upgraded buildings.
  • Fix for Hellenic wine subject choice giving the wrong effects.
  • Added new Balkan sword (melee weapon stats) for balancing and assigned to Thracian peltasts.
  • Bonus vs. large added to Rhomphaia and Falx.
  • Buffed Thracian Peltasts in melee.
  • Illyrian hoplites and noble hoplites now have Hoplite Wall ability.
  • Swapped ships for Illyrian Raiders, added Illyrian Raider ship to all the correct port levels.
  • Fix for technology missing a link to previous technology.
  • Fix for melee attack penalty in battles for Balkan group generals units.
  • Added Thracian Warriors to settlement garrison units.
  • Fix for units not being available from all appropriate building levels.
  • Added naked warriors to Nervii unit roster.
Usability Improvements
General
  • Updated the encyclopaedia to reflect the latest changes e.g. include all special units.

So nothing much but small events added. Patch 14 is apparently coming soon so can't wait to see what that doesn't fix.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
10 months in and Siege Ai apparently has been fixed, how many times have we heard this lie?

http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_14
Technical and performance improvements:
Battle
  • Unit ‘stuttering’ in battle has been improved.
  • Improved reflections in rivers on the battlefield.
  • Ship reflections now appear correctly in battles.
  • Fixed a crash in large scale multiplayer battles containing over 14,000 combined soldiers in total.
  • Fix for a crash which occurred when selecting reinforcements on the minimap during battle replays.


Campaign
  • Reduced the game's memory usage in Campaign modes, and when saving Campaign games.
  • Fixed a rare crash which happened when placing the mouse over a building in the construction queue.
  • Rare Campaign crash fixed, which triggered shortly after battle results were displayed.
  • Fixed a crash which occurred after an un-walled port assault in Hannibal at the Gates campaign.
  • Fixed a very rare texture crash when moving the camera around the campaign map.
  • A rare crash which occurred after declining to fight a battle as a reinforcing army while the camera was still moving on the Campaign map has been fixed.




Battle AI improvements:
  • Significant improvements to attacking siege AI’s use of siege engines, allowing them to better co-ordinate assaults through breaches and gates while also reusing previously docked siege vehicles.
  • Improved AI's ability to re-start siege assault tactics after responding to units sallying out of a settlement in a siege battle.
  • Fixed an issue in the attacking siege AI which could cause individual units or small groups of units to split off from the main force and attempt to burn the city gates elsewhere.
  • Improved the Battle AI's usage of artillery to breach walls in siege battles.
  • Made a range of improvements to battle AI pathfinding in settlement battles.
  • Fixed an issue in a specific Egyptian city map variant which caused the AI to ignore siege equipment and always opt to burn down the gates.
  • Fixed a bug in the deployment system which could cause the attacking siege AI to deploy far away from the city, sometimes facing the wrong direction.
  • Fixed a bug which sometimes prevented the attacking siege AI from recognising existing wall breaches from previous battles in the same campaign turn.
  • Introduced evasive manoeuvres in defending siege AI for units defending walls which are under enemy bombardment and are likely to collapse.
  • Fixed an issue in the attacking siege AI where AI units would sometimes be assigned incorrectly to siege vehicles, or multiple AI units would be assigned to the same siege vehicle.
  • Improvements made to the Battle AI's evaluation of task priority in settlement battles, enabling it to better direct attacks against higher concentrations of enemy units, as well as co-ordinate more effectively with reinforcements.
  • Fixed a bug in siege battles when the player was defending, which caused ally AI armies to become idle in certain situations.
  • Improved AI's wall targeting in siege battles, to prevent it from attempting to dock two siege towers on the same wall segment, for example.
  • Enabled the Battle AI to better co-ordinate attacks in settlements through multiple breaches, gates or streets simultaneously.
  • Fixed a rare crash bug which occurred when an AI general's bodyguard unit is completely killed while the rest of the army is entering the breaches in a siege battle.
  • Introduced better co-ordinated attacks from multiple directions in minor settlements as well as some fortified settlements.
  • When a unit under Battle AI control is changing formation, due to being attacked on multiple fronts, it will now take more consideration of its facing, to avoid presenting the enemies its back or flanks.
  • Fixed issues where AI's naval reinforcement units became unresponsive after splitting up into multiple groups upon disembarking.
  • Battle AI will now use melee units in addition to missile units to defend settlement walls when useful.
  • Fixed issues with battle AI's sally out behaviours in settlement battles.
  • When defending a settlement against bombardment from naval artillery, battle AI is better able to attempt to avoid casualties.
  • Improved AI deployment logic for several settlement maps.
  • Occasionally units given move orders on the battlefield would remain stationary for a while before moving. This has now been reduced.
  • Fixed an issue which sometimes allowed the attacking siege AI to command their siege towers into settlements.
  • Fixed issues in the attacking siege AI in naval siege battles, which caused some disembarked units to go idle.
  • Battle AI is now more likely to pick up siege equipment, when it's been dropped by other units being killed.
  • Fixed a bug where the Battle AI was incorrectly determining whether it had sent a unit to pick up a piece of siege equipment.
  • Fixed a battle AI issue in which it would move to capture courtyards with victory points but fail to actually take the capture points due to its placement of units within the courtyard.
  • Battle AI made more aggressive when attacking unfortified settlements to avoid losing due to timeout.


Campaign AI improvements
  • Campaign AI is now more likely to defend settlements instead of running away. This should lead to bigger and more frequent battles.
  • Improved Campaign AI siege behaviour - Campaign AI now tends to maintain sieges longer and construct more siege equipment against major settlements when besieging.
  • Improved Campaign AI building repair behaviour.




General battle improvements
  • Units on the battlefield now blend / fade out when they get very close to the camera, to avoid clipping / seeing into the unit models.
  • Improved siege vehicle docking, to reduce the chance of ladders rotating back and forth indefinitely, when attempting to dock against a walls in siege battles.
  • Battle replays now save and replay the weather as it was in the battle being recorded.
  • Fix for capture points sometimes being connected to the wrong buildings in some battles with multiple capture points.
  • Improved the combat behaviour of flanking enemies while attacking in formation, so the units are more concerned with attacking the flank of the enemy unit, rather than drifting to the front of the enemy, and potentially nullifying the flanking attack.
  • Units can now fire at animal handlers once they've released the dogs.
  • When the player selects multiple siege vehicles and attempts to dock them on a wall, only one will be given the order. The player must now manually order siege vehicles to dock on a settlement wall.
  • Battering rams will no longer cause collision when they are destroyed.
  • Units now more effectively pick up battering rams that have been dropped while they were attacking gates.
  • Improved how units move through wall breaches:
    • Individual men will not attempt to walk through solid fort walls as their unit passes through a breach.
    • Fixed cases where units ordered into settlements via a breach would not move.
  • Siege vehicles are less likely to get stuck on small buildings and rocks outside of a settlement, becoming inactive.
  • Reduced units from climbing siege ladders in single file, up one side of the ladder.
  • Fix for units ignoring docked siege towers in favour of ladders and captured gates where the siege tower offered a more appropriate route.
  • Attackers can no longer see defenders in multiplayer land/naval battles during the deployment phase.
  • Fixed a bug where units in defensive stance were not reacting correctly when attacked in melee and therefore not performing as well as expected.
  • Increased cost of Indian Armoured Elephants.
  • Cavalry will no longer be able to push through enemy units without experiencing losses.
  • Balkan General units will now have the expected melee attack value in battle.
  • Units will no longer continue to target and attack an enemy unit if they lose visibility of it.
  • Improved pathfinding for large attacking AI armies in unfortified settlement battles, so the army does not become idle when attempting to reform.
  • Adjustments to morale mechanics to limit certain defender exploits.
  • Units will now look further for targets when on walls, to increase melee engagement.
  • Capture points have been removed from custom coastal battles.
  • Stopped AI controlled units getting stuck and spinning in one spot after disembarking in the medium Alexandria battle map.
  • Fixed a Greek minor port map, to prevent ships from going through the shore when disembarking.


General Campaign improvements
  • Fixed a bug that made Vigiles units disappear from garrisons in Campaign modes.
  • Fixed an issue with undestroyed transported armies were being destroyed on the campaign, if their transporting army was destroyed in battle.
  • Faction’s fame levels can go up and down, but you could never return to fame level 0. This has been fixed.
  • Fixed an issue where in some situations, after sacking a settlement, the game would re-issue an order to sack the settlement again.
  • Grand Campaign map snow now appears correctly on settlements in the North East of the map.
  • Added some missing localised audio to the start of the fly camera fly over at the beginning of the Hannibal at the Gates Campaign, when playing as the Arevaci faction.
  • Campaign AI will no longer pick galleries siege equipment.
  • The Duty Calls event in the prologue campaign will now trigger correctly, preventing a progression blocker.
  • Thracian Warriors added to Odrysian Kingdom garrisons.
  • Upgrading certain buildings will no longer remove units from available recruits pool.
  • Objectives requiring specific buildings will now trigger correctly after the building is constructed.
  • Edicts will no longer remain active in provinces that are shared with a client state if the faction stops being your client.
  • Resynchronisation has been sped up in Multiplayer Campaign mode.
  • A congratulatory message in the Grand Campaign, which incorrectly triggered when winning a battle by ambushing and AI, instead of successfully defending against an ambush has been fixed.
  • Swapped the bonuses for the "Votive Offering" and "Feast" barbarian festival campaign events.




Usability Improvements
Battle
  • Siege vehicles will now correctly line up with bastions when docking.
  • When a player commands a group of units to enter an enemy settlement with multiple ladders docked, the units are less likely to all focus on climbing the same ladder.
  • Units will no longer clip through / walk under the terrain near a gate in a Barbarian City map variation.
  • Fix for un-reachable bastions in Barbarian city maps.
  • Fixed a gap under a gate in the Carthage (large) battle map.
  • A map where ships would sail across the land while attempting to disembark has been fixed.
  • Improved deployment zones and collision placement in several battle map variations.
  • Fixed a floating river in Eildon battle map.
  • Improved collision around battlefield town tiles, to make units navigate around them more effectively.
  • Tooltips will now show up when placing the mouse over barbarian ports on the battlefield.


Campaign
  • A progression blocker has been fixed in Multiplayer Campaign mode, when pressing "end turn" at the exact same time as the turn timer reaches 0:00.
  • "Ally under attack" interface in Campaign modes is now clearer when both attacker and defender are the players allies.
  • UI fix for when an AI unit attacks the players faction, the retreated during a Campaign end turn sequence, which caused the auto resolve window to pop up and close immediately.
  • When the campaign tactical map is opened at the same time as pressing the end turn button, the campaign camera will no longer get locked in place / be un-movable when the turn ends.
  • Solved an issue that caused false desyncs after a resync had been performed in multiplayer.
  • Fixed an overlapping tooltip text when hovering over an enemy agent on the Campaign map.




General
  • A New system has been put in place to handle when a player disconnects from a multiplayer game. Instead of causing a draw, this judges which player is in a better position upon connection loss. Draws are now much rarer and more representative of the battle conditions.
  • Sound settings changes in the options menu, now take effect when saved, without the player having to re-open the sound options menu.
  • Fixed Quick Battle disconnections which occurred when entering the lobby.
  • Fixed a crash caused by Steam not running.

Also there are still 4 DLC's they have for this shit. At this point I would not be surprised if they are unit packs to draw whatever small amount of money is left from the shitheads playing.
 
Joined
Jul 21, 2014
Messages
14
After fourteen patches I wonder if the AI will ever come out of the game's files and try to murder me personally at my seat.
Either that, or they are running in circles with these things, siege AI was a known problem since the game's launch.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
It's always going to be a problem, same thing with the stuttering issue they talk about. It's the shitty engine they use: the stuttering is caused because of CPU bottlenecking as the warscape engine is incapable of using multithreading so the only way to never have stutter problems is by buying a dual core 5Ghz processor, the siege AI will never work as it cannot fathom what to do that for the last 3 games has just been select unit, click wall, unit goes up no problems. You'll notice that when they added in burning shit down in Shogun 2 the AI never did it because it was never required, the could climb up the wall just fine with the only problem being the AI was too retarded to know that climbing the big wall would kill half its troops, and the other half dying to arrowfire, gunfire, and bombs thrown at them.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884


Video showing that the AI can actually reuse ladders.

Also the elephant trunk grab and throw kill move has actually been put in, or at least is now active when you charge units with elephants. Only bring that up because Jack Lusted made that his hill to die on when people said it never happened.
 

Vibalist

Arcane
Joined
Jul 21, 2008
Messages
3,587
Location
Denmark
It speaks to a very strange set of priorities that they were willing to shit this game out in a half finished state, but are now so dedicated to fixing everything (or at least appearing to be) that they've made 14 goddamn patches. They must have spent more resources patching it by now than they did making it.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
I think it was discovered that over half the dev team were first timers they hired on the cheap and it really fucking shows. Combine that with the retard leads designing shit for "metacritic score", whatever the fuck that means, and the rumor that SEGA pushed it out to make their quarterly budget look good after dealing with the assraping from Colonial Marines.

It also shows how after sacking their previous AI programmers and putting up that position for hire they have finally fixed shit in a desperate bid to not look like total fucking morons with no ability to make quality products with 2 of their 5 major franchises going down in one year.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
"The Ai is now able to reuse ladders and open holes in the wall on patch 14."Mmm...okay, that is an improvement I guess...:lol:
 

Dead Guy

Cipher
Joined
Sep 12, 2012
Messages
281
Brinko made me realize that I've gone from being pissed off about them shitting on one of my favourite series (favourite like with the sane critique of Empire guy), to laughing at the whole thing in a kind of SimCity sort of way. Man what a perfect storm of dumb decision making.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
Another fucking update again. This time it's some free units and some paid ones.
kQqLlg2.jpg



What I do like about this though is that they actually had the foresight to make everyone of these units a merc equivalent so it means that unlike the retarded Beasts of War you can actually try them out and not bother with whatever shit faction they are linked to.
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
Also the Suebi got their roster fixed up real well but as I am sitting at 50% with no goddamn progress I can only imagine it's MP focused because of retarded decisions
 

Bradylama

Arcane
Joined
Jul 24, 2006
Messages
23,647
Location
Oklahomo
I've been having pangs to replay this game after reading up on some more Ancient History. How's it shaping up after a year?
 

Brinko

Arcane
Joined
May 7, 2012
Messages
884
The siege AI in custom battles has been fixed, but the campaign is still to be desired. Not because of any faults with the AI as it can really fuck you up even with the ladders but the dumb decision to make better siege equipment such as rams and towers to be locked behind the worst research tree and the better versions behind the worst army traditions means that while they can go at you hard you aren't going to face sieges akin to Rome or Medieval 2.

Graphical stuttering is still a problem, there are a lot more cultures, the campaign AI is more aggressive, politics is still the waste of time it's always been. There is definitely more I am forgetting.

I would give it a soft 7/10. Things have improved but it is still broken at the core level
 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,644
Location
Mazovia
I can only cry myself to sleep. I really love this series and from time to time I feel an urge to actually buy Rome 2, but then I come here read the thread and my urge just fades away in sadness. Thank you Codex for not letting me waste my money.
 
Last edited:
Joined
Aug 21, 2010
Messages
272
I'll echo Brinko's analysis. I've been trying really hard to like this game, trying out a variety of mods etc., but it's still not worth paying full price.

If you're a fan of the series and you can find it on sale within a few months you might want to grab it and hope the DeI modders fix the godawful balancing for their 1.0 release. If you're in it for the historical feeling you're still better off playing EB. Or waiting for EB2 in a week or two.
 

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