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Rome Total war 2

11516182021

Comments

  • Registered Users, Registered Users 2 Posts: 2,297 ✭✭✭Ri_Nollaig


    I am still convinced that it will turn out to be the game we were promised, or at least mostly.
    There are some questionable gameplay mechanics such as the flags in open field battles (...why?) but its core is still great. I love the idea of rising an army from a general, the province system and the navy/army combo battles.
    AI issues should be improved and I'm sure performance will be fixed, both graphical and turn times.

    It just needs some polish (ok a lot of polish) but hopefully it will turn into what at least looks like the pre-release footage which it currently does not! Just look at the "Battle of Carthage" promo video! How is that not false advertising?

    At a guess it needed another 6-12 months developed at CA but Sega had a thing or two to say about that.


  • Registered Users, Registered Users 2 Posts: 19,732 ✭✭✭✭Tony EH


    I had no idea about the flag thing. That's just...I don't have any words for that. how did that fly at the game meetings? Or do dev teams not have meetings any more?

    If that was pitched to me at a brainstorming session, I'd have hit the bloody roof.

    I fear that even with multiple patches, that 'Rome II' will always be considered a failure. There's just so much "wrong" going on in it.

    Looking at that Angry Joe vid, there really hasn't been anything that new added in and a bit taken out.


  • Registered Users, Registered Users 2 Posts: 2,789 ✭✭✭grizzly


    Ri_Nollaig wrote: »
    Just look at the "Battle of Carthage" promo video! How is that not false advertising?

    I'd be interested in seeing a video of the actual gameplay in this battle on a high end machine to compare. I looked on youtube, but could only find the original alpha footage.


  • Closed Accounts Posts: 2,743 ✭✭✭blatantrereg


    Tony EH wrote: »
    I had no idea about the flag thing. That's just...I don't have any words for that. how did that fly at the game meetings? Or do dev teams not have meetings any more?

    If that was pitched to me at a brainstorming session, I'd have hit the bloody roof.

    I'm guessing some pointy haired boss thought it would be a good idea to arbitrarily copy this feature from King Arthur.


  • Registered Users, Registered Users 2 Posts: 2,789 ✭✭✭grizzly


    I'm guessing some pointy haired boss thought it would be a good idea to arbitrarily copy this feature from King Arthur.

    If it was done right it would be fine – that is, if the AI didn't run toward it without taking anything else into consideration.

    A better way would be to give the army that holds it a slight buff on morale.

    By the way, you can add extra time to the flag timer via mods. And mods are very easy to do in this – just add one file to your TW data folder (no need to overwrite anything).


  • Registered Users, Registered Users 2 Posts: 2,297 ✭✭✭Ri_Nollaig


    Tony EH wrote: »
    I had no idea about the flag thing. That's just...I don't have any words for that. how did that fly at the game meetings?

    Coupled with the increased unit speed it seemed like it was a way to have "power" battles. Seriously, a lot of battles are over in under 5 minutes. Its like they wanted you to rush through it, ironic when you are waiting for so long between the turns that follow...

    Could it be possible they were gearing it up for a console release as well? Or atleast trying some ideas that would make it playable with a controller.


  • Registered Users, Registered Users 2 Posts: 19,732 ✭✭✭✭Tony EH


    Oh...I am so passing on this one and I am actually hoping it fails. Never thought that I'd hear myself saying that about a TW game. Possibly my favorite game franchise ever. But, it doesn't even sound like a thousand patches will save this. No amount of modding will either, by the looks of it.

    Really fed up with all the bad reports. Thank christ I didn't get it when it came out.

    It sounds like Ubi killing the Silent Hunter series by shoving a half finished 'Silent Hunter V' out the door.

    Rubbish.

    That 'Angry Joe' video is actually laugh out loud at some points.


  • Registered Users, Registered Users 2 Posts: 2,297 ✭✭✭Ri_Nollaig


    It's the top seller on Steam so I don't think it is going to be seen as a failure no matter what now.

    That 'Angry Joe' review is bang on the money really. Love or hate him (I personally cant stand that cringey dress up crap and shouting like a 12 year old halo player) he makes a lot of very valid points.


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    Ri_Nollaig wrote: »
    It's the top seller on Steam so I don't think it is going to be seen as a failure no matter what now.

    That 'Angry Joe' review is bang on the money really. Love or hate him (I personally cant stand that cringey dress up crap and shouting like a 12 year old halo player) he makes a lot of very valid points.
    He says what I'm thinking most times so for that i give him thumbs up.

    Like Colonel Marines can be summed up in 1 sentence: 'THEY F**KED IT UP!'


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    Patch 3 Notes

    Technical and Performance Issues

    Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
    Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
    Fix for lock-ups reported on loading into battle in DirectX9.
    Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
    Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
    Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
    LAN multiplayer modes are now accessible when Steam is in Offline mode.
    Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
    Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
    Further campaign map optimisations.
    Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
    Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
    Fix to prevent the games user interface from flickering when SLI is enabled.
    Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
    Improved the desktop icon for Total War: ROME II to support multiple resolutions.
    Gameplay Improvements

    When the player is attacked whilst in a minor settlement (not provincial capital), a new “Sally Forth” button is available on the pre-battle panel to fight the attackers in an open field battle.
    All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
    When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
    Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
    Combined battles where the defender has a navy will retain their Victory Point.
    Victory Points have had their capture time increased by 3x their previous length.
    Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
    AI controlled Agents are now more likely to act upon the player’s settlements instead of standing around outside of them.
    Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
    Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
    Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
    Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
    Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
    The size / radius of capture points has been increased in Coastal battles.
    Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
    Fixed issue which prevented reinforcement artillery ships deploying.
    Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
    In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
    Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
    Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
    Snow ground type now replaces grass in snow attrition areas of the battle map.
    Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
    Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
    AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
    Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
    Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
    Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
    In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege – 1
    Further improvements to AI collision detection with Deployables in battle.
    Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce “blobbing” where units converge into a disorganised brawl.
    Fixed bug with missile units on ships not firing on enemies reliably during battles.
    Fixed bug with ship artillery not firing on buildings reliably in battles.
    Fix for ships surviving on the campaign map after sinking on the battle map.
    Fix missile ships getting stuck when targeting land units just outside of their range.
    Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.
    Balancing Changes

    Hit points for all units have been increased in combat.
    Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
    Reduced melee weapon damage in battles, and increased melee defence from shields.
    Various trait effects are now working as intended.
    Improved pike weapon damage balancing in battles.
    Fatigue for running and being in combat has been increased in battles.
    Further tweaks and rebalancing has been made to unit morale in battles.
    Elite infantry morale has been reduced slightly during battles.
    Experience level thresholds have been increased for units.
    Special ability cool down times have been re-balanced in battles.
    Building costs have been updated to reflect the changes in building effects in Campaign modes.
    Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
    Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
    Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
    The Headhunt ability has been re-balanced in battles.
    The charge bonus for Celtic, Briton and Germanic units have been reduced.
    The masses of horses and men on the battlefield have been made more reasonable.
    Reduced the mass of camel units in battle.
    Usability Improvements

    The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
    Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
    When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
    Improved multiplayer compatibility between players who own the Greek States DLC and those who don’t.
    In Multiplayer Ambush Battles, if Player 1 clicks the “Start Battle” button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
    All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
    In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
    In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
    Fix for battle music getting paused while in slow battle speed.
    When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
    Slightly improve combat responsiveness and animations for formation attacks in battles.
    Fixed bug with ship artillery not firing at all after using first-person mode in battles.
    The Attacking Testudo can no longer be activated in melee during battles.
    Battering rams moves out the way correctly after battering a gate down in battles.
    The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
    Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
    Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
    During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
    The number of arrows is now correctly depleted when units fire whilst moving during battles.
    Correct bonuses are now being applied to units from Workshop buildings.
    Fixed bug with pike phalanx not getting back into pike stance after running.
    Charge bonuses are now correctly applied to units recruited in certain provinces.
    Projectile impact effects hitting units and buildings are now positioned more accurately.
    Improved fire effects for buildings, siege vehicles and deployables during battles.
    Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
    Damaged visual effects have been improved on the campaign.
    Fixed Briton Chariot unit attributes.
    Fix for Scythian horse unit variation.
    The achievements “Noble Master”, “Spymaster” and “Champion of the Gods” now unlock sooner after their requirements have been met.
    Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
    Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
    Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
    In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
    Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
    The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
    The warning message that informs the player that they are not researching any technology when they press the “End Turn” button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
    The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
    Fix for user interface bug showing the wrong tax level on the Province Details panel when the “Tax province” button was ticked in Campaign modes.
    Culture conversion coming from some characters now correctly shows up as “character” in the culture tooltip, no longer as “building”.
    In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
    The “Reduces slave population decline” icon in the information panel when placing the mouse over the “Slave Trader” in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it’s a positive affect).
    The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction’s equipment chain without researching.
    Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
    Improved ship melee/ramming target selection in battles.
    Fixed boarding mode button state issues when attempting to board a ship in battle.
    In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
    Improved Advisor lip sync in various pieces of advice in Campaign modes.
    Clicking the “Square” special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
    When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
    When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
    Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
    Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
    Fixed some inconsistent ability names for General Skill Types.
    In Campaign mode, Roman “Basilica of X” temples have now been renamed to “Precinct of X”.
    Tooltip regarding the “Armoured Siege Units” technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
    Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
    Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
    Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
    Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
    Improvements to the wall connectivity in a Greek Port battle map.
    Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
    Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
    While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
    Fix for a small hole in the terrain in a Greek Minor Port battle map.
    When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the
    Battlefield Advisor will no longer say “Our enemy have lost a victory point”.
    Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as “Enemy Reinforcements” during battles.
    Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
    Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
    Fixed typo on ‘Conscription’ edict in English.
    Improved culling of certain rocks on the battlefield.
    Added French, Italian, German and Spanish localisation to the word “Settlement” in the Agent Action Panel in Campaign modes.
    Various text and grammar fixes for the Campaign user interface.


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  • Registered Users, Registered Users 2 Posts: 6,892 ✭✭✭bizmark


    Ri_Nollaig wrote: »
    It's the top seller on Steam so I don't think it is going to be seen as a failure no matter what now.

    That 'Angry Joe' review is bang on the money really. Love or hate him (I personally cant stand that cringey dress up crap and shouting like a 12 year old halo player) he makes a lot of very valid points.

    Tbh its a really good game now after patch 3 the ai knows what to do doeskin break easily i actually couldn't get through the gates of a city due to 2 units of spear men lost 4 hoplite units to them and boiling oil till i relised this wasn't the same game it was 2 weeks ago and its much faster and less laggy now.

    Id give it a recommendation now after being very down on it


  • Closed Accounts Posts: 1,467 ✭✭✭McSasquatch


    Sounds promising bizmark! Looking forward to it again now - have decided to put 60% of my forthcoming ppi refund into a new pc. :D So should be playing come the end of October I'd say.


  • Registered Users, Registered Users 2 Posts: 2,297 ✭✭✭Ri_Nollaig


    bizmark wrote: »
    Tbh its a really good game now after patch 3 the ai knows what to do doeskin break easily i actually couldn't get through the gates of a city due to 2 units of spear men lost 4 hoplite units to them and boiling oil till i relised this wasn't the same game it was 2 weeks ago and its much faster and less laggy now.

    Id give it a recommendation now after being very down on it
    Nice one!
    I was just reading through the release notes of patch 3 earlier and it did sound promising.

    Either way, lesson learnt (and for real this time!) "Don't buy a Total War game on release"
    In 6 months it will probably be an unreal game, just in time for the next steam sale.


  • Registered Users, Registered Users 2 Posts: 3,915 ✭✭✭Polar101


    Ri_Nollaig wrote: »
    Nice one!
    I was just reading through the release notes of patch 3 earlier and it did sound promising.

    Definitely looks like they are fixing it well. I didn't have the money to buy it on release day, so now I can pretend "I wanted to wait for the big patch before getting the game".


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭ZeroThreat


    Ri_Nollaig wrote: »
    Nice one!
    I was just reading through the release notes of patch 3 earlier and it did sound promising.

    Either way, lesson learnt (and for real this time!) "Don't buy a Total War game on release"
    In 6 months it will probably be an unreal game, just in time for the next steam sale.

    the only (small) consolation I have is that I didn't buy it at the steam price of €55 ;)


  • Moderators, Computer Games Moderators, Recreation & Hobbies Moderators Posts: 10,425 Mod ✭✭✭✭CatInABox


    Polar101 wrote: »
    Definitely looks like they are fixing it well. I didn't have the money to buy it on release day, so now I can pretend "I wanted to wait for the big patch before getting the game".

    I had the money back then, and still want to give them my money, so another few patches and they'll have it.

    Still though, this is the first game in the series that has taken a huge hit to the metacritic score, which will hopefully make Sega and CA not feck around with their consumers for the next version. It's unacceptable to pay to be beta testers on almost every version.


  • Registered Users, Registered Users 2 Posts: 12,718 ✭✭✭✭Sand


    I wouldn't be too sure Sega or CA will care less about the review scores. They'll have pocketed their money. They've run the same confidence trick for a decade.

    The main issue with Total War games remains the awful AI. The AI has been relentlessly awful for every game in the series, both on the battlefield and in the campaign map, and I'm just far less willing to accept it these days. Creative Assembly have been promising to fix it for every game release since Rome 1, they have never fixed it, and more than a decade in they likely never will. I think its just beyond their capacity to do so.

    I myself didn't bother buying Rome 2, I was never really looking forward to it despite spending a long time playing Rome 1 and the EB mod. I *might* pick it up on a sale if the game is significantly improved over Rome 1 by patches (by all accounts it will need another 6-9 months of work) and/or if Europa Barbarorum release a conversion for it. The flags/control points on open battlefields sounds like the only interesting aspect - I get Angry Joe thought the height of tactical brilliance was finding a hill and sitting on it but if anything helps the battles anywhere other than up and down hills for a bit of variety I'm all for it.


  • Registered Users Posts: 233 ✭✭Keggers2


    Any updates since the patches lads?


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭ZeroThreat


    They've fixed some of the bugs, but even with all the bugs fixed there's lots of poor game design decisions made on this one.

    Armies don't even need siege equipment or catapult to get into a walled settlement anymore. Any unit, not matter how light can 'hurl' flaming torches at the gates to burn them down, even metal ones.
    Still no guard mode for units either, it's imposible to maintain a line during the fight, since your legion or phalanx seems to turn 90° after a few seconds into melee.:mad:


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  • Registered Users, Registered Users 2 Posts: 19,732 ✭✭✭✭Tony EH


    Jesus christ...how could they have gotten this so wrong? :confused:

    All they really had to do was make Rome: Total War in High Def.

    Insert
    >facepalm.jpg<
    here


  • Registered Users, Registered Users 2 Posts: 8,149 ✭✭✭Patser


    Just a few months ago I was all excited about Rome 2 and Company of Heroes 2 both coming put together. It was like a dream wish-list of games I loved and wanted to see up-dated and improved on.

    Don't know which one is the bigger disappointment, although at least CA are trying to fix their messes and I feel mods will make something of Rome 2.

    X-Com: Enemy Unknown shows how to bring up to date a cherished classic.


  • Registered Users, Registered Users 2 Posts: 2,789 ✭✭✭grizzly


    Patser wrote: »
    Just a few months ago I was all excited about Rome 2 and Company of Heroes 2 both coming put together. It was like a dream wish-list of games I loved and wanted to see up-dated and improved on.

    Don't know which one is the bigger disappointment, although at least CA are trying to fix their messes and I feel mods will make something of Rome 2.

    X-Com: Enemy Unknown shows how to bring up to date a cherished classic.

    I know that feel. I was so happy both we're coming out together in the same year.

    Must try X-Com, bought but only played an hour. Got put off by the feeling that the choices I was making were going to fúck me down the line. Do you need to read up on research paths to get the most out of it?


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭ZeroThreat


    Patser wrote: »
    Just a few months ago I was all excited about Rome 2 and Company of Heroes 2 both coming put together. It was like a dream wish-list of games I loved and wanted to see up-dated and improved on.

    Don't know which one is the bigger disappointment, although at least CA are trying to fix their messes and I feel mods will make something of Rome 2.

    X-Com: Enemy Unknown shows how to bring up to date a cherished classic.

    I've returned to MW2 which I never played that much originally due to the vanilla game being not all that great. But the stainless steel mod makes the game great; if the same people can do similar for RTW2, it'll be a cracker.


  • Registered Users, Registered Users 2 Posts: 8,149 ✭✭✭Patser


    grizzly wrote: »
    I know that feel. I was so happy both we're coming out together in the same year.

    Must try X-Com, bought but only played an hour. Got put off by the feeling that the choices I was making were going to fúck me down the line. Do you need to read up on research paths to get the most out of it?

    Not really. Ignore laser tech maybe and definitely, definitely do not get attached to any of your squad.


  • Registered Users, Registered Users 2 Posts: 8,149 ✭✭✭Patser


    ZeroThreat wrote: »
    I've returned to MW2 which I never played that much originally due to the vanilla game being not all that great. But the stainless steel mod makes the game great; if the same people can do similar for RTW2, it'll be a cracker.

    The Darth mod made Empire something worth playing and even helped lift Shogun 2 a lot. So yep when the mods come out and get themselves sorted Rome 2 could become something. How long til then though, another 6 months? A year?

    Hope CA/Sega don't do something cynical like abandon Rome 2 and release a 'fixed' game called Caeser - like Napoleon when they gave up on Empire.


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  • Registered Users, Registered Users 2 Posts: 10,754 ✭✭✭✭degrassinoel


    massive 600meg patch has made the turn time even more acceptable, less than a minute for the enemy to turn, its basically to the same level as shogun2 now.. thank the gods!

    AI is still a bit wibbly here and there but ye can tell they've been working on it. Sieges are bit messy, but then sieges are always messy.
    Loads of graphic and memory bugs fixed.

    It just plays a whole lot smoother than it did last week.

    worth playing again imo.


  • Registered Users, Registered Users 2 Posts: 8,149 ✭✭✭Patser


    Took you're advice and tried a few turns. Defo running a lot quicker (patch 2.5 also made a big difference)

    Seeing Developers saying that this is their last patch to do with optimisation/performance and they're now going to focus on gameplay issues, so patches will come out slower now as the next patches will need a lot more testing so as to not mess up the game more.


  • Registered Users, Registered Users 2 Posts: 2,789 ✭✭✭grizzly


    Patser wrote: »
    The Darth mod made Empire something worth playing and even helped lift Shogun 2 a lot. So yep when the mods come out and get themselves sorted Rome 2 could become something. How long til then though, another 6 months? A year?

    Hope CA/Sega don't do something cynical like abandon Rome 2 and release a 'fixed' game called Caeser - like Napoleon when they gave up on Empire.

    some good news. CA are now working directly with modders to improve things.


  • Closed Accounts Posts: 1,467 ✭✭✭McSasquatch


    CA are now giving away the Nomadic Tribes Culture pack for free (if you dl before the 29th) as a "thank you" to loyal fans. You have to manually add it to your game via the Steam store.


  • Registered Users, Registered Users 2 Posts: 8,149 ✭✭✭Patser


    Played it there for a good while yesterday and started off normal enough, swallowing up small nations as Rome. But moving North towards Switzerland (Helvetii) I found other tribes quickly allying up against me, with unprovoked tribes more than happy to declare war on me with built up armies.

    So maybe the previously too passive AI has been beefed up.


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  • Moderators, Technology & Internet Moderators Posts: 17,135 Mod ✭✭✭✭cherryghost


    Co-op campaign is fun.


  • Posts: 0 ✭✭✭ [Deleted User]


    Started playing with Sparta yesterday.
    Am currently about 40 minutes into a battle (fast forwarding) with some Celtic tribe of about 6000, just standing outside my walls, being picked off by my towers....they abandoned their ladders early on, after I fought the first few off. then they tried to set fire to one of the two gates they have access to...less than 50% fire damage right now, but they gave up on that too.


    I have something like 900 Spartans just inside the gate, hoping they would burn the gate down, so I could end this quickly, and retake the blasted city, but no.

    Damn you, silly Celtic tribe.


    Edit: Ok, a little bit more than 900, I had 1418, and 1218 survived. They had 6120, and 2547 survived.
    Of the 3573 that they lost, a whole 166 were killed by my Spartans, the rest by the towers, and maybe a few from friendly fire early on


  • Registered Users, Registered Users 2 Posts: 19,732 ✭✭✭✭Tony EH


    I ain't touching this game til it goes gold in a couple of years.


  • Registered Users, Registered Users 2 Posts: 10,754 ✭✭✭✭degrassinoel


    I just had a lot of fun with the new nomadic tribes and their awesome balistas..
    see for yerself :)



  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭ZeroThreat


    Tried to play this game earlier today but I got fed up after half an hour.

    I find the white line graphical effects that all incoming projectiles make even from slings and javelins just stupid looking tbh.


  • Closed Accounts Posts: 1,467 ✭✭✭McSasquatch


    Don't know if anybody cares anymore... but there's a new campaign pack on the way; Caesar in Gaul.
    Julius Caesar’s war of expansion against the Gaulish tribes. Included will be a new campaign map, a greater focus on characters, compact focussed multiplayer design, new mid-game challenge mechanics and three new factions!


    More info over on the official forums, but gets a big "meh" from me.


  • Moderators, Technology & Internet Moderators Posts: 17,135 Mod ✭✭✭✭cherryghost


    Too many bugs, haven't really had a chance to play it. in fact, the update a few weeks ago made the game worse for me.


  • Registered Users, Registered Users 2 Posts: 19,732 ✭✭✭✭Tony EH


    Why I hate Steam...:mad:


  • Moderators, Computer Games Moderators, Social & Fun Moderators Posts: 80,918 Mod ✭✭✭✭Sephiroth_dude


    I haven't touched the game since the week it was released :-\


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    I second that.

    Good ol' hype machine.


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  • Registered Users Posts: 320 ✭✭iggyigauna89


    Third that!

    Have many mods came out to improve the whole game?


  • Closed Accounts Posts: 8,722 ✭✭✭nice_guy80


    so I come back from a four month holiday, looking forward to getting this game, only to discover its one of the most botched games in history??


  • Registered Users Posts: 2,994 ✭✭✭Taylor365


    If you really want it, with 2 DLCs, I'd gladly sell it to you for 30 quid :D


  • Registered Users Posts: 680 ✭✭✭AllthingsCP


    Bought it on release, Played it 6 hours since the release, I really cant handle the sadness that creeps up on me after playing all the other since Shogun Total War back in the day love them all but Rome 2 waste of time. Spend my days in Crusader Kings 2 online now.


  • Registered Users Posts: 4 citeog3


    Hi ,

    We're looking to buy a laptop for our son who loves Rome but have'nt a clue what model laptops are suitable.Ive read some of the specs but might as well be reading chinese.We have two models in mind at the moment but dont want to take the guy in the shops opinion alone.Can some kind gamer tell me if the specs of these two are suitable;

    Lenovo G505
    AMD A4-5000 APU processor
    Microsoft Windows 8 operating system
    AMD Radeon™ HD8570M 1Gb graphics
    15.6 inch LED HD display
    8Gb RAM
    1Tb (1000Gb) hard drive
    Bluetooth® and 802.11b/g/n Wi-Fi connectivity
    DVD reader/writer drive
    USB 2.0, 2x USB 3.0 connectors and 2-in-1 card-reader
    720p HD webcam
    HDMI output

    OR

    Toshiba C55DA13U 15.6" 8GB A6 Quad Core

    Graphics Card AMD A6-5200 APU with AMD Radeon™ HD 8400 Graphics
    Hard Drive (GB) 1TB 5400rpm
    Networking Type 10/100 wired network
    Processor AMD A6-5200
    Processor Speed (GHz) 2.00GHz, 600MHz, 2MB
    RAM (GB) 8GB DDR3 1333MHz
    Screen Resolution 1,366 x 768
    Screen Size (Inches)Screen Size in Inches 15.6 Inches
    Screen TypeType of Screen HD LED backlit TruBrite
    Sound Features integrated stereo Dts sound



    If these are'nt suitable is there a laptop you could recommend.

    Thanks.


  • Registered Users, Registered Users 2 Posts: 2,789 ✭✭✭grizzly


    citeog3 wrote: »
    Hi ,

    We're looking to buy a laptop for our son who loves Rome but have'nt a clue what model laptops are suitable.Ive read some of the specs but might as well be reading chinese.We have two models in mind at the moment but dont want to take the guy in the shops opinion alone.Can some kind gamer tell me if the specs of these two are suitable;

    ----

    If these are'nt suitable is there a laptop you could recommend.

    Thanks.

    I'd ask the same question in perhaps this forum;

    http://www.boards.ie/vbulletin/forumdisplay.php?f=842

    Also does it have to be a laptop? Your money will go much further if you spend the same amount on a PC. Unless he needs to be mobile.


  • Registered Users, Registered Users 2 Posts: 27,644 ✭✭✭✭nesf


    citeog3 wrote: »
    Hi ,

    We're looking to buy a laptop for our son who loves Rome but have'nt a clue what model laptops are suitable.Ive read some of the specs but might as well be reading chinese.We have two models in mind at the moment but dont want to take the guy in the shops opinion alone.Can some kind gamer tell me if the specs of these two are suitable;

    Lenovo G505
    AMD A4-5000 APU processor
    Microsoft Windows 8 operating system
    AMD Radeon™ HD8570M 1Gb graphics
    15.6 inch LED HD display
    8Gb RAM
    1Tb (1000Gb) hard drive
    Bluetooth® and 802.11b/g/n Wi-Fi connectivity
    DVD reader/writer drive
    USB 2.0, 2x USB 3.0 connectors and 2-in-1 card-reader
    720p HD webcam
    HDMI output

    OR

    Toshiba C55DA13U 15.6" 8GB A6 Quad Core

    Graphics Card AMD A6-5200 APU with AMD Radeon™ HD 8400 Graphics
    Hard Drive (GB) 1TB 5400rpm
    Networking Type 10/100 wired network
    Processor AMD A6-5200
    Processor Speed (GHz) 2.00GHz, 600MHz, 2MB
    RAM (GB) 8GB DDR3 1333MHz
    Screen Resolution 1,366 x 768
    Screen Size (Inches)Screen Size in Inches 15.6 Inches
    Screen TypeType of Screen HD LED backlit TruBrite
    Sound Features integrated stereo Dts sound



    If these are'nt suitable is there a laptop you could recommend.

    Thanks.

    I'm not sure either of those could struggle to play it on minimum settings. This isn't really a laptop friendly game wallet wise.


  • Moderators, Music Moderators Posts: 4,726 Mod ✭✭✭✭Gonzovision


    Just after buying the Caesar in Gaul campaign pack. I'm probably the only one in fairness! I've put a decent chunk of time into the game and am actually enjoying it despite the issues.


  • Registered Users, Registered Users 2 Posts: 8,149 ✭✭✭Patser


    For those that care - a 1.1gb Patch out today with a good few more fixes to AI included. Also another 8.1 patch on way very soon, so for those waiting for the patches to finish, keep waiting


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  • Registered Users Posts: 352 ✭✭coolguyrko


    Im still really enjoying it. Gaul pack is probably a little overpriced but fun to play. Blood&Gore DLC really makes the game for me.


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