• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Total War: Rome 2 |OT| I Came, I Saw, I Came

Were you on patch3 beta? If not maybe it is the official patch 3.

Of course, I'm stupid. But I wasn't in the beta; haven't played the game in 2 weeks. How is it since launch ? I read the change logs for the patch but it's pretty... long. I never took time to check by myself perf and gameplay tweaks
 
Lost a damn good Legion trying to push into the tribes north of Italy... :(

On the other hand, it's amazing how quickly you can reconstitute and redeploy armies when several barbarian armies are bearing down on you. I wasn't a huge fan of the limited armies approach at first, but I don't think I'd like them to go back to the old system now; it really adds another element of planning to the campaign map.
 

valouris

Member
Of course, I'm stupid. But I wasn't in the beta; haven't played the game in 2 weeks. How is it since launch ? I read the change logs for the patch but it's pretty... long. I never took time to check by myself perf and gameplay tweaks

Plenty of performance and optimization, some changes to campaign rules, regarding army stances and sieges, in an effort to reduce capture-point skirmishes, and a Sally forth option when getting besieged if you rather play an open battle instead of a (sh)city one. They also reduced moving speed for some units and made some morale tweaks to improve battle speed as per most of fans requests.

Haven't played a lot myself since patch 2 because it greatly reduced my performance for some reason (it was fine before) and I got really frustrated. Will wait for more patches before I get back into it.
 

CloudWolf

Member
I want to ask the dutch people here to read this tweet from one of the gamekings. How many even outside dutch country liked Angry Joe's review of this game? Me i like honest reviews and well he did this very well a long all others. But Jan from Gamekings said this to me when i said did you look at this review?

See his reply just can't wrap my head around it by judging people like this.

Jan Meijroos ‏@janmeijroos 39m

@Nokterian Angry Joe is een bizar figuur die zijn eigen ongezondheid exploiteert. Day 1 patch fixte meeste bugs. Zelf al gespeeld?

(translation : Angry Joe is a bizarre figure who operates his own ill health. Day 1 patch Fixte most bugs. Self played it?)
Jan's comment doesn't surprise me at the least. The people working for Gamekings/Power Unlimited are pretty awful people. I've met most of them and they all had this annoying 'holier-than-thou' attitude and couldn't handle any criticism, even going so far as to throw insults at me when I questioned one of them about a review score he gave. Let me guess: Power Unlimited rewarded Total War: Rome II with a 10/10 and called it the best game in the series? Because they tend to do that.
 

Arulan

Member
Beta Patch 4 is here.

Here are the patch notes for Total War: ROME II- Patch 4 (in beta as of 04/10/2013):

Technical and Performance Issues

Further optimisation to Campaign pathfinding.
Improved the performance of selecting units.
Incremental performance improvements, reduced CPU bottleneck in a number of scenarios - further improvements pending in future patch.
Fixed crashes occurring when entering battles, declaring war, and ending turn after changing the unit size in the advanced graphics options menu in Campaign modes.
Fixed crash when placing deployables with a single click in invalid locations on the battlefield.
Fixed rare crash in battles when unit banners were moving slowly due to low frame rates.
Fixed an indefinite hang, when attacking Egyptian rebel army across the Nile in Campaign mode.
Fixed crash in the ambush controller caused by incorrectly assuming that an are in an ambush battle was being loaded, when loading into a multiplayer land battle.
Fixed crash occurs during AI turn cycle, after changing the unit size options while in Campaign mode.
Fix for major performance issue caused by reinforcing naval units in certain circumstances.
The Campaign game will no longer crash when selecting the "Province Details" panel after selecting "Raise Forces".
Fix for crash due to transport ships erroneously being able to select shot types.
Fixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the "Duty Calls" event, then selecting any other open event, and then attempting to open Diplomacy.
Fixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.
Fixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.
Fixed a rare crashing bug in the campaign when selecting units.
Improved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts rendered.

Gameplay Improvements

Improved AI construction logic. It now constructs more military buildings.
Improved AI army compositions & unit quality. The AI uses better units and slightly less ranged units.
AI research is more military focused at the start of the campaign.
Slightly reduced the settlement defensive bonuses for the auto-resolver.
Increased the willingness of the AI signing trade agreements and defensive alliance.
The AI are now much more careful with constructing buildings that consume food or increase squalor. This has improved the AI's ability to fight food shortage problems.
Added more restrictions on the AI running too often making them exhausted by the time they reach their opponents.
Improvements to the AI defensive ambush behaviour.
AI now have improved ability to place its forces appropriately to deal with simultaneous front and side attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players use of flanking or harassing forces.
Fixed a bug where sometimes AI factions wouldn't generate a stance towards the player at the start of a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace immediately.
When generating armies, the AI is now more likely to choose elite units when they have the funds to do so.
Improved AI use of Pikemen in battles.
Fixing bug where the AI will not know what do if river edge hint lines are present in a map without crossing hint lines. Also improving AI use of phalanx formation in river defence.
Increased chance of AI making alliances in diplomacy.
Slightly increased the effects of diplomatic events on relations with third party factions, and the AI remembers diplomatic events for a longer period of time.
Difficulty can no longer be changed from the in-campaign game settings whist in a Campaign on Legendary difficulty.
Deployed agents on the campaign map, no longer reset back to being un-deployed when they level up.
Fix for missile troops sometimes firing in a "perfect" formation, rather than appearing natural and offset.
Diplomacy improvements - Factions attitudes towards each other are now mapped with colours on the map on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works between two non-player factions by selecting a non-player faction and moussing over another faction.
In Multiplayer battles, if the last remaining player in an alliance has a network timeout disconnection, the game will now be a draw.
Fix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer pursue enemies when reacting to melee.
Fix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though they were still not in contact with the target.
Made individual cavalry units breaking out of combat more easily, to reduce units getting stuck in brawls.
Allied armies in siege battles now use separate default deployment lines so they don't deploy crammed into the same area.
Reduced qualifying trait list for various "Mad" traits (such as "Not quite right" or "Unhinged") for generals in campaign modes.
When a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.
Units are now automatically assigned to siege equipment in deployment.
If an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status and have both active offers at the same time.
Fixed the firing arch for African elephant units.
The Loose formation button has been added for certain units in battle.
Teutoburg Forest historic battle is now more tolerant to the general or other Roman forces wandering off the beaten track.
The cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.
When a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, these changes are now more accurately displayed to the clients in the lobby.
In Multiplayer Campaign mode, the "Show AI player moves" option is now reflected correctly for the client.
Multiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle type is now limited to 1v1 as intended.
Whilst in a Campaign as Egypt, the "Defender of Alexandria" mission now requires the correct target to be completed.
Various fixes for men being unable to disembark from ships in battles.

Balancing Changes

Re-balancing for Transport ships.
Enemies routing now have double the morale impact.
The Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.
Re-balancing for the damage rate of fire on burning buildings and gates.
The Charge timeout tolerance has been reduced so heavy units aren’t so good at chasing down skirmishers.
Further reductions to Casualty morale penalties at lower levels.
Flanking and rear charge morale penalties have been increased.
Increase morale penalty for general death/fleeing.
Increased effect of rear attack in melee.
Reduced melee defence stats for most units, and increased shield melee defence values to even out the differences between units.
Melee attack reduced slightly for most units.
Increased melee defence for all shock cavalry units.
Tweaked balancing of Hoplite units.
Fix for Silver Shield Pikemen using wrong shield type.

Usability Improvements

Players can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been added. When you select a General or Admiral on the Campaign map, and click the "Details" button, players can select a new emblem via a new user interface.
Switching graphics quality will no longer reset changes made to the "run in window" checkbox.
Fixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel buttons at same time, so they could (for example) spam the send offer button to result in multiple trade agreements with same player.
Fixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause battles and still issue orders to their units.
The Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army and clicking fight battle.
In Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.
Fixed issue where if the player declared war several times successively in diplomacy in Campaign modes, some of the text on the declare war panel would go missing.
Improved "Culture Details" interface when the mouse is placed over the "Culture" icon on a "Province Details" panel in Campaign modes.
Slowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.
Prologue chapters are now unlocked as soon as the player plays them.
Improved the progress bar above ships in battles when they are boarding each other.
Fixed strength bar not being setup in negotiation screen of Diplomacy.
The Banner emblems have been removed from the top of barbarian unit banners to make it easier to distinguish Generals and Admirals.
The Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.
Improved responsiveness of the Technology panel user interface in Campaign modes.
In Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the issue of lots of chat rooms being created, that only contain 1 person.
There is now a faction flag for each alliance involved in battle on the loading screen when loading into a battle.
Saving keyboard setups with characters such as "&, <, >," or ' " in the name is now supported.
The list of save games in the Save / Load menu now loads faster, and prevent the player from over-writing files with the same name by prompting them when this is about to occur.
Fixed issue when giving a double click move/attack order to a unit while dragging units into formation at the same time, which caused the drag-outs to get stuck to the cursor.
Fix for a bug in the "Cloud" tab of the save menu. When closing the menu and re-opening it, the "Cloud" tab was selected, but the cloud saves weren't listed.
Fix for a bug that allowed the player to use the "ping" function (which draws yellow arrows on the campaign map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in Multiplayer Campaign as intended.
When there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists' faction icon is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original Carthage faction icon.
Fixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, and when had flags were off then turned on.
The group morale frames on Unit Banners are coloured same as ungrouped units in battles.
The "Attacker Direction" dropdown list has been hidden instead of greyed out in the Battle Setup screens for Custom and Multiplayer battles, when not applicable, to avoid confusion.
Trample abilities effects on fatigue are now clearer in battles.
In the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the player selects another map.
The portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps frame around the portrait.
Fixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during battles.
Fixed subtitles on some tutorial videos in the Encyclopaedia.
Fixed a bug where destroying one slave army would kill / make all the other slave armies disappear.
Unit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row of cards, which takes up quite a lot of space on the screen.
The "Active Missions" button in the objectives panel now highlights correctly when selected.
The description text for the second objective ("White India") of the fifth historical chapter ("Excelsior") of the Parthia faction now fits correctly in the text box in the Objectives panel.
If the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no longer appear on top (overlap) the encyclopaedia page.
Experience levelling up effects on banners are no longer displayed when banners themselves are hidden, e.g. in Cinematic Camera view in Battles.
The "Roma Captured" video now plays when Rome is captured on the Campaign map, when the player choses to loot or raze Roma.
Fixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving as they spoke.
Players can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when they don't own the Greek States Culture Pack DLC, which led to both players being returned to the main menu when loading the campaign.
Having the "Add Offer/ Demand" window open in diplomacy, while breaking a treaty will no longer cause the "Add Offer/ Demand" window to remain visible.
Players can now load a fleet or army on coastal and port assault battles, instead of only fleets.
Fix for Socii units missing variations in battles.
Added greaves to Carthaginian Hoplites units in battles.
Fix for Chosen Spear and Sword band missing helmet variation in battles.
Event messages that open automatically will now correctly open in order, one by one.
Pressing the "Cancel" button when changing the Push To Talk key in the Voice Chat Settings menu now works as expected.
The icon for glassware is now visible on the Hieron Ton Megalon Theon's building card.
Better consistency between the attributes that are displayed on the recruitment user interface for Generals and the attributes of the General once recruited.
Fixed tool tip on notification icon that appears on the "Details" button when units are available to upgrade.
When entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now matches the text displayed.
Promotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes when a character is selected.
Placeholder text no longer displays on the pre-battle user interface for one player, when a rebel army attacks the other player in Multiplayer Campaign mode.
Pressing the Escape key while pacing the mouse over a construction options in the Settlement Details panel no longer leaves the construction options open while closing the Settlement Detail panel.
Increased Cataphract armour, and strong version added for Royal Cataphracts units.
Changed armour for Eastern Noble Horse Archers to Cataphracts.
Fix for incorrect colouring of battle list entries.
Clicking on the "zoom to location" button on event messages will now always take you to the correct location.
Added in missing standard bearers to Spartan and Carthaginian infantry units.
When an agent is with an army that is accompanying a fleet, separating the agent from the army now updates the user interface correctly, so that the agent no longer appears like it's with the army.
Fixed missing text on the "Accept" button when offering diplomacy to another faction in Campaign modes.
Fixed the arrows buttons functionality on various scrollbars in the Campaign user interface.
When viewing the total number of army units listed in a merged fleet, in the top left corner of the unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly displaying the fleet total.
When a unit gains a rank during or after a battle in Campaign modes, there is now a "level-up" animation to highlight this.
The red left and right arrows on either side of the settlement name in the left hand side of the screen when a settlement is selected on the campaign map, now toggle between settlements more effectively.
When the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical Map will now colour the region correctly.
The arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.
Switching between different forces on the Campaign map, while in the Details panel is open, will now update the stance button, so the changing the stance with this button will now set the stance for the currently selected force.
When looking for an online multiplayer battle, the list of games available are in the Battle List window can now be scrolled with the mouse wheel.
When exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction list so the player doesn't have to scroll down the whole list each time.
When placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse now highlights the upgrades correctly.
Fixed the sort by diplomatic status button in the "Known Factions" list in the diplomacy panel in Campaign Modes.
In Multiplayer Campaign, when one player declares war on a faction and confirms this, the "Call your Allies to help!" checkbox is now hidden, as changing it after this point didn't do anything.
While choosing an agent action in Campaign modes, the player can now see the current treasury status of the agent in the agent action panel.
During all Quick Battle multiplayer games, when any player enters the deployment screen they are no longer shown as Rome for a couple of seconds while the game is set up.
The expanded tooltip for client state in diplomacy now no longer always displays 0.
Arrow keys can no longer be used to move artillery weapons in First Person mode, as this was not an intended feature.
Fixed incomes from client states and satrapies not being shown correctly in diplomacy.
Improved menu response to use of double-click when using the "Controls" menu under "Settings" in the main menu.
In the Controls menu, if changes are made to controls and the Accept button is pressed, the save dialog appears automatically. If this dialog is cancelled, and the Accept button is pressed again, all control changes will no longer be discarded without warning.
Fixed some layout issues with faction list in multiplayer campaign.
Added hull upgrade icon to Unit Cards, and fixed upgrade icons not appearing in battle.
Fixed the "Zoom to Province" button in campaign modes sometimes zooming to the last region within the province group, instead of the capital (main settlement).
Removed the confirmation dialog when quitting a battle when the player had already won and was chasing down routers, to avoid confusion about what will happen (as the player has already won, quitting just ends the battle with victory).
Text made more clear in the confirmation dialog when quitting a battle.
The wider your resize the chat window the more rooms you can now see.
The Escape key now works correctly with the "Lock Visibility" option in chat.
Fixed issue where the cursor wouldn't update, if it had mouse over a text input box when transitioned between different areas of game, and stay as a text cursor within battles (for example).
In the Defence of Campania chapter of the Prologue campaign, the "infinity symbol" is no longer displayed on unit cards when the units can be recruited.
Fixed flickering graphics when the "downgrade warning" message appears on loading screens.
Fixed issue where the shroud would disappear from the Campaign Tactical Map and Mini-Map when entering Tactical Map or moving a character.
Fixed for rain being shown as an option for snowy regions in the Custom Battle setup screen, as it would just appear as snow in the battle anyway.
Added tooltips to the left and right arrows in "Your Forces" panel in pre-battle campaign phase.
Added some missing text for reinforcements on the pre-battle loading screen.
Altered tooltip for Siege Turn Time and Fix for Order of Battle reinforcements tooltip not displaying.
The text for "Shoa AI player movements" in Italian ("Mostra mosse dei giocatori") now fits correctly in the Multiplayer Campaign setup menu.
Phase timers are now displayed as a ring around Ability buttons in battles.
Added some text that was missing from the Faction Summary screen in Campaign modes.
Added current ancillary card to the "Ancillary Gained" event message.
The Province details button no longer remains selected after deselecting a settlement.
Removed the sound effect when placing the mouse over blank / empty character options in the Family Politics panel.
Update to the hyperlinks for '"Amies" in the Prologue Defence of Campania.
The text for "Game Mode" in Italian ("Modalità di gioco") now fits correctly in the button in the Multiplayer Campaign setup menu.
Some hyperlinks in the user interface in Campaign modes have been removed, as it opened a blank page in the Encyclopaedia.
Fix for grammar errors in the subject dilemma text.
Various localisation text and audio fixes in French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
 

GeoGonzo

Member
I hadn't played in around a week or so but... woah, this beta is a pretty huge change!

Diplomacy works better (More often than not everyone wants to trade, and I've seen the AI offer me money to become an ally, instead of demanding money), the AI indeed builds better armies and buldings...

Combat is good so far too, with the combat AI being able to commit to attacks without suddenly backing away or other silly stuff (I haven't seen the AI try to siege my cities yet, though: I wonder if they're still terrible at that)

Performance is also better, among other things they got rid of the ghostly units that used to be shown at their destinations when you pressed space (they're now yellow dots, like every other TW). No crashing so far.

Two thumbs up. Releasing like this would have been night and day, CA.
 

valouris

Member
Has anyone had a succesful co-op campaign so far? I am thinking of starting with some buddies of mine (we played the hell out of Shogun 2) but I don't want to waste a lot of time for sth that is going to end up corrupted (we have had plenty of campaigns ruined in the early Shogun 2 days).

So have the latest patches alleviated any of the co-op problems?
 

Lach

Member
It's mostly sorted in my opinion. Though beware of the current beta patch...there seem to be some weird things happening in there (javelin men not able to throw javelins and such)

Though I have a strange Bug at the moment (i think it's a bug). In my Pontus campaign I decided to take on the Seleucids and their dozen of client states. I crushed them quite well but after I destroyed the Seleucids (Message "Faction Destroyed") their client states seem to remain in client state mode (there wasn't any message with "xxx abandoned their masters"). Which means I cannot conduct any diplomacy with them an thus not make peace with them.
 
It's mostly sorted in my opinion. Though beware of the current beta patch...there seem to be some weird things happening in there (javelin men not able to throw javelins and such)

Though I have a strange Bug at the moment (i think it's a bug). In my Pontus campaign I decided to take on the Seleucids and their dozen of client states. I crushed them quite well but after I destroyed the Seleucids (Message "Faction Destroyed") their client states seem to remain in client state mode (there wasn't any message with "xxx abandoned their masters"). Which means I cannot conduct any diplomacy with them an thus not make peace with them.

Peace? You need to make Pontus a world power.
 

Capndrake

Member
So is there anybody here who prepurchased the game on Steam and doesn't really care about the TF2 items? I'm trying to get them, but there's not a whole lot of people who prepurchased.

EDIT: Got them, many thanks Dis3ngag3d!
 

Gothos

Member
New patch up. As usual, lots of fixes + new faction to play.

http://forums.totalwar.com/showthre...ion-Patch-5-and-Steam-Workshop-all-live-today

And as usual, they had to fuck up something. Now when I start the game during the initial videos (intel logo, intro itself, etc.) I got this high-pitch sound coming from (I think) my GPU, lol. It's goes weaker in the main menu but I can still hear it faintly and it disappears completely in the campaign map itself. Weird, never had this before this patch.
 

Lingitiz

Member
No beta for this patch surprisingly, just an auto 600MB update. Gonna give it a try and see how it plays.

CA definitely went all out with this one. Steam workshop support is a nice bonus, and they even worked with Radious to have his mod ready for the latest patch right off the bat. Good stuff.
 

valouris

Member
They say they reduced the visual memory footprint by up to 260MB. What does this mean exactly? That 260MB less will be used by the GPU at any given time? (max)
 

Kainazzo

Member
Excited to try this when I get home; I said I'd hold off on starting another campaign until the Seleucids were out.

Is it just me or did they add some new units as well? I don't remember Noble Fighters or Guerrilla Warriors. Looks like there will indeed be an Iberian culture DLC.
 

Nokterian

Member
Jan's comment doesn't surprise me at the least. The people working for Gamekings/Power Unlimited are pretty awful people. I've met most of them and they all had this annoying 'holier-than-thou' attitude and couldn't handle any criticism, even going so far as to throw insults at me when I questioned one of them about a review score he gave. Let me guess: Power Unlimited rewarded Total War: Rome II with a 10/10 and called it the best game in the series? Because they tend to do that.

Don't know but i guess a high score for sure. Same thing they did to Saints Row 4 they couldn't understand the concept of the game. But yeah they are the worst praising everything but don't see any of the flaws or something that they don't like and it seems a good game they bash it for no reason with no context what so ever.
 

Lingitiz

Member
So is this game much better now that at launch? I only put like 4 hours into it at launch and decided to wait for some patches.

Yeah it's much better, but I've yet to get super deep into a late game campaign to see if the AI poses a threat. Certainly worth picking up and playing now with all the updates.

Be sure to grab the two turns per year mod and traits and talents mod off the workshop.
 

bjb

Banned
Diplomacy still such a vapid joke. Just feels so empty and unnecessary (minus establishing trade).

Also, still no clue why they removed the family tree. Such a nice feature to keep the player invested in. The whole senate/senators just feels really shallow.
 

isual

Member
rome apparently got stealth armoured cavalry lancers...

anyways, so I loaded up my 100 percent complete roman map save, built auxilliary buildings everywhere I could to get the unique auxiliaries, and eh....still goes to show that light and medium infantry are very much weak against heavy and very heavies...
 
After upgrading my processor (going from Phenom 2 X3 720 to i5-4670k) Rome 2 runs a whole hell of a lot better, surprise!

Granted, I don't know if the last patch helped things too, but performance wise I don't have any issues with the game anymore.
 
I'd like to buy this game to finally give it a try (sounds like it's mostly unfucked at this point), but I can't help feeling like it's going to go on sale next month.
 

Kainazzo

Member
Thus far I've never relied on archers, but after trying Royal Scythia I'm wondering if arrows need some kind of buff. I try to act like the Golden Horde, swarming and pelting from all sides, but I keep running out of arrows long before they route more than a few units. It's almost like using archer mercenaries in Empire.
 

bjb

Banned
I'd like to buy this game to finally give it a try (sounds like it's mostly unfucked at this point), but I can't help feeling like it's going to go on sale next month.

I'd wait till the Sales. You're really not missing much. I feel like this game will be great in a year, but as it stands - still feels like it's in beta.
 
I'd wait till the Sales. You're really not missing much. I feel like this game will be great in a year, but as it stands - still feels like it's in beta.

Pretty much. I've finished my first game but I don't feel like there's much point starting another one when there's so many patches coming and a lot of the changes aren't carried over to old save games. I do keep an eye on the patch notes page though.

In other news, the Blood & Gore DLC comes out in a couple of days:
http://store.steampowered.com/app/259800/

I could buy it with my card money but I'll wait for a sale and save maybe $1.
 

Pooya

Member
800k until end of September,

capture2curn.png


too much for how broken the game is...
 

GeoGonzo

Member
Yeah, can't say it's well deserved.

And I really want to buy the blood and gore pack, three dollars is almost nothing... but I don't think it would send the right message to support this game's DLC right now.
 
Is it just me or the performance is still ass ?

I tried to finally start the prologue after downloading god knows how many ~500MB patches, yet my fps drops to as low as 20 during battles and is just overall poor for something that doesn't look that much better than Shogun 2, this is running on a 3570K/670 here.

Every check box in the graphics settings in unchecked (with the exception of unlimited memory), no vegetation to alpha or DoF, Shadows/Sky/Water dropped down to high, not sure what else I need to disable or tone down to get this thing to run half decently.

Also have AA turned off, not because it eats performance, but because MLAA looks terrible and I'd rather deal with the jaggies.
 

DrBo42

Member
Anyone know what determines having your front line attack the enemy front line as opposed to the single group you target? Not sure how to explain it better than that. It seems like it's very rare that the target function has each infantry unit attack the unit in front of it rather than the unit I give the attack order on. Ends up making them blob up at the center rather than keeping that front line I've established. Really frustrating.
 

Kard8p3

Member
So GAF, how fun is this game? I've always wanted to play Total War: Rome, but never got a chance, though maybe this would be a good game to jump into.
 

DrSlek

Member
So GAF, how fun is this game? I've always wanted to play Total War: Rome, but never got a chance, though maybe this would be a good game to jump into.

I enjoy Shogun 2 more from a gameplay standpoint, but Rome 2 is still loads of fun.

In my current Iceni game, I've expanded across most of modern day France and a little way into Germania, with small outposts in North Africa and the Aegean. I've recently the discovered the delightfully OP ballistae explosive rounds, and look forward to adding giant ballistae to my armies.
 
Top Bottom