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Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
>> ask about Med2/ Empire/ Napoleon/ Shogun2/ Fots in the General Total War thread!


Lakhmid Update and Empires of the Sand Faction Pack | The Last Roman Campaign & Suebi in free patch | Workshop & Assembly Kit | Tin Isle Mercenaries Patch + Celtic Faction Pack | "Longbeards" Germanic Faction Pack


Total War: Attila is the first expansion to Rome 2 the ninth main title in the Total War series, starting at 395 AD, at the dawn of Dark Age Europe. The continent is still dominated by Rome, but countless barbarian tribes threaten to shatter it as they flee from the impending Hunnic menace.

Attila is out on Steam for $45.

https://www.youtube.com/watch?v=m5ihy9aY0UM


"I love Huns! Should I preorder get this?"

Vikings are cool and all, but unless you feel they're a life-changing preorder bonus, no. Rome 2 has improved to the point that it's a pretty good game now, but it took an absolutely enormous amount of post-release support for it to happen, and that's probably not going to be the new standard, especially with a comparatively minor title like Attila.

Wait and see if the game is good.


game is good!

"Attila? What's this poo poo? CA promised a new title and it's just more Rome!"

A major game followed by a smaller title in roughly the same setting has been CA's standard for a while now: Empire -> Napoleon, Shogun 2 -> FotS, and now Rome 2 -> Attila.

"So this is just Barbarian Invasion 2 right?"

yes

"So what's actually new compared to Rome 2?"

Well the big one is that it's a later period with entirely different factions and units, but there's also the return and fleshing out of the horde mechanic from BI (more on that here), graphical improvements like AA and water filters, dynamic fire in sieges and battles, a persistant morale mechanic, and they've set about actually fleshing out the political system that they introduced in Rome 2.

Two other additions that are major, since they could sort out the lategame snowballing that's endemic to Total War: a continuously cooling climate with an advancing snowline that cripples provinces, and the focus of the game, the Hunnic horde. According to rumours, the Huns will be unplayable in singleplayer (as it turns out, they'll be playable! they may still have different mechanics for players than AI though), and instead just act as an AI-controlled death machine that slowly advances and forces tribes in front of it either to flee (often into the dying Roman Empire) or be eaten. In theory this could be great, but there's a lot of room for error and there's a high chance CA will gently caress it up: want a late game challenge? How about fighting nothing but horse archers for the last half of the game. Or maybe the Huns just won't advance at all.

There are also a whole bunch of minor features like settlement razing, diseases, a return of religion, seasickness for transports, etc.

They've been posting feature spotlights on their youtube channel if you want a better look at some of it.

"Barbarians were boring in Rome 2! An entire game focused on them?"

Well there'll be the two distinct halves of the Roman Empire, along with various Eastern powers like the Sassanids, but yes, this is something else that could totally gently caress up the game- however, in the released information so far CA's been throwing historical accuracy to the wind, to the delight of us all, and giving barbarians fairly distinct, if inaccurate, units.

"I want to play as the Saxons/Dutch/Serbia/Pontus, will they be in the game?"

See for yourself: http://wiki.totalwar.com/w/Total_War_ATTILA_factions

They haven't yet confirmed that they're not revealing any more factions, but aside from the Huns if it's not in that list it's probably not going to be in the game at launch. They probably will be released as DLC later though.

"Vanilla CA games are poo poo, where's steam workshop support?"

CA said it should be out about a month after release, which means it should be any day now. In the meantime the official forums and Total War Center have a bit of a selection. e: it was late coming but it's here now!




Links
  • Total War Center (run on a potato and full of some of the worst people on the internet, but they host most of the mods)

Koramei fucked around with this message at 17:24 on Sep 15, 2015

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Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.

"Wrath of Sparta" Peloponnesian War mini-campaign | Black Sea Colonies Greek faction pack and Massalia | "Nightmare Mode" Halloween Update out |"Emperor Edition" | Female units and Suebi roster update
also Seleucids, Bactria, Nomad Tribes, Blood Pack, Beasts of War, Caesar in Gaul, Epirus and Elephants, Hannibal at the Gates, Seasons and Wonders, Getae and Pydna, and the Pirates and Raiders faction pack all added since launch. look here for all the patch notes


Total War: Rome 2 is the eighth main title in The Creative Assembly's award-winning Total War franchise. A combination of real-time tactical battles and grand strategy, Rome 2 allows you to take charge of the great powers of classical antiquity and guide them to dominance over the entire ancient world through a combination of empire management, diplomacy, sabotage, and slamming thousands of pixel-men into each other on the battlefield.

:siren: I HEARD THIS GAME WASN'T WORTH MY 60BUX, HAS IT IMPROVED? :siren:

Yup! Especially after the Emperor Edition, it's now a very solid title in the series, albeit with flaws- the political system, UI, encyclopedia, and skill and research trees are all encumbrances, and there are no shortage of issues (like army traditions and character skills having a negligible effect) that are probably worth getting mods to fix.

So is it worth $60? Well, I'd probably argue yes, but I don't need to 'cause the game regularly goes on sale for $30, and at that price it's definitely worth it.









quote:

I'm new to Total War, what's it all about?

The game consists of two components, the turn based strategic campaign map and the real time tactical battle map.

In the Campaign sections of the game you will manage your empire, from the growth of it's economic engine, to the construction of mighty armies and fleets all while dealing with the diplomatic realities that come with being a ruler. The campaign map lets you move your armies into battle or order your agents to duel a hated enemy, construct mighty fortifications or improve roads, there are many options in your quest to ensure supremacy for your faction.

The Real time battles are launched when your armies or fleets engage an enemy force. You will command your troops against their hated foes and the your skill as a general will change the course of the campaign game, as the results of your battles are reflected perfectly in the campaign map. This is the major attraction to the Total War series, with it's lush graphics and detailed tactical combat that weaves stories and life into the game.

Naval battles continue to be present, with the addition of the new combined forces, allowing both naval and land units to participate in the same battle!

So what's new in Rome II?

Well for one thing, it's all a heck of a lot bigger.


(red represents the boundaries of the map in Rome 1, blue the boundaries of the map in Rome 2)

Beyond even the borders, the scale is beyond any previous game in the franchise. Where in the original Rome there were 103 regions, in Rome II there are 173. Even in Empire, where you could vie for three separate continents, there were only 137 in total. And unlike the first Rome, these aren't mostly held by passive grey rebels; now, every region is occupied by a minor faction, which is able to trade, conquer, and empire build, just like you.

Take a look at the official interactive map to get a feel for it.

Additionally, the regions are grouped into 57 provinces. Superficially, this massively simplifies region management on an Empire-wide level once you start accumulating provinces- they allow building management, taxes, and happiness, from just a single hub. Building bonuses- and drawbacks- now stack province wide, which makes city management considerably trickier than in previous titles. On the other hand, it allows you to do stuff like this:

VanSandman posted:



When I realized I could do this, I started to cackle a little bit. I'm not sorry.
note: may or may not be an exploit

On the tactical-battles side of things, there's the much vaunted new line of sight system! Unlike in the old games, where your units would be hidden only in dense forest or thick fog, now every hill, sand dune, gully, outcrop or building could be concealing troops. You can only see where your troops can see. This makes the role of scouts much more important, and can also produce some interesting positioning shifts. Here's a screenshot to demonstrate (the eye indicates a hidden unit); although watching a video makes it much clearer.

Other changes include the imperium system, which limits the number of agents and generals you can field until your empire grows in power. Generals and armies are tied together now, too- settlement recruitment has been done away with completely, in favour of fewer, more persistant armies. Armies no longer need a navy in order to embark across water, a traditions system for your armies and navies allows them to gain bonuses over time, as well as overhauled agents, retainers, skills, technology trees, and much, much more. Rome 2 has in many ways been built from the ground up, rather than iterating on the previous Warscape Engine games, for better, and for worse.

So what about multiplayer?

The multiplayer is a massive step down; they stripped out all the systems from Shogun 2 so they can (presumably) add them all to Total War Arena, CA's new multiplayer only whatever the gently caress nobody knows yet, so don't go in expecting the avatar campaign or even battles that are bigger than 1v1.

System Requirements & Performance

  • This game is extremely CPU intensive; this is not as bad as on launch, but is still a factor!
  • :siren: Goons with AMD CPUs are the main users still experiencing serious performance issues! Be warned, AMD users! :siren:
  • Vegetation alpha is the cause of lots of slowdowns; if you're having performance issues, try turning it off!
  • Rain often tanks performance on ATI cards!

Minimum:
OS: XP/ Vista / Windows 7 / Windows 8
Processor:2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor
Memory: 2GB RAM
Graphics:512 MB DirectX 9.0c compatible card (shader model 3, vertex texture fetch support).
DirectX®:9.0c
Hard Drive: 35 GB HD space
Screen Resolution: 1024x768


Recommended:
OS: Windows 7 / Windows 8
Processor:2nd Generation Intel Core i5 processor (or greater)
Memory: 4GB RAM
Graphics:1024 MB DirectX 11 compatible graphics card.
DirectX®:11
Hard Drive:35 GB HD space
Screen Resolution: 1920x1080

"CA said if you can run Shogun 2 you can run Rome 2! Is that true?"

Unless you have an AMD CPU, yes, pretty much! Rome 2 unfortunately doesn't have a demo, but Shogun 2's should indicate whether you can run it fairly well.

"Performance was poo poo for me at launch, has it improved?"

Yup, a whole bunch, especially with patch 9. Very few people have serious performance issues now.

"My game crashes on launch/ white screens, what gives?"

It's probably an issue with mods you've installed being out of date for the patch or not being compatible with each other. This should fix it:

Strabo4 posted:

-Go to "C:\Users\Administrador\AppData\Roaming\The Creative Assembly\Rome2"

-Then delete the Rome2 folder.

-Once removed go to "C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\redist"

-Then open the files listed below in that order and click on repair for each one, the last one doesn't have a repair window pop up, instead you will see a small loading bar,

1-vcredist_x86-90.exe
2-vcredist_x86-100-sp1.exe
3-vcredist_x86-80-sp1.exe

Then just proceed to load your game and it should then go onto the main menu.



Koramei fucked around with this message at 20:47 on Feb 18, 2015

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
Factions and DLC



"What's a good faction to begin with?"

The namesake- Rome. They're the most familiar, the most varied, and also in a lot of ways the easiest. As them you'll have access to nearly every unit in the game, so you can experiment a lot- but you also have their ridiculously strong heavy infantry to fall back on. You'll still have a challenge, (probably) but things won't get as overwhelming as they can for the other factions.

Egypt, Bactria and the Iceni also offer a lot of variety and decent starting positions.

italics mean the faction is only available in DLC


Rome

Lackluster cavalry and terrible ranged units made up for with the best (and by far the most options for) heavy infantry in the entire game along with the ability to recruit pretty much any unit they want through the unique auxilia system. On the game's launch they were brokenly overpowered, but Rome has taken some serious hits in recent patches and is now just very good. They're the Rome we all know and love, basically, as you'd expect since the game is named for them and all.


Carthage

This Africa-based Phoenician merchant empire and ancient rival of Rome has extremely good sword infantry and slingers from Iberia, cheap but effective Libyan core units, and elite native Carthaginians for heavy infantry and high end cavalry, rounded out with Numidian skirmishers. And elephants, although sadly not the very best kinds.


Macedon | Seleucids | Ptolemaic Egypt | Bactria

Alexander's legacy, sprawling from Greece to Afghanistan. These factions fight with a Hellenistic core of pikes and hoplites, along with, aside from Macedon, who are boring, whatever local troops are in their region. All of these factions are formidable and varied, and the three cool ones even have extremely powerful elephants and chariots.


Parthia | Pontus | Armenia

Coming back to the forefront as they pick apart the ailing Diadochi, the eastern empires are functionally totally different from each other so I'm not really sure how to summarize them. Their common ground is that the Persian infantry they all start with is totally terrible and they get over that in different ways- in Parthia's case, by being one of the strongest cavalry powers in the game. Pontus eschews them entirely and steals Greek poo poo. Armenia tries to upgrade them, and so usually dies.


Arverni | Boii | Nervii | Galatia

The barbarians residing to the west of the Rhine (and also in Anatolia, since the Galatians are weird), the Gauls have high quality cavalry, some of the best sword infantry in the game, and unlike in Rome 1, good quality armour. Get used to fighting the Galatians a lot, since they'll usually beat their neighbors handily.


Suebi | Marcomanni

The barbarians on the other side of the Rhine. Ferocious but poorly armoured, they make use of very good spears and a whole slew of random units like screeching women and Germanic guerrillas. At one point they barely had a roster of units at all, but they're decent and varied now since they've gotten a couple of content updates- especially if you shell out for the two unit packs, because both of them add very good Suebi-specific units.


Iceni

With the amphibiousness of armies now, the British Isles aren't nearly as cut off from the rest of the map as they had been in previous games, but these poorly armoured and ferocious factions (or faction, since at this point, and probably forever, there is only the Iceni) are still somewhat insulated. They have chariots, druids, blue warriors, all sorts of stuff. The Iceni are still one of the more varied barbarian factions to play as.






"Why buy this DLC? CA are such shills!!"

tru

"Which of the DLC is good? Should I get any before I start a game?"

Get the blood pack.

Other than that, there's nothing really essential. Get faction packs that look appealing, get unit packs if you like the look of what they have, get mini-campaigns if you're bored of the main one, or particularly like any of the featured settings. It's all pretty decent (aside from maybe Wrath of Sparta), but none of it really enhances your game unless you're actually planning on using it.


Mini-Campaigns


Comes with three Gallic factions: Nervii, Boii, and Galatians - campaign map

It's set during Caesar's invasion of Gaul, pretty obviously. Play as Rome, the Gauls, or the Germans and vie over a much more focused campaign map set mostly in a vastly expanded Gaul, and over the course of a couple of decades rather than centuries. Historically Creative Assembly has been much more able to pull off tighter focused campaigns than the big sprawling ones, and this is no exception- it's pretty universally considered better than the Grand Campaign for what it is; the downside is that it's not nearly so suited for empire-building, and also that there's much less variety in the factions you fight- it's nearly entirely barbarians.

When CiG first came out, it also introduced seasons and weather effects which was a pretty major incentive, but those have since been patched into the main campaign. Of the two Rome-centric mini-campaigns, personally I think this is weaker, but a lot of people say they like it the most so :shrug:



Comes with the Iberian Lusitani and Arevaci, as well as Greek Syracuse - campaign map

In this one you play as Rome, Carthage, Syracuse or an Iberian faction at the outset of the Second Punic War, where Hannibal marched up and down Italy and nearly snuffed the Romans out before they got going. It's similar to CiG, but with a map set around the Western Mediterranean, and with a particular emphasis on Iberia.

The three Gallic factions included in CiG play relatively similarly to the already existing Arverni, whereas the Iberian factions in HatG are unique to it, so if you're just gonna get one I'd say go for this one. You get a Greek faction (that's functionally identical to Athens) without having to get their DLC too.



Comes with gently caress all - campaign map

Focusing on Greece rather than Rome, during the pivotal Peloponnesian War more than a hundred years before the main campaign's start. This is a time before Rome's legionaries or even Macedon's pikes; with the exception of the Persians at the end, the combat almost entirely revolves around hoplite warfare, as you'd expect from a map that contains little more than mainland Greece. This may sound boring, but CA actually managed to pull off what is there fairly reasonably, and the battles still involve some tactical flexibility, especially with the new marine and light cavalry units, which are functionally fairly distinct from anything that was already in the game. Unfortunately, what is there isn't a whole lot of stuff. Unlike CiG and HatG, WoS doesn't come packaged with any new factions for multiplayer or the main-campaign. And in fact, the included Greek factions have lighter rosters than their main-campaign counterparts, each only having maybe a dozen units to choose from.

The campaign map is well designed, the new assets are good, and it's a popular and surprisingly interesting period, but there's so little on offer that this campaign is probably not worth picking up unless you're particularly interested in the Peloponnesian War or it's on sale. Mods will certainly rectify the roster issue, but that they have to is extremely disappointing.

Faction Packs


Athens | Sparta | Epirus | Syracuse | Massilia

Rump states squabbling with each other in the shadow of their Hellenistic neighbors, the Greeks were well past their prime in Rome 2's period, but, especially now that there are five of them, they offer a fair bit of variety since they play fairly differently from everyone else. But not from each other. I hope you like hoplites, that's what you're getting.

While Syracuse is available in HatG, Massilia got patched in for free, and arguably the more interesting Greeks are in the Black Sea Colonies, this pack does boast Epirus, a particularly varied faction with a mixed roster and easily the most difficult starting position in the game, along with Sparta, who gets entirely unique units. If those factions in particular appeal, the pack is not bad, but if you just want The Greek Experience there are probably better ways of getting it.


Royal Scythia | Roxolani | Massagetae

The horse tribes of the steppe, these factions are totally devoted to cavalry. They fall short in variety, each faction only having a handful of units to choose from, but offer a totally different experience from the other barbarians. Whether it's a good one is up for question though; horse archers are fairly weak right now, and their lack of infantry (in MP, it's a total lack of infantry) curbs their utility a lot.


Lusitani | Arevaci

Iberians; lightly armoured but powerful, with a focus on swords, javelins, and some high quality cavalry. Also far better skirmishers than are available to most barbarians. These guys are only available in Hannibal at the Gates.


Getae | Odrysian Kingdom | Ardiaei | Tylis

The Getae, or Dacians, are free, but in this pack you get Illyrians and Glorious Srbja :tito:, who launched with criminally sparse rosters, but at this point have some options, albeit not as many as many other factions. They tend to be more focused on the attack than staying power, and with falxes have some of the better shock infantry in the game.


Cimmeria | Colchis | Pergamon

Greeks settled around the Black Sea centuries ago, and these colonies are the result. They have all the same usual Greek stuff the other Greeks get, but also have native Galatian, Scythian, or Persian units to choose from too, which makes them about a hundred times more interesting.


Unit Packs



Various animals and beast-themed units, including snake and bee launching catapaults and war dogs. No flaming pigs, sadly. Also includes the best looking unit in any game ever:





Adds all-lady units to a number of factions, almost all just for flavour roles rather than anything useful, but they're pretty well done.



Other stuff
who actually buys those ebooks



https://www.youtube.com/watch?v=oimIMZHNRVI

Koramei fucked around with this message at 21:31 on Feb 3, 2015

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.



Frequent Questions

"My armies can't attack!"

You probably have them in a special stance. Only armies in the default stance can attack.

"My army lost half its men for no reason! What happened?"

Your forces will take attrition if they end a turn on inhospitable land, such as heavy snow or desert; your cursor will turn into a skull if you hover over these areas. Staying close to the roads is the best way to ensure that this won't happen. Additionally, running out of food will cut off replenishment and starve your soldiers quickly, so always keep an eye on your empire's food surplus and make sure it doesn't get too low.

"How do I swap generals between armies?"

There's no one button solution for this, unfortunately. You first have to relieve the general you want to swap, and then wait a turn. He'll appear in your bin of recruitable generals as a statesman, and from there you can move him to your intended army. Whenever one of your generals recovers from wounds, they will also appear in the generals bin as a statesman; so if an agent hurt one and you want him back in his original army army, he'll be there.

"How do I merge depleted units?"

Highlight the units you want to merge and press ctrl+m.

"I keep running out of food! What should I do?"

As an immediate solution to stop your armies from starving, exempt provinces from tax where you can. Provinces that are untaxed are self sufficient in that they won't take any food to run. Also, many mid to high tier buildings can take a lot of food to keep running, so see if you can demolish any that you don't need.

In general, make sure to build a lot of agricultural buildings in your peripheral settlements, and avoid upgrading buildings where you can, because they tend to give significant food penalties at their higher levels. A built up city will need a lot of low level land to feed it.

"I attacked a city and it turns out they had three times as many defenders as I thought?! How do I see the actual garrison?"

For some reason, we no longer see a banner for the garrisoning armies on the map; that's just the actual army, now. If you have a spy or army close enough, though, you can see the garrisoning forces by hovering over the little castle icon under that settlement in the province details bar. (note to self: put screenshot here)

"What do agents do?"

Thanks to Mazz, here's a writeup:

quote:

Since I just read into it all and so many people find this game really cryptic, I'll make a little guide for the different agents, which is probably one of the least explained systems behind the political bullshit. Basically just what they seem to do best and how to spend their skill points to exploit this. Honestly, a lot of their skills are undervalued, and often work together well, so it's best for you to browse the encyclopedia on each of them to get a better idea. You may end up using an agent differently because you didn't realize what it can actually do as the game is terrible at explaining these things.

First of all, the bonuses by character type are Spy < Champion < Dignitary < Spy. They gain a flat bonus in actions against those agents (at least in theory). The different assassination/manipulations do have strengths/weaknesses tied to skills, but really each agent's list of 3 does vary some and it's just easier to go off the listed percentages, even if they aren't explicitly accurate.

Champion

Skill tree

Far and away the most useful thing to do with a champion is attach them to an army. This is based off 2 main skills (one starting, one in the tree) and built with zeal. They will give your units a set level of XP every turn based on those 2 things. Occasionally I pull them out of my army for killing spies, but otherwise they belong inside your armies. They have a couple other uses, like rallying slaves to lower public order in a settlement, but really all of these offensive side skills can be better done with a spy, especially since every turn out of army is wasting free XP for your units.

When hiring a champion, look for the +20 or +30 military training skills or general army bonuses, as those will see the most value over time. They also have a skill at the third tier in Zeal (see above link to tree), that progress +30/60/90 training. With higher zeal and the earned trait that increases training skill, they can give your troops 250+ experience a turn. That will take them from rookie to silver chevrons in like 10 turns, without any combat bonuses.

Dignitary

Skill tree

Again, far and away their best general use is tied to one thing: tax collection. You merely park your Dig in a province (preferably your wealthiest), and click the little button on the UI at the bottom left (Civil Administration). They have a skill in the authority tree that can raise taxes by 5/10/15% in a province along with general boosts to cultural conversion and growth. The authority tree is probably the most useful in general, but really it's a bit more varied then the champion because income isn't generally a necessity in the mid/late game. When hiring them, look for traits that boost tax rates mainly, with any other province buff also nice. Also remember they add a ton of culture to a province, which can be helpful when you first capture them to get their order in line. A lot of their skills also boost the actions of other agents, so playing with that combo can be equally useful in the right situations.

Spy

Skill tree

They really do a lot of things well, but my main use for them is being dicks. These fuckers get OP as hell when they get their poison and incite revolt skills up. Disruption in the authority tree and poisoning in the cunning tree give gigantic buffs to their respective skills. A Disruption levelled spy can incite -60 public order on a province, throwing a revolt in 2-3 turns with decent percentages. That same skill also lets a spy unveil 2-3 enemy armies/garrisons in full with intercept orders, basically letting you see everything in detail that an AI can throw at you regardless of map LoS. The poison skills are even crazier, a levelled poisoner can do 1/3 to 1/2 damage to all units in an army/garrison per turn. They also have the best sight lines on the map for general exploring. Focus most on cunning and authority, poisoning with cunning, revolts with authority.



phalanx.jpg





How do I install mods?

Put .pack files in SteamApps\common\Total War Rome II\data. Then in the game launcher, click on the mod manager button and tick whatever you want on.

If it's in the steam workshop, just click on the subscribe button (and then tick it on in the mod manager)!

What mods should I pick for my first game?

None, just go in vanilla. The game isn't perfect, and you'll no doubt want to install some mods to fix poo poo that annoys you, but there isn't really anything objectively broken anymore. Play a game, figure out what was annoying, find a mod to fix it. There are plenty to choose from.

I'm bored of vanilla, what are some good mods?

Browse steam workshop, TWcenter's modding forums or ask in the thread!

Tools and Links

  • Steam Workshop for Rome II

    Valve's own mod service. It works pretty well.

  • ESF Editor

    Lets you read and edit ESF files, which allows you to mess about with all sorts of the campaign's settings.

  • Pack File Manager

    Lets you create, trawl through and edit .pack files. Most of the stuff relating to unit stats and stuff is in the db group of data_rome2.pack.

Quick Fixes

  • Multiple turns per year - works with the seasons update!

    You'll need the ESF editor. Directions are also on that page. Here's what it looks like:



    This won't make researching any slower, and also integrates seamlessly with your characters aging; if you set it to four turns per year, they will live four times as long. The main drawback is saves, since those are grouped by year. It also means the campaign basically never ends, but then Shogun 2 and Napoleon were really the only games in the franchise where the time limit mattered.

Koramei fucked around with this message at 22:48 on Nov 22, 2014

Gort
Aug 18, 2003

Good day what ho cup of tea
My patch just started downloading.

Lilli
Feb 21, 2011

Goodbye, my child.
I am glad I did not buy this game on release, but I might pick it up now. Especially with the $40 price tag.

xzzy
Mar 5, 2009

Lilli posted:

I am glad I did not buy this game on release, but I might pick it up now. Especially with the $40 price tag.

But think of all the hilarious stories you won't be able to tell your grandkids of defending Rome against legions of barbarians with melting faces!

You missed out on that opportunity, bub.

Ugly In The Morning
Jul 1, 2010
Pillbug
Are the load times better in this than in Shogun 2? I mostly autoresolved battles in that because doing it in RTS mode was a 2-3 minute load to get into the battle, and another 2-3 minute load to get back to the main map when it was done.

xzzy
Mar 5, 2009

Ugly In The Morning posted:

Are the load times better in this than in Shogun 2? I mostly autoresolved battles in that because doing it in RTS mode was a 2-3 minute load to get into the battle, and another 2-3 minute load to get back to the main map when it was done.

Around 5-10 seconds on a SSD+i5 processor.

NihilVerumNisiMors
Aug 16, 2012
Free Seleucids and Steam Workshop integration. :toot:

http://forums.totalwar.com/showthre...68ae6b2da6ed768

Patch Notes:
http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_5

Some highlights:
  • The video memory footprint of battles has been reduced by up to 250MB.
  • Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
  • Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships correctly.
  • Added new missile block chance for shields, and some new shield types added to enable better balancing.
  • There is now a chance for Campaign characters to spawn with a wife in their household. (Not exactly the best way to fix this but eh...)
  • Character Rank Up events now display the Character Type and new rank.
  • Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card Man Count" check box).
  • Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.

NihilVerumNisiMors fucked around with this message at 16:05 on Oct 18, 2013

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.

xzzy posted:

Around 5-10 seconds on a SSD+i5 processor.

Yeah, load times are universally better.

toasterwarrior
Nov 11, 2011

quote:

Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy.

Motherfucking stealth dogs. Rest in peace, little buddies :smith:

Penakoto
Aug 21, 2013

I would've called the thread "Et Tu, Total War: Rome 2?" referencing the obvious, and the fact the game had a really lovely start comparable to Empire. (Augustus Caesar, in this comparison, is the patches!)

I can't wait for the mod section to get filled out, I've been having a hard time picking a combat mod, there's a lot of them an they're all seem pretty similar, but they all have at least a few unique features making them interesting.

Murg
Oct 22, 2008
Welp, Seleucids are in but they forgot to add them to the Encyclopedia so I can't actually see what units or buildings they get, or anything like that.

Zabet
Jul 30, 2013
Is the patch a 650MB download for anyone else, or did I gently caress something up and it is reacquiring a main file? Seems like a lot for just the Selucids and some fixes, especially since all their data was always in the game.

Pooned
Dec 28, 2005

Eye contact counters everything
How do mods work after patches like this? I don't see any changed done to the AI and the hunger problems :(

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL

Penakoto posted:

I would've called the thread "Et Tu, Total War: Rome 2?" referencing the obvious, and the fact the game had a really lovely start comparable to Empire. (Augustus Caesar, in this comparison, is the patches!)

I can't wait for the mod section to get filled out, I've been having a hard time picking a combat mod, there's a lot of them an they're all seem pretty similar, but they all have at least a few unique features making them interesting.

Total War: Rome Et Two?


Patch 5 seems a little underwhelming after a first glance, i'm sure there's stuff i'm not noticing yet, but a lot seems like polishing fixes rather than some of the balancing/AI issues most players were reporting.

toasterwarrior
Nov 11, 2011

Pyronic posted:

Total War: Rome Et Two?


Patch 5 seems a little underwhelming after a first glance, i'm sure there's stuff i'm not noticing yet, but a lot seems like polishing fixes rather than some of the balancing/AI issues most players were reporting.

Well, there's the diplomacy tweaks for payments and alliances. I also imagine a missile block chance for shields is going to change how the ranged game goes now since people have been complaining about slingers, especially if it's open to modding.

NihilVerumNisiMors
Aug 16, 2012

Murg posted:

Welp, Seleucids are in but they forgot to add them to the Encyclopedia so I can't actually see what units or buildings they get, or anything like that.

Start a custom battle preparation, right click on the units. The entries are there.

Pyronic
Oct 1, 2008

ROYAL RAINWHARRGARBL

toasterwarrior posted:

Well, there's the diplomacy tweaks for payments and alliances. I also imagine a missile block chance for shields is going to change how the ranged game goes now since people have been complaining about slingers, especially if it's open to modding.

Shield types, and some of the client states declaring war or getting stuck in wars stuff helps, but idk I guess i'll have to just play it to get a feel.

Zabet
Jul 30, 2013

Murg posted:

Welp, Seleucids are in but they forgot to add them to the Encyclopedia so I can't actually see what units or buildings they get, or anything like that.

Yeah. They had them, and the upcoming steppe factions in the encyclopedia in the last patch too. The Selucid buildings tree seems to be identical to egypt/macedon, with their faction specific tier 5 temple being at the end of the Daphne branch (just looking in the tables, maybe the name isn't right)

PerilPastry
Oct 10, 2012
Koramei, I have a possible addition to the OP if you think this qualifies.

If you want to remove the camera restrictions and be able to issue orders from afar without having to bother with the tactical map, there's a simple fix.

You just need to change a single number in your Preferences.Script file to change the default camera settings.

Step by step guide here:

http://steamcommunity.com/sharedfiles/filedetails/?id=175484631

It really does give you a lot more freedom and I've noticed a certain performance increase too, but that may just be on my end.

Sinjang
May 29, 2013
What exactly is Roman style about the Seleucid swordsmen, apart from the unit description? They look and play like generic heavy infantry and get thumped by praetorians.

Minarchist
Mar 5, 2009

by WE B Bourgeois
This...this can't be happening! :stare::hf::hist101:



Sinjang posted:

What exactly is Roman style about the Seleucid swordsmen, apart from the unit description? They look and play like generic heavy infantry and get thumped by praetorians.

Key word here is "style." Antiochus saw how good the Roman tactics were and tried to emulate them, but the training/discipline wasn't quite there and the Romans were already an unstoppable juggernaut by that point in time. Plus, Praetorians are the elite of the elite, and Roman heavy infantry is the best. I'm surprised they didn't give the silver shield swordsmen a couple javelins to throw before a charge like Legionaries do.

Minarchist fucked around with this message at 17:06 on Oct 18, 2013

Sinjang
May 29, 2013

Minarchist posted:

This...this can't be happening! :stare::hf::hist101:




Key word here is "style." Antiochus saw how good the Roman tactics were and tried to emulate them, but the training/discipline wasn't quite there and the Romans were already an unstoppable juggernaut by that point in time. Plus, Praetorians are the elite of the elite, and Roman heavy infantry is the best. I'm surprised they didn't give the silver shield swordsmen a couple javelins to throw before a charge like Legionaries do.

They do throw javelins before the charge but without Roman formations or rectangular shields the comparison is a bit of a stretch.

Minarchist
Mar 5, 2009

by WE B Bourgeois

Sinjang posted:

They do throw javelins before the charge but without Roman formations or rectangular shields the comparison is a bit of a stretch.

http://en.wikipedia.org/wiki/Seleucid_army

Romanized Infantry posted:

In 166 BC, at the Daphne Parade under Antiochus IV, the Argyraspides corps is only seen to be 5,000 strong. However 5,000 troops armed in the Roman fashion are present and they are described as being in the prime of their life, perhaps denoting their elite nature.[11] It is possible that the missing 5,000 men of the Argyraspides were the 5,000 'Romanized' infantry marching alongside them. The training of a segment of the royal guard in "Roman' methods was probably down to several factors. Firstly Antiochus IV had 'spent part of his early life in Rome and had acquired rather an excessive admiration for Rome's power and methods".[12] Secondly the future wars that the Seleucids might be fighting would probably be in the eastern satrapies against mobile enemies and other large areas of land. Training troops in this way would add to the overall efficiency and capability of the army and make it more manoeuvrable. Indeed the 'Romanized' troops are seen facing the Maccabees at the Battle of Beth Zechariah in 162 BC.[13] Thirdly the defeat of the Antigonids at the Battle of Pydna in 168 BC was a great culture shock, showing the complete destruction of the Macedonian military system at the hands of the Roman legion.

It has been suggested that the fact that these 5,000 men are marching at the head of the army was meant to show Antiochus IV's intention of reforming the entire Seleucid army along Roman lines, though whether or not this complete reform actually took place is unknown.[14] The true extent of the adoption of Roman techniques is unknown, some have suggested that the infantry are in fact more likely to be Thureophoroi or Thorakitai, troops armed with an oval shield of the Celtic type, a thrusting spear and javelins.[15]

toasterwarrior
Nov 11, 2011

Sinjang posted:

They do throw javelins before the charge but without Roman formations or rectangular shields the comparison is a bit of a stretch.

Well, no surprise they got stomped eventually by the big red boot.

Sinjang
May 29, 2013
I checked and they do have the same shields as Thureos spears, so maybe that is historically accurate. But I don't see how the Roman style fighting is actually modeled by the game. Thureos Swordsmen seems like a more accurate description.

From Rome I: Probably bullshit but a lot more fun.

Sinjang fucked around with this message at 17:34 on Oct 18, 2013

Slim Jim Pickens
Jan 16, 2012

Sinjang posted:

I checked and they do have the same shields as Thureos spears, so maybe that is historically accurate. But I don't see how the Roman style fighting is actually modeled by the game.

The Romans used their swords for stabbing, while the Greek sword is more of a chopping thing. Also, Roman formations were a little loose and they wouldn't overlap their shields like hoplites would. Also, the Greek ran with Linothorax as long as they could, while the Romans never touched the stuff.

Seleucid Thorax swordsmen have a straight sword, while the Silver Shields have have a kopis, strangely enough. Honestly, it seems that Thorax Swords are already as Romanized as you can get, but CA decided to roll back some of that with the Silver Shields

Delacroix
Dec 7, 2010

:munch:

Minarchist posted:

This...this can't be happening! :stare::hf::hist101:




It seems a little odd that a satrapy doesn't include a trade agreement.

toasterwarrior
Nov 11, 2011

Delacroix posted:

It seems a little odd that a satrapy doesn't include a trade agreement.

I remember it being a thing in TW games where sometimes trade agreements gave you less money than not trading since the other faction would have a blockade or whatever on its poo poo. Strangely enough, the AI seemed to realize this and would offer you agreements when blockaded but refuse to do so when they were free.

What I'm saying here is the AI is a total dick, and the only change I'd want for vassals/trade would be that they'll never ask you money to make one.

xzzy
Mar 5, 2009

toasterwarrior posted:

What I'm saying here is the AI is a total dick,

Last night I had the AI cancel military access one turn, and then on the very next turn ask for military access plus 30,000 in cash.

In reality was probably just dumb code being dumb code, but but it came off like the AI being a greedy dickhead.

Rabhadh
Aug 26, 2007

Slim Jim Pickens posted:

The Romans used their swords for stabbing, while the Greek sword is more of a chopping thing. Also, Roman formations were a little loose and they wouldn't overlap their shields like hoplites would. Also, the Greek ran with Linothorax as long as they could, while the Romans never touched the stuff.

The real key thing with the gladius was how its hilt was formed to be comfortable in the hand. The Greek straight sword, the xiphos, has a quite similar blade shape and length but its hilt has this cross guard that smacks against the hand and fingers when you stab with it. The gladius hispaniensis has this hilt formed for maximum comfort when stabbing, instead of a cross guard they have this rounded stop that fits snugly between your thumb and forefinger, and a nice big round pommel. The blades really don't come into it much, its all about the hilt shape encouraging different types of use.

Ra Ra Rasputin
Apr 2, 2011
I'm not sure why HP for infantry can be so different, 35 seems to be the norm, but 45 for praetorians, 40 for foot companions and a very low 30 for the new silver shield pikemen that cost 1000 to recruit.

Oh and the new armored elephants? 930 HP.

Ra Ra Rasputin fucked around with this message at 18:06 on Oct 18, 2013

Ainsley McTree
Feb 19, 2004


Rabhadh posted:

formed for maximum comfort when stabbing

I would have loved to be the copywriter for that one.

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


Can anyone else test out to see if the seleucid Agema Cavalry start using invisible weapons when they start meleeing? I just wanna make sure its not some mod glitch that I have. Or maybe they're just supposed to be hardcore fistfighting horsemen.

Meme Poker Party
Sep 1, 2006

by Azathoth
Just a reminder that Fight Club is tonight at 7:00 PM pacific tonight. Lots of multiplayer action to be had, new players welcome!

I'll be posting again before we go live, the link to join the club is in the OP.

peer
Jan 17, 2004

this is not what I wanted
Anyone know why none of my mods work post-patch? By which I mean the game acts like they're not there at all. Using the mod manager, everything worked fine yesterday.

Ra Ra Rasputin
Apr 2, 2011
For those curious the Seleucid faction bonuses are -25% order penalties from foreign culture, 10% wealth from agriculture buildings and major diplomatic penalty with eastern factions.

Ra Ra Rasputin fucked around with this message at 19:22 on Oct 18, 2013

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Rabhadh
Aug 26, 2007

peer posted:

Anyone know why none of my mods work post-patch? By which I mean the game acts like they're not there at all. Using the mod manager, everything worked fine yesterday.

What I did was go into the old Rome 2 mod manager, disable them all there, launch the game and enable the mods in the new mod manager.

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