It looks like you're new here. If you want to get involved, click one of these buttons!
alQamar wrote: »
by the way all "sensible" question e.g. multiplayer and modding were not handled even they tried.
alQamar wrote: »
dont cut them ... they arent professionals - still wonder how they managed to get Jacks on this teamspeak server the codec was really bad.
Hi all, new update based on more common questions from around the forums.
Q. How historically accurate will Rome II be?
A. It is more useful to talk in terms of historical authenticity than historical accuracy, which never survives past the player getting involved anyway. There are a lot of things we do which aren’t accurate because it is a game, battles lasting minutes not hours or days for example. So any game can’t be historically accurate, but we are aiming for it to be more historically authentic than ever.
This refers to the look and feel of the various nations and peoples in the games, from the way they are dressed to the equipment they use on the battlefield to the mechanics on the campaign map. So the armour, tunic, helmets, shields and so on will be based on historical examples. The unit rosters will be based on the kind of units that were fielded and the societies of different cultures.
There will be units which were historically rare but we make more of because they are interesting and different. As in the past few Total War games they will not be appearing in every army but they will be there to add flavour.
rebel_Lead3r wrote: »
also in terms of the barbarians
i found it very hard to play as a faction in which it can not compete with Rome late game in campaign, (buildings, squalor, wealth generation, armor/units, trade) is it possible to give the humans that play as a barbarian a way to compete with Romans. like adopting culture, using a literature rate or unlock late game buildings. even it if it takes allot longer to aquire or get to the Roman level late game. it should be possible and it would make playing such factions alot more fun knowing that your ceiling is as high as every other faction.
xyphonic wrote: »
This is where there is a natural challenge. If all factions were to play the same as Rome (or other culturally, technologically, economically, and politically advanced factions) the game would be really boring because late game all the factions would converge to the same point. Just because a faction exists, doesn't mean it has to be as easy as every other faction. This isn't true historically and doesn't need to be true in the game.
A great example is a friend of mine who is in fact playing as the Gauls. He is months into a massive campaign that sees him pitted primarily against the Parthians and Seleucids (who are allied). The game has been very challenging and rewarding because of the lack of development Gauls can experience. So to create his massive empire he was forced to loot a lot of cities and halt expansion at points. If here were playing as Rome he could more or less expand where he wants, but as the Gauls he had to be very intelligent and hold the line at certain places because of his lack of resources. To further this argument, my friend is playing with the Europa Barbarum mod which seeks to be more historically accurate.
Ultimately, if the game were to evolve as you suggest then the end game would largely be the same for all factions. Instead, my friend is having an amazing game totally different from other factions. How awesome is that!
Apologies for the delay since the last update to this thread I have been away on holiday.
Looking at the response to my interview in the latest Rally Point episode I thought I would respond to some of the questions that people had after it.
Q. Are there really going to be around 700 units in Rome II?
A. Yes, with all the land units, mercenaries, auxiliaries, artillery and ships there will be around 700 units in Rome II.
Q. How much does the unit list and the look of units vary across the map?
A. Whilst there are areas where there will be similar units (siege engines with different looking crews for different cultures) we really want to emphasise the variety in the time period Rome II covers.
An example of this would be to compare the unit rosters we will have for the Germanics and the Gauls. They both have unique unit lists, and whilst there are some similar missile units and low level spearmen, they are big differences as well. Visually they will also look very different, armour and helmets being very rare for the Germanics and fairly common for the Gauls, different hair styles, different shield shapes and patterns etc.
Q. I bet most of those are DLC units aren’t they?
A. No that is the number that will be in the game when it launches.
Q. As the Greek cities are not going to be a single faction anymore but broken up into various different factions, will same be true of other factions from Rome II such as the Gauls or Britons.
A. There will be a lot of factions in the game and yes factions that were previously grouped together as one such as the Gauls will be split up into many tribes along with other cultural groups such as the Iberians, Britons etc.
Jack Lusted wrote: »
I've updated the thread on TWC with answers to questions that came up after the latest Rally Point epsiode.
Lucullus wrote: »
I got a question regarding unit/army control. In RTW and M2TW you could select the whole army or parts of it without grouping, then hold the alt key and they were moving properly to the point you right clicked on. They held their initial formation 100%. This was a very handy function.
In S2TW (I guess since ETW though) this is not possible anymore. When you right click selected units without grouping they won`t hold formation and run havoc. So the only possible way to achieve it is to group them in the beginning of the game (before start) and execute your formation move. There are a few problems with that though:
1) Not everyone likes to use the grouping/default grouping function (in fact I know quite a lot who dont)
2) When you have to ungroup and regroup after the battle starts the function of holding exact formation is not working anymore
3) When you ungroup, positions on the unit tab on the bottom are reversed (e.g general will be the last on the right side etc) which causes irritation in the heat of the battle.
4) Soft grouping with F keys is disabled since June patch
Result: Army and unit control has become a sheer mess.
Questions: Will it be possible and are you (hopefully) intending to implement a function into R2TW that non grouped selected units/armies will be able to hold formation properly? Will soft grouping return?
After a little break as my attention has been taken up with the release of the Assembly Kit and Steam Workshop integration for Shogun 2, today I am answering a question that has certain been a hot topic for discussion recently.
Q. Will ancient languages such as Latin be spoken by soldiers, generals and agents in Rome II?
A. This is a question with an interesting answer so this is a fairly long one, you have been warned.
All voice overs in Rome II will be in English (or other localised language such as French etc.) and this is for good reason.
First off is the difficulty of doing ancient languages. Whilst some such as Latin and classical Greek are well known, others such as Celtic and proto-Germanic are not. We would not only have to spend a large amount of time working with experts in those languages to translate what we want our voice actors to say, we would also have to train the voice actors in those ancient languages. Then there is also the fact that doing so many different ancient languages restricts the amount of voice overs we can get recorded for each one massively reducing the potential variety.
Secondly, and this is the big reason for us, is the fact we want to do more with voices. On the battlefield for example, have soldiers being far more reactive to what is going on around them. One example of what we are looking at doing, remember game is pre-alpha, is when a soldier is hit by a missile and dies soldiers nearby will react both visibly and audibly. We also want soldiers saying things that are useful to the player, talking about how they’ve been flanked.
Thirdly, as we are recording voices in one language we can record a lot more of them, not only allowing us to do voices for more situations but greater variety for them as well so they do not get repetitive.
Doing more with voices will allow us to add far more immersion into the game in both battles and campaign, and is a key part of us pushing the human face of Total War.