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Thread: Not the AI is THE problem in Rome II

  1. #1

    Default Not the AI is THE problem in Rome II

    Some reviews criticizing the AI very harshly dampen my hopes seriously. But after the very well made tutorial, where it was possible to see that the AI is still not good (like in every Total War game, maybe except Medieval 1), but by far not such a catastrophe as it was described in couple of reviews. So confidently I went to the main campaign. Now some hours of playing later, I have to admit Rome 2 is a huge disappointment.

    I never get this feeling like playing vanilla Rome or some major (RS2, EB, De Bello Mundi) or “specialized” (Diadochi, Fall of the Republic) mods. Rome II feels unfinished, confusing and counterintuitive, castrated and yet overcomplicated, and yes, boring most of the time. The reason for this is not the AI. Rome 1 managed to create a much more enjoyable gameplay with even a worse AI.


    Not finished

    Sadly in current status the game is on the late beta level. For sure it is better than by some other games published in early beta or even nearly in alpha but still it is not polished, not even finished. There is a massive amount of things that are simply not done or not done properly. Just some examples:


    • The troops that managed to flee the battle reappears on the strategy map. So far as in every TW game. But the problem is on the battlefield as soon as the unit begins to flee, the flag above it disappears and your unit suddenly stops to fight the fleeing enemys. Even worse it also disappears from the battle map. So you have to scroll over the whole battlefield to find some little people running to command the attack. If it is a bad weather, foggy or there are lots of forests good luck to find these little men.
    • The icon after the technologies and the one directly near to end turn are exactly showing the same thing: the diplomacy map. Maybe CA was so excited by such feature that they created two icons for it.
    • After the battle there is no info which unit gained or loosed experience. This information was very important in all my TW games.
    • If you merge your troops and in one of the armies there are a lot of units you see only a small piece of the left side of the unit card. So if you want to replace damaged troops or units with small experience the only way is to memorize theme before the merge. (OK it’s nr. 2 of range units, nr. 3,4 and 7 of infantery and first and fourth cavallery. Oh no it was nr. 1 and 3 of cavallery. OK now I have to begin it from new).
    • There is a nice list of your armies and your provinces but no one of your agents. If you forget where your agent is the only way to find it is via the arrows on the left side on the UI. If you have a lot of units and agents you will lost some greetings to CA after finally find the agent.


    These are only some examples. Sadly there are tons of other minor or major undone or badly done things in this game. It is clearly that some months in development would improve the game hugely. Some of you would say that the situation is worse with some mods. It is true but it is not a professional game company which spend millions in the development create the mods but just a couple of “normal” people who spend their free time in it and for what you don’t have to pay anything. For such an established company like CA you can expect a finished, polished product. Especially after the experience that they had with Empire.


    Music

    The soundtrack in Rome 1 was one of the things that supported the atmosphere massively. Without it would be a different game. It included some slow, relaxing but also fast, aggressive tracks. In Rome II there is barely any music and if you hear something it is just some tu-tu-tu in quasi ancient style that don’t create any immersion. In De Bello Mundi you get shivers by listening to the Gladiator main theme on the campaign map or a great feeling of an epic battle by listening to Conan theme. In Rome 2 you only get sleepy and bored instead.


    Click orgy

    Why to make things easier when it is possible to make them complicated? In other TW games you send the agent to the province and let him do his job. Intuitive and easy. In Rome 2 you have to click every time when she arrived in the new province. If you forget to click on the icon, well your problem. The agent won’t do anything.

    You want to make a new trade agreement? Then go to one of the both icons (click!), go to the faction symbol (click!), go to the agreement button (click!), go to the trade agreement (click!), go to send (click!), your counterpart sign it or refuses go to the accept button (click!), go to the button to stop the negotiations (click!). Congratulations you signed your first trade agreement! Just kidding, in most cases you don’t. So please go on to another faction and make click, click, click. And don’t worry now there are so many factions you can spend half an hour to sign couple of agreements and make hudreds of click, click, click besides.

    Another example are the skills of your general or agent. Instead of getting a message “Your general reached new level. Which skill would you like to have?”. You choose the the skill directly in this message and press on the accept button. Hhhmm, no that would be too easy. We can do it in the more complicated way. Press on the magnifier button (click!), go to army details (click!), go to generals detail (click!), go to add a new skill (click!), choose a new skill (click!).

    After some hours of click, click, click I was very excited by the glorious work CA did here. I’m confident a bit of more click, click, click would improve the gameplay even more.


    Road to win: “Cancel good feature and make the existing more complicated”

    It is impossible to explain why CA cut such important for the atmosphere and easy to implement features like family tree or wide building management. But it is even worse. Some of the features are now without any reason overcomplicated but not necessary better.
    For example. Three types of agents and all of them do more or less equal or same things. Only one or maybe two types would be absolutely enough. Why when you move the agent to the enemy general you get three types of choice but everything ends in the same result (killing the general) during the first phase of the game? Why not handle it like in other TW games? You get the possibility to kill him, and not three possibilities meaning absolutely the same.
    Now you have the possibilities to individualize the armies. Super. But the bonuses are a poor joke. Experienced units are more valuable than this tiny feature.
    You have the possibility to create new vassals. But without the possibility to integrate them later into your empire and the risk be backstabbed by them. Wherefore create such a feature then?
    The events could be something interesting. But the unknown results of your choice make it just silly. Why not handle it like Paradox where you see the results of your choice immediately?
    The different houses (gens) model could be interesting. But now it is just a complicated feature that doesn’t provide any improvement to the depth of the game.

    And so on, and so on.


    UI - Uber Interface

    I have to admit that I hated (and still hate) the unit icons and also don’t like the buildings icon. However the new UI approach looked good and I seriously thought it could be a good improvement for the gameplay. Unfortunately it’s not, it’s a catastrophe. And unlike most of the things mentioned above it won’t be completely fixed, since it is unlikely that CA will redone the UI completely.

    There are two problems with it.
    First. It is confusing and counterintuitive. Some things are on different places instead to be combined, or the structure doesn’t make any sense, or the icons are sometimes too large but in important to small, or is it just not logical at all.
    A good example for it is the mentioned above diplomacy. Why not to make it in the same way like in Civ?
    You see directly by clicking on the faction symbol all possible agreements and the probability for acceptance. If you want to go to another faction you just click on other faction symbol and not close the current negotiations. It would be make the whole thing more transparent, easier to handle, more logical and needless to say avoid most of the click, click, click.

    Second problem is the coexistence of such an UI with the Total War game. I’m one of the persons who think that the changes to Win8 was a good decision by Microsoft. So I thought the change to modern UI would also make Rome a smoother and better game. Unfortunately the game lost a lot of immersion due to this change. The design, all these non saying criptical pictures and the information that are not visible on the “right” place but somewhere besides are out of place. You never get the feeling to play a game about ancient times. To create an empire, to build it up, to manage it, care for your characters and command your armies. The whole time you just clicking some pictures. A very, very big fail. I have to appreciate now modern UI and a historical game are just things that don’t match. At least not in this way done in Rome II.


    Conclusion

    I’m a bit angry but also very, very sad what happened with Rome II because I had such an expectation for it and especially shortly before the release very optimistic about the result. For sure it will be better through patches and mods, though due to some fundamental reasons even with that won’t be a game that a lot of us expected. The whole story reminds me on HOI III from Paradox. Also there we had an experienced company with a brilliant predecessor. The game was launched with a better graphics. However it was also undone (though I have to admit more buggy than Rome II), overcomplicated in a bad way with a user unfriendly interface. Also in most of the previews these problems weren’t mentioned. The result was a huge sales but an angry community afterwards, relatively small amount of DLC sales and despite the full moddability a considerable drop in mods.

    As the conclusion for myself – the “fool me once” proverb. It is definitely my last CA game preordered. No matter how often they are saying how great the future games will be.

  2. #2

    Default Re: Not the AI is THE problem in Rome II

    i would rep you but currently TWC works almost like Rome2 does.. (but i believe GED will fix it sooner, than CA will fix R2..)

  3. #3

    Default Re: Not the AI is THE problem in Rome II

    Very good analysis!

  4. #4

    Default Re: Not the AI is THE problem in Rome II

    Generally well said, and I agree.

  5. #5

    Default Re: Not the AI is THE problem in Rome II

    The god awful UI makes this game extremely tedious to play. The game itself is not more complicated, its far simpler in lots of stuff, but their UI complicates even the simplest actions making everything just a few hundred clicks away.
    I dont get why the minimalist approach to the UI on the campaign map, we could easily get a full screen tech tree with everything on it in one place, we could right-click our armies and see all their info in full screen, character info as well.

    The icons themselves seem sterile, compared to other TW games this one is really lacking hard in the art department. To me it doesnt feel like Im building buildings but placing cards in slots and waiting a couple turns to make the build.
    This more I play the more Im annoyed at how counterintuitive their whole UI is and it makes long gaming sessions impossible for me. I hope they revamp it or the mods do, because this is terrible.

  6. #6

    Default Re: Not the AI is THE problem in Rome II

    Quote Originally Posted by JaM View Post
    i would rep you but currently TWC works almost like Rome2 does.. (but i believe GED will fix it sooner, than CA will fix R2..)
    At least we didn't pay about 40 dollars to TWC.

    Quote Originally Posted by Yarkis de Bodemloze View Post
    Very good analysis!
    Quote Originally Posted by Revan The Great View Post
    Generally well said, and I agree.
    Thanks a lot!

  7. #7

    Default Re: Not the AI is THE problem in Rome II

    Quote Originally Posted by cevap View Post
    The god awful UI makes this game extremely tedious to play. The game itself is not more complicated, its far simpler in lots of stuff, but their UI complicates even the simplest actions making everything just a few hundred clicks away.I dont get why the minimalist approach to the UI on the campaign map, we could easily get a full screen tech tree with everything on it in one place, we could right-click our armies and see all their info in full screen, character info as well.The icons themselves seem sterile, compared to other TW games this one is really lacking hard in the art department. To me it doesnt feel like Im building buildings but placing cards in slots and waiting a couple turns to make the build. This more I play the more Im annoyed at how counterintuitive their whole UI is and it makes long gaming sessions impossible for me. I hope they revamp it or the mods do, because this is terrible.
    Exactly my thought about the UI. Regarding overcomplicated features. What I wanted to say is that CA wanted to implement more complex mechanics, sorry for my bad english. In some parts they archived it but in many other it became more complicated but not more complex. A good example of bad UI, complicated mechanics and cryptical pictures is the building menu. In older gamesyou can see immedately the buildings which you can build (transparent) and which not (red) due to lack of money. It was logical and intuitive. By clicking on the wall building you really thought "OK now I'm building a wooden wall/temple/street in my newly conquered city". Now in Rome 2 you don't see it immediately. Instead you have to go with the cursor to every slot in every city to see which buildings are possible to build and which not. The too expensive buildings can be recognized on the red colour of small number which represent the price. So despite of the criptical pictures of most buildings what are by far less easier to recognise than the pictures of other TW games you have also take a note of the colour. So you go with the cursor to every slot in every city and check the emblems a bit more careful due to red number because you don't want to miss a building. If you want manage the economy effective you have to check all provinces with all cities and all slots. You have to memorize in which city you can build the building and only then finally build it. So although CA put all regions buildings menue into one of the province (what is a good decision by the way) you have to spend more time eventually than in Rome 1 due to lack of possibility to recognize immediately your building options. Needless to say that the immersion of building an important building is not comparable to Rome 1 because of such defective mechanics and cryptical pictures which don't represent the actual building.

  8. #8
    smoke's Avatar Positively positive
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    Default Re: Not the AI is THE problem in Rome II

    Basically you need to get used to UI. As soon as you recognise the icons, you know what you are building. Also, the need to remind what has been built where is just as big as it used to be.

    This whole review screams one thing out to me: you want things like they used to be. Fine, most people are like this. It explains the success of COD and conservative parties. I for one, like developers trying new things. Things might not always work perfectly immediately, at least it's a new feel.

    Still, your analysis is alot better founded than 99% of the other posts here, which i applaud.
    CAVE CANEM

    "CA forced me to buy RTW2. CA made my buy all DLC's. Even the free ones. CA made me push the button."

  9. #9

    Default Re: Not the AI is THE problem in Rome II

    double post
    Last edited by Legion_IX; September 04, 2013 at 03:58 PM.

  10. #10

    Default Re: Not the AI is THE problem in Rome II

    Quote Originally Posted by smoke View Post
    Basically you need to get used to UI. As soon as you recognise the icons, you know what you are building. Also, the need to remind what has been built where is just as big as it used to be.This whole review screams one thing out to me: you want things like they used to be. Fine, most people are like this. It explains the success of COD and conservative parties. I for one, like developers trying new things. Things might not always work perfectly immediately, at least it's a new feel. Still, your analysis is alot better founded than 99% of the other posts here, which i applaud.
    Nice to meet you Mr. Freud.

    It's a shame to disappoint you, but no I do not want to have things which I used to be. J I want to have things which are working. Unfortunately a lot of them do not work in Rome 2. For sure many can and will be fixed through patches. But first not everything can be solved, the reasons are described above and second it's a shame to make such a marketing and then sell such an unfinished products to the customers.

    Just a couple of examples where I like new things because they actually were good and also worked good.

    Civ IV (as a Civ I veteran). The mechanics changed even more than in Rome II compared to the direct predecessors.
    Rome I to Medieval 1. Also much more change than Rome 2 to Rome 1.
    Morrowind compared to Daggerfall.
    EUIV compared to EU III.

    and many more. Win8 is even stated in my original post.

    Many thanks to your compliment!



    P.S. By the way. EUIV is also not a polished product. But just compare the reactions of the users to it. In a thread about how is it comparing to EUIII every (I mean really every) user said that it is clearly a much better game than the predecessor. It would succesfully improved in nearly every way. However as stated above Paradox had also a comparable desaster with HOI III. CK II was a good game (unfortunately for me a bit to complicated) now EU IV is for the most players their best product. Let's hope CA can learn something from this desaster. On the other hand they had already similar experience with Empire
    Last edited by Legion_IX; September 04, 2013 at 03:55 PM.

  11. #11

    Default Re: Not the AI is THE problem in Rome II

    Good post, I feel the same in many ways (+more). I was hoping to invest serious time into this game and create a mod, however I realize now that even the shell of Rome 2 is not good enough to bother with.

  12. #12

    Default Re: Not the AI is THE problem in Rome II

    Agree with everything in the post. What was so wrong with the UI in Rome-Napoleon they had to change it so drastically..Shogun2 set a horrible precedent for TW games...

  13. #13

    Default Re: Not the AI is THE problem in Rome II

    Sound track really is lacklustre, anyone know if it is possible to swap it with the Rome 1 soundtrack? Rome 2's just doesn't have enough. Personally I like the UI only gripe I have is when you do a large battle with more then 20 units on one side the unit bar takes up half the screen, even if you disable control large army and hiding it makes things a bit hard. Also my major major gripe with the game atm is the mouse pointer I have to always pause to issue attack orders otherwise it just issues a move order instead > very annoying.

  14. #14

    Default Re: Not the AI is THE problem in Rome II

    @OP

    Good post. Another thing though is the difficulty scaling and diplomacy. As it is now playing on Very Hard is just like a root-canal, except the latter makes you feel better once you've done it. Right now I am at war with absolutely everyone, even the ones on the far side of the map. As soon as they meet me I'm at war. I made a couple of client states but they were quickly overrun. Ships coming in from those close, armies over the mountains. Nobody wants peace, nobody wants trade. I don't know, my idea of a very hard campaign ain't me against everyone at once. At least one should be able to build some alliances and trade relations. You can do it, but you need a ton of gold and then they'll betray you a few turns later.

    So, the option then is to play on medium where all is dandy except for the handicapped AI. So you get a peaceful game, where people love you and trade with you and if you're at war they never see it coming and you win too easily. A modular difficulty setting would be nice, were you could choose which ones of the handicaps you want in your game. Personally I can take most of them, but I would like diplomacy to be a factor I can use even at VH.

    Gah......that felt nice, just letting it all out.
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  15. #15

    Default Re: Not the AI is THE problem in Rome II

    This is the best Rome 2 review I've read so far.

    Quote Originally Posted by Legion_IX View Post
    You have the possibility to create new vassals. But without the possibility to integrate them later into your empire and the risk be backstabbed by them. Wherefore create such a feature then?
    This is just one example, among many others, of a nonfunctional game mechanic that never gets fixed. It´s been there since Medieval 2, and it will probably stay there forever.

    Quote Originally Posted by zowrath View Post
    @OP

    Another thing though is the difficulty scaling and diplomacy. As it is now playing on Very Hard is just like a root-canal, except the latter makes you feel better once you've done it. Right now I am at war with absolutely everyone, even the ones on the far side of the map. As soon as they meet me I'm at war. I made a couple of client states but they were quickly overrun. Ships coming in from those close, armies over the mountains. Nobody wants peace, nobody wants trade. I don't know, my idea of a very hard campaign ain't me against everyone at once. At least one should be able to build some alliances and trade relations. You can do it, but you need a ton of gold and then they'll betray you a few turns later.

    So, the option then is to play on medium where all is dandy except for the handicapped AI. So you get a peaceful game, where people love you and trade with you and if you're at war they never see it coming and you win too easily. A modular difficulty setting would be nice, were you could choose which ones of the handicaps you want in your game. Personally I can take most of them, but I would like diplomacy to be a factor I can use even at VH.

    Gah......that felt nice, just letting it all out.
    There goes another example that follows the same pattern. In fact, they both fit in the same equation: If you play on Medium (dumb handicapped AI), vassals will not back stab you and client states will not declare war on your allies. If however you play on Hard mode (challenging AI that will receive some nice extra bonuses along with an utterly broken diplomacy system), then vassals will betray you for sure and client states will certainly declare war against your best ally. Don't complain! You chose to play on hard mode after all, it's really your own fault.

    The accumulation of those annoying features is the main reason why TW games are never nearly as good as they could be. It also explains why it's so difficult for me playing Paradox games for a while (Crusader Kings, Victoria, Europa Universalis) and then experiencing once again CA's awful overall diplomacy. Sometimes I feel like not coming back at all.
    Last edited by AlexCouceiro; September 04, 2013 at 07:42 PM.
    AlexCouceiro is Caligula, son of Germanicus, Roman

  16. #16

    Default Re: Not the AI is THE problem in Rome II

    I agree with most of your sentiments, in particular the UI.

    Being a whiny web programmer who hates bad usability , one thing that really irks me is when you press end turn and then it says, you have to chose research. Well at least give me a button to go to that tab. Then in the research tab they have split the tree into 6 sections, why not just make it one section so we don't have to click around so much? The game is riddled with things like this where you have to take an extra click or two to get where you want to go.

  17. #17

    Default Re: Not the AI is THE problem in Rome II

    Quote Originally Posted by zowrath View Post
    @OP

    Good post. Another thing though is the difficulty scaling and diplomacy. As it is now playing on Very Hard is just like a root-canal, except the latter makes you feel better once you've done it. Right now I am at war with absolutely everyone, even the ones on the far side of the map. As soon as they meet me I'm at war. I made a couple of client states but they were quickly overrun. Ships coming in from those close, armies over the mountains. Nobody wants peace, nobody wants trade. I don't know, my idea of a very hard campaign ain't me against everyone at once. At least one should be able to build some alliances and trade relations. You can do it, but you need a ton of gold and then they'll betray you a few turns later.

    So, the option then is to play on medium where all is dandy except for the handicapped AI. So you get a peaceful game, where people love you and trade with you and if you're at war they never see it coming and you win too easily. A modular difficulty setting would be nice, were you could choose which ones of the handicaps you want in your game. Personally I can take most of them, but I would like diplomacy to be a factor I can use even at VH.

    Gah......that felt nice, just letting it all out.
    Thank you. This issue is a good example of features with different critique points.

    First you can see here clearly the late beta level of the game. By proper testing the testers would recognize immediately that diplomatic and trade victory are very hard if not nearly impossible to archieve due to the permanent aggression of everyone against your faction.

    Second it is also a good example of overcomplicated feature. Due to mechanics in Total War it is not possible to create a victory type that is very different to conquest. Like in Civ games where the gameplay mechanics allow to implement such features smoothly. So the result is that we have diplomatic and trade victories which are more or less the same like conquest only a bit different. Evenmore it is much simpler, better and even more enjoyable to complete the game via conquest. So finally we will have a huge majority of players who do the conquest. Almost no one plays, other types, no one needs, they are even not logical so eventually completely redundant feature.

    But CA reached the result what they wanted. "Hey guys! The Rome II is so strategical know and has such a deep gameplay that even other victory types are possible", but accidentally never explained before the release how they exactly work. Everybode, sadly included myself, thinks "Wow, cool! Rome II is going to be such a complex strategy game. We need to pre-order!"

  18. #18

    Default Re: Not the AI is THE problem in Rome II

    Quote Originally Posted by AlexCouceiro View Post
    This is the best Rome 2 review I've read so far.
    ...
    Sometimes I feel like not coming back at all.
    Thank you very much!
    Personally I stopped playing the game yesterday, and come back to my Byzantine campaign in EU IV. Already spend a lot of money for an unifinished product I don't have any need to spend my time in it. When CA fixed most issues i will for sure restart it but now my time is to costly for such a product.


    Quote Originally Posted by andymate View Post
    I agree with most of your sentiments, in particular the UI.

    Being a whiny web programmer who hates bad usability , one thing that really irks me is when you press end turn and then it says, you have to chose research. Well at least give me a button to go to that tab. Then in the research tab they have split the tree into 6 sections, why not just make it one section so we don't have to click around so much? The game is riddled with things like this where you have to take an extra click or two to get where you want to go.
    You know, I beginn to hate this word "click" after the whole annoyance with this game.

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