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Thread: Rome II Total Realism : Previews

  1. #21
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Semi-open beta enable for a shot time.

    Some earlier work done auxilia/AOR stuff has been disabled due to lack of time to update for latest CA's patch 11.

    Hopefully anyone manage to try it will post here on their experience, critique, comment, seggestion etc.

    Happy weekend !


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  2. #22

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Great to hear from you guys and good luck.


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  3. #23

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    hopefully I can test this a bit tonight, I'll post some initial feedback

  4. #24
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Open beta available for a limited time.


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  5. #25
    Col. Tartleton's Avatar Comes Limitis
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Sounds like a very logical system for depicting ancient combats.
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  6. #26

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Small update for Javelins.

    While Roman Legionaries were said to have 2 javelins available, they usually didn't used both in battle. therefore all Roman Melee infantry will only carry single javelin. Yet this reduction actually allows us to give you an option to select what javelin they should use - either heavy one, with high penetration and better accuracy, but with shorter range (25m), thrown directly against enemy, or lighter one, with a bit smaller penetration, but longer range (35m) and therefore also lower accuracy. Both javelins will be thrown in short salvo, therefore such unit will dispense them all before close combat, yet if placed in Quincunx formation, second line units covering gaps of front line would be able to throw the heavy javelin just from the first front ranks, and therefore support front units with some long term ranged fire, which thanks to its accuracy bonus also reduces the chance of friendly fire (yet, it still happens sometimes)

    This diversification gives player more tactical options, as sometimes its better to use light javelins especially when attacked by skirmishers, where longer range might come in handy, while facing direct charges of heavy infantry it will be better to use heavy javelin (it will be used by default) to cause as much damage as possible before they close in.

  7. #27
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    New open beta before we go fully live.

    Check out the battles as reviewed.


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  8. #28

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Any update on when you will go fully live? RTR was my favorite mod!

  9. #29
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Quote Originally Posted by Ozymandias Maximus View Post
    Any update on when you will go fully live? RTR was my favorite mod!
    It's live now on Steam workshop. Need to enable patch 12 beta to use it though.


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  10. #30

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    one thing - our public beta also contains a lot of campaign changes, some might be confusing if you dont know what to expect.. i will try to post some descriptions for the major ones shortly.

  11. #31
    LestaT's Avatar Artifex
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Since patch 12 have gone live we will release an update to the mod. Here's some brief detail of what we have done.

    Successor to Rome: Total Realism for RTW and dedicated to the mod that will make TW:R2 more realistic with unique features, stunning graphics, and in depth history to give the player an amazing experience.

    Features :

    Combat:
    - Fatigue effect overhaul
    - Morale redesign
    - Battlefield Climate effects improved, play now bigger role on battlefield
    - Adjusted gates for flaming attacks, survive much more now
    - Improved deployable, barricade size and durability increased
    - Complete Naval overhaul
    - Complete Combat overhaul
    - Overhaul of special abilities
    - Spotting and hiding enhanced
    - New slashing animations for all axes, maces and celtic longswords - no longer you will see soldiers to stab enemy with axe or mace.

    Campaign:
    - City garrisons changes - better unit quality, increased numbers etc..
    - Campaign difficulty levels adjusted, AI bonuses are same for all difficulty settings
    - Campaign attrition effects enhanced
    - Occupation options available to all factions (Occupy,liberate,Sack etc..)
    - Characters experience is gained a bit slower to cope with 2TPY
    - Unit experience overhaul
    - Ground effects improvements
    - Various units upgrade options enhanced
    - Campaign Army and Navy stances overhaul
    - Unit replenishment overhaul
    - City public order overhaul

    Misc:
    - Startpos changes (starting armies, region changes etc).
    - Authentic (native) unit names
    - Army/Legion name changed
    - New loading/frontend screens
    - Changes in .loc files here and there for better immersion
    - 2 turns per year campaign. We'll get into more turns per year once we started on Era focus campaigns.

    Note 1: every overhaul requires separate description, changes are way too big for single line.
    Note 2: above features are works in progress and will certainly see changes/updates/replacement,

    This mods also use some works by other modders.

    * Axe Animation Fragment Mod - credits to AggonyDuck.

    * Realistic Unit Names - credits to Splenyi.


    Beta 1.3090514 changes:

    Startpos - Egyptian starting army units changed to Greek units. Ptolemaics did not not native units until late period.
    Campaign - Garrison units for Carthage changed to include missile/skirmisher units.
    Misc - Native unit names added for various cultures. Germanic army names changed.
    Last edited by LestaT; May 13, 2014 at 12:00 AM.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  12. #32

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    forgot one thing - we have new slashing animations for all axes, maces and celtic longswords - no longer you will see soldiers to stab enemy with axe or mace...

  13. #33

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Great news, I will test it .

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  14. #34
    Garensterz's Avatar Senator
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Any previews? The mod sounds very promising though.



  15. #35
    LestaT's Avatar Artifex
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Quote Originally Posted by Garensterz View Post
    Any previews? The mod sounds very promising though.
    What do you mean previews ? This is a preview for weapons and armour and another one is our Campaign Mechanic preview.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  16. #36

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    I'd love to see a full combat tactics preview, covering the fatigue system and so on.

  17. #37
    LestaT's Avatar Artifex
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Quote Originally Posted by Causeless View Post
    I'd love to see a full combat tactics preview, covering the fatigue system and so on.
    You can also play it here and review it yourself.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  18. #38
    Garensterz's Avatar Senator
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Quote Originally Posted by ^OvO^ View Post
    What do you mean previews ? This is a preview for weapons and armour and another one is our Campaign Mechanic preview.
    pretty much this
    I'd love to see a full combat tactics preview, covering the fatigue system and so on.
    Is it ok if we can have just a sneak peek on how the combat mechanics work on R2TR? A video or image maybe? Thanks



  19. #39
    LestaT's Avatar Artifex
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    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Quote Originally Posted by Garensterz View Post
    Is it ok if we can have just a sneak peek on how the combat mechanics work on R2TR? A video or image maybe? Thanks
    We have plans to do that but currently we do not have in-house professional video grapher. We also wanted to check whether it's true as people says inforums that gameplay is more important than graphics. We'll get you some, probably in time when this mod is out from WIP section and into the Released section, possibly having our own mod hosted section.

    We'll try to actually preview much, especially those which are not made it into the build itself. Don't want to be accused of any false advertising.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  20. #40

    Default Re: Rome II Total Realism : (Weapons & Armor) Preview

    Really glad that this is up and rolling! It just oozes quality! I hope ju go for gameplay over eyecandy... Great job and thank you!

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