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Thread: [Rome II Agenda] Potential Expansions, DLC, FLC, Patches - The Path to Real Greatness (From a Fan's Viewpoint)

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    Hetairos's Avatar Roma Surrectum II
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    Default [Rome II Agenda] Potential Expansions, DLC, FLC, Patches - The Path to Real Greatness (From a Fan's Viewpoint)



    Stunning Landscape Screenshot by Causeless

    Will there ever be an expansion for Total War: Rome II? Well, most likely! This is a series describing some of the issues that would be nice to be focused on and put on the agenda of the developers. Some of them are more essential than others and I can't guarantee that sometimes some of my personal flavor will shine through the series. Still there will be many obvious things included and I'll try to stay as objective as possible. So, as a summary:

    What Rome II was supposed to be:



    What it was:



    What it is now:



    What I want Rome II to become:



    I think everyone enjoys Rome II's strenghts, but honestly there is still an ardious path to be undertaken until we reach greatness here. If this can bring some things to attention to our beloved Creative Assembly that would be great. Even if we see only one of those issues being worked upon for a possible DLC, expansion, FLC or patch it would be an essential improvement.

    Top 3 Game Breakers Top 3 Game Breakers

    Those are my top 3 game breakers where I spend a lot of time to extensively explain the issues I have with them.

    User Interface

    User Interface
    The user interface is the one top game breaker of Total War: Rome II. It is...

    • too modern: vs. immersing the user by catching the archaic theme of the era.
    • too unfunctional: it provides very little information and still covers a massive area of the screen.
    • too tooltip-heavy: since it is not capable to deliver information all the more it massively overuses tooltips.
    • too plain / rugged / unattractive: vs. an attractive, decent and elegant presentation this one merely qualifies for anything else than tablet gaming.
    • too unmoddable: all those recycling of user interface elements - one .png to be used for 10 different elements in game - makes a proper redesign impossible. furthermore the resizing and the resulting distortion effects are currently the biggest dread to any user interface modder out there. hint: stop this petty-minded recycling of 20kb files and remove those 3MB overlays from the load screens instead... seriously.)
    • too limiting (and last but not least it limits many areas of the game design to be modified; it limits provinces to have maximally 4 regions, settlements to have maximally 4 or 6 building slots, characters to acquire more than 10 traits, armies to acquire more than 10 legacies and pretty much every description in the game to consist of 1 or 2 short sentences only.)

    Many consider the user interface as a given already, however not many realize that the user interface is the one of all reasons why Total War: Rome II failed to deliver. The entire modern design is completely ill-defined looking at that archaic theme of the era. It was clearly designed by the inspiration of tablet gaming designs and isn't worthy for a computer strategy game. Therefore it does limit many essential areas of the game itself and on top of that does limit the modding of the user interface as well. The plain, rugged and unattractive design, combined with the unfunctional and tooltip-heavy design prohibit any kind of educational modding as well. The entire user interface was designed for quick consumption and plain delivery of the games content. Compared to Total War: Shogun II's almost perfected and passionate user interface that did pretty much everything right (just look at all the lovely details) this one is merely worth to be mentioned at all.
    Spoiler Alert, click show to read: 
    Here are some references:

    For example a concept with a more sophisticated Rome II user interface.






    Or the incredibly themed, immersive and informative Shogun II user interface:











    The fog of war!!!







    AI - The Clash of Battle Lines and the Routing Behavior

    AI - The Clash of Battle Lines and the Routing Behavior
    Battles in Total War: Rome II are pretty awesome and yet contain some of the biggest game breaking behaviors when speaking of the clash of battle lines and routing...

    • 5 Mintues of Dead Time Every Battle: The user experiences 5 minutes of unnecessary dead time every battle. since, the users goal is to expand, the majority of battles are fought as being the aggressor. unfortunately the defending AI does not move its armies. Example 1: Two full stacks meet on plain terrain. The user has to spend 5 minutes to walk over there while every single battle the defending AI does not move towards the users army to meet in the middle. This leads to loosing 5 minutes every time of just sitting there and waiting... and secondly to fight every single battle on the edges of the maps instead of the middle enabling more interesting and diverse maneuvring options. Example 2: Two AI units meet an users full stack on plain terrain. The AI does neither flee nor suicide charge, again 5 minutes to be spend to walk over there and to rout the two AI units in a few seconds. The general manages to flee with a handful of his companions. The user has to attack again. another 5 minutes initiated to finally finish a few units off so they do not recruit a bunch of mercenaries in the next turn. As a total 10 dead minutes are gone for a little bit of unspectacular chasing action.
    • The Moment of Truth Shuffle Dance: As soon as the user gets close enough to the waiting enemy army, passing the imaginative line of the "moment of truth", the entire enemy army starts to shuffle around like a crazy beehive, completely destroying its cohesive battle lines.
    • The Inability to Properly Counter Charge: In general, but also amplified by the shuffling of the battle line the AI is not able to properly charge or counter charge the unit that is charging its as well. Hence, the users unit just in front of the AI's unit starts to charge, while the AI's unit is trying to charge (or flank?) a unit next to him that is already engaged. of course all this happens with no chance to ever reach that unit in the left or right because impact with the charging unit right in front of it is imminent. Hence, as a result the users army is charging into the units in front of its units while the AI's army is charging crazily into the units next to its units fancily trying to exploit open flanks. At the end what it does is simply destroy its own cohesive battle line and making the AI seem kind of absent not reacting on the events of the initial clash, but live in its own fantasy world completely forgetting whats going on in front of it.
    • The Inability to Engage the Complete Battle Line: The AI prefers to push 2 units into each other rather than simply engaging the units in front of its units so the complete battle lines clash into each other. no, it does prefer to push and squeeze multiple of its units into one enemy unit only to see itself surrounded by the users units soon afterwards. at the end this leaves no epic battle line where historically it was the goal to break it and cause the entire battle line to collapse. Now it never really forms up, but leaves the entire battle field to consist of a handful of blobs of AI units surrounded by users units. Its very chaotic and not very beautiful to look at. Not to mention that the entire tactical element of holding the battle line is simply gone in many battles because of this.
    • The Squeezing into Each Other: When units run, charge, clash or rout they squeeze into each other like a accordion. The formation attack button does not help here, what it does is to simply rearrange the units again into a square formation once being squeezed into each other. This unfortunately amplifies that visual accordion effect even more. because of the squeezing of all units Total War: Rome II became a rinse and repeat cavalry attack in the back of multiple engaged units. The AI should be able to hold some of his troops as reserves like in the triplex acies to counter such flanking moves or rear attacks like it does in Rome: Total War. As a side note, we have seen blobbing in Rome: Total War as well, I also don't say that real battles back than where not chaotic as well, but in Rome: Total War the units blobbing did never squeeze into each other. The men within a unit always stayed together while others behind did not squeeze through, but just queue behind the unit in front of them. That is a huge difference!
    • Aggressivle Charging, Fleeing or Retreating is No Option: No matter if you outnumber the AI by 10:1 it will still take every single fight. It is pretty much as easy as it can get to catch and kill the opposing generals in every single battle, because of that. Furthermore if the AI does outnumber you 10:1 he will still not attack or press forward. Even if he does outnumber you 10:1 on sieges he will never press forward or leave the city itself. The current sally forth option on the campaign is just a poor try to hide this shortcoming of the AI. In Rome: Total War the AI will always sally forth from the city and attack any army if he feels strong enough and when loosing the battle for any reason retreat back into the city walls. That's a huge difference than the sally forth button on the campaign map. Nothing against this buttong, it is a nice feature, but it is meant to supplement the sallying forth directly in front of the city as well and not replace it at all.
    • Meeting Reinforcements or Splitting the Army is No Option: The AI will adjust its position according to reinforcements or split up units, but he does never split up his own army to meet reinforcements and alike. For example, in Rome: Total War he send small attachements to meet reinforcing units and alike.
    • Routing Behavior: Oh my... routing. One might think routing is the least important of battles, yet it was historically one of the most important parts, where most of the killing would take place. Although routing is still a big problem here. Units do rout into every single direction of the map, making a chase particularly chaotic. On top of that, routing from cities renders the routers to build ridiculous routing queues. Furthermore units that have been beaten in sieges, do try to rout out of the city, through the gates while getting slaughtered by trying to push through the users units, who have just entered the city from there. Routing units in sieges should rout into the city center preparing to fight their last stand instead of pushing through enemy units in the attempt to flee the city. On the battle fields themselves, once routers return they build even more blobbing due to not routing behind their battle line from where they came from, but routing into every single direction. This renders them, when they reorganize and return to not reinforce the main battle line but attack chaotically from every single direction setting up even more fragmented blobs out there.

    Compared to Rome: Total War we have a lot of AI game breakers in here, that need to be looked upon in possible expansions. In Rome: Total War the AI evaluates the strength and position of an army and actively reacts, like attacking relentlessly even if being the defender. This is interesting, feels dynamic and transfers most battles to be played out in the center of the battle map. Once you reach the moment of truth the AI holds his cohesiveness and the entire battle line attacks the one unit in front of them. It is too late now to shuffle around like it happens in Total War: Rome II. Therefore holding the battle line in Rome: Total War is crucial, if it collapse the entire battle might get lost. Maneuvring does only take place on the flanks. There is no squeezing of units into each others. The multiple lines formations like the triplex acies formation does make the AI hold some of his units back free to maneuver and meet flanking attempts. There is no rinse and repeat of cavalry attacks in the back of units, since there are always units there to counter that. The AI does also consider the overwhelming strength or the arrival of reinforcements. If the power ratio changes drastically, it does retreat and flee with all units that are not engaged yet. This saves the AI generals many times! Meeting reinforcements or flanking attempts do work like a charm. If a small reinforcement army arrives it sends a small part of his army to meet them, actively! Routing does work much better as well. All units will aim to rout from where they entered the battle field, which is comprehensive and immersive, rendering chases much less chaotic and focused on pushing routers back instead of bursting them into all directions. Therefore if a unit recovers, because of not being pursued, it will reform and return at the right spot and reinforce its battle line from the right side, prohibiting more blobbing to take place all over the place.

    Population System

    Population System
    Last but not least a real population system is badly needed for Total War: Rome II. Currently, city growth is a generic system of unlocking the already limited building slots. It is by no means realistic or immersive. A real population system (meaning that it is what it says, a population system) adds a lot of important dynamics to the game. AI and users will not be able anymore to recruit unlimited units from one single region over and over again. If the entire population pool has been recruited from there is nothing left to recruit from. This prohibits those endless wars of full stacks over and over and over and over and over and over again on boarders you simply want to defend and where you are not particularly interested to conquer the enemy territory just yet or at all. Sometimes it seems like the AI is cloning those armies throwing those full stacks at you continuously while holding only one or two region at all. Furthermore the user is able to recruit and than disband and retire units (if they are not needed anymore) in another province, shifting population and boosting desired regions or simply colonize them. Population is also important as an economic modifier, the more inhabitants one region has the better it is economically. To population one can add citizens, freed men, serfs and slaves. There is so much potential in a real population system. Example 1: You recruit a lot of elite units (citizens), they do die in battle and to recruit further elite units you must give new citizenship rights. Example 2: Because of prolongued wars your home territory lost many citzens and freedmen. The serfs and slaves feel their chance to revolt against their weakened surpressors and do it, because they have a low happiness rating to their masters anyways (or don't take the chance, because they have a high happyness bonus with their masters). All those serfs and slavery aspects would finally make sense and be comprehensive. Managing the happiness, growth or decrease of population was always an important effect of city management and if done badly it could be that entire cities depopulate, rebel or that once large cities, lose its importance and develop into minor villages, while others who were villages before develop into flourishing gems of your empire. This system is much more worth than the current generic food system, the current genereic happiness system and alike which are also hard to comprehend and is more a generic series of mechanics rather than realistic and immersive features.


    Game Features Game Features

    Those are collected game features we have been missing so far, we have never wanted to see or that needs to be expanded, fixed or improved.

    Missing Game Features

    Missing Game Features

    • Government & Population Systems

    Spoiler Alert, click show to read: 
    The sophistication:











    • Dynasty & Family Trees

    Spoiler Alert, click show to read: 





    • Political Systems

    Spoiler Alert, click show to read: 





    • The Senate
    • Roads
    • Watch Towers

    Spoiler Alert, click show to read: 
    Watch Towers for better line of sight on the campaign.



    • Unit Customization

    Spoiler Alert, click show to read: 


    • Diplomatic Option: Give & Demand Region
    • AI able to Sally Forth, Press Forward, Hold Reserves, Split Troops and Retreat
    • Regions with Settlements and Harbors Split to be Detached from each other (attaching harbors to settlements is a most ridiculous and limiting game design causing a lot of problems concerning city locations on the map, heavy naval recruitment limitations and historical accuracy)

    Spoiler Alert, click show to read: 
    Regions and Settlements with Harbors



    Regions and Settlements having their own buildings seperated, the city buildings and the regoin / provinces buildings (+ able to interact with those buildings a la raiding, sabotaging and more!)





    Disturbing Game Features

    Disturbing Game Features

    • Current User Interface
    • Torching Down Iron Gates
    • Auto-Generated Transport Ships
    • Unit Movement Limited to Generals Movement


    Unfinished Game Features

    Unfinished Game Features

    • More Sophisticated Naval Battles (Rowing Backwards, Ignition Damage = Fire Damage with Morale Penalty, Hull Damage = Raming Damage until Sinking, Oars Damage = Sailing Past Damage with Mobility Penalty)
    • More Sophisticated Siege Battles (building of siege equipment requires buildings points, units have a new statistic building points, the building of siege equipment consumes the units building points per turn, that way we assure the building of equipment to match an armies size. furthermore agents are able to sabotage and open up the gates. in return the besieged are able to sally forth, surprise attack in the nights (small skirmishes) or sabotage the besiegers like reducing their building points or poisening their food as well if a agent is present in a city)
    • More Sophisticated Fortifications (fortifications are dynamic and require building points, units have a new statistic building points, the building of fortifications consumes the units building points per turn, that way we assure the building of fortifications to match the unit size and to improve over time and add more deployables, ditches, rifts, pits and add stronger walls, gates, towers and infrastructures. After all those Roman legionary forts were like small cities back than)
    • More Sophisticated Allies with the Diplomacy Option "Attack Enemy" (Currently, it is hard to tell which of your allies answers the call, which of his army will help out, when it will arrive and when it stops pursuing to help you due to its own problems or so. The entire system is totally not comprehensive nor transparent)



    Modding Modding

    Those are collected modding tools we have been missing so far, features we have been missing and plenty of limitations we have encountered.

    Missing Modding Tools

    Missing Modding Tools

    • Assembly Kit 1.0
    • Battle Map Editor
    • Campaign Map Editor
    • Scripting Documentation


    General Modding Limitations

    General Modding Limitations

    • Cutscenes Modding
    • User Interface Modding
    • Soundeffects and Speeches Modding
    • Unlocking the User Interface Limitations (Buildings, Traits, Legacies, Descriptions)


    Other Modding Limitations

    Other Modding Limitations

    • Music states switching too hastly while moving the battle camera around.

    Spoiler Alert, click show to read: 
    Current music modifications have an issue with music states switching too oftentimes when moving the camera around hastingly, especially when maximally zoomed out and start to rotate the camera. Than you will run into many audio cylinders which force the music to change its state quickly. I assume the problem is the following:

    Quote Originally Posted by Official Rome II Music Mod Tutorial
    battle_intensity:
    Is determined by the percentage of units close to the camera that are in combat
    Apparently, it seems that the percentage of units close to the camera are calculated from a cylindric viewpoint. Hence, if you zoom out and move the camera around you will hit many many different states by diving into those countless cylinders out there. The result is tracks playing for a couple of seconds only, e.g. Rome vs Arverni: 3 seconds Barbarian battle music - 2 seconds Barbarian marching music - 5 seconds Roman battle music and back to 3 seconds Roman marching music.

    Click image for larger version. 

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    I assume that lowering the audio cylinders would make sense. Transforming them into audio domes would make it possible to maintain the current state of the music while zooming out and only switch states when zooming in into different events on the battle field.

    Click image for larger version. 

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    • Music playing over soundeffects and speeches rather than the opposite.
    • Miniscule sized user interface elements being petty-mindedly recycled.
    • Customizable Army Formations

    Spoiler Alert, click show to read: 
    It would definitely help to be able to customize army formations to more diverse settings.

    • Customizable Unit Formations



    The Details, the Details... The Details, the Details...

    It's the sum of the details that make up a great and immersive game experience.

    Compilation of Lacking Details


    • Artillery Vizor (vs. Shogun II)

    Spoiler Alert, click show to read: 


    vs.




    • Level of Detail (vs. Super Mario Bros. ^^)

    Spoiler Alert, click show to read: 
    No doubt that the graphics of Rome II are its number one strength, but the recent LoD changes have been unacceptable.

    Click image for larger version. 

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    Nostalgia!!! ... but of the wrong game.

    Click image for larger version. 

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    • Night Battle Lighting (vs. Rome: Total War)

    Spoiler Alert, click show to read: 
    This is where we wanted to see those torches going. Not only one, but dozens per unit or so with a nice local warm lighting. Where do those centralized and cold light alien spotlights come from?

    Click image for larger version. 

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    Compared to the warm torch lighting of the 10 years old Rome: Total War.





    • Units Fading Out too Early on Close-Ups

    Spoiler Alert, click show to read: 
    Apparently, this is a matter of viewpoint, but the fade out of units which came along with Patch 14 did some good and some bad. Well, clipping is gone now. When I read that unit clipping is gone, I was definitely amused. When I saw that the fade out was not implemented as late as possible to happen I was a bit disappointed again about its implementation. It does definitely fade out too early. I would be totally fine with a less smooth, but sudden fade out only to be able to get this close look on combat. Don't forget that all Machinima artists have a huge problem with the unit fade out, since it is really a hazardious play to get a close up on 1 versus 1 combat without the men already starting to fade out.



    • Unit Markers (vs. Shogun II)

    Spoiler Alert, click show to read: 
    So much more appealing are those beautiful unit markers from Shogun II:


    • Fire Arrows (Total War: Rome II - Pre-Alpha)

    Spoiler Alert, click show to read: 


    • Push-Animations to Siege Engines
    • Better Automatic Unit Arrangement when Dragging and Deploying

    Spoiler Alert, click show to read: 
    When you drag around units that have already lost men in the past you get those awesomelely ridiculous style:


    vs. a more cohesive one



    • Taxing Each Province Individually (rather than setting a global tax modifier for all provinces)
    • The Big Ever Expanding Cities on the Campaign Map are Controversial (especially if we ask for bigger and more detailed maps, e.g. through TEd mapping tools)




    *Please notify me if you see an error or mistake on the listed topics. This thread is not meant to showcase how bad Rome II is, but to point out the issues that need to be focused on. Therefore I would like to people to help me with compiling this list as objective and professional as possible without me including unnecessary errors or mistakes.

    **A lot of previous threads about suggestions to improve the game can be found in this compliation: "Great Threads" (Official Total War Forum)

    ***This thread was recently posted on the Official Forum as well by Marshall of France, follow the discussion there as well if you like: "Rome II Agenda" (Official Total War Forum)
    Last edited by Hetairos; August 13, 2014 at 09:17 AM.

  2. #2
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    All community feedback and screenshots included above.
    Last edited by Hetairos; August 11, 2014 at 10:00 AM.

  3. #3

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Yup! One question - what settings do you play on? I play on all highest and don't get those unit LOD issues, even when using the N key.

    EDIT:

    The "unit detail" setting is a combination of unit variety (such as shield textures and armour), and LOD. Here's an example:

    Spoiler Alert, click show to read: 
    Low settings to high settings:


    Ultra to extreme settings (very high still has 3d models, just a little less variation):
    Last edited by Causeless; August 07, 2014 at 07:28 PM.
    modificateurs sans frontières

    Developer for Ancient Empires
    (scripter, developed tools for music modding, tools to import custom battle maps into campaign)

    Lead developer of Attila Citizenship Population Mod
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    (2nd place for Warscape Engine Resources in 2016 Modding Awards)

  4. #4
    Bless's Avatar Laetus
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    I can't play night battles, those spotlights are so terrible that i can't stand to see them.

  5. #5

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by Hetairos View Post
    Will there ever be an expansion for Total War: Rome II? Well, most likely! This is a series describing some of the issues that would be nice to be focused on and put on the agenda of the developers. Some of them are more essential than others and I can't guarantee that sometimes some of my personal flavor will shine through the series. Still there will be many obvious things included and I'll try to stay as objective as possible. So, as a summary:

    What Rome II was supposed to be:




    What it was:



    What it is now:



    What I want Rome II to become:



    I think everyone enjoys Rome II's strenghts, but honestly there is still an ardious path to be undertaken until we reach greatness here. If this can bring some things to attention to our beloved Creative Assembly that would be great. Even if we see only one of those issues being worked upon for a possible DLC, expansion, FLC or patch it would be an essential improvement.

    Graphics

    #1 - "Total War: Super Mario Bros." - The LoD Issue

    Spoiler Alert, click show to read: 
    No doubt that the graphics of Rome II are its number one strength, but the recent LoD issues are unacceptable.

    Click image for larger version. 

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    Nostalgia!!! ... but of the wrong game.

    Click image for larger version. 

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    #2 - "Spotlights On!" - The Night Battles Issue

    Spoiler Alert, click show to read: 
    This is where we wanted to see those torches going. Not only one, but dozens per unit or so with a nice local warm lighting. Where do those centralized and cold light alien spotlights come from?

    Click image for larger version. 

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    #3 - "Machinima Killer" - The Unit Fade Out Issue

    Spoiler Alert, click show to read: 
    Apparently, this is a matter of viewpoint, but the fade out of units which came along with Patch 14 did some good and some bad. When I read that unit clipping is gone, I was definitely amused. When I saw that the fade out was not implemented as late as possible to happen I was a bit disappointed again about its implementation. It does definitely fade out too early. I would be totally fine with a less smooth, but sudden fade out only to be able to get this close look on combat. Don't forget that all Machinima artists have a huge problem with the unit fade out, since it is really a hazardious play to get a close up on 1 versus 1 combat.
    What are you playing this game on? A Commodore 64?

  6. #6
    M2TWRocks's Avatar Domesticus
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    I play on high settings and I don't get any of those issues fortunately.

  7. #7
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by M2TWRocks View Post
    I play on high settings and I don't get any of those issues fortunately.
    I am pretty sure that your night battles and fade out behavior is just the same with high graphics settings as it is with low graphics settings. I am also aware that high settings solve the LoD problem with units, not though with buildings for example. I simply chose the Super Mario Bros. as an example, because it is funny and was one of the first games I ever got my hands on . Fact though is that the newly added LoD from one of the previous patches is not optimal. Especially for people with low settings it can become rather ridiculous.
    Last edited by Hetairos; August 07, 2014 at 09:00 PM.

  8. #8
    Darth_Revan's Avatar Primicerius
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by von stoker View Post
    What are you playing this game on? A Commodore 64?

  9. #9
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    You do realize that I am taking the time to compile this to point out some of the remaining issues and possibly contribute to improve the game, right? Glad to be of service

  10. #10

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Hey, they said if you could run Shogun 2, you can run this. They never said it would look good.

  11. #11

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Fantastic thread! I support everything suggested in the OP. Another issue I'd like to raise is that in Shogun II, when you assigned units to march towards a location and pressed the space bar, you'd see these nicely coloured, glossy unit markers. Rome II has the same unit markers, but they are this hideous bright yellow colour and they are not glossy. These were a downgrade. I'd like to see the Shogun II style gold markers make a return, or any colour that looks nicer and is glossy.

    Another thing I noticed is that Rome II seems to lack some particular unit animations. In Shogun II when units were hit by arrows or shot they would writhe and roll about on the ground in pain. I haven't noticed these animations in Rome II at all, so I assume they are not in the game. If I am correct I would like to petition CA to port those animations into Rome II.

    In general, I just hope CA patches Rome II's graphics and makes the game look better. This isn't a ridiculous request consider (1) Shogun II already had these features and (2) other games, like Skyrim, released free HD graphics DLCs.
    Last edited by atheniandp; August 08, 2014 at 05:00 PM.
    The whole modern world has divided itself into Conservatives and Progressives. The business of Progressives is to go on making mistakes. The business of the Conservatives is to prevent the mistakes from being corrected. - G.K. CHESTERTON

  12. #12

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    I like to see those Arrow effects from carthage demo mutch better then the ugly trails we have now. "What where you thinking!"
    Spoiler Alert, click show to read: 


    And i also love to have night battles that look like this.
    Spoiler Alert, click show to read: 


    And different historical formations for different factions
    Spoiler Alert, click show to read: 
    Last edited by Sir_Pee_Alot; August 08, 2014 at 05:07 PM.
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  13. #13

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    ^Agreed! OP, if you have time, please update your post with our suggestions. I can take some screenshots of the unit marker issue if you'd like. Like I said, Shogun II's markers are gold, glossy and elegant, while Rome's are yellow and flat.
    The whole modern world has divided itself into Conservatives and Progressives. The business of Progressives is to go on making mistakes. The business of the Conservatives is to prevent the mistakes from being corrected. - G.K. CHESTERTON

  14. #14
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by atheniandp View Post
    Fantastic thread! I support everything suggested in the OP. Another issue I'd like to raise is that in Shogun II, when you assigned units to march towards a location and pressed the space bar, you'd see these nicely coloured, glossy unit markers. Rome II has the same unit markers, but they are this hideous bright yellow colour and they are not glossy. These were a downgrade. I'd like to see the Shogun II style gold markers make a return, or any colour that looks nicer and is glossy.

    Another thing I noticed is that Rome II seems to lack some particular unit animations. In Shogun II when units were hit by arrows or shot they would writhe and roll about on the ground in pain. I haven't noticed these animations in Rome II at all, so I assume they are not in the game. If I am correct I would like to petition CA to port those animations into Rome II.

    In general, I just hope CA patches Rome II's graphics and makes the game look better. This isn't a ridiculous request consider (1) Shogun II already had these features and (2) other games, like Skyrim, released free HD graphics DLCs.
    Hi mate,

    Could you provide a screenshot with what you mean? It would help me to make up a position here.

  15. #15

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by Sir_Pee_Alot View Post
    I like to see those Arrow effects from carthage demo mutch better then the ugly trails we have now. "What where you thinking!"
    Spoiler Alert, click show to read: 


    And i also love to have night battles that look like this.
    Spoiler Alert, click show to read: 


    And different historical formations for different factions
    Spoiler Alert, click show to read: 
    yeah the projectiles trail are plain simple bad....... bunch of jagged triangles glued inline........ LOOOOL the most unrealistic smoke effect a game could get xD
    Common sense removed due being Disruptive.

  16. #16
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by Sir_Pee_Alot View Post
    I like to see those Arrow effects from carthage demo mutch better then the ugly trails we have now. "What where you thinking!"
    Spoiler Alert, click show to read: 


    And i also love to have night battles that look like this.
    Spoiler Alert, click show to read: 


    And different historical formations for different factions
    Spoiler Alert, click show to read: 
    Hi there,

    Nice suggestions. About the errors, both are gameplay vids, how is it in game?

    About the formations, I'd go further and say it should be possible to 1.) Mod Formations or 2.) save custom formations.

  17. #17
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Added Audio Issues, tomorrow I'll try to bring in the UI issues. Afterwards we will speak about things like customization, cut out features, modding tools / modding limitations and Battle AI.

    I haven't had any issues with the campaign yet. If you ahve anything you want to bring up that is a serious problem do it

  18. #18
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Added community comments and suggestions to post #2.

  19. #19

    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by Hetairos View Post
    Hi there,

    Nice suggestions. About the errors, both are gameplay vids, how is it in game?

    About the formations, I'd go further and say it should be possible to 1.) Mod Formations or 2.) save custom formations.
    Hi, Errors? You mean the screenshot of the fire effects?? If so then it now looks like the teutoburg forest effects really ugly. "Its also not easy to mod the effects anymore" so CA really need to change them or we will always keep those ugly trails. Why they made it look like this while the Alpha version look so mutch better i never understand, Maybe it gave them alot of lag but now the game is running mutch better i say optimize it and put it back.

    Yes for moddable formations and custom
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  20. #20
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Rome II Agenda] The Arduous Path to Greatness (Series: Updated 08/08/2014)

    Quote Originally Posted by Sir_Pee_Alot View Post
    Hi, Errors? You mean the screenshot of the fire effects?? If so then it now looks like the teutoburg forest effects really ugly. "Its also not easy to mod the effects anymore" so CA really need to change them or we will always keep those ugly trails. Why they made it look like this while the Alpha version look so mutch better i never understand, Maybe it gave them alot of lag but now the game is running mutch better i say optimize it and put it back.

    Yes for moddable formations and custom
    hahaha. auto-correct on my mac. errors, should have been arrows.

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