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  1. #1

    Default Confirmed features (campaign, battle, system requirements)

    Some moderator posted a lot of features on the official forum. I quoted the most interesting:

    Spoiler Alert, click show to read: 

    Confirmed Rome 2 features
    As the release date for RTW2 draws near, and more PR features are announced, here is a sticky thread on what has been confirmed by CA or press releases:

    Campaign Mechanics:
    • • Campaign turns will be 1 year each
      • Rome 2 will start around 275BC to 264BC and will be 300 turns in length
      • Regions are now grouped into provinces. Each has a single administration center, into which the surrounding regions report. The goal is to reduce some of the area micromanagement that occurs in vast empires.
      • Another goal from this new system is to avoid the relentless siege battles of Shogun 2. It’s believed that players will attempt to take the smaller regions first, and tempt the opposing armies out of their castles to fight on the field.
      • In diplomacy, you can now ask an ally to attack a specific town, at a specific time. (for better synchronization)
      • When moving armies over water, you no longer need to load them into a separate navy. They will automatically enter transport ships. You will still require a navy to protect them.
      • The factions in the game are more clearly defined with starting bonuses and traits. There are ‘flavors’ of faction which should help organize your thoughts. For instance, Barbarians like the Gauls will have similar traits. In the barbarian’s case, that includes a +2 happiness in every settlement for every faction they’re fighting with.
      • Naval battles are now fought over naval ‘regions’, rather than having a completely fluid ocean. “This was decided because having a completely organic map wouldn’t be
      • Naval warfare will incorporate ramming and boarding actions. The Corvus was hinted at.
      • Campaign map goes much farther east, though they would not elaborate how far
      • Internal conflict and civil war will act as a check to balance gameplay should the player's empire become a rich military juggernaut.
      • Navies are able to control sea regions, and must be forcibly dislodged.
      • The system for seasonal rotation is still being adjusted to conform to the 1 turn/1 year play style.
      • You can put your navies in different modes like the armies, like raiding.
      • Characters have more movement points than armies. One example I talked with Mike Simpson about is Scipio Africanus where he gave up command of an army in Spain and was in Sicily in a few months training a new army for the African invasion. In game terms he boarded a ship and sailed to Sicily in the one turn/year.
      • Armies can move over rivers without building boats/bridges
      • Attrition will not be vastly different from how it was in previous Total War titles. There are of course differences (including different types of attrition), but you will still find it rather familiar.
      • The map will go farther east than RTW.
      • Armies are ‘raised’ on the field, and recruitment occurs at the general of that army. They’re not grown as single units in towns. Again, the idea is to reduce some of the micromanagement (‘Caesar doesn’t give a hoot about an individual’ says Al) but also to create a stronger personality to your armies.
      • Armies have their own skill trees, with improvements earned through battle.
      • Armies have at least three possible stances that you can place them in during a turn. I’m not certain the mechanics of how they will play out in the campaign are quite fixed, but it was hinted that switching stances would take a turn. They are... normal, ambush (hidden from the enemy’s sight), forced march (quicker to move, but if caught on the hop, they’ll suffer diminished combat effectiveness), defensive (given a fort or palisade to defend from)
      • Mercenaries will make a return
      • Every general is affiliated with a ‘party’ within their faction, such as one of the major Roman or Carthaginian dynasties or the royal household of an Eastern kingdom and their court rivals: as these characters act around the campaign map or retire to the homeland to scheme, they contribute to their party’s overall influence within the faction, with repercussions that will carry on from one generation to the next.
      • Military traditions established by armies and fleets over the years also persist beyond the lifespan of any one character or unit, a legacy handed down the generations by those who fought and died for the good of their people. This process will be slower than that of characters gaining ranks, but can span the entire length of a campaign: even if a military force is disbanded or destroyed utterly, it may be re-established once more, the past effects of its history and traditions intact.
      • Forces effectively move in a state of battle-readiness but may be ordered into a ‘forced march’ (armies)or a ‘double-time’ (fleets) stance. Their movement extents are vastly increased, allowing them to assemble from afar in preparation for invasion or to support threatened possessions, albeit at the expense of their offensive and defensive capabilities: long-distance headshotting will not be a valid tactic.

      Battle Mechanics:

      • During battles, units will have true line of sight, the distance of which they can detect changes according to their role. Armies can therefore be hidden behind trees or in valleys, and will require the use of scouts to be spotted.
      • Armies that catch another in ambush will be able to place deployables like burning boulders, and place their forces all over the map. The army caught in the ambush won’t be placed at the other end of the battle map - they’ll arrive in a marching formation.
      • When Al charged a group of archers that were raining fire arrows on his infantry, a new dynamic appeared: the horse didn’t stop once they’d broken the line - they wheeled around as a unit and reformed for a second charge.
      • More importance to the depth, mass and formation of units so you will see a heavy unit pushing a lighter one back in combat for example.
      • Formations throw spears on the run
      • Order troops from the overhead tactical map
      • Baggage Trains
      • Multiple capture points on the battle map
      • Persistent terrain for battle maps
      • Ambushes
      • Manual firing of artillery (siege weapons)
      • Individual solider height will vary
      • Unit names will be their original names, but in English. I.e. Oathsworn, Naked Warriors, Painted Ones, Heroic Nobles, Sword Brothers, Thorax Swordsmen, etc.
      • The tactical map gives you a much more detailed view of the battle from above. We are currently only considering allowing movement orders to be given to units in this view. Orders related to Facings, unit depth and width, and special abilities will all take place in the normal game view. The tactical map can be accessed via a button on the HUD or via a hotkey. The transition to and from this view is swift and seamless.
      • Cavalry smashes through enemy formations now.
      • Barbarian berserkers are back, and they are human steamrollers
      • Infantry units use their shields defensively when under archer attack
      • Switching in and out of testudo is very fluid and quick
      • Roman soldiers can throw their pilum while running
      • NO destructible environments (one of the questions was about starting forest fires during combat; CA was worried it would create too much havoc and detract from the combat)
      • The Line of Sight element was expanded upon - if your soldiers cannot see the enemy, neither can you
      • Flaming Pigs are coming back!
      • Enemy AI will be more intuitive; i.e., attempting to outflank you during pitched battles, or flooding a wall breach during a siege.
      • Terrain covered with dead bodies will become bloodstained, but it is very mild. Craig from CA confirmed that a blood DLC is likely.
      • Routing unit flags not in the battle, may be added later (the unit flag turning to white) The unit flag just goes away and the men run.
      • Arrows bounce off armor and shields. Was pretty cool to watch when zoomed in. Some stuck and others bounced off.
      • Seasons will show up in battles. How exactly this works is still being developed
      • Battle maps will look just as good as the stuff you have seen so far. In fact, there is a tile for the area the Teutoburg Forest and if you start a battle in that area, you will get the same map as the historical battle is fought on.

      MISC:
      • PC specs are being developed toward the high end and refined for the low end. Example: People with high end machines will see the technology being pushed pretty close to what can be done. But, people with low end machines AND INCLUDING INTEGRATED GRAPHIC CHIPS will be able to run the game with graphic settings that look good. Mike was very specific about this that they worked with Intel and other chip makers to bring the low end, generic machines to be able to run RTW2 with as great as graphics as possible.
      • Multiplayer will be getting some TLC from the developers


    Sources:


    System requirements can be found here.

    Minimum:

    OS:Vista / Windows 7 / Windows 8
    Processor:2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor
    Memory:1GB RAM (XP), 2GB RAM (Vista / Windows 7 or 8) GB RAM
    Graphics:512 MB Direct 9.0c compatible card (shader model 3)
    DirectX®:9.0c
    Hard Drive:30 GB HD space
    Additional:Screen Resolution - Minimum spec: 1024x768 minimum/ Recommended spec: 1280x1024 minimum (ALL SPECS ARE CURRENTLY NOT FINAL AND ARE SUBJECT TO CHANGE AT ANY TIME)



    Recommended:

    OS:Vista / Windows 7 / Windows 8
    Processor:2nd Generation Intel Core i5 processor (or greater)
    Memory:2GB Ram (XP), 4GB RAM (Vista / Windows 7 or 8) GB RAM
    Graphics:1024 MB DirectX 11 compatible graphics card.
    DirectX®:11
    Hard Drive:30 GB HD space
    Additional:Screen Resolution - Minimum spec: 1024x768 minimum/ Recommended spec: 1280x1024 minimum (ALL SPECS ARE CURRENTLY NOT FINAL AND ARE SUBJECT TO CHANGE AT ANY TIME)





    • Every general is affiliated with a ‘party’ within their faction, such as one of the major Roman or Carthaginian dynasties or the royal household of an Eastern kingdom and their court rivals: as these characters act around the campaign map or retire to the homeland to scheme, they contribute to their party’s overall influence within the faction, with repercussions that will carry on from one generation to the next.
    So we will see independent generals walking on the map? Can they raise armies and rebel against the player?

    • Armies are ‘raised’ on the field, and recruitment occurs at the general of that army. They’re not grown as single units in towns. Again, the idea is to reduce some of the micromanagement (‘Caesar doesn’t give a hoot about an individual’ says Al) but also to create a stronger personality to your armies.
    Not completely understanding this part. Where exactly are the armies / individual legions trained?
    • Rome 2 will start around 275BC to 264BC and will be 300 turns in length
    Here's your answer, staet date askers.
    • Internal conflict and civil war will act as a check to balance gameplay should the player's empire become a rich military juggernaut.
    Hurrah! Hurrah!
    • More importance to the depth, mass and formation of units so you will see a heavy unit pushing a lighter one back in combat for example.
    Great feature! Now we can finally replay the Battle of Cannae.
    • Formations throw spears on the run
    Seems formations for the Romans exist.

    Source: totalwar.com
    Thanks to moderator mmurray821 for posting these features.
    --------------------------------------------------------------
    So guys, what do you think about this? Something worth or already posted?

  2. #2

    Default Re: Confirmed features (campagin, battle, system requirements)

    Some of them are not confirmed, for example the capture points in battle, which I consider important (I do not like it). Good compilation work anyway!
    Last edited by Bethencourt; May 09, 2013 at 01:24 PM.

  3. #3

    Default Re: Confirmed features (campagin, battle, system requirements)

    I am really worried about the region vs province system. if I capture a region do I still get an income from it even if I dont have the province?

  4. #4

    Default Re: Confirmed features (campagin, battle, system requirements)

    Quote Originally Posted by Toho View Post
    I am really worried about the region vs province system. if I capture a region do I still get an income from it even if I dont have the province?
    If it's supposed to draw the ennemy out of its fortifications, it should. Besides, a lot of provinces appears to be divided between several factions at game start, so you should be able to get and do something out of a region.

    So my bet, you get income, you can raise armies there or at least your troops resplenish. As for building, no clue. Maybe it's possible only at the administrative center. Or maybe each region can have its specific resource buildings, the center just allowing you to centralize your building orders and to build the big military stuff. I also wonder whether the center is tied to a specific region or if you capture the town independantly. Hence if you just camp in it and let the ennemy conquer all the regions around, you would be in a situaton similar to what happened in S:TW and M:TW when an army retreated into a castle and abandonned control of the region to the invading forces.

    Curious about units and army management too. Will you recruit armies/legions all at once? What amount of control will you have on army composition? How is it affected by your buildings - can you recruit a legion with elite units only in provinces where the corresponding buildings are? Can you alter army composition after its creation? Can you even transfer units between armies, which would seem weird given the army traditions?

    So many questions left

  5. #5

    Default Re: Confirmed features (campagin, battle, system requirements)

    Quote Originally Posted by Mage de Taverne View Post
    So my bet, you get income, you can raise armies there or at least your troops resplenish. As for building, no clue. Maybe it's possible only at the administrative center.
    So many questions left
    that makes no sense. we have 117+ factions but only 57 provinces? the regions must be able to host factions or else we have been lied to. now if a faction can survive by only owning one region within a province.... then what role does that region play?

  6. #6

    Default Re: Confirmed features (campagin, battle, system requirements)

    Quote Originally Posted by Toho View Post
    that makes no sense. we have 117+ factions but only 57 provinces? the regions must be able to host factions or else we have been lied to. now if a faction can survive by only owning one region within a province.... then what role does that region play?
    Yes, that's what I'm saying, a region should be functionnal in itself: taxes, armies (if only the most basic units if military buildings are restricted to the administrative center), probably resource buildings at least. Maybe regions are a bit like the secondary towns in Empire and Napoleon.

    Then maybe each region has complete building slots and the administrative center is just a convenient place to centralize the info and building order once you have the whole province. But I'm not sure that would really reduce micromanagement.

    I'm curious to see the map, but I'm even more curious about the mechanisms, particularly those that will affect the late game and huge empire management (internal faction politics and revolts, I'm looking at you). Makes sense that they would put some focus on those in a game about Rome, when expanding to such a state is a given.

  7. #7
    torongill's Avatar Praepositus
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    Default Re: Confirmed features (campagin, battle, system requirements)

    Quote Originally Posted by Toho View Post
    that makes no sense. we have 117+ factions but only 57 provinces? the regions must be able to host factions or else we have been lied to. now if a faction can survive by only owning one region within a province.... then what role does that region play?
    57 provinces and 183 regions. This is confirmed by Jack.
    The region functions as the regions in all TW games so far. The Province Capital lets you, once you have conquered all regions in the province, control building and administration of the whole province. In other words if you control the entire map, with every single region, you will need to open the scrolls of only 57 settlements in order to build barracks in all 183 regions. Less micromanagement.

    There are some theories that the difference between a region capital like Beneventum and a province capital like Rome will be that the regional capital doesn't have walls and to conquer a region you would fight a field battle in the vicinity of the city. It may be that the province capital allows you to build more buildings or that they have greater effect. These are just theories, however.
    Quote Originally Posted by Hibernicus II View Post
    What's EB?
    "I Eddard of the house Stark, Lord of Winterfell and Warden of the North, sentence you to die."
    "Per Ballista ad astra!" - motto of the Roman Legionary Artillery.
    Republicans in all their glory...

  8. #8

    Default Re: Confirmed features (campagin, battle, system requirements)

    [QUOTE=torongill;12829668]57 provinces and 183 regions. This is confirmed by Jack.
    The region functions as the regions in all TW games so far. The Province Capital lets you, once you have conquered all regions in the province, control building and administration of the whole province. In other words if you control the entire map, with every single region, you will need to open the scrolls of only 57 settlements in order to build barracks in all 183 regions. Less micromanagement.[QUOTE]

    If every region functions as always, then yes you'd have to open 57 settlement tabs but still manage 2-4x more buildings in each, so it is not really reduced micromanagement. Unless you can issue province-wide orders, such as building a farm upgrade for all regions at once.

    Quote Originally Posted by torongill View Post
    There are some theories that the difference between a region capital like Beneventum and a province capital like Rome will be that the regional capital doesn't have walls and to conquer a region you would fight a field battle in the vicinity of the city. It may be that the province capital allows you to build more buildings or that they have greater effect. These are just theories, however.
    I'm fairly certain the "regional capitals" (if such a thing even exists) will have no walls and regions will be captured through field battles only (and won't have any garrison, so instant capture if it is undefended by an army), given that one of the point of the system is to have less siege battles.

  9. #9
    Heathen Storm's Avatar Where's my axe?
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    Default Re: Confirmed features (campagin, battle, system requirements)

    Great job! full of good stuff. I'm a bit wary of some features hhowever I am preordering today anyways because I'm so frickin excited

    Proud mod leader, modeller and public relations officer of Heiđinn Veđr: Total War


  10. #10

    Default Re: Confirmed features (campagin, battle, system requirements)

    Thanks!

    I am really worried about the region vs province system. if I capture a region do I still get an income from it even if I dont have the province?
    If you're worried about getting income, just raid all these regions ;p.

    Great job! full of good stuff. I'm a bit wary of some features hhowever I am preordering today anyways because I'm so frickin excited
    Do you remember the boys of Stronghold 3 who pre-ordered that game? They were quite disappointed after all. Anyway it's your choice.

  11. #11
    Julio-Claudian's Avatar Senator
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    Default Re: Confirmed features (campagin, battle, system requirements)

    I'd be so grateful if you good people could tell me whether or not buying this:http://www.pcworld.co.uk/gbuk/deskto...92816-pdt.html would be a good idea.

  12. #12
    Nikron's Avatar Senator
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    Default Re: Confirmed features (campagin, battle, system requirements)

    Oh finally the System Requirements!

    I can finally say I'll play it on ULTRA. What a release!

  13. #13
    empr guy's Avatar Praefectus
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    Default Re: Confirmed features (campagin, battle, system requirements)

    Is it just me or is 30 GB a bit excessive?...

    Min requirements seem good though, my 2 year old laptop could hypothetically play the game (hopefully they release a demo though)
    odi et amo quare id faciam fortasse requiris / nescio sed fieri sentio et excrucior


  14. #14
    Zipzopdippidybopbop's Avatar Barred from the Local
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    Default Re: Confirmed features (campaign, battle, system requirements)

    No mention of exchange of regions or retraining of units...

    Gods sake; I hope they haven't removed these as well.

  15. #15
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Confirmed features (campaign, battle, system requirements)

    For the map expanding East:

    Below is a picture of the collector's edition, complete with a map of the campaign map in-game.

    Spoiler Alert, click show to read: 


    It really doesn't look like it goes that far east.

  16. #16

    Default Re: Confirmed features (campaign, battle, system requirements)

    Well it's almost impossible for British tribes to conquer lands in India, so why would you even weight in mind? With other words; you, a British tribe, need to wait every turn some seconds just to get those tribes in India to work.

    Every faction and every added land makes the game using more resources and needing more patience for the player.
    ------------------------------------------------------------------------

    The most important issue in my humble opinion is the way the player builds.
    I know the system of building in Rome I and Medieval II is gone... for ever.
    How's it possible to create very unique buildings or adding buildings as mod in Shogun II and so possibly Rome II?
    They say they want to make every city unique (cavalry town, infantry town). But seriously it is boring and repetitive.

  17. #17

    Default Re: Confirmed features (campaign, battle, system requirements)

    I think that's still further than what RTW had.

  18. #18

    Default Re: Confirmed features (campaign, battle, system requirements)

    This must be Rome I's campaign map:

    Spoiler Alert, click show to read: 




  19. #19

    Default Re: Confirmed features (campaign, battle, system requirements)

    Ah found it.
    Spoiler Alert, click show to read: 

    [img][/img]


    Still further out east than what RTW 1 had.
    Last edited by nameless; May 09, 2013 at 05:08 PM.

  20. #20
    torongill's Avatar Praepositus
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    Default Re: Confirmed features (campaign, battle, system requirements)

    Yeah, in RTW I had like 30 huge cities, each with a city barracks, Great Circus, Siege Engineer, Pantheon, Metal factory, Plumbing, Curia, Latifundia, Epic Stone walls and a huge Gladiator Arena. How was it not boring and repetitive?
    Quote Originally Posted by Hibernicus II View Post
    What's EB?
    "I Eddard of the house Stark, Lord of Winterfell and Warden of the North, sentence you to die."
    "Per Ballista ad astra!" - motto of the Roman Legionary Artillery.
    Republicans in all their glory...

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