Results 1 to 6 of 6

Thread: Will any of these improvements be in Rome II

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Will any of these improvements be in Rome II

    - Arrows wearing down enemies and reduces stats such as stamina, morale, attackspeed, defense and attack. (Battle of Carrhae)

    - Dead bodies as obstacles.

    - You have to train raw recruits over time. 80 % of potential over 5 turns. 30 % first turn, than 20 %, 15 %, 10 %, 5 %. Something like this.

    - Veterans have increased accuracy when using missile weapons, morale, stamina, recuperation and recovery after routing. (Battle of Forum Gallorum and Mutina)

    - Veterans and raw recruits should only take a few casualties against 'same type' of troops in the first phase of a battle, unless they get outflanked. When they start to tier, they should start to take casualties at a decent rate (like now). And raw recruits a lot faster than veterans. Veterans vs. veterans should hold out for quite some time without taking many casualties on ether side.

    - Trample effect when soldiers get pushed together. (Battle at Cannae)

    - Tactical retreat (slowly back off while facing the enemy) and slowly 'give ground' while fighting. (Battle of Cannae)

    - Armor upgrade when soldiers without armor loot dead enemies with armor.

    - Splitting units into subunits when it's needed.

    - One-hand weapons, such as a mace, should have reduced 'armor piercing attack' effect in comparison to a two-hand axe.

    - A short one-hand weapon, even with 'armor piercing attack', should be less lethal than a two-hand weapon while fighting cavalry due to reach.
    "Alea iacta est"

  2. #2
    john duca's Avatar Biarchus
    Join Date
    Dec 2011
    Location
    Romania
    Posts
    658

    Default Re: Will any of these improvements be in Rome II

    i'm just wondering if there will be ,like in rome 1 because they put 1 turn per year (sux), 1 year to train 3 units..lol..that was odd because any army from that time could mobilize an army of 30000 men in some months..or even faster..

  3. #3
    torongill's Avatar Praepositus
    Join Date
    Aug 2009
    Location
    Canary Islands
    Posts
    5,786

    Default Re: Will any of these improvements be in Rome II

    Quote Originally Posted by Strategos Autokrator View Post
    - Arrows wearing down enemies and reduces stats such as stamina, morale, attackspeed, defense and attack. (Battle of Carrhae)

    - Dead bodies as obstacles.

    - You have to train raw recruits over time. 80 % of potential over 5 turns. 30 % first turn, than 20 %, 15 %, 10 %, 5 %. Something like this.

    - Veterans have increased accuracy when using missile weapons, morale, stamina, recuperation and recovery after routing. (Battle of Forum Gallorum and Mutina)

    - Veterans and raw recruits should only take a few casualties against 'same type' of troops in the first phase of a battle, unless they get outflanked. When they start to tier, they should start to take casualties at a decent rate (like now). And raw recruits a lot faster than veterans. Veterans vs. veterans should hold out for quite some time without taking many casualties on ether side.

    - Trample effect when soldiers get pushed together. (Battle at Cannae)

    - Tactical retreat (slowly back off while facing the enemy) and slowly 'give ground' while fighting. (Battle of Cannae)

    - Armor upgrade when soldiers without armor loot dead enemies with armor.

    - Splitting units into subunits when it's needed.

    - One-hand weapons, such as a mace, should have reduced 'armor piercing attack' effect in comparison to a two-hand axe.

    - A short one-hand weapon, even with 'armor piercing attack', should be less lethal than a two-hand weapon while fighting cavalry due to reach.
    1. Yes, to an extent.
    2. No, as far as we know.
    3. No. Five turns are five years.
    4. We don't know yet the bonus for gaining experience
    5. Emmmm... AFAIK the feature that increases casualties as units tire has been present for years.
    6. Unknown but unlikely.
    7. No.
    8. Unknown but probably unlikely, since it will require complex modification tables that only work when your units have managed to defeat multiple heavily-armored enemy units with better and compatible armor.
    9. Not in Rome 2, but present in Total War:Arena
    10. It's possible, since AP effect is scalable
    11. That's an anti-cavalry bonus and the anti-cavalry properties of a weapon don't depend only on whether it's one- or two-handed.
    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...

  4. #4

    Default Re: Will any of these improvements be in Rome II

    No. Five turns are five years.
    The problem is that in Rome 1 you could train a legionary cohort in one turn with 10 attack, not far from the number of attacks a veteran unite would have. It would be more realistic if attack, defense, stamina and morale would increase over 5 years (turns.) First after 5 years did the Romans see their legionaries as veterans. You should of cause be able to use them after one turn, but than with reduced stats.

    Emmmm... AFAIK the feature that increases casualties as units tire has been present for years.
    It has, I'm only saying that the numbers of kills in the start of a battle should be fewer than it is and the numbers of casualties over time when recruits tire should be a lot higher than when veterans fight. In other words, it should take time for veterans to kill each other when they tire. As of now, two units with equal experience kill each other at the same pace, and it doesn't matter if they are veterans or new recruits. Recruits vs. recruits should kill each other faster than veterans vs. veterans. When veterans fight recruits the veterans shouldn't be a meat-grinder from the start like it is now, it should first happen when the recruits get very tired and the veterans are still only warmed up.

    That's an anti-cavalry bonus and the anti-cavalry properties of a weapon don't depend only on whether it's one- or two-handed.
    The problem is that those units with one-hand AP weapons are useful against cavalry when in reality they are not. They should be able to retain their AP ability against infantry and lose it against cavalry. And the reason for this is the reach of the one-hand weapon.
    "Alea iacta est"

  5. #5

    Default Re: Will any of these improvements be in Rome II

    Most of the things I don't really care about, expect tactical retreat. I would really like to see that, but I doubt we would get it.

  6. #6

    Default Re: Will any of these improvements be in Rome II

    Good questions. But we know almost next to nothing at this point.

    "- One-hand weapons, such as a mace, should have reduced 'armor piercing attack' effect in comparison to a two-hand axe"

    I think they have read about the egyptians and their favor of one hand maces some time before the starting date before this game. Most tribal enemys of egypt were not armored so this weapen did some wonders back then.

    "- Tactical retreat (slowly back off while facing the enemy) and slowly 'give ground' while fighting. (Battle of Cannae)"

    I suppose the battle of Cannae would be a bit hard to copy on a TW battlefield. Units tend to have severely lower morale when u order them to retreat in melee combat. It would be nice if an experienced general like Hannibal could order his man with some advanced tactical manouvres.

    If you read this Dom Starr (campaign designer). please enlighten us.
    Last edited by rohirrimelf; May 18, 2013 at 10:14 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •