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  1. #1

    Default Re: Naval warfare

    Quote Originally Posted by Ushoron View Post
    The argument against CA is BS man, do you seriously expect them to program separate animations for every single scenario the player can put a ship into? if you are looking for a real life interpretation of warfare build two ships and ram them into each other or play crusader kings and have a spread sheet. So make a better game yourself and come up with the fudding, programming, and physics animations yourself. Then come back and say how they can do everything with a finite amount of capital.
    as i said i think that my expectation are too high but still, lets wait cuz they still can come with simpler solution to this frontal ramming explosion that we saw in this video. In FOTS u couldn't ram a ship if it was facing u directly and same mechanic could be used here. As for the oars breaking they already said that that would take too much resources but still imo if they would do that that would be really smt and with proper resources allocation imo this would be doable but anyway some work has to remain for RTW3
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  2. #2

    Default Re: Naval warfare

    Quote Originally Posted by Ushoron View Post
    The argument against CA is BS man, do you seriously expect them to program separate animations for every single scenario the player can put a ship into? if you are looking for a real life interpretation of warfare build two ships and ram them into each other or play crusader kings and have a spread sheet. So make a better game yourself and come up with the fudding, programming, and physics animations yourself. Then come back and say how they can do everything with a finite amount of capital.
    This is not a good argument... If I had millions of dollars and a team who has put forth hours of 1 v 1 combat animations, I'd expect to be able to at least add a few different animations for ship ramming - maybe at least 3 : side front and back.

    as I stated before... There is only 1...
    Last edited by Ragga; August 15, 2013 at 09:51 PM.

  3. #3
    King_Porus's Avatar Senator
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    Default Re: Naval warfare

    Awesome battle.
    My only concerns are that the ships seem to crack awkwardly (mast falls really quickly and the ship sinks immediately) and the boats seem too static when they get rammed (and not destroyed) it would look more natural if they rocked or got pushed back and some men were tossed overboard.

    Other than that this looked really cool
    Last edited by King_Porus; August 15, 2013 at 08:14 PM.

  4. #4

    Default Re: Naval warfare

    Good stuff. thanks for the post
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  5. #5
    tungri_centurio's Avatar Senator
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    Default Re: Naval warfare

    wow looks verry nice,the sea looks so real, ships look awesome to even if not from same timeperiod.
    my only complaint is that ships without the ram shoud be used for entering not for ramming,so that the mediteranian war ships have the advantage the deserve.
    the animations of the ship explode on impact is a bit to mutch, wanna have seen them split in half and than sink slowly.
    and only if hit from the side. nice video though
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  6. #6
    Hattori's Avatar Citizen
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    Default Re: Naval warfare

    Also kind of disappointing that there wont be those spiked ramps the romans used to lock into ships and assault, they were so important during the punic wars. I guess the possibility to board with multiple ships makes up for it.

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  7. #7

    Default Re: Naval warfare

    Quote Originally Posted by Hattori View Post
    Also kind of disappointing that there wont be those spiked ramps the romans used to lock into ships and assault, they were so important during the punic wars. I guess the possibility to board with multiple ships makes up for it.
    Are there not? Have they confirmed that?
    'When people stop believing in God, they don’t believe in nothing — they believe in anything. '

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  8. #8
    Hattori's Avatar Citizen
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    Default Re: Naval warfare

    Quote Originally Posted by Markas View Post
    Are there not? Have they confirmed that?
    Not confirmed but probably not, it would be a whole new mechanic just for Rome.

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  9. #9

    Default Re: Naval warfare

    Quote Originally Posted by Hattori View Post
    Not confirmed but probably not, it would be a whole new mechanic just for Rome.
    I can see it as a tech upgrade facilitating quicker boarding. Doesn't necessarily have to anything major.
    'When people stop believing in God, they don’t believe in nothing — they believe in anything. '

    -Emile Cammaerts' book The Laughing Prophets (1937)

    Under the patronage of Nihil. So there.

  10. #10

    Default Re: Naval warfare

    Quote Originally Posted by Hattori View Post
    Not confirmed but probably not, it would be a whole new mechanic just for Rome.
    There are a ton of new mechanics just for Rome so I don't see why that'd be an issue. We haven't seen harpax yet but it's already said to be in.

  11. #11
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Naval warfare

    I absolutely love the sea. Looks better than Shogun 2 and much² more realistic than Empire and Napoleon.


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  12. #12

    Default Re: Naval warfare

    This stuff looks absolutely awe-inspiring.

    So many forumites are expecting too much from a game like this. This game is so huge in scope, it'd be hardly appropriate to expect realistic collision physics from ship impacts. Even city/siege physics operate via preset animations.

    I also noticed that boarding is much more straightforward than previous TW games, and this gets me really excited. No longer will I command a ship to board, only to have it slowly pathfind its way into the perfect position and throw its stupid grapples while it gets shot from all sides.
    It's also really exciting that we can have multiple ships board a single ship.
    This gets me wondering if it's now possible to have ships that would link up (ship 3 boards ship 2 which boards ship 1...which boards ship 3?!) and create huge linked platforms of combat, or if it's going to be limited to insular conflicts (3 ships can board 1 ship, but other ships cannot board those 3 ships while they are engaged with that 1 ship).

    Anyway this looks incredible thanks for posting the video!

  13. #13

    Default Re: Naval warfare

    Looks amazing, however in need of polish.

  14. #14

    Default Re: Naval warfare

    It looks better than i expected.but the main problem is in the animation of roaming:no animation at all for basic roaming(no violent shock or peces of wood or soldiers falling)and an unrealistic animation for critical dammage that looks more to an explosion than a battleship sinking. The boardings seem far better than previously.

  15. #15

    Default Re: Naval warfare

    CA, please add-on more animations for reams when they enter in the watter ! Please fix that in futur patchs !! It's really a shame because everything else is superb ! But these are small benign details that spoil everything... it does not feel any more than it pushes the ship... you also told me that the reams would break when they are hit by an enemy, regardless of its direction of approach ... But I still do not see anything on your latest video ... You still working on it to fix it in one futur patch ?
    RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
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  16. #16
    MathiasOfAthens's Avatar Comes Rei Militaris
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    Default Re: Naval warfare

    I liked the combat, looked pretty cool. The archers on one of the barbarian ships reminded me of the tactics of the Veneti during the Gallic wars. They were beating Caesars navy because their ships could outmanuever and hit them from range. But they also had ships with higher hulls that were unboardable by the Roman ships. Hopefully there will be some of those ships in this game but I am not so sure CA will design these ships.

  17. #17

    Default Re: Naval warfare

    Please, expand new animations ramming when a ship hits another ... It's too uneven with land battles on land, the animations are countless, on sea, there is only one for vessels are hit by another ... CA please develop two or three more... because its stupid to see man jump 5m into the air binds and not to be thrown forward or to the side or back, depending on the direction of percussion

    At that time there were four main naval tactics:
    - The assault
    - Ramming (percussion to create a waterway)
    - The destruction by fire (catapults / arrows)
    - Cut the oars/reams of the opponent to immobilize


    Where is the tactical 4th in Rome 2, cut the oars/ream ?
    Last edited by super_newbie_pro; August 16, 2013 at 07:16 AM.
    RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
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  18. #18

    Default Re: Naval warfare

    @panzershreck: At about 1 minute in, you can see some physics - when the -second- suebi ship rams the roman ship, some of the soldiers on the -first- suebi ship start falling over a bit. So there's definitely physics, it's just really wonky. My guess is that you'll see that kind of stuff if you hit the ship at certain places.

    I also hope there are more "critical ramming" animations. There should definitely be different ones depending on from what side the ship rams - it doesn't have to be elaborate, just have the ship punch a giant hole at the front/back and the rammed ship then starts sinking.

  19. #19

    Default Re: Naval warfare

    broken oars / reams :

    Want it in rome 2 !!

    Last edited by super_newbie_pro; August 16, 2013 at 05:00 PM.
    RTW 1 fan - betrayed, disillusioned, disgusted with Rome 2.
    My thematic camping project on autonomy ==> http://www.camping-la-ressource.fr/

  20. #20

    Default Re: Naval warfare

    breaking oars wont make in RTW2 they said that some time ago and the reason was that i would require too much resources to implement this which is understandable. Hopefully it will make the cut in RTW3
    War is Hell, and I'm the Devil!

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