This is not exactly what they said ^ ^ They said they would not create rowers because it would consume too many resources. But they have not talked about not working on reams that break. And 24/06 i post on FB :
<< i am disappointed about naval battle : there are bugs or unfinished work... about collision / hit on ream dont break, they pass throught ennemy ship... WTF.. >>
They reply :
<< You have to bear in mind this demo is the same as the E3 demo because it takes a LONG time to build a demo! We couldn't really crank out another one in a week while we're building the game! It's a way of bringing the demo to people who might not have caught it at E3. And David Salvan, the game isn't finished yet so we're squashing bugs all the time. >>
For reams, there three issues:
- When a ship passes close ally as is often seen on the video, for example, when a second come to help the assault, reams can enter the ship. At the time, the rowers could enter the oars when the ship does dangerous maneuvers that might break them. Reams are get out after.
- When an ennemy ship hit reams, they break. coefficients can be applied in the code: if 30% of reams destroyed on one side, the ship can still advance, 50%, it reduces the maximum rate of 50%, 75% broken oars, the ship is very slow. 100% broken oars, the ship does not move.
- When this is the storm they should also increase the effects of dip of the oars into the sea because we do not see these effects and you would think that it's just decorative.
If you look at the amount of patches for the previous total war titles, after their release, you understand why the community continues to expect changes / additions / corrections on many points. And it is legitimate. When a game is as good as great like Rome 2, and when we see how many games are sold, it is natural to ask the developers if they would accept a few small additions / changes to make it even better.
For reams which, it must be remembered, was one of the main tactics of battles of the time. We're not asking to create rowers, we understand the response of CA, but supposed to represent a game for this timeline, apply one of the main tactics of this time to neutralize a ship. On Empire / Napoleon we could snatch a mast to neutralize it. Here we do the same thing but on the oars.
Obviously, it is not question to recreate something like a city because some people blame a lack of realism, which can be corrected in mods. But add-on functions. Ca have not 10 employed, it will not take 1 month to developp that...





Reply With Quote






