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  1. #1

    Default patch 5 notes

    http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_5


    Technical and Performance

    Campaign

    • Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
    • Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.
    • Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
    • Fixed a crash when loading an auto-save game.
    • Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
    • Fix for rare crash when loading a Campaign save game.
    • Fixed various rare crashes during battles caused by unit card sorting.

    Battle

    • The video memory footprint of battles has been reduced by up to 250MB.
    • Left-click and dragging units during battles is now more responsive.
    • Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.



    Gameplay Improvements

    Campaign

    • Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.
    • A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.
    • The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.
    • Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
    • Improved the AI’s consideration and use of payments in diplomacy
    • Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.
    • Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
    • Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.
    • When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.
    • Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.
    • Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.
    • When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.
    • During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.
    • Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.
    • Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
    • Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .
    • Fix for Lode Stone technology not applying correct speed bonus to ships.

    Battle

    • Improved gates so they don't open so prematurely for routers during battles.
    • Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
    • Autonomous siege engines now have an ammunition limit during battles.
    • Fixed bug where routers appeared to walk in battles.
    • Added display of phase timers to Ability buttons in battles.
    • A unit tooltip will now display to indicate when units are withdrawing during battles.
    • Added a new Persian minor city battle map variation to the game.
    • Improved the in-battle AI's interactions with a Greek City battlefield.
    • Improved AI interactions with the walls in Hecatompylos (small) battle map.
    • Adjusted deployment zones in Greek Port (Antioch) map, to stop the defender from being able to deploy outside of the city.
    • Fixed a bug in the Antioch (large) battle map, that made traversable areas of the map untraversable to units.
    • Adjusted deployment zones in Carthago city map to stop the defender from being able to deploy outside of the city.
    • In Multiplayer, spectators can now see both the attackers and defenders units regardless of whether they're within line of sight (both in the battle itself and on the battle radar.)
    • Improvement for the timing in when pike men switch between pikes and swords during combat.
    • Re-jigged pike attacks slightly so that they don't end when the enemy run away, but instead, re-intercept.
    • Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy.
    • Fixed certain capture points that were not assigned to the correct buildings in various siege maps
    • Smoothed out the deployment zones across all siege maps.
    • Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships correctly.
    • A wall piece that is partially underground in the small Barbarian City battle map has now been made to be un-dockable for siege equipment.
    • Fixed the collision on some large rocks in the Carthage battle map to prevent units from passing through them.



    Balancing Changes

    Campaign

    • Barbarians and Easterners can now also build military ports in minor settlements.
    • Increased campaign cap for the limited naval units, so more of them can be recruited.

    Battle

    • Added new missile block chance for shields, and some new shield types added to enable better balancing.
    • Adjustments made to the Carthage chapter 6 difficulty.
    • Rebalanced the ranged damage effects for the Numidian Technology Tree.



    Usability Improvements

    Campaign

    • Agent success changes now reflects the fact that some actions (for example Assasination) require critical success to eliminate the character. A tooltip has been added to showing the sucees/failure precentage breakdown.
    • Fixed a bug in Multiplayer Campaign mode, where the player couldn't move their camera on the campaign map after spectating in another players' battle, if the player had the Overview Map opened before the battle.
    • Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship is being shown.
    • Added message events when a satrapy declares war on its overlord in Campaign modes.
    • Fix for Legendary difficulty auto-save occurring before dilemmas are decided in Campaign mode.
    • Fixed the cancel vassal diplomatic action which was not working correctly.
    • Fix for menus "sticking" when moving the mouse from a submenu button to the Encyclopaedia.
    • Fixed a number of formatting issues in the Multiplayer Campaign faction list user interface.
    • Durations are now displayed on effects in regions / factions where applicable.
    • Added experience and bonus icons to queued unit cards, so they are more consistent with recruitment and recruited units.
    • Fixed hull upgrade bonus icon not showing on recruitment cards.
    • When ordering an agent to perform an action against the enemy, if the player left clicks and holds on one of the action boxes, and then moves the cursor the action box will no longer disappear.
    • In Campaign modes, if the keyboard shortcut to end the turn is replaced by any other key, other than then default [ENTER], the new key will now end turn as expected.
    • Passive abilities are now coloured differently on the Unit Info Panel in Campaign modes to make them clearer.
    • Fixed duplicate faction icons appearing in Diplomacy, when war declared with satrapies.
    • Solved an issue that prevented the settlement looting panel from appearing, when Campaign Overview / Tactical Map was open.
    • The Forces tab in Campaign modes is now refreshed / updated faster in response to different actions taking place.
    • When returning to the campaign from a battle, besieging army's action points bar no longer doubles in length and extends beyond it's limit.
    • When an ally attacks a provincial capital in coop Campaign the other player will no longer be able to add and subtract siege equipment to the construction list during battle deployment.
    • Removed spaces between building upgrade icons in the Building Information panel to avoid info panel flickering in Campaign modes.
    • Improved the yellow selection highlighting on selected factions in the Campaign Faction Selection screen.
    • Added the option to delete key configuration files form the load key configuration dialog in the settings menu.
    • The "Battle Realism Mode" checkbox now greys out correctly when Legendary difficulty is selected in Campaign mode.
    • Consecrated Ground buildings in Campaign now show which culture they belongs to.
    • The "No Equipment Available" message on the pre-battle user interface in Campaign Mode is no longer displayed, if the player is the defender in a siege assault.
    • Added functionality to post-battle espionage icon so user can now see details about the conquered settlement.
    • Added missing tooltips to character skills on faction screen.
    • Fixes to the Campaign user interface to make objectives status text fit correctly within the available space.
    • When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an enemy settlement, that action will become queued. If on the next turn the player captures that settlement that, upon ending turn the agent will no longer play the animation for the action on that now owned settlement.
    • When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.
    • Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.
    • Fixed issue in the Prologue Campaign where the player couldn't declare war on the Greek States via move options and had to do it via diplomacy.
    • There is now a chance for Campaign characters to spawn with a wife in their household.
    • In Campaign, when selecting an opponent's settlement, then hovering the mouse over buildings in an owned settlement in the same province, the building information panel is now correctly displayed instead of being hidden.
    • Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order is going up or down.
    • Solved issue that prevented the settlement button from being updated, when the province details panel is shown in the Campaign user interface.
    • The Conversion option is no longer displayed when the building is damaged on the Campaign map.
    • Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.
    • Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in Campaign modes.
    • Female character portrait / heads are shown when a "Subject Gains Notoriety" event occurs in Campaign, and the event involves a female character (e.g. the Vicious Words event).
    • Fixed a bug, where some Campaign Event Messages were automatically marked as read.
    • Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region which they do not use, will no longer display their faction icon next to the contested status for the sea region.
    • Fixed un-openable event messages which sometimes appeared in Campaign modes.
    • Successful bribe attempt now shows correct family name on the message.
    • Mission event titles are now consistent between event messages and the event message list panel.
    • The correct cursor icon is now displayed when an Army at sea is selected and order to attack a garrisoned army in a port settlement.
    • The "opportune failure" part of agent action event messages will now only display for the faction that the agent belongs to.
    • After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the start will no longer cause Chapter 3 to appear locked on the main menu.
    • Character Rank Up events now display the Character Type and new rank.
    • Fixed the window size of the games Launcher in certain desktop resolutions.
    • Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip look like the area was an enemy.
    • Tooltips don't show ambush chance for fleets anymore.
    • Fixed tooltip height, when tooltips don't have any text in them.
    • Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an attrition area.
    • Fix for number of available units is not displaying on mercenary recruitment cards.
    • Fixed an inconsistency with Silanus' name between Prologue Chapters. Throughout Prologue 2, Silanus was identified as 'Gaius Fulvius Silanus'. However during Prologue 3, he was identified as 'Gaius Silanus'.
    • Various minor text fixes in Campaign mode.
    • When the player doesn't have enough money to perform an agent action, and orders an agent to perform a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead of only when the cursor is moved over the options.
    • Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.

    Battle

    • Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card Man Count" check box).
    • Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.
    • Naval units are now grouped together depending on their unit type more often in deployment. This prevents them from colliding into each other so much at the start of a battle with large armies and large varieties of ships.
    • Fixing for invisible elephants making it appear like elephant riders were floating in the air during battles.
    • Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting the unit.
    • Chat toggle button is no longer greyed out in frontend when players set their state to "Ready" in a Multiplayer Battle or Campaign lobby.
    • Updated the Carthago radar image to better represent the terrain in the battle.
    • In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, the players Steam avatar no longer remains attached to AI army.
    • Fixed checkbox for "Battle Realism Mode", so it's no longer greyed out and un-ticked when the player has just quit a Legendary difficulty Campaign.
    • Fix for “Unit Size” option being reset to last saved setting when going hosting multiplayer battles.
    • Fixed the "Select All" functionality in battle setup screen ([CTRL]+[A] keyboard shortcut)
    • Various fixes for the Change Team button being in incorrect state in the battle setup menu.
    • The Battle HUD with double line Unit Cards will shrink to single line as units are removed.
    • The Spectator slot in a Multiplayer Lobby can be taken out of team 2 now if there is space there, and not on team 1.
    • Updated buildings on the radar map during battle for the "Armavir" battle map.
    • Improved boarding user interface in battles.
    • Added some user interface to remind player to use deployables during deployment, when they still have deployables un-deployed.
    • Reduced chance of siege towers moving away and leaving men behind if the user clicks to drop equipment, and orders it to be re-manned as troops are disembarking.
    • Added tooltips for ability effect icons on Unit Banners in battle, and made these icons larger.
    • Fixed transport ship icons not disappearing from their Unit Cards once the units disembarks
    • Fixed a large number of floating objects and clipping issues across a variety of siege maps.
    • Fixed floating buildings and battlefield props in an Egyptian Port battlefield.
    • Visually improved Greek Port battle map.
    • Removed some rocks from a port in the Antioch battle map to prevent ships passing through them when disembarking.
    • Changes made to the disembarkation areas in the large Carthago battle map to prevent ships from passing through the naval port buildings.
    • Adjusted beach landing / disembarkation areas in the Athenia battle map, to prevent ships going too far onto the land.
    • Adjusted beach landing / disembarkation areas in the Greek minor port battle map, to prevent ships going too far onto the land.



    Known Issues

    • Changing the game's Texture Quality option during a campaign or a battle may cause the terrain to appear black. This can be avoided by changing this option with the Game Settings in the main menu, and will usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed in the near future.
    • The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise this fully in the near future.


    Retrieved from ‘http://wiki.totalwar.com/index.php?t...h_5&oldid=7753

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  2. #2
    Pteradon's Avatar Foederatus
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    Default Patch 5 notes

    removed - Double info patch 5 notes
    Last edited by Pteradon; October 18, 2013 at 01:13 PM.


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  3. #3

    Default Re: patch 5 notes

    I am surprised by the very few things concerning performance which remains the main problem for me...

  4. #4
    acm_no1's Avatar Civis
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    Default Re: patch 5 notes

    Quote Originally Posted by panzerschreck View Post
    I am surprised by the very few things concerning performance which remains the main problem for me...
    same, very disappointed =(

    just tested Shogun 2 on max setting, 60 FPS even when 2 armies clash against each other

    in Rome 2, I got 8 FPS... and it's not even max setting

  5. #5
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: patch 5 notes

    Seriously underwhelming.

    Agreed. There are some useful changes like getting rid of the adviser and actually putting numbers on the unit cards, some apparently decent CAI changes, but these are the sort of thing that should`ve been done ages ago and almost don`t need a mention. The real changes, such as siege AI, battle AI, etc - pretty much nothing.

    I`m not saying the changes are bad, they are needed - but they are simply `completing the game` changes- Stuff that they basically should have had done even before release. It`s like adding the important brick insulation to the house to keep out the cold. A standard and certainly not something we should praise CA for at all.

    Neither worthy of paying them for DLCs either.

    Tough love. No messing with CA here.

  6. #6
    craziii's Avatar Protector Domesticus
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    Default Re: patch 5 notes

    Quote Originally Posted by panzerschreck View Post
    I am surprised by the very few things concerning performance which remains the main problem for me...
    what are your pc specs? the pc I tested patch 4 with is 3.2 ghz intel c2d, 460 1gb, 4 gig of ram. mid to late game turn times are 1min or so, it is playable even though I wish it were 30 secs or less (rome 1 turn times were under 10 secs for me). game settings are all low + ultra unit size. I don't get lag in battles or campaign map anymore. in battles with more than 5000 units I do get lag. my current (much more powerful)pc have no problems on VH settings, but extreme still kills the fps in certain situations. I am about to stick a 290x into it to future proof it till the next, next gen consoles, which is 10+ years away what are your problems? what are your specs? I am sure CA reads this forum, especially patch feedback threads.
    fear is helluva drug
    Spoiler Alert, click show to read: 
    “The only rule that ever made sense to me I learned from a history, not an economics, professor at Wharton. "Fear," he used to say, "fear is the most valuable commodity in the universe." That blew me away. "Turn on the TV," he'd say. "What are you seeing? People selling their products? No. People selling the fear of you having to live without their products." freakin' A, was he right. Fear of aging, fear of loneliness, fear of poverty, fear of failure. Fear is the most basic emotion we have. Fear is primal. Fear sells.” WWZ

    Have you had your daily dose of fear yet? craziii
    Spoiler Alert, click show to read: 

  7. #7

    Default Re: patch 5 notes

    Seriously underwhelming

  8. #8
    No, that isn't a banana
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    Default Re: patch 5 notes

    Ah, I thought we were getting the Selucids with this one...

  9. #9
    Faiakas's Avatar Tiro
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    Default Re: patch 5 notes

    Quote Originally Posted by OTZ View Post
    Ah, I thought we were getting the Selucids with this one...
    We did. Look your DLC's
    Last edited by Faiakas; October 18, 2013 at 10:34 AM.

  10. #10

    Default Re: patch 5 notes

    A pretty solid patch. Not as many performance issues, but the letter released already said that most of the easy performance issues have been fixed, the ones left are now much more difficult to tackle problems, so we can expect them to slow down in that front for a bit. The unit count change is pretty nice though.

  11. #11

    Default Re: patch 5 notes

    Well the annoying advisor pop up window remover is most welcome. As is the numbered unit cards. Unfortunately I don't see anything regarding formations and it still looks like we still have to suffer burning torches. Didn't see much regarding sieges either. Some tower pathing problems yes but what about battering rams the AI can't use those. Think I'll go back to my other games and give CA another month to get its act together. For the largest patch yet (according to Mr Simpson) this seems somewhat lacking.

  12. #12

    Default Re: patch 5 notes

    Quote Originally Posted by darthsloth74 View Post
    Well the annoying advisor pop up window remover is most welcome. As is the numbered unit cards. Unfortunately I don't see anything regarding formations and it still looks like we still have to suffer burning torches. Didn't see much regarding sieges either. Some tower pathing problems yes but what about battering rams the AI can't use those. Think I'll go back to my other games and give CA another month to get its act together. For the largest patch yet (according to Mr Simpson) this seems somewhat lacking.
    I think he was saying Patch 7 is pretty large.
    There's only so much people can work on in a week after all. And not every bug is something that is easily fixed.

  13. #13

    Default Re: patch 5 notes

    Quote Originally Posted by krisslanza View Post
    I think he was saying Patch 7 is pretty large.
    There's only so much people can work on in a week after all. And not every bug is something that is easily fixed.
    For now, we’re about to roll out our largest patch yet, which contains a number of key fixes and changes. The next update will also bring you new, free game content which we’ve been talking about for a while… we hope you like it. Alongside this, you’ll see our next major step towards mod support for ROME II.

    Actually he said "for now we're about to roll out our largest patch". Implying Patch 5.0. Then when he mentions the next update hes referring to Patch 6.0. Of course if you want to include the Selucids and the mod manager as extra padding to justify his statement, then so be it.

    I appreciate they can't magically fix every bug/problem but siege AI is a major issue that should have been resolved by now. I'm sorry I don't mean anything hostile by my response but I'm a little tired of CA constantly preparing the starter when its the main dish that should be a priority for them.

  14. #14
    AlyssaFaden's Avatar Civis
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    Default Re: patch 5 notes

    There's a mod manager in the game? o.O

  15. #15

  16. #16

    Default Re: patch 5 notes

    Quote Originally Posted by universalmind View Post
    This would be a bit hard. It is not nothing, but it is not far away from it either

  17. #17
    mentecato's Avatar Civis
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    Default Re: patch 5 notes

    Quote Originally Posted by universalmind View Post


    rep!!!!!!!!!

  18. #18
    Xanto's Avatar Libertus
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    Default Re: patch 5 notes

    Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
    The video memory footprint of battles has been reduced by up to 250MB.
    To me this is the most interesting part of patch 5, can't wait to see how much better the FPS has increased especially on the campaign map.

  19. #19
    AlyssaFaden's Avatar Civis
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    Default Seleucid faction available

    Source: http://forums.totalwar.com/showthrea...all-live-today

    Hi everyone,

    We’re delighted to share with you news of the next free content drop for Total War: ROME II, which is available today in an automatic update. The Seleucid Empire is now a playable faction in single-player campaign and multiplayer games.

    Renowned for their civil engineering and city-building feats, the kings of the vast Seleucid Empire rely on expert cavalry regiments to enforce and expand their borders. This content update includes new unique Seleucid units, building and technology trees, Campaign Objectives and the Paradise of Daphne; a unique new wonder. For more details on this faction, please visit this link.

    We’re also releasing Patch 5 today, which delivers a huge number of fixes, tweaks and upgrades to the ROME II experience.

    This patch contains a large number of improvements across pretty much every part of the game. Among these are a number of optimisations to Campaign Map performance, which improve framerates with the fog-of-war and when there are many armies, navies and agents on-screen. We’ve also sped up end-turn times in situations where the player has multiple allies.

    There have been further improvements to diplomacy as well. The campaign AI now encourages factions to form allegiances based on personality, perceived threat and the existing balance of relationships the faction holds. Players can also see relationship information by hovering the cursor over factions on the map in the diplomacy screen.

    We’ve also reduced the chance of AI armies standing close to the player in Forced March mode – thereby reducing their chances of being ambushed – and any garrison of armed citizenry will now reinforce friendly armies in battle outside their settlement.

    Finally, we’ve added tooltips to Agent Actions, which reveal their normal and critical success and failure chances. This gives you a much clearer picture of the potential outcomes.

    As always, please note that some changes take much longer to effect than others – particularly gameplay and battle AI changes – so don’t worry if the improvement you’re looking for isn’t here yet. Chances are we’re working on it!

    You can see full patch notes here on the Total War Wiki.

    We also updated you yesterday with news from Creative Director Mike Simpson on the patching process in general and our plans for the future. In case you missed it, you can read that post here.

    As well as this free content and patch, we’re also delighted to announce Steam Workshop and Mod Manager support for Total War: ROME II, making the sharing and loading of user mods a breeze.

    We’ve been working closely with some key names on the modding scene to offer original Workshop content from day one, such as the incredibly talented Radious, who has crafted some of the finest mods available for Total War.

    That’s not all for modding support, though – we’re consulting closely with the community and are looking to host another Mod Summit soon to gather opinions on what we can do next for Total War: ROME II to further unlock its modding potential.

    Enjoy,

    The Creative Assembly

  20. #20
    Pteradon's Avatar Foederatus
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    Default Steam Workshop available for Rome 2

    Just noticed it.


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