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  1. #1
    craziii's Avatar Protector Domesticus
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    Default Re: The 10 things you want to see in Rome II

    1. cai, allows the creation of big ai empires, that would make me extremely happy + solve all the late game problems.
    2. bai will finally be fix for siege battles and not rush headlong for victory points, dying in the process.
    3. a campaign map without choke points everywhere(this is my pipe dream, I am 100% sure this would never happen)
    4. a working political system! ca needs to add more content into the current system.
    5. naval combat needs some serious control overhaul.
    6. guard mode button + fire at will for melee units with pilas.

    I personally solve the immersion problem by dead generals using my own 12 turns per year mod now my generals will finally be able to reach above 3 stars before dying. same for agents. once this was fixed, the missing family tree doesn't hurt as much. having one would complete that part of the game experience.
    I also modded transport ships to oblivion. normal navy would destroy a full stack by sneezing at it.
    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
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  2. #2

    Default Re: The 10 things you want to see in Rome II

    Battle length. Make battles last longer by slowing unit speeds, kill rates & tweaking moral systems. This will allow battles to be much more tactical.

  3. #3

    Default Re: The 10 things you want to see in Rome II

    These are some suggestions for Total War as a whole. Someday I wish to build my own game with these features -

    1. A more dynamic turn system - where turns lengthen during a 'boring' period, when there are no wars / campaigns / politicking, and shorten when there are exciting things happening.

    2. Make landings and river crossings an one turn event, giving the opponent a chance to defend and stop the process during his turn.

    3. Make dignitaries, governors, spies, generals etc all part of the same character pool (or to make things more interesting - nobles and plebs), which will also contain female characters. Align them with the political factions. So in case of civil war, they can choose sides. Make it classless - ie same characters can engage in espionage as spies or lead armies as generals, effectiveness determined by stats and traits.

    4. Connected to above, assign a percentage value of influence of the various political factions in each province based on presence and actions of characters and adjacency. During civil war the realm can truly divide based on who has more control over each province.

    5. OF COURSE FIX THE FRIGGING AI AND FORMATIONS. GIVE ME BACK MY GUARD MODE. GIVE ME BACK MY FIRE AT WILL. TAKE BACK YOUR FRIGGING TORCHES. Make battles slower and more deliberate, instead of the ai changing its tactics every few seconds.

    6. Introduce advanced tactical structure such chain of command (with deputies), reserve pools, flank commanders under AI control etc. Make battles scale truly realistic. For really complex battles, divide them into phases, and flanks/regions, meaning you can only focus on one flank, and monitor the progress on the others, and intervene if necessary. Increase the reinforcement distances massively. Armies that are very far away may enter the battle at a later time. This will lead to breathtaking Pelennor Field type battles, where a small army may need to hold its ground desperately waiting for a bigger army to reinforce them. This will combine multiple armies - make battles longer, bigger, more decisive. Give the option to withdraw from a siege assault - to continue to build more siege equipment. It will eliminate the need for torches.

    7. Revise the zone of control thing in strategic movement, bring back the ability to intercept enemy armies. It was a really cool feature. Create an ability to maneuver around an interception if necessary, linked to strategic abilities of the commander.

    8. Introduce region and culture bonuses/modifiers to units, eg cavalry recruited in Sarmatia will have better stats. Introduce the ability to retrain units - ie a very experienced unit of Spear Warriors can be raised into Chosen Spearband. But keep a clear distinction between noble troops and common troops - different retraining branches.

    9. Introduce factors like 'will to fight', 'supply lines', into war strategy. A nation that looses a lot of battles, or one huge battle, will be hard pressed by its people to make peace, leading to internal revolts, longer recruitment times etc. Armies without a supply route back to its nation will suffer more attrition.

    10. Rework how culture works to make managing large empires more troublesome. Instead of cultures dying out forever withing a few turns, they can be resurrected in its core provinces, spawning local rebel armies, and rebel leaders, who will not only lead armies, but also spread cultural propaganda in neighboring regions, and all other naughty stuff that agents do.

  4. #4
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    Default Re: The 10 things you want to see in Rome II

    I agree with most things already mentioned, but just want to add a point:

    11. Working melee dynamics to let battles pay out as a bloody struggle between lots of warriors, rather than a set of small duels.
    The game development business is one of bottomless greed, pitiless cruelty, venal treachery, rampant competition, low politics and boundless personal ambition. New game series are rising, and others are starting their long slide into obscurity and defeat.

  5. #5
    Garbarsardar's Avatar Et Slot i et slot
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    Default Re: The 10 things you want to see in Rome II

    I would be satisfied by the simple inclusion of the following units which will render, by and large, all the points my esteemed colleagues raised previously, moot.

    1. Torchphants
    2. Torchegionnaries
    3. Torchrserkers
    4. Torched chariots
    5. Amaztorches
    6. Torchheteroi
    7. Torchpanion Cavalry
    8. Torchriremes (combined warfare)
    9. A panda bear sodomizing a Nazgul with a torch
    10. Flaming pigs (torched)

    I realise that no.9 is probably not a "unit" in the strictest sense of the word, but one can only dream, and anyway, I'm willing to give it up for a "torch at will" mode.

  6. #6
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    Default Re: The 10 things you want to see in Rome II

    Quote Originally Posted by Garbarsardar View Post
    I would be satisfied by the simple inclusion of the following units which will render, by and large, all the points my esteemed colleagues raised previously, moot.

    1. Torchphants
    2. Torchegionnaries
    3. Torchrserkers
    4. Torched chariots
    5. Amaztorches
    6. Torchheteroi
    7. Torchpanion Cavalry
    8. Torchriremes (combined warfare)
    9. A panda bear sodomizing a Nazgul with a torch
    10. Flaming pigs (torched)

    I realise that no.9 is probably not a "unit" in the strictest sense of the word, but one can only dream, and anyway, I'm willing to give it up for a "torch at will" mode.
    I worry that this is what CA see no matter what we actually write

    I can also imagine most of these. Torchphants would be elephants with huge burning torches attached to each tusk, a torch held in their trunk and a ballista firing flaming torches in a howda on their backs. Torchzerkers would have a huge wicker basket full of flaming torches on their backs from which they frenziedly drew torches to torch gates and their enemies with. Amaztorches would be female warriors, naked except for two torches, fitted to wickerwork holders on each breast - and armed of course, with torches. They might also have tatoos of torches in bright red and yellow flame colours.
    Last edited by Dunadd; December 11, 2013 at 10:56 PM.

  7. #7

    Default Re: The 10 things you want to see in Rome II

    I only got 2 things that they properly forgotten with there rushed released.

    1# PUSH Animations for all siege engine,s
    2# Real AXE Animations

  8. #8
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default Re: The 10 things you want to see in Rome II

    Thanks guys this is great, the more the better I will be making the video over the weekend and it should be on the site around that time too.

    Check out my latest video: Unit Expansion Mods

  9. #9

    Default Re: The 10 things you want to see in Rome II

    1 - improved BAI
    2 - improved CAI
    3 - at least 2 turns per year to allow for development of generals
    4 - fire at will button for all missile-carrying troops
    5 - guard mode button for all troops, set to "off" by default as in previous games
    6 - walls for all settlements
    7 - Carthage given all its land to prevent it being wiped out 90% of the time
    8 - routing units to still keep their flags, since it becomes a chore to find routing units if, and I would often just end the battle to avoid playing "Where's Wally," which would let hundreds, even a thousand, enemy troops run away
    9 - no torches in siege battles. As well as not totally ruining immersion (the mighty walls of Rome breached because they threw torches at the door? Oh, ok....) it, along with all settlements being walled, means there won't be one turn besiege and assault scenarios, so there's a greater chance of reinforcements coming to fight, and in turn more field battles.
    10 - UI!!

  10. #10

    Default Re: The 10 things you want to see in Rome II

    Listed by priority:
    1.) Late Game Difficulty! I want very strong enemies in the late game with elite units to have battles that are worth playing and not auto-resolving them. Difficulty like in Shogun II would be appreciated, even if the AI is cheating then a lot.

    2.) more intelligent Campagin AI in terms of army movement. I HATE having dozens of armies swimming around and attacking cities far away from their home province, and armies that are emberking to invade a neighbor province that could have been easily reached by staying on land.

    3.) Interesting senate system! Actually I don't understand why I should bribe, marry and assassinate members of other families because civil war is unavoidable and the earlier it comes the better it is... Furthermore, the Civil War is just boring and unlogic. There are just dozens of elite full stacks spamming around a capital and conquering my lands until I can stop them. And all of my armies led by a general from another family turn to my side, oh yes very logic.
    And having Hamilcar Barca and Hannibal e.g. in the Hannonid Dynasty is ashaming!

    4.) Fix siege battles. Enough said.


    These are the main 4 issues I have, if they would be fixed the game would be really good. But I don't really think that CA will improve it like this...

  11. #11
    Coxy's Avatar Miles
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    Default Re: The 10 things you want to see in Rome II

    Not played the game for ages - are the wonders in it properly yet? e.g. Stonehenge

    if not this is my number 1!

  12. #12

    Default Re: The 10 things you want to see in Rome II

    1-Defensive mode
    2-More Detailed city construction
    3-More detailed tax and political system
    4-more detailed character system
    5-Better....a whats the point. To make this game any better they need to change the engine and start again with the developers keeping a keen eye on the ideas and views of this forum which will never happen. The engine is the biggest problem of this game. CA has stagnated into a reproducing similar ideas for each total war game, this game has shown they need to bring out new interesting and dynamic ideas to keep this game franchise alive.

  13. #13

    Default Re: The 10 things you want to see in Rome II

    1. Family tree (I must admit I didnt think this wouldnt be as big of a deal, but after 157 hours I just realized that I didnt give a about a single one of my generals or family members. Which in RTW I still remember my best generals)
    2. the turn limit...idc if its 2, 3, or 4 but 1tpy is a little immersion breaking seeing as how my generals and agents die before I even have a chance to do something cool with them
    3. BAI (seige AI to be specific, its pretty terrible)
    4. Fire at will. I think its a little retarded my legionaries wont use their pila unless they charge.
    5. The politics...its kinda underwhelming.
    6. Ive noticed my agents seem....underpowered. for example I have a 10 star agent who is maxed out for inciting a slave uprising (like 70-80% success rate) and yet I can never seem to incite one any more since like patch 6.
    7. World Wonder bonuses. As far as I can tell it seems like they really dont do anything for you at all. It was fun in RTW to actually try and take a province that had them.
    8. Carthage seems kinda underpowered. I dont understand why they split that faction into two. It doesnt really make any sense.
    All in all I think most of those are pretty easy and reasonable fixes

  14. #14

    Default Re: The 10 things you want to see in Rome II

    1.Make big empires bigger and last longer: Add nova carthago and lybia to Carthage, Media and persia to Seleucids, Etruscans to Rome, cyprus to egypt(not Cyrenaica, historically Alexander only conquered up to siwa and Cyrenaica was a vassal, but Ptolemaic egypt did have parts of southern turkey, represented by Cyprus. Maybe even Trapezos to Pontus.
    2. 12 turns per year, so one per month, probably perfect
    3. More travel details: weaker transports, storms both at sea and on land especially with a corvus which should be implemented, seasons which affect travel(only blizzards in winter,) a lot of attrition in disasters but a lot less when not.
    6. more diplomatic options: give city, accept or we will attack, more varied trade routes.
    7. More valuable characters; ability to ransom generals, a family tree, politics that really matter
    8. Better map: More cities, increase the amount of settlements in a province including a provincial capital which is historically accurate(Syracuse, Rhodes,) 1-3 smaller cities, 4-6 walled towns and 7-9 villages. pirates, bandits, and more resources in every territory which they can target(and let them give you more and better bonuses,) more buildings including forts, hill forts for barbarians, watch towers and maybe even walls on the campaign map.
    9. Give every faction historical units and unit combinations, and each at least one unique one(so for ex. Crete Cretan archers, Rhodes Rhodian slingers, media median spearmen, Gedrosia gedrosian war elephants? cimmeria both greek units and steppe units and cyprus both Egyptian and Seleucid units etc. Also more playable factions to test these unique units with. Also more and more historical mercenaries(Galatian mercenaries instead of galatian units for egypt, mercenary legionnairies, mercenary raiding hemiolia velites etc.
    10. Better battles with better AI: better unit abilities; fire at will for javelins, no torches, loose formation, guard mode, allow some units to build rams simply made of a log with a sharpened point, maybe slightly more types of terrains, slower death rate to make battles last longer.

  15. #15
    tungri_centurio's Avatar Senator
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    Default Re: The 10 things you want to see in Rome II

    1.slower non arcade battles
    2.more building slots, double the amount
    3.2/4 Turns per year
    4.set taxes per province,not factionwide
    5.make historical factions like Rome,carthage outlast the small ones
    6.walled citys instead of small villages
    7.more resorses like grain,salt,honey...
    8.siege AI
    9.fire at will,defencive stance,unit collision...
    10. Free dlc in return for the bad game
    + alot of the tings others say
    Last edited by tungri_centurio; December 04, 2013 at 11:42 AM.
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  16. #16
    Dago Red's Avatar Primicerius
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    Default Re: The 10 things you want to see in Rome II

    1. Complete removal of magic navy boats for all armies. Armies must piggyback with real navies made in ports to travel over sea. Only agents can keep "insta-boats." See previous TW games, then add magic boats for agents.*

    2. This alone will fix most of the ADHD campaign, musical cities problem, but CAI needs improvement, mostly to defend its cities and have broader strategic awareness, prioritizing a grand victory plan over short sighted goals which is its only current agenda: "I see an undefended city 20 moves away so I will force march there now!" See previous TW games.

    3. Fix / Rework of the battle engine to stop units colliding into each other and blobbing up, seemingly only pushing toward opposing unit's mythical center point instead of facing it as a real block of men. Essentially, a return to pre-warscape combat mechanics, which featured real unit collisions. No battle is satisfying or offers real tactical options with the core mechanics broken. See pre-warscape TW games.

    4. 2 turns per year, with Spring /Summer and Fall/Winter seasons. See previous TW games.

    5. Total BAI fix. Siege battles do not work, walls or no. Walls just make it rage quit worthy. Remove torches, and place them in NIGHT BATTLES where they belong. See pre-warscape TW games, especially the mods.

    6. Finish the campaign map. Add back in the outlying towns, villages, farms and small ports which have been in all vanilla TW games since Empire, and in mods even before that. Add building chain options to these outliers, completing the region building options and finally delivering a AAA building and economy game. Add walls to all cities that historically had them, not just arbitrary "province capitols." Fix all wonders and resources and include all info on these and other items on campaign map that you can see, in a pop up when you mouse over them, so you can determine what's there and what the effects of the terrain, resource, wonder, etc are. You know, like in all previous TW games.

    7. Rework and break up the province system. With the completion of the campaign map (see above) this feature will work well, but all outlying towns, villages, farms and small ports need incorporation into the regions and these provinces -- designed to "streamline" and cover up the aforementioned glaring omissions -- then need to be broken up and re-worked. IE Jerusalem and Petra alone should be 1 province, not only 2 of 4 regions in 1 giant and unmanageable tract of land that touches 2 oceans and has no governing connection to each other.

    8. A.O.R. See previous TW games, and a decade of intelligent mods.

    9. We heard about intrigue and a political system, but none worth mentioning exists. Or just bring back the family tree. See previous TW games.

    10. OR..... just release a full comprehensive suite of mod tools and set up a full technical support forum for the modding community so they can implement, or add all of these things (back) into the game.



    *1.1 Send the person responsible for this horrid idea to a beach and force them to build a seaworthy boat out of existing flora, if any, and then sail into the middle of the ocean, whether they have any experience shipbuilding or not, after all in the game dessert peoples, mountain peoples, and steppe horse culture peoples all do it the same way.

  17. #17
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default Re: The 10 things you want to see in Rome II

    Thank you for all the replies I know alot of people like to just vent their anger, but this is going to really make a good video!

    Check out my latest video: Unit Expansion Mods

  18. #18
    pajomife's Avatar Protector Domesticus
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    Default Re: The 10 things you want to see in Rome II

    1:No transport ships.
    2:No transport ships.
    3:No transport ships.
    4:No transport ships.
    5:No transport ships.
    6:No transport ships.
    7:No transport ships.
    8:No transport ships.
    9:No transport ships.
    10:No transport ships.

    Can I ask for another 10?

    1:No transport ships.
    2:No transport ships.
    3:No transport ships.
    4:No transport ships.
    5:No transport ships.
    6:No transport ships.
    7:No transport ships.
    8:No transport ships.
    9:No transport ships.
    10:No transport ships.

  19. #19
    DarrenTotalWar's Avatar Video/Podcast Creator
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    Default Re: The 10 things you want to see in Rome II

    I've updated the original post to show the current list of what is getting the top 10.

    Check out my latest video: Unit Expansion Mods

  20. #20
    ChairmanCrassus's Avatar Semisalis
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    Default Re: The 10 things you want to see in Rome II

    If seasons ever make a return I only want spring, summer, and fall. I really hated the winter season in Shogun 2. In fact removing seasons was one of the better decisions they made in Rome 2.
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