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  1. #1
    baptistus's Avatar Senator
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    Default A TWC Q&A to CA ?

    I would like to know if it is possible to send to CA questions from the users of total war center, as a Q&A ?
    I mean an "official" TWC Q&A. No bashing, no stupid questions ect... Maybe if it is an "official" total war center request, we will have some answers ? Because I never have any answer from community manager, even a "I will talk about it to the team " or this kind of answer....
    We have only one kind of communication with CA : the rally point. 8 months after the release, I think it is time to send to CA our (last) questions about Rome 2.

    On the official forum ( thread closed by the moderation + re-ban so the link is useless)
    http://forums.totalwar.com/showthrea...to-CA-from-TWC


    Modding
    -Would it even be possible to mod pirates into Rome 2 to be like they were in Shogun 2 or slave rebellions in rome 2?
    -Will you make the encyclopedia offline and moddable?
    - I would like to know if CA can create new "effect_bundle_key" to the "db-->effect_bundles_to_effects_junctions" to connect/link effects to the % of the senate/nobles concil you have to your party.
    With these keys, we (modders) should be able to create some good mods for the politic system even if it change anything to the politic itself, but only by adding a range of bonus/malus.
    - It seems we can not edit the movement of the transport ships itself since some patchs. Will it be possible to mod it again in the next patchs ? or would it be possible that CA create a "movement point" variable related to each unit in db tables, value being used as the base to calculate unit movement points ?
    -will it be possible to add a construction cost to spawn transport ships ?
    -Is it possible to have a schedule for the campaign map editor and other editors ?
    -Is it possible to have a schedule for documentation of the DB (data base) ect... ?

    question which need to be checked
    -Will it be possible to have an is_enemy, is_neutral, is_allied , is_NAP , is_client, is_satrap dependency
    for referencing assets like regions,agents and army's in scripts?
    -Will it be possible to have a dependency that relies on is_in_capital_region,
    whereby i mean capital is the faction in question's capital city ?
    -Will there be a dependency check possile for specific region ownership?
    including a faction capital .
    -Will loss of specific units be possible to act as a trigger for certain events?
    -Will loss of General/Admiral be possible to act as a trigger for certain events?
    -Will it be possible to have effects happen based on an army,navy or agent being in a specific place,
    defined by a range of campaign map coordinates?
    for example a script that checks this at the end-of-turn for its faction.
    -Will it be possible to have scripts that fire on a faction controlling city X,
    with a check for the factions relation to other factions , including player faction?
    -Will it be possible for triggers to depend on a factions (A) relation range(-100 to +100)
    and/or its alliance/NAP status towards not only player (B)
    but also other factions that are themselves allied to (B)
    -Will we be able to have a scripted event when triggered cause the exchange of control of Region,Armies , Navy's or Agent,
    from one faction including player to another?
    -Will army's,Navies, or agents be spawnable?
    -Will Units for a specific army or navy, identified perhaps through the proposed coords check be spawnable?
    -Will Units perhaps be spawnable upon battle Start? like a garrison script for army's.
    -Will specific paths for perhaps a scriptspawned army navy or agent be scriptable?
    -will it be posible to give a specific army attrition condition , even though it is in good terrain with its faction having enough food?


    Campaign
    -Are there paved road on the game ? if no is it possible to add paved roads on futur patch ?
    -Is there any news about the improvement of the political system ?
    -what are the news about new diplomatic options ?

    Gameplay
    -Do you think about to let the legioners use their pilla in defence in a futur patch ?
    -Why was fire at will removed from javelin armed melee infantry units?
    -Is it possible to add an option in the menu to turn auto run on or off ?

    Technics:
    -Why is proper AA not included in the game?

    General
    -What important lessons have you Creative assembly as a company learned from Rome II and what can we expect to be different with the upcoming total war.
    -We have seen Rome II be patched continuously, how many more patches can we approximately expect to come and what is CA most passionate about adding in the future patches?
    -Do you feel that some the outrages at Rome II, was justified? And if so to what do you consider valid complaints?
    -for you, what is the ultimate goal of the total war serie ?


    Other Total war-like game (optional questions)
    -Could you give us any information on the Warhammer game being developed?
    -We saw Stormrise tackle a futuristic sort of total war, is there any plans for CA to venture into the sci fi space again?
    -What has been the greatest hurdles CA has had to overcome as a company, when creating a RTS game past 2010.
    -Which total war game is your favourite?
    -What improvements can we expect to multiplayer campaign for the upcoming total war.
    -Last year we saw THQ go under and SEGA acquire the warhammer IP and Relic studios. How did you guys at CA feel about that?
    -will we get demos before future total war games are released again?
    -Are there any plans for any future total war games to include Asia?
    Last edited by baptistus; June 29, 2014 at 03:51 PM. Reason: its not "official" unless TWC Staff do it

  2. #2

    Default Re: An official TWC Q&A to CA ?

    I think the most important question is: CAN WE IN A NEAR FUTURE EDIT/MODIFY DE CAMPAIGN MAP OR THIS IS GONNA BE THE SAME DISAPPOINTMENT SINCE MEDIEVAL II???????????

    No campaign map modification=superficial mods that cannot maintain alive the game. Think about it CA, think about the money that you earned and begin to be consequent.

  3. #3
    Dontfearme22's Avatar Campidoctor
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    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by Bhirumuz View Post
    I think the most important question is: CAN WE IN A NEAR FUTURE EDIT/MODIFY DE CAMPAIGN MAP OR THIS IS GONNA BE THE SAME DISAPPOINTMENT SINCE MEDIEVAL II???????????

    No campaign map modification=superficial mods that cannot maintain alive the game. Think about it CA, think about the money that you earned and begin to be consequent.
    I think this is exactly the kind of question you shouldnt ask, sorry

  4. #4

    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by Dontfearme22 View Post
    I think this is exactly the kind of question you shouldnt ask, sorry
    I don't know why?

  5. #5
    Dontfearme22's Avatar Campidoctor
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    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by Bhirumuz View Post
    I don't know why?
    It comes off as angry and bitter, in my experience people would rather answer questions that are worded politely, calmly and arent loaded.

  6. #6
    baptistus's Avatar Senator
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    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by Dontfearme22 View Post
    It comes off as angry and bitter, in my experience people would rather answer questions that are worded politely, calmly and arent loaded.
    so:
    - Modding: Is it possible to have a schedule for the campaign map editor and other editors ?

  7. #7

    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by baptistus View Post
    I would like to know if it is possible to send to CA questions from the user of total war center, as a Q&A ?
    I mean an "official" TWC Q&A. No bashing, no stupid questions ect... Maybe if it is an "official" total war center request, we will have some answers ? Because I never have any answer from community manager, even a "I will talk about it to the team " or this kind of answer....
    We have only one kind of communication with CA : the rally point. 8 months after the release, I think it is time to send to CA our (last) questions about Rome 2.


    Anyway, this is my question:
    - modding : I would like to know if CA can create new "effect_bundle_key" to the "db-->effect_bundles_to_effects_junctions" to connect/link effects to the % of the senate/nobles concil you have to your party.
    With these keys, we (modders) should be able to create some good mods for the politic system even if it change anything to the politic itself, but only by adding a range of bonus/malus.
    -modding: It seems we can not edit the movement of the transport ships itself since some patchs. Will it be possible to mod it again in the next patchs ?
    -modding: will it be possible to add a construction cost to spawn transport ships ?
    This is a great idea. Mike Simpson stated a few days after the release of R2 that CA 'always wanted to be having a dialogue with the community', and what better way to do it than this?

  8. #8

    Default Re: An official TWC Q&A to CA ?

    We kinda had with the modding summit.
    I think it will be hard to push for more than this

  9. #9

    Default Re: An official TWC Q&A to CA ?

    Wasn't the Modding Summit basically the "official" Q&A with CA?

  10. #10
    baptistus's Avatar Senator
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    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by krisslanza View Post
    Wasn't the Modding Summit basically the "official" Q&A with CA?
    no, it was a modding summit with a few modders. And it was about mods only.
    Feel free to aks question about the testudo formation for example (I will add it because I know some people have question about it ).

  11. #11

    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by baptistus View Post
    no, it was a modding summit with a few modders. And it was about mods only.
    Feel free to aks question about the testudo formation for example (I will add it because I know some people have question about it ).
    Yes but the modders asked mod-related questions on behalf of the community that they knew about.
    Your opening post specifically has "modding" questions, which they could've answered back at the Mod Summit. You might be able to get general Q&A, but I wouldn't be as sure on the modding Q&A outside another Summit.

  12. #12
    baptistus's Avatar Senator
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    Default

    Quote Originally Posted by krisslanza View Post
    Yes but the modders asked mod-related questions on behalf of the community that they knew about.
    Your opening post specifically has "modding" questions, which they could've answered back at the Mod Summit. You might be able to get general Q&A, but I wouldn't be as sure on the modding Q&A outside another Summit.
    so the modding summit was the only place to ask questions to CA ? now it is not possible ? ....

    Quote Originally Posted by wangrin View Post
    As baptistus pointed out, the Modding Summit was about.... modding.
    And several questions and requests are still waiting for an answer (such as campaign map and battle map tools).

    But this thread is more open, not only focusing on modding.
    May I suggest to create several generic "tags" such as :

    [list][*]Modding[*]Campaign gameplay[*]Battle gameplay[*]etc.
    to help to classified questions ?
    I tried to did it.
    But I really hope a content staff will create and manage an "official" thread for this Q&A, because my english is so poor it is possible even the tags have grammatical errors lol
    Last edited by Maximinus Thrax; May 20, 2014 at 03:06 PM. Reason: double post

  13. #13

    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by baptistus View Post
    so the modding summit was the only place to ask questions to CA ? now it is not possible ? ....
    I said the Modding Summit is the place to ask modding questions, not general questions.
    I mean, you can make a list regardless, but I just don't see it as being highly likely to get any modding questions answered outside the Modding Summit.

  14. #14
    wangrin's Avatar Unguibus et Rostro
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    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by krisslanza View Post
    Wasn't the Modding Summit basically the "official" Q&A with CA?
    As baptistus pointed out, the Modding Summit was about.... modding.
    And several questions and requests are still waiting for an answer (such as campaign map and battle map tools).

    But this thread is more open, not only focusing on modding.
    May I suggest to create several generic "tags" such as :

    • Modding
    • Campaign gameplay
    • Battle gameplay
    • Game design
    • etc.


    to help to classified questions ?

    Quote Originally Posted by baptistus View Post
    Q :It seems we can not edit the movement of the transport ships itself since some patchs. Will it be possible to mod it again in the next patchs ?
    It look like movement point are not defined in db tables and are not moddable. It is only possible to modify bonus/malus to increase/decrease movement range.
    Question is : would it be possible that CA create a "movement point" variable related to each unit in db tables, value being used as the base to calculate unit movement points.
    Last edited by wangrin; May 20, 2014 at 02:21 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  15. #15

    Default Re: An official TWC Q&A to CA ?

    Well i can't blame CA for not opening up to any QA lately. However if i were handling QA these are the questions i would ask.
    My QA
    Q:Could you give us any information on the Warhammer game being developed?

    Q: What important lessons have you Creative assembly as a company learned from Rome II and what can we expect to be different with the upcoming total war.

    Q:We saw Stormrise tackle a futuristic sort of total war, is there any plans for CA to venture into the sci fi space again?

    Q: We have seen Rome II be patched continuously, how many more patches can we approximately expect to come and what is CA most passionate about adding in the future patches?

    Q: What has been the greatest hurdles CA has had to overcome as a company, when creating a RTS game past 2010.

    Q:Which total war game is your favourite?

    Q: Do you feel that the outrage at Rome II, was justified? And if so to what do you consider valid complaints?

    Q: Mod ability has been a key component in the most successful total war game yet, Medieval 2. Is there any possibility that we will see the campaign map modable in the future?

    Q:What improvements can we expect to multiplayer campaign for the upcoming total war.

    Q: Last year we saw THQ go under and SEGA acquire the warhammer IP and Relic studios. How did you guys at CA feel about that?
    Last edited by DeliCiousTZM; May 20, 2014 at 02:04 PM.
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  16. #16
    wangrin's Avatar Unguibus et Rostro
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    Default Re: An official TWC Q&A to CA ?

    Modding Summit was a single event when modding is an everyday work.
    Moreover, the Modding Summit did not answer to all questions.
    So, even if a specific topic exist about modding Q&A, it is very interesting to open this topic, more open and not only "modding aimed".

    Thanks for this initiative, I hope it will be constructive.
    Note that, even if CA do not answer to questions, at least, this topic could become a base for collecting and centralizing questions about the game, from modding to gameplay.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  17. #17

    Default Re: An official TWC Q&A to CA ?

    Yep good thread Baptistus. I'd be tempted to stick you know on your ignore list when you are doing your own threads. Saves you wasting your time with the inane drivel that ensues.

    My main line of questioning would be concerning what's happening re the engine and also if we can see a more honest approach to marketing the game and perhaps better research and sticking closer to history.

    Less 12 yr old arcade with very limited stratedy, more mature game aimed at people with a few more brain cells!

    Oh and if there are going to be gamebreaking features, for me that is, (like torches and sieges, I still cant play the damm game) please could you make it possible for people to remove or add these features.

    Why cant we create our own custom settlements and remove features such as the torches.

    Why after x years is there no way of doing this?

  18. #18
    baptistus's Avatar Senator
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    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by Totalheadache View Post
    Yep good thread Baptistus. I'd be tempted to stick you know on your ignore list when you are doing your own threads. Saves you wasting your time with the inane drivel that ensues.

    My main line of questioning would be concerning what's happening re the engine and also if we can see a more honest approach to marketing the game and perhaps better research and sticking closer to history.

    Less 12 yr old arcade with very limited stratedy, more mature game aimed at people with a few more brain cells!

    Oh and if there are going to be gamebreaking features, for me that is, (like torches and sieges, I still cant play the damm game) please could you make it possible for people to remove or add these features.

    Why cant we create our own custom settlements and remove features such as the torches.

    Why after x years is there no way of doing this?
    You have your answer in the modding summit report:
    -they will continue to use the warscape engine, which are only one of the engine they used
    -torches are hardcoded so we can not remove it, and they will not remove it
    -maybe will we be able to create custom settlements but we need the battlemaps editor (I ask for a schedule about the editors)

  19. #19

    Default Re: An official TWC Q&A to CA ?

    Quote Originally Posted by baptistus View Post
    You have your answer in the modding summit report:
    -they will continue to use the warscape engine, which are only one of the engine they used
    -torches are hardcoded so we can not remove it, and they will not remove it
    -maybe will we be able to create custom settlements but we need the battlemaps editor (I ask for a schedule about the editors)
    Right thought as much. Am out of the next total war then unless I play a demo and am amazed...had enough of the low performance of warscape.

    Unless they drag it screaming and kicking into 2015....

    P.s I liked it for empire and napoleon and to some extent shogun2. If you remember the zombie faces appeared then...

    Gonna be interesting to see how alien isolation runs and plays. I know a few people who are looking forward to this.

  20. #20

    Default Re: An official TWC Q&A to CA ?

    Oh that's a good question, will we get demos before future total war games are released again?

    http://www.twcenter.net/forums/showt...-of-Aggression- An Age of Aggression- my Skyrim FF







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