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Thread: Attila - Introducing the changes (OP updated October 22nd)

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    LestaT's Avatar Artifex
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by Humble Warrior View Post
    Interesting stuff about civilians. I've always said for many wargames that it's strange you never see the civilian at all-ever. However, once civilians decided to fight for you, they should fall under your control. In reality, such civilians would try to find the army and place themselves at its disposal.
    The mods/plebs in Rome 2 garrisons are civilians.
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    -smaller faction's attitude towards other factions are solely based on the faction leader, for example if you are friendly with the franks and their faction leader dies and the heir that comes into power hates you, then that faction will become far more aggressive towards you

    -Civilians are not controllable, however it is a random generated choice as to whether they want to flee or fight. Civilians will be doing day to day stuff on the battlefield, (farming etc) and will then decide their action. If they flee they can either run into buildings and hide or (I assumed go off the map) if that building is on fire or about to be destroyed then the civilians will run out of them.
    These two things are absolutely awesome.

  3. #3

    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Thanks a lot for compiling this info! Can you also write down the sources you used.

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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by Quintillius View Post
    Thanks a lot for compiling this info! Can you also write down the sources you used.
    If you are on about my section you'll see I have, with links after the listed features.

  5. #5

    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Guys we have to take into consideration that CA is a company like any other company in this world. I personally believe that all this looks promising and the game can become more realistic and more dynamic but as said before is a pre-alpha. Everything can be change. What I found a little strange is that most of the people (from the developing team) that took part in live events or press reviews of ROME 2 do not exist anymore. Specifically in the video of DarrenTotalWar were an interview between him and the CA Attila developing team took place where most of the people were talking English with a eastern European accent. Could we have the Witcher 3 team on Attila developing team (not real offcourse). Just with the thought of having easter european developers makes my hopes go up for this game.

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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by ChaoticParasite View Post
    What I found a little strange is that most of the people (from the developing team) that took part in live events or press reviews of ROME 2 do not exist anymore.
    Not really.

    Rome II Credits

    Some of course have left and I guess as with many other jobs as in other industry many are contracted to work on certain game for certain period. Some may extend they contact for a different game while some may left to work on other games/devs.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Changes are not to many!
    God I hate my self when I am right!


    Cities will CONTINUE to have THAT IDIOTIC low number of available building slots!
    So...expect AI to starve to death and then attack!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Great Change here CA!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by AnthoniusII View Post
    Changes are not to many!
    God I hate my self when I am right!


    Cities will CONTINUE to have THAT IDIOTIC low number of available building slots!
    So...expect AI to starve to death and then attack!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Great Change here CA!!!
    It's a gameplay mechanic - if you had 20 slots in every city there would be no need to strategize/prioritise with regards to what is built where.
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by Robin de Bodemloze View Post
    It's a gameplay mechanic - if you had 20 slots in every city there would be no need to strategize/prioritise with regards to what is built where.
    Why not use Hidden resources like in Rome 1?

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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by Robin de Bodemloze View Post
    It's a gameplay mechanic - if you had 20 slots in every city there would be no need to strategize/prioritise with regards to what is built where.
    Not true! I have proven more than once in Rome II reports of mine that settlements need 50% more building slots inorder AI wont get die from hanger! I am sick of geting in war with HUGE empires only to confront armies with 10-20 men from hanger! 50% mean 8 slots to capitals and 6 to provincial cities! You see.. no one ever asked 20 building slots!!!!
    But see carefully the patch 15 idiotic system that went to the opposite side! Now no matter how big is an inland settlement it has ONLY 6 UNITS TO DEFEND!
    Re,remember the lack of walls and you will realise that the word IDIOTIC is too soft !!!!!!!
    The defenders do NOT increase by the settlements increase and you see often 6 rebel units to take a HUGE provincial city that HAS NO ACTUALL DEFENSE!
    Is this mellodramatic by me or idiotic by those that designed it???????????????
    Quote Originally Posted by Magister Militum Flavius Aetius View Post
    Why not use Hidden resources like in Rome 1?
    Hiden resources???? Do you realise what is this that you ask from CA developers??? You ask the imposible!!!!!!!!!!!!!!!!!!!!!!!!
    Last edited by IlluminatiRex; October 17, 2014 at 08:15 AM. Reason: Continuity

  11. #11

    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by AnthoniusII View Post
    Not true! I have proven more than once in Rome II reports of mine that settlements need 50% more building slots inorder AI wont get die from hanger! I am sick of geting in war with HUGE empires only to confront armies with 10-20 men from hanger! 50% mean 8 slots to capitals and 6 to provincial cities! You see.. no one ever asked 20 building slots!!!!
    But see carefully the patch 15 idiotic system that went to the opposite side! Now no matter how big is an inland settlement it has ONLY 6 UNITS TO DEFEND!
    Re,remember the lack of walls and you will realise that the word IDIOTIC is too soft !!!!!!!
    The defenders do NOT increase by the settlements increase and you see often 6 rebel units to take a HUGE provincial city that HAS NO ACTUALL DEFENSE!
    Is this mellodramatic by me or idiotic by those that designed it???????????????

    Hiden resources???? Do you realise what is this that you ask from CA developers??? You ask the imposible!!!!!!!!!!!!!!!!!!!!!!!!
    Also, I've not had the AI dying from hunger for a long, long time. And Patch 15 actually buffed the garrisons, not nerfed them.

    Also, CA confirmed that minor settlements will be able to get walls and other defences now.
    Last edited by Maximinus Thrax; October 17, 2014 at 10:23 AM. Reason: personal references removed
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    Lionheart11's Avatar Senator
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by AnthoniusII View Post
    Changes are not to many!
    God I hate my self when I am right!


    Cities will CONTINUE to have THAT IDIOTIC low number of available building slots!
    So...expect AI to starve to death and then attack!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Great Change here CA!!!
    Its the same thing as Rome 2, did they not learn anything?. 2-3 building slots is mega boring and dumbafied.
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by AnthoniusII View Post
    Changes are not to many!
    God I hate my self when I am right!


    Cities will CONTINUE to have THAT IDIOTIC low number of available building slots!
    So...expect AI to starve to death and then attack!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    Great Change here CA!!!
    WOW there is a nuke option in game?pre-ordered


    the cards look good but the limited slots is a bad feature like before.atleast 10 for large city's and 6 for smaller ones,
    considering that you can build walls for minor settlements and so 1slot less, keeps only 3 slots for other things to build...
    again playstyle of play battle, hit end turn,build something,hit end turn,hit end turn,nothing to do,hit end turn,repeat..... boring
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    What is weird is, they don't try to say how else it should look like? Its just "I DON'T LIKE NUKES LOL!", Instead of saying "It would be better if it just was a lot of small men running around setting fire to stuff"

    But for me? I think it looks nice, to show the player what they have done.

    Going to play this song loud then I torch a province!
    Spoiler Alert, click show to read: 
    Last edited by Maximinus Thrax; October 19, 2014 at 12:46 AM. Reason: continuity

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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    Quote Originally Posted by VarrKhaitan View Post
    What is weird is, they don't try to say how else it should look like? Its just "I DON'T LIKE NUKES LOL!", Instead of saying "It would be better if it just was a lot of small men running around setting fire to stuff"
    i like the raze feature but not in this way..

    i can say how i like to see it but what i have in mind will never happen. why not let the city alone burn for several turns and than a slow dicline of the buildings.seeing donky wagons with stuff in it from the abandond city going to other places on the campaign map.so it looks more alive

    Why not have also an option to establish a new city on an other spot in the same province.builded for your own culture.a city you can give new name.dicide if it will be a major city,a small town,only military fort....

    it's ing 2014 why have less options than a game thats 10 years old.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

  16. #16

    Default Re: Attila - Introducing the changes (OP updated October 4th)

    I actually don't know what they are planning on doing with buildings.

    Something tells me that there will be some sort of new mechanic involved that we haven't seen yet.



  17. #17
    texoman81's Avatar Ducenarius
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    someone at CA is obviously a pyromaniac. In Rome II we had torches that melt metal gates. Now Barbarian Invasion 2 will be dominated by fire. When you abandon a city the entire region is burnt to the ground. Fire automatically start with every siege now it appears. Also unavoidable is the walls collapsing. Walls would often outlast sieges for years and would only fall with the use of heavy siege equipment not simply by surrounding the walls with men. Apparently all armies are now equipped with trumpets as well as torches. Now it seems we don't even have the option of starving out a city to obtain it undamaged. It will be crumbling and burnt unless we attack immediately and then we will still damage some building by the attack, and probably still set it ablaze.

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    LestaT's Avatar Artifex
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    I hope we still have the ability to disable/enable the unit numbers on the unit cards. I got so use the not having unit numbers in Rome 2 that I can't even play older games because of that.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  19. #19

    Default Re: Attila - Introducing the changes (OP updated October 4th)

    There seems to be 3 spots for Household traits this time. It's visible on minute 12 on the EGX announcement video.
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    craziii's Avatar Protector Domesticus
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    Default Re: Attila - Introducing the changes (OP updated October 4th)

    What I like the most so far: family trees, excellent UI, skill trees for generals + agents shogun 2 style(rpg elements big +) finally able to right click ai units to get the stats, just like old tw games. If the waypoint system is anything like the game made by darth, I would be very happy.

    certain features should never be excluded from any new tw game: seasons(min 4 turns per year) maximum info for campaign ui(rome 2 campaign ui suck donkey balls, attila ui looks very very nice from what I have seen, all the info readily available for the player), optional minimum ui for battle(I love the tractable battle UI in rome 2 where I can hide everything if I wanted, or bring up detailed info if I wanted to on the fly, glad to see attila kept that) character skill trees for generals/governors/agents(same importance as campaign ui or part of cui) attrition/replenishment, army stances(I really really like the army stances, just wish the cai could use it on any competent level, so the mods by fans won't be force to disable force march, I really miss force march) naval + land combined battles(yes, it is now a must have feature)

    For all the cute babies, animals, baby animals in the world, less, less choke points on the campaign map please.
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