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January 29, 2015, 03:21 AM
#1
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January 29, 2015, 03:38 AM
#2
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January 29, 2015, 05:01 AM
#3
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January 29, 2015, 09:00 AM
#4
Re: Enhanced Physics in Attila total war ?
I have poor hope on better cosmetics: except some new effects like the razing of settlements on the campaign map, torching forests/buildings and a bit more dust, it seems to not have been greatly improved since Rome 2. Else why no announcement? (or point me where
)
If they had made an innovative bound into better physics they would probably have said so.
At the moment what I read from previews is that graphism-wise its at a standstill and performance problems are still present.
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February 01, 2015, 11:55 AM
#5
Tiro
Re: Enhanced Physics in Attila total war ?
I actually like the physics we saw in R2 and are seeing in videos for Attila.
Go back and play Napoleon: Total War, and you'll see that the physics of destroying walls was way, way sloppier, even on highest settings. Shogun 2 was better, and R2 actually seemed a bit better than Shogun 2.
As for unit collision, it's worse in R2 than Shogun 2, but only by a bit. It feels worse because the animations for melee units are not handled well, but the actual physics of colliding are not so bad. And as for cavalry charges, the issue is again not so much physics but more the way units hold (or don't hold) formation as they attack.
Lastly, the R2/Attila engine is supposedly pretty taxed already... not sure Attila could handle much more thrown into it given that it's not significantly different engine-wise from R2.
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