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Thread: CA Dev explains Rome II's Battlefield Generation System

  1. #1

    Default CA Dev explains Rome II's Battlefield Generation System



    Interesting how he says they managed to "ship just in time".

    One thing I don't like is how everything that isn't in the immediate proximity of a city is basically wilderness, with barely visible roads and pretty much no cultivated fields.
    Of course, this is just the tip of the iceberg for the problems this game had.
    It also seems they knew which factions would have the advantage late-game. They really messed up in correcting it, as Rome usually remained a minor player or was destroyed.

    It would've been nice seeing the analytics of where most battles took place, even if just for curiosity.

  2. #2
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: CA Dev explains Rome II's Battlefield Generation System

    Good points. Somehow I missed that interview. Thanks

  3. #3
    Bran Mac Born's Avatar Artifex
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    Default Re: CA Dev explains Rome II's Battlefield Generation System

    That was an good video. Question: If they but so much effort into making battlefields realistic...why did they make the campaign map so unrealistic? Makes no sense to me.

  4. #4
    Diocle's Avatar Comes Limitis
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    Default Re: CA Dev explains Rome II's Battlefield Generation System

    They can say whatever they like but the truth is just this one: If there was something making TW games the best rts ever, it was the exact correspondence between strategic map and tactical map, as in Med1 and RTW.

    Now they have broken this feature and they have messed up everything, TW games are gone forever.

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