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>> ask about Med2/ Empire/ Napoleon/ Shogun2/ Fots in the General Total War thread!![]() Lakhmid Update and Empires of the Sand Faction Pack | The Last Roman Campaign & Suebi in free patch | Workshop & Assembly Kit | Tin Isle Mercenaries Patch + Celtic Faction Pack | "Longbeards" Germanic Faction Pack Total War: Attila is Attila is out on Steam for $45. https://www.youtube.com/watch?v=m5ihy9aY0UM ![]() Wait and see if the game is good. game is good! ![]() A major game followed by a smaller title in roughly the same setting has been CA's standard for a while now: Empire -> Napoleon, Shogun 2 -> FotS, and now Rome 2 -> Attila. ![]() yes ![]() Well the big one is that it's a later period with entirely different factions and units, but there's also the return and fleshing out of the horde mechanic from BI (more on that here), graphical improvements like AA and water filters, dynamic fire in sieges and battles, a persistant morale mechanic, and they've set about actually fleshing out the political system that they introduced in Rome 2. Two other additions that are major, since they could sort out the lategame snowballing that's endemic to Total War: a continuously cooling climate with an advancing snowline that cripples provinces, and the focus of the game, the Hunnic horde. There are also a whole bunch of minor features like settlement razing, diseases, a return of religion, seasickness for transports, etc. They've been posting feature spotlights on their youtube channel if you want a better look at some of it. ![]() Well there'll be the two distinct halves of the Roman Empire, along with various Eastern powers like the Sassanids, but yes, this is something else that could totally gently caress up the game- however, in the released information so far CA's been throwing historical accuracy to the wind, to the delight of us all, and giving barbarians fairly distinct, if inaccurate, units. ![]() See for yourself: http://wiki.totalwar.com/w/Total_War_ATTILA_factions They haven't yet confirmed that they're not revealing any more factions, but aside from the Huns if it's not in that list it's probably not going to be in the game at launch. They probably will be released as DLC later though. ![]() ![]() ![]() ![]()
Koramei fucked around with this message at 17:24 on Sep 15, 2015 |
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# ? Jun 10, 2024 15:34 |
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![]() "Wrath of Sparta" Peloponnesian War mini-campaign | Black Sea Colonies Greek faction pack and Massalia | "Nightmare Mode" Halloween Update out |"Emperor Edition" | Female units and Suebi roster update also Seleucids, Bactria, Nomad Tribes, Blood Pack, Beasts of War, Caesar in Gaul, Epirus and Elephants, Hannibal at the Gates, Seasons and Wonders, Getae and Pydna, and the Pirates and Raiders faction pack all added since launch. look here for all the patch notes Total War: Rome 2 is the eighth main title in The Creative Assembly's award-winning Total War franchise. A combination of real-time tactical battles and grand strategy, Rome 2 allows you to take charge of the great powers of classical antiquity and guide them to dominance over the entire ancient world through a combination of empire management, diplomacy, sabotage, and slamming thousands of pixel-men into each other on the battlefield. ![]() ![]() Yup! Especially after the Emperor Edition, it's now a very solid title in the series, albeit with flaws- the political system, UI, encyclopedia, and skill and research trees are all encumbrances, and there are no shortage of issues (like army traditions and character skills having a negligible effect) that are probably worth getting mods to fix. So is it worth $60? Well, I'd probably argue yes, but I don't need to 'cause the game regularly goes on sale for $30, and at that price it's definitely worth it. ![]() ![]() quote:I'm new to Total War, what's it all about? So what's new in Rome II? Well for one thing, it's all a heck of a lot bigger. ![]() (red represents the boundaries of the map in Rome 1, blue the boundaries of the map in Rome 2) Beyond even the borders, the scale is beyond any previous game in the franchise. Where in the original Rome there were 103 regions, in Rome II there are 173. Even in Empire, where you could vie for three separate continents, there were only 137 in total. And unlike the first Rome, these aren't mostly held by passive grey rebels; now, every region is occupied by a minor faction, which is able to trade, conquer, and empire build, just like you. Take a look at the official interactive map to get a feel for it. Additionally, the regions are grouped into 57 provinces. Superficially, this massively simplifies region management on an Empire-wide level once you start accumulating provinces- they allow building management, taxes, and happiness, from just a single hub. Building bonuses- and drawbacks- now stack province wide, which makes city management considerably trickier than in previous titles. On the other hand, it allows you to do stuff like this: VanSandman posted:
On the tactical-battles side of things, there's the much vaunted new line of sight system! Unlike in the old games, where your units would be hidden only in dense forest or thick fog, now every hill, sand dune, gully, outcrop or building could be concealing troops. You can only see where your troops can see. This makes the role of scouts much more important, and can also produce some interesting positioning shifts. Here's a screenshot to demonstrate (the eye indicates a hidden unit); although watching a video makes it much clearer. Other changes include the imperium system, which limits the number of agents and generals you can field until your empire grows in power. Generals and armies are tied together now, too- settlement recruitment has been done away with completely, in favour of fewer, more persistant armies. Armies no longer need a navy in order to embark across water, a traditions system for your armies and navies allows them to gain bonuses over time, as well as overhauled agents, retainers, skills, technology trees, and much, much more. Rome 2 has in many ways been built from the ground up, rather than iterating on the previous Warscape Engine games, for better, and for worse. So what about multiplayer? The multiplayer is a massive step down; they stripped out all the systems from Shogun 2 so they can (presumably) add them all to Total War Arena, CA's new multiplayer only whatever the gently caress nobody knows yet, so don't go in expecting the avatar campaign or even battles that are bigger than 1v1. ![]() ![]()
Minimum: OS: XP/ Vista / Windows 7 / Windows 8 Processor:2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor Memory: 2GB RAM Graphics:512 MB DirectX 9.0c compatible card (shader model 3, vertex texture fetch support). DirectX®:9.0c Hard Drive: 35 GB HD space Screen Resolution: 1024x768 Recommended: OS: Windows 7 / Windows 8 Processor:2nd Generation Intel Core i5 processor (or greater) Memory: 4GB RAM Graphics:1024 MB DirectX 11 compatible graphics card. DirectX®:11 Hard Drive:35 GB HD space Screen Resolution: 1920x1080 ![]() Unless you have an AMD CPU, yes, pretty much! Rome 2 unfortunately doesn't have a demo, but Shogun 2's should indicate whether you can run it fairly well. ![]() Yup, a whole bunch, especially with patch 9. Very few people have serious performance issues now. ![]() It's probably an issue with mods you've installed being out of date for the patch or not being compatible with each other. This should fix it: Strabo4 posted:-Go to "C:\Users\Administrador\AppData\Roaming\The Creative Assembly\Rome2" ![]() Koramei fucked around with this message at 20:47 on Feb 18, 2015 |
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![]() ![]() ![]() ![]() The namesake- Rome. They're the most familiar, the most varied, and also in a lot of ways the easiest. As them you'll have access to nearly every unit in the game, so you can experiment a lot- but you also have their ridiculously strong heavy infantry to fall back on. You'll still have a challenge, (probably) but things won't get as overwhelming as they can for the other factions. Egypt, Bactria and the Iceni also offer a lot of variety and decent starting positions. italics mean the faction is only available in DLC ![]() Rome Lackluster cavalry and terrible ranged units made up for with the best (and by far the most options for) heavy infantry in the entire game along with the ability to recruit pretty much any unit they want through the unique auxilia system. On the game's launch they were brokenly overpowered, but Rome has taken some serious hits in recent patches and is now just very good. They're the Rome we all know and love, basically, as you'd expect since the game is named for them and all. ![]() Carthage This Africa-based Phoenician merchant empire and ancient rival of Rome has extremely good sword infantry and slingers from Iberia, cheap but effective Libyan core units, and elite native Carthaginians for heavy infantry and high end cavalry, rounded out with Numidian skirmishers. And elephants, although sadly not the very best kinds. ![]() Macedon | Seleucids | Ptolemaic Egypt | Bactria Alexander's legacy, sprawling from Greece to Afghanistan. These factions fight with a Hellenistic core of pikes and hoplites, along with, aside from Macedon, who are boring, whatever local troops are in their region. All of these factions are formidable and varied, and the three cool ones even have extremely powerful elephants and chariots. ![]() Parthia | Pontus | Armenia Coming back to the forefront as they pick apart the ailing Diadochi, the eastern empires are functionally totally different from each other so I'm not really sure how to summarize them. Their common ground is that the Persian infantry they all start with is totally terrible and they get over that in different ways- in Parthia's case, by being one of the strongest cavalry powers in the game. Pontus eschews them entirely and steals Greek poo poo. Armenia tries to upgrade them, and so usually dies. ![]() Arverni | Boii | Nervii | Galatia The barbarians residing to the west of the Rhine (and also in Anatolia, since the Galatians are weird), the Gauls have high quality cavalry, some of the best sword infantry in the game, and unlike in Rome 1, good quality armour. Get used to fighting the Galatians a lot, since they'll usually beat their neighbors handily. ![]() Suebi | Marcomanni The barbarians on the other side of the Rhine. Ferocious but poorly armoured, they make use of very good spears and a whole slew of random units like screeching women and Germanic guerrillas. At one point they barely had a roster of units at all, but they're decent and varied now since they've gotten a couple of content updates- especially if you shell out for the two unit packs, because both of them add very good Suebi-specific units. ![]() Iceni With the amphibiousness of armies now, the British Isles aren't nearly as cut off from the rest of the map as they had been in previous games, but these poorly armoured and ferocious factions (or faction, since at this point, and probably forever, there is only the Iceni) are still somewhat insulated. They have chariots, druids, blue warriors, all sorts of stuff. The Iceni are still one of the more varied barbarian factions to play as. ![]() ![]() tru ![]() Get the blood pack. Other than that, there's nothing really essential. Get faction packs that look appealing, get unit packs if you like the look of what they have, get mini-campaigns if you're bored of the main one, or particularly like any of the featured settings. It's all pretty decent (aside from maybe Wrath of Sparta), but none of it really enhances your game unless you're actually planning on using it. ![]() ![]() ![]() Comes with three Gallic factions: Nervii, Boii, and Galatians - campaign map It's set during Caesar's invasion of Gaul, pretty obviously. Play as Rome, the Gauls, or the Germans and vie over a much more focused campaign map set mostly in a vastly expanded Gaul, and over the course of a couple of decades rather than centuries. Historically Creative Assembly has been much more able to pull off tighter focused campaigns than the big sprawling ones, and this is no exception- it's pretty universally considered better than the Grand Campaign for what it is; the downside is that it's not nearly so suited for empire-building, and also that there's much less variety in the factions you fight- it's nearly entirely barbarians. When CiG first came out, it also introduced seasons and weather effects which was a pretty major incentive, but those have since been patched into the main campaign. Of the two Rome-centric mini-campaigns, personally I think this is weaker, but a lot of people say they like it the most so ![]() ![]() Comes with the Iberian Lusitani and Arevaci, as well as Greek Syracuse - campaign map In this one you play as Rome, Carthage, Syracuse or an Iberian faction at the outset of the Second Punic War, where Hannibal marched up and down Italy and nearly snuffed the Romans out before they got going. It's similar to CiG, but with a map set around the Western Mediterranean, and with a particular emphasis on Iberia. The three Gallic factions included in CiG play relatively similarly to the already existing Arverni, whereas the Iberian factions in HatG are unique to it, so if you're just gonna get one I'd say go for this one. You get a Greek faction (that's functionally identical to Athens) without having to get their DLC too. ![]() Comes with gently caress all - campaign map Focusing on Greece rather than Rome, during the pivotal Peloponnesian War more than a hundred years before the main campaign's start. This is a time before Rome's legionaries or even Macedon's pikes; with the exception of the Persians at the end, the combat almost entirely revolves around hoplite warfare, as you'd expect from a map that contains little more than mainland Greece. This may sound boring, but CA actually managed to pull off what is there fairly reasonably, and the battles still involve some tactical flexibility, especially with the new marine and light cavalry units, which are functionally fairly distinct from anything that was already in the game. Unfortunately, what is there isn't a whole lot of stuff. Unlike CiG and HatG, WoS doesn't come packaged with any new factions for multiplayer or the main-campaign. And in fact, the included Greek factions have lighter rosters than their main-campaign counterparts, each only having maybe a dozen units to choose from. The campaign map is well designed, the new assets are good, and it's a popular and surprisingly interesting period, but there's so little on offer that this campaign is probably not worth picking up unless you're particularly interested in the Peloponnesian War or it's on sale. Mods will certainly rectify the roster issue, but that they have to is extremely disappointing. ![]() ![]() ![]() Athens | Sparta | Epirus | Syracuse | Massilia Rump states squabbling with each other in the shadow of their Hellenistic neighbors, the Greeks were well past their prime in Rome 2's period, but, especially now that there are five of them, they offer a fair bit of variety since they play fairly differently from everyone else. But not from each other. I hope you like hoplites, that's what you're getting. While Syracuse is available in HatG, Massilia got patched in for free, and arguably the more interesting Greeks are in the Black Sea Colonies, this pack does boast Epirus, a particularly varied faction with a mixed roster and easily the most difficult starting position in the game, along with Sparta, who gets entirely unique units. If those factions in particular appeal, the pack is not bad, but if you just want The Greek Experience there are probably better ways of getting it. ![]() Royal Scythia | Roxolani | Massagetae The horse tribes of the steppe, these factions are totally devoted to cavalry. They fall short in variety, each faction only having a handful of units to choose from, but offer a totally different experience from the other barbarians. Whether it's a good one is up for question though; horse archers are fairly weak right now, and their lack of infantry (in MP, it's a total lack of infantry) curbs their utility a lot. ![]() Lusitani | Arevaci Iberians; lightly armoured but powerful, with a focus on swords, javelins, and some high quality cavalry. Also far better skirmishers than are available to most barbarians. These guys are only available in Hannibal at the Gates. ![]() Getae | Odrysian Kingdom | Ardiaei | Tylis The Getae, or Dacians, are free, but in this pack you get Illyrians and Glorious Srbja ![]() ![]() Cimmeria | Colchis | Pergamon Greeks settled around the Black Sea centuries ago, and these colonies are the result. They have all the same usual Greek stuff the other Greeks get, but also have native Galatian, Scythian, or Persian units to choose from too, which makes them about a hundred times more interesting. ![]() ![]() ![]() Various animals and beast-themed units, including snake and bee launching catapaults and war dogs. No flaming pigs, sadly. Also includes the best looking unit in any game ever: ![]() ![]() Adds all-lady units to a number of factions, almost all just for flavour roles rather than anything useful, but they're pretty well done. ![]() ![]() ![]() who actually buys those ebooks ![]() https://www.youtube.com/watch?v=oimIMZHNRVI Koramei fucked around with this message at 21:31 on Feb 3, 2015 |
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![]() ![]() ![]() ![]() You probably have them in a special stance. Only armies in the default stance can attack. ![]() Your forces will take attrition if they end a turn on inhospitable land, such as heavy snow or desert; your cursor will turn into a skull if you hover over these areas. Staying close to the roads is the best way to ensure that this won't happen. Additionally, running out of food will cut off replenishment and starve your soldiers quickly, so always keep an eye on your empire's food surplus and make sure it doesn't get too low. ![]() There's no one button solution for this, unfortunately. You first have to relieve the general you want to swap, and then wait a turn. He'll appear in your bin of recruitable generals as a statesman, and from there you can move him to your intended army. Whenever one of your generals recovers from wounds, they will also appear in the generals bin as a statesman; so if an agent hurt one and you want him back in his original army army, he'll be there. ![]() Highlight the units you want to merge and press ctrl+m. ![]() As an immediate solution to stop your armies from starving, exempt provinces from tax where you can. Provinces that are untaxed are self sufficient in that they won't take any food to run. Also, many mid to high tier buildings can take a lot of food to keep running, so see if you can demolish any that you don't need. In general, make sure to build a lot of agricultural buildings in your peripheral settlements, and avoid upgrading buildings where you can, because they tend to give significant food penalties at their higher levels. A built up city will need a lot of low level land to feed it. ![]() For some reason, we no longer see a banner for the garrisoning armies on the map; that's just the actual army, now. If you have a spy or army close enough, though, you can see the garrisoning forces by hovering over the little castle icon under that settlement in the province details bar. (note to self: put screenshot here) ![]() Thanks to Mazz, here's a writeup: quote:Since I just read into it all and so many people find this game really cryptic, I'll make a little guide for the different agents, which is probably one of the least explained systems behind the political bullshit. Basically just what they seem to do best and how to spend their skill points to exploit this. Honestly, a lot of their skills are undervalued, and often work together well, so it's best for you to browse the encyclopedia on each of them to get a better idea. You may end up using an agent differently because you didn't realize what it can actually do as the game is terrible at explaining these things. ![]() phalanx.jpg ![]() ![]() Put .pack files in SteamApps\common\Total War Rome II\data. Then in the game launcher, click on the mod manager button and tick whatever you want on. If it's in the steam workshop, just click on the subscribe button (and then tick it on in the mod manager)! ![]() None, just go in vanilla. The game isn't perfect, and you'll no doubt want to install some mods to fix poo poo that annoys you, but there isn't really anything objectively broken anymore. Play a game, figure out what was annoying, find a mod to fix it. There are plenty to choose from. ![]() Browse steam workshop, TWcenter's modding forums or ask in the thread! ![]() ![]()
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Koramei fucked around with this message at 22:48 on Nov 22, 2014 |
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My patch just started downloading.
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I am glad I did not buy this game on release, but I might pick it up now. Especially with the $40 price tag.
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Lilli posted:I am glad I did not buy this game on release, but I might pick it up now. Especially with the $40 price tag. But think of all the hilarious stories you won't be able to tell your grandkids of defending Rome against legions of barbarians with melting faces! You missed out on that opportunity, bub.
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Are the load times better in this than in Shogun 2? I mostly autoresolved battles in that because doing it in RTS mode was a 2-3 minute load to get into the battle, and another 2-3 minute load to get back to the main map when it was done.
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Ugly In The Morning posted:Are the load times better in this than in Shogun 2? I mostly autoresolved battles in that because doing it in RTS mode was a 2-3 minute load to get into the battle, and another 2-3 minute load to get back to the main map when it was done. Around 5-10 seconds on a SSD+i5 processor.
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Free Seleucids and Steam Workshop integration. ![]() http://forums.totalwar.com/showthre...68ae6b2da6ed768 Patch Notes: http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_5 Some highlights:
NihilVerumNisiMors fucked around with this message at 16:05 on Oct 18, 2013 |
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xzzy posted:Around 5-10 seconds on a SSD+i5 processor. Yeah, load times are universally better.
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quote:Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy. Motherfucking stealth dogs. Rest in peace, little buddies ![]()
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I would've called the thread "Et Tu, Total War: Rome 2?" referencing the obvious, and the fact the game had a really lovely start comparable to Empire. (Augustus Caesar, in this comparison, is the patches!) I can't wait for the mod section to get filled out, I've been having a hard time picking a combat mod, there's a lot of them an they're all seem pretty similar, but they all have at least a few unique features making them interesting.
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Welp, Seleucids are in but they forgot to add them to the Encyclopedia so I can't actually see what units or buildings they get, or anything like that.
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Is the patch a 650MB download for anyone else, or did I gently caress something up and it is reacquiring a main file? Seems like a lot for just the Selucids and some fixes, especially since all their data was always in the game.
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How do mods work after patches like this? I don't see any changed done to the AI and the hunger problems ![]()
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Penakoto posted:I would've called the thread "Et Tu, Total War: Rome 2?" referencing the obvious, and the fact the game had a really lovely start comparable to Empire. (Augustus Caesar, in this comparison, is the patches!) Total War: Rome Et Two? Patch 5 seems a little underwhelming after a first glance, i'm sure there's stuff i'm not noticing yet, but a lot seems like polishing fixes rather than some of the balancing/AI issues most players were reporting.
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Pyronic posted:Total War: Rome Et Two? Well, there's the diplomacy tweaks for payments and alliances. I also imagine a missile block chance for shields is going to change how the ranged game goes now since people have been complaining about slingers, especially if it's open to modding.
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Murg posted:Welp, Seleucids are in but they forgot to add them to the Encyclopedia so I can't actually see what units or buildings they get, or anything like that. Start a custom battle preparation, right click on the units. The entries are there.
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toasterwarrior posted:Well, there's the diplomacy tweaks for payments and alliances. I also imagine a missile block chance for shields is going to change how the ranged game goes now since people have been complaining about slingers, especially if it's open to modding. Shield types, and some of the client states declaring war or getting stuck in wars stuff helps, but idk I guess i'll have to just play it to get a feel.
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Murg posted:Welp, Seleucids are in but they forgot to add them to the Encyclopedia so I can't actually see what units or buildings they get, or anything like that. Yeah. They had them, and the upcoming steppe factions in the encyclopedia in the last patch too. The Selucid buildings tree seems to be identical to egypt/macedon, with their faction specific tier 5 temple being at the end of the Daphne branch (just looking in the tables, maybe the name isn't right)
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Koramei, I have a possible addition to the OP if you think this qualifies. If you want to remove the camera restrictions and be able to issue orders from afar without having to bother with the tactical map, there's a simple fix. You just need to change a single number in your Preferences.Script file to change the default camera settings. Step by step guide here: http://steamcommunity.com/sharedfiles/filedetails/?id=175484631 It really does give you a lot more freedom and I've noticed a certain performance increase too, but that may just be on my end.
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What exactly is Roman style about the Seleucid swordsmen, apart from the unit description? They look and play like generic heavy infantry and get thumped by praetorians.
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This...this can't be happening! ![]() ![]() ![]() ![]() Sinjang posted:What exactly is Roman style about the Seleucid swordsmen, apart from the unit description? They look and play like generic heavy infantry and get thumped by praetorians. Key word here is "style." Antiochus saw how good the Roman tactics were and tried to emulate them, but the training/discipline wasn't quite there and the Romans were already an unstoppable juggernaut by that point in time. Plus, Praetorians are the elite of the elite, and Roman heavy infantry is the best. I'm surprised they didn't give the silver shield swordsmen a couple javelins to throw before a charge like Legionaries do. Minarchist fucked around with this message at 17:06 on Oct 18, 2013 |
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Minarchist posted:This...this can't be happening! They do throw javelins before the charge but without Roman formations or rectangular shields the comparison is a bit of a stretch.
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Sinjang posted:They do throw javelins before the charge but without Roman formations or rectangular shields the comparison is a bit of a stretch. http://en.wikipedia.org/wiki/Seleucid_army Romanized Infantry posted:In 166 BC, at the Daphne Parade under Antiochus IV, the Argyraspides corps is only seen to be 5,000 strong. However 5,000 troops armed in the Roman fashion are present and they are described as being in the prime of their life, perhaps denoting their elite nature.[11] It is possible that the missing 5,000 men of the Argyraspides were the 5,000 'Romanized' infantry marching alongside them. The training of a segment of the royal guard in "Roman' methods was probably down to several factors. Firstly Antiochus IV had 'spent part of his early life in Rome and had acquired rather an excessive admiration for Rome's power and methods".[12] Secondly the future wars that the Seleucids might be fighting would probably be in the eastern satrapies against mobile enemies and other large areas of land. Training troops in this way would add to the overall efficiency and capability of the army and make it more manoeuvrable. Indeed the 'Romanized' troops are seen facing the Maccabees at the Battle of Beth Zechariah in 162 BC.[13] Thirdly the defeat of the Antigonids at the Battle of Pydna in 168 BC was a great culture shock, showing the complete destruction of the Macedonian military system at the hands of the Roman legion.
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Sinjang posted:They do throw javelins before the charge but without Roman formations or rectangular shields the comparison is a bit of a stretch. Well, no surprise they got stomped eventually by the big red boot.
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I checked and they do have the same shields as Thureos spears, so maybe that is historically accurate. But I don't see how the Roman style fighting is actually modeled by the game. Thureos Swordsmen seems like a more accurate description. From Rome I: Probably bullshit but a lot more fun. ![]() Sinjang fucked around with this message at 17:34 on Oct 18, 2013 |
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Sinjang posted:I checked and they do have the same shields as Thureos spears, so maybe that is historically accurate. But I don't see how the Roman style fighting is actually modeled by the game. The Romans used their swords for stabbing, while the Greek sword is more of a chopping thing. Also, Roman formations were a little loose and they wouldn't overlap their shields like hoplites would. Also, the Greek ran with Linothorax as long as they could, while the Romans never touched the stuff. Seleucid Thorax swordsmen have a straight sword, while the Silver Shields have have a kopis, strangely enough. Honestly, it seems that Thorax Swords are already as Romanized as you can get, but CA decided to roll back some of that with the Silver Shields
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Minarchist posted:This...this can't be happening! It seems a little odd that a satrapy doesn't include a trade agreement.
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Delacroix posted:It seems a little odd that a satrapy doesn't include a trade agreement. I remember it being a thing in TW games where sometimes trade agreements gave you less money than not trading since the other faction would have a blockade or whatever on its poo poo. Strangely enough, the AI seemed to realize this and would offer you agreements when blockaded but refuse to do so when they were free. What I'm saying here is the AI is a total dick, and the only change I'd want for vassals/trade would be that they'll never ask you money to make one.
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toasterwarrior posted:What I'm saying here is the AI is a total dick, Last night I had the AI cancel military access one turn, and then on the very next turn ask for military access plus 30,000 in cash. In reality was probably just dumb code being dumb code, but but it came off like the AI being a greedy dickhead.
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Slim Jim Pickens posted:The Romans used their swords for stabbing, while the Greek sword is more of a chopping thing. Also, Roman formations were a little loose and they wouldn't overlap their shields like hoplites would. Also, the Greek ran with Linothorax as long as they could, while the Romans never touched the stuff. The real key thing with the gladius was how its hilt was formed to be comfortable in the hand. The Greek straight sword, the xiphos, has a quite similar blade shape and length but its hilt has this cross guard that smacks against the hand and fingers when you stab with it. The gladius hispaniensis has this hilt formed for maximum comfort when stabbing, instead of a cross guard they have this rounded stop that fits snugly between your thumb and forefinger, and a nice big round pommel. The blades really don't come into it much, its all about the hilt shape encouraging different types of use.
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I'm not sure why HP for infantry can be so different, 35 seems to be the norm, but 45 for praetorians, 40 for foot companions and a very low 30 for the new silver shield pikemen that cost 1000 to recruit. Oh and the new armored elephants? 930 HP. Ra Ra Rasputin fucked around with this message at 18:06 on Oct 18, 2013 |
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Rabhadh posted:formed for maximum comfort when stabbing I would have loved to be the copywriter for that one.
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Can anyone else test out to see if the seleucid Agema Cavalry start using invisible weapons when they start meleeing? I just wanna make sure its not some mod glitch that I have. Or maybe they're just supposed to be hardcore fistfighting horsemen.
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Just a reminder that Fight Club is tonight at 7:00 PM pacific tonight. Lots of multiplayer action to be had, new players welcome! I'll be posting again before we go live, the link to join the club is in the OP.
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Anyone know why none of my mods work post-patch? By which I mean the game acts like they're not there at all. Using the mod manager, everything worked fine yesterday.
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For those curious the Seleucid faction bonuses are -25% order penalties from foreign culture, 10% wealth from agriculture buildings and major diplomatic penalty with eastern factions.
Ra Ra Rasputin fucked around with this message at 19:22 on Oct 18, 2013 |
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# ? Jun 10, 2024 15:34 |
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peer posted:Anyone know why none of my mods work post-patch? By which I mean the game acts like they're not there at all. Using the mod manager, everything worked fine yesterday. What I did was go into the old Rome 2 mod manager, disable them all there, launch the game and enable the mods in the new mod manager.
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