Rome 2: Total War?

Discussion in 'Games, Gaming & Game-demos' started by Stone Gargoyle, Jun 25, 2012.

  1. Chillin

    Chillin Ancient Guru

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    I have seen several games undergo key gameplay design changes after release. The most urgent design change needed is the elimination of flags, this is just game crippling and I don't know how it made it past concept.
     
  2. Black_ice_Spain

    Black_ice_Spain Ancient Guru

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    yup, not many crashes here tho, only when you do some key combination when merging armies :3eyes:


    Gameplay wise, the campaign i think it's the best of all the vanilla total wars i played
     
  3. mitzi76

    mitzi76 Ancient Guru

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    it's not the best of anything right now. played several campaigns on very hard and the a.i is pretty shocking. (if you notice it cant organise it's cities and often has two or more stacks suffering from attrition). plus more often than not the a.i attacks suicidally with 4 units or has split stacks of 2 units in a navy...

    plus client states are pretty dumb. i could go on..

    dont get me wrong it is fun and has potential.

    at least on one as Pontus it's a challenge as am fighting Greeks and persians...and am getting sieges quite often.

    Can someone try and test out sieges as Carthage (dunno if a custom battle would work). For me when the a.i launches a naval invasion the game turns into a choppy mess...or slideshow.

    If it's buggered for the rest of you would like to know.
     
  4. Darren Hodgson

    Darren Hodgson Ancient Guru

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    Beta Patch 2.0 is out: http://forums.totalwar.com/showthread.php/90955-Patch-2-Beta-Now-Available?s=

    Patch notes:

    Technical and Performance Issues
    • Campaign performance optimisations.
    • Campaign AI round time improvements (greatest effect during early game).
    • A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
    • Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
    • Pathfinding optimisation on the Campaign Map.
    • Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.
    • A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.
    • Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
    • Improved compatibility for graphics cards with multiple GPUs.
    • Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
    • More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
    • Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
    • Fixed battle crash bug caused by the default deployment placement.
    • Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
    • Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.
    • Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
    • Fix for crash caused by forming a Confederation in Campaign modes.
    • Some desyncronisations have been fixed in multiplayer city / port assault battles.
    • Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
    • Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
    • Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
    • Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
    • Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
    • Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
    • Fix for a very rare crash when launching a new campaign.
    • Fixed rare battlefield loading lockup.
    • Fix for a rare crash caused by animal handlers in battles.
    • Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.

    Gameplay Improvements

    • Reduced infantry run speed, charge speed and acceleration in battles.
    • The low level casualty moral penalties have been significantly reduced in battles.
    • Improved balancing for Food and Squalor in Campaign Mode.
    • Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
    • Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
    • Improved ship movement speeds in battles.
    • Shock cavalry run speed and charge speed have been increased in battles.
    • Increased flanking morale penalties.
    • Added icons to indicate activity in the Technology and Faction screens during a campaign.
    • Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
    • Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
    • Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
    • Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
    • Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
    • When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
    • Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
    • Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
    • Improved AI and scripting in the Raphia Historical Battle.
    • Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
    • The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
    • Improved AI collision detection with Deployables in battle.
    • In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
    • The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
    • Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
    • Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
    • Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
    • The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
    • The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
    • Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
    • Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
    • Improved the terrain in a small Barbarian city battle map.
    • Minor bug fixes for Roman and Barbarian siege battle maps.
    • During battles, players are no longer able to un-pause the game while in the options menus.

    Usability improvements

    • In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
    • Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
    • Removed the red tint from the sky in battles.
    • Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
    • The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign
    • Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
    • Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.
    • Fix for rare cases of broken save games in Campaign mode.
    • Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.
    • Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
    • Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
    • In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.
    • Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
    • Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
    • The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.
    • Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
    • More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.
    • Improved icons for Province Effects in Campaign mode.
    • Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
    • The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
    • Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
    • The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
    • The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
    • Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.
    • In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.
    • Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.
    • Added a tooltip to make ruined buildings more obvious in Campaign mode.
    • Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.
    • Fixes and corrections for text in the encyclopaedia have been made.
    • Minor text and grammar corrections in Campaign Modes.
    • Fix for some German text not fitting into the available text space in the campaign mode user interface.
    • Improved text formatting in the Objectives panel in Campaign mode.
    • Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
    • Fixed some missing text on the Diplomacy screen in Campaign modes.
    • Added white outline to Armoured Legionaries unit cards in battle.
     

  5. Darren Hodgson

    Darren Hodgson Ancient Guru

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    Does anyone else's Total War: Shogun 2 have the same patch2beta opt in as Rome II has?
     
  6. Geralt

    Geralt Master Guru

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    That's one hell of a patch. Anyone have any before and after benchmarks?
     
  7. Darren Hodgson

    Darren Hodgson Ancient Guru

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    What the heck... I've updated to v2.0 beta but the difference in my framerate on the campaign map between Low and Extreme settings is 5 fps. I around 42 fps on Extreme, that's with Vegetation Alpha on and Depth of Field set to High (the benchmark returned 42.7 fps by the way pre- and post-v2.0 beta), but I only get 47 fps on Low despite horrid looking low detailed graphics. What system do you need to get 60 fps on the campaign map? :3eyes:

    The only reason I noticed this was I was puzzled as to why lowering individual settings did nothing to improve the framerate.
     
  8. JonasBeckman

    JonasBeckman Ancient Guru

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    Well I played Shogun 2 a few days ago and as the game went on the campaign map performance was lower than the battle performance towards the end, maybe it's similar here?
    (I guess it's due to all the AI activity or some such but you have a 4770K and that should be able to deal with most anything in gaming.)
     
  9. Gaizokubanou

    Gaizokubanou Maha Guru

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    lol yeah, same here :D

    It should be a different issue because I think Darren is talking about campaign map FPS during player turn, when AI is basically inactive. So the low FPS boils down to just atrocious coding because the way campaign map looks just doesn't warrant 47 FPS out of 780 + OCed 4770k.
     
    Last edited: Sep 13, 2013
  10. signex

    signex Ancient Guru

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    Is this game noob friendly? I've got Shogun 2 on steam but sucked at it so bad. :D
     

  11. Darren Hodgson

    Darren Hodgson Ancient Guru

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    There was nothing going on though, Jonas, as it was the end of a turn. There were clouds drifting by but otherwise there was no movement on the map as all the units were stationery. Between turns while the AI is making its moves my framerate can dip to sub-10 fps but I'm guessing that is normal?
     
  12. Gaizokubanou

    Gaizokubanou Maha Guru

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    Wait for another patch or big driver release from your GPU vendor IMO.
     
  13. mitzi76

    mitzi76 Ancient Guru

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    has a prologue that tells u pretty much all that u need to know.

    p.s i'd wait for it to go on sale. by that time it will be patched and there will be loads of mods that improve things. (unless ofc u really want something to play...it is fun apart from some terrible design choices).

    anyone's who's interested am using radious latest battle mod/a spartan mod and a parthian swordsmen one.

    http://www.twcenter.net/forums/forumdisplay.php?1990-Total-War-Rome-II-Mod-Threads
     
  14. Darren Hodgson

    Darren Hodgson Ancient Guru

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    There's a fairly good Prologue that teaches you the basics over three tutorials plus an ingame browser-based encyclopedia complete with short videos so, yes, it is fairly newbie friendly in that sense. You can always set the difficulty to Easy and auto-resolve most of the battles if you want as well so you don't have to fight every battle yourself. The difficulty can be changed during the game, I believe, if you find it too easy.
     
  15. Darren Hodgson

    Darren Hodgson Ancient Guru

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    That's exactly what I'm talking about. The difference between the graphics on Low and Extreme on the campaign map is 5 fps!!! That just doesn't seem right to me considering nothing is happening apart from clouds moving and animated water! :3eyes:
     

  16. Gaizokubanou

    Gaizokubanou Maha Guru

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    BTW I don't know how far others are in the campaign... but I think heavy infantry + ballistas are just too much of facerolling. In my Egypt campaign I just spammed Royal Peltasts (despite that name, they are basically Roman Legionary with Greek flavor in looks, not skirmishers) with ballistas and wow I just charge into everything and they just mow through everything.

    I guess it really doesn't help that AI rarely build anything more advanced than basic spearmen.
     
  17. signex

    signex Ancient Guru

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    Alright thanks, my rig isn't finished yet so i can wait.
     
  18. Gaizokubanou

    Gaizokubanou Maha Guru

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    Well, beta patch 2 pretty much fixed the entire game on my end. But I still recommend waiting because as you can see, people with beastly rigs like Darren aren't getting their rig's worth out of this game still.

    Edit: BTW a small but awesome detail is when your units are exhausted, now they actually hunch and look worn out! That's pretty cool.
     
    Last edited: Sep 13, 2013
  19. Darren Hodgson

    Darren Hodgson Ancient Guru

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    What framerate is everyone else getting on the campaign map using Extreme settings with Vegetation Alpha on and DOF set to High at 1920x1200 or 1920x1080? Is anyone getting 60 fps with v-sync on (or higher than that with it off). For a fair comparison, I'm playing the Rome campaign.
     
  20. Gaizokubanou

    Gaizokubanou Maha Guru

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    Based on eyeballing it, I'm getting something around 30ish, but my CPU is and GPU is below yours so I was kind of expecting that with the game maxed out on extreme.

    I'll test it without using vsync and something like FRAPs for accurate count later tonight.
     

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