• Aktualisierte Forenregeln

    Eine kleine Änderung hat es im Bereich Forenregeln unter Abschnitt 2 gegeben, wo wir nun explizit darauf verweisen, dass Forenkommentare in unserer Heftrubrik Leserbriefe landen können.

    Forenregeln


    Vielen Dank

Rome II: Total War Sammelthread

LordCrash

Gesperrt
Mitglied seit
16.04.2004
Beiträge
9.599
Reaktionspunkte
1.173
So, ich habe mal einen Thread erstellt, in den wir alle neuen Infos zu Rome II: Total War reinstellen und sammeln können. :]

pontic-royal-cavalry_1500.0_cinema_960.0.jpg


Ich fange mal an:

Total War: Rome 2 expands political system, introduces civil war

The Creative Assembly's Total War: Rome 2 will introduce a detailed political system that will see players vie for power within their faction, according to studio communications manager, Al Bickham.
Where previous Total War games had players perform diplomacy with outside factions, Bickham told Polygon that Rome 2 will add an internal struggle to the campaign game by having players manage their relations within Rome.
"If you play as Rome, then you have to deal with the great families of Rome at the time as well as the senate," Bickham said. "The history was all about who was going to be the first man of Rome. After Caesar became a tyrant and crowned himself emperor, everybody else was like, this is how Rome is now, we're no longer a republic.
"It just created all these power struggles that were more about personal gain and personal power than running an entire culture and society in a way that was beneficial to the people."
"Politics is a way of providing more intrigue and more of an internal struggle."
According to Bickham, both the player and the houses in the senate have an agenda and everyone has a fluctuating level of political power. Players can increase their political power by having the right people in the senate working for them. But this carries its risks, because if other houses within the senate feel that the player is getting too big for his boots, they may raise their own armies and go to civil war. If such a situation occurs, a player's expansion across the world would have to be put on hold while they deal with the fact that Rome is now at war with Rome.
One way to balance the political power is through marriage. Marrying family members into other families can balance the sway of power in Rome. If the player marries into a lesser house, it reduces one house's political capital but increases the other's, having a slightly equalizing effect. "It's a way of saying to everybody, 'Hey, I'm not as big as you thought I was,'" Bickham said.
On top of managing Roman politics, players will still have to expand and conquer territories outside of Rome, perform diplomacy with non-Roman factions and fight in Total War's signature real-time battles.
"Politics is a way of providing more intrigue and more of an internal struggle," Bickham said. "Previous Total War games — Shogun 2 being a good example — you're the faction leader and that's it. But now that faction has teeth that may bite you."
Quelle: Total War: Rome 2 expands political system, introduces civil war | Polygon
 
Ich kanns kaum erwarten. :)

The Creative Assembly wird wieder Großartiges abliefern, da bin ich sicher.
 
Three things I loved about Total War: Rome II at E3

Defensive deployables
The battle I witnessed pitted Caesar’s Roman army against the Egyptians, who held the high ground. One tactic the Egyptian army employed was flaming boulders, which were rolled downhill to decimate the Roman legionnaires. These are one of many defensive deployables Creative Assembly has added to help defending armies challenge aggressors. Both Ferguson and Starr also mentioned caches of poison arrows, stakes that impale cavalry, sharp stones to stall enemy advances and hidden fire pits that light front-line assault troops ablaze.
Using these deployables to repel attackers isn’t as easy as it sounds. “If you place them in the wrong place, they’ll be totally useless to you,” Ferguson said. “It relies on a certain amount of common sense from the player.” He also described how using some elements can backfire on the player, citing how war elephants can run amok. “They go completely out of control but get much tougher,” he said. “The result of that is that they can smash through not only the enemy units, but yours as well. And you have to choose if you want to destroy them or not.”
In the case of the flaming boulders, they weren’t always effective. While some crushed the attacking Roman troops, others veered off course down the hillside. But when they worked, they did some serious damage.

More victory conditions
While past entries of Total War have had rigid victory conditions, Rome II will feature three distinct ways to win: military, economic and cultural victories. Any of the three can be achieved on the fly, giving some players the chance to switch up tactics depending on how the ages have treated their empire.
“These aren’t picked from the start,” Starr said. “There’s no pressure. No one ever told Rome, ‘Hey, you only have 200 years. Get to work.’”
The victory options mean more opportunities for the game to fit a specific player’s style. Some players will min/max their way to an economic victory, assuming everything goes their way. In other cases, Ferguson says, the additional victory options will help a player who may feel stuck because of forgotten victory requirements. Trying to control the most territory, but forgot about an obscure island? You may not have to start over if your cultural influence is great enough.
Another element that can affect your victory is the optional Realism mode, where players will be unable to reload save games. Realism mode also limits certain Battle mode user interface elements, like details on enemy units or their location.

Political scheming
Since Rome II is recreating the feeling of running the Roman empire, adding a level of political influence (or political backstabbing) sounds natural. Each faction will have a number of political parties that players can choose to deal with. Rome, for example, will have three families looking to exert influence, as well as the senate with its own agenda. Using members of these parties in your battles will add further power not just to the unit, but to the political party as well. Players can balance this political capital between the different families or choose to favor their own—with all of the consequences that may bring.
“The balance in political power is constantly shifting,” Starr said. “If there’s an imbalance, whether you become too powerful or too weak, you’ll find yourself in a civil war.” And for the other factions, that political balancing act means trying to keep the power you have, without having another group overthrow you.
Players can also spend this political capital to adopt powerful generals into the family, or marry off children to appease groups that are growing dangerously close to influential. Ferguson says that the political system won’t feel like a micromanaging mess, but that the interface will alert you to political events and let you decide to deal with them or not.
Quelle: Three things I loved about Total War: Rome II at E3 | PC Gamer
 
Man mag es kaum glauben, aber es gab auf der E3 auch Infos zu einem PC exklusiven Spiel. Im Sega Blog gibt es einen neuen Eintrag, der einige neue Screenshots zeigt, unter anderem auch zum ersten Mal von der Kampagnenkarte. Außerdem gibt es ein paar neue Infos zum Ägyptenfeldzug. Schaut gut aus, ich freue mich drauf.
sm_B-%29.gif


http://blogs.sega.com/2013/06/11/tot...me-ii-e3-2013/
 
Finale Systemvoraussetzungen:


  • 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

Quelle: Rome II Recommended Specs - Total War Wiki


Persönliche Anmerkung: 35 GB Platz auf der Festplatte??? Holy Hell, da lohnt sich mein VDSL aber mal wirklich..... :P
 
So, den letzten Tag des Anbebots auf Nuuvem noch genutzt und mir Rome 2 für 29€ vorbestellt. Freue mich schon wahnsinning darauf. :)
 
Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
Unter Total War: ROME II Campaign Map Planner könnt ihr alle im Spiel wählbaren Fraktionen auswählen und eure Eroberung der antiken Welt Schritt für Schritt auf der interaktiven Weltkarte planen und eure ambitionierten Pläne mit anderen teilen! :)
 
Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
Angry Joes E3 Interview:

Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
Rally Point 15

Extern eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Weitere Informationen gibt es auf der Datenschutzseite.
 
Total War: Rome II Preview: saving Capua

01 August 2013 • Story by Fraser Brown

romeheader.jpg

Italy is a hot mess of warring factions, invaders bash at the gates of Roman towns and the plebs are causing a ruckus. Total War: Rome II’s prologue, ostensibly a long tutorial, throws players into a war against Rome’s neighbours, the Samnites. The goal: rescue a captured Roman VIP and, along the way, carve off a nice chunk of Italy.

After fiddling around with it for an hour in Rome itself, a code was thrown my way, and I’ve been messing about with burly men in skirts and knocking down walls for a few weeks. So it’s pretty much been like a long Saturday night in Glasgow.

Rome II begins the way it intends to continue: with a huge battle. Capua is under siege, a veritable horde of angry Samnites are attempting to crack the walls and get into its gooey centre, and I’ve got to save the day with a few untested units. It is a dramatic opening sequence, with screaming men charging out of woods to assault siege engines, a perilous river crossing and a desperate attempt to halt the enemy advance beneath Capua’s towering walls.

Rome’s quite the looker - enhanced by a plethora of tiny details from the abundance of flora and vegetation to units that seem like they are made up of individuals - with different armour and a large range of animations - rather than faceless, identical soldiers.

rome1.jpg

Locked onto a unit of spearmen, I follow them as they ram into the enemy line. The camera shakes as they speed towards their foes and as they slam into that mass of shields and men, the din of metal striking metal and shrieking, dying men is absolutely deafening.

Though this initial battle deftly showcases the impressive cinematic nature of Rome’s scraps, it doesn’t shy away from being tactical affair. Battles still boil down to a game of rock, paper, scissors (spears beat horses, horses beat skirmishers etc), but more attention has been given to how one commands their army. Zooming out as far as possible, the map changes to a tactical display revealing the entire battlefield with units represented by colour-coded blocks. From this position, selecting troops, doling out new orders and checking enemy positions is substantially easier.

With the battle won and Capua saved, I find myself staring at the campaign map. It’s a gorgeous expanse of snow-capped mountain ranges, verdant plains separated by forests, and growing settlements. From there, armies are recruited and moved, research is embarked upon, economies are planned, edicts are passed and all-important wars are started.

Samnium might have been defeated once, but that wasn’t going to stop its armies pouring out of the south in an attempt to capture Rome. To protect the road north, I position my victorious legion on a path that cut through a forest - the only route the enemy could take. My force is a tad small, however, so adding more units to it is a necessity. They might also be using wooden swords, so I should probably rectify that.

rome2.jpg

Recruitment is an extremely simple affair in Rome. Units are added by selecting the army and then the preferred unit from the list of available ones, defined by the buildings in the nearest city. Although they take a turn or more to be recruited, there’s no need to wait from them to travel from the barracks, as they instantly appear in the army they moment they’re recruited. Not only is this convenient, it means that individual units won’t be stuck on their own, slowly making their way to the main force, vulnerable to attack.

Most units require technology to be unlocked and buildings to be constructed before they can be recruited. Two tech fields, each with three trees, can be researched, representing civic and military ideologies. The military ideology encompasses army management, tactics and siege warfare, while the civic ideology is split up into the economy, philosophy and constructions trees.

Adding new buildings to a city requires physical expansion, limiting what can be constructed and inspiring specialisation. To ensure the survival of my increasingly large army, I pop over to Capua and expand the city limits and make room for a workshop where new armour and weapons can be crafted. New city walls sprout out of the ground and tiny buildings fill in the space within these fortifications - it’s like watching the opening credits of Game of Thrones

With preparations made, all that’s left for me to do is select a stance for my army. Stances are integral to army management and provide significant bonuses. The raiding stance increases income, for example, limiting the costs of fielding an army, and it increases the men’s morale while upsetting enemies. Being the last line of defense against an invading force, I place my troops in the fortify stance, where they gain a large defensive bonus and a lovely new fort. Fort Fraser, I call it, because I’m not blessed with a great imagination.

Forts don’t just add defensive structures, they also give players an actual target to defend. Much like a town, forts have victory points at their heart, and if these points are captured by enemies, the victory counter is rapidly reduced and the battle is lost.

Luckily, the Samnites didn’t have a hope in hell of breaking my defensive line. Placing my troops just behind the lip of a hill, not only were they invisible to the enemy, I had the higher ground. And, as Obi-Wan teaches us, that’s a good place to be. The Samnites slowly march through the marshlands, becoming increasingly exhausted, and just when they spot my units, my cavalry thunders out of the forest on their flanks, crushing their skirmishers.

All of these victories have given my general and his men an abundance of experience, so it’s time to go on a wee spending spree. Generals can learn new abilities that inspire or otherwise affect their troops, like improving their combat ability, as well as ones that impact their civil governing skills, making them better governors. Their entourage can also be increased, though these are not Hollywood clingers on. Siege engineers, witches, enemy turncoats - there’s a long list of folk eager to enter a general’s household and augment their skills.

Legions can be similarly customised with army traditions improving their melee skill, making them better skirmishers, speeding up their movement speed and what have you. Several traditions can be adopted by an army, and if they should fall in battle, another force may take up their banner and carry these traditions on. I opted for a boost to my legion’s skill at simply hacking things with swords, getting one step closer to making my specialised killing machine.

rome4.jpg

A few battles and a conquered town later, and I was planning my first amphibious assault. Surrounded by mountains, my target was only accessible by sea. Instead of constructing vessels, I just move my army into the ocean and it automatically turns into a fleet of transport ships. Targeting the coastal town, the battle begins with my fleet gently bobbing in the sea.

Most of my ships make it to the beaches, but one lags behind the rest and is rammed by a Samnite vessel, halting its progress.

Projectile’s launched by the opposing ship’s troops pepper my vulnerable men, and before it can make landfall the deck is covered in corpses. The battle ends in yet another victory for the Romans, but not without significant losses.

Before long, I was at the gates of the Samnite capital. My sneaky little spy informed of their defenses and poisoned the enemy general, so all that was left for me to do was bring my battering ram to bear and finally end Samnium’s hold over central Italy once and for all.

rome5.jpg

Capitals have far more defenses than the average town, but they also have multiple victory points, giving an army more options for entry and conquest. My battering ram, surrounded by my legion, slowly made its way under an imposing aqueduct that ran straight across the map. The battlefield was covered in thick fog hiding our movements from the enemy, so when the first defender fell from the walls, that was the first the Samnites knew of our presence.

My men poured in through the destroyed gate in column formation, one of the many formations that can be switched to on the fly, quickly surrounding the surprised enemy. The main forum, dotted with statues and surrounded by temples and civic buildings, was quickly filled with a sea of armoured soldiers, and within minutes not one Samnite was left standing. Rome was victorious, and the prologue came to a close.

Despite being a short, more directed campaign than what will be provided by the meat of Rome II, the tutorial does a sterling job of teaching the basics while giving a distinct sense of place through its historical nods and the final cutscene containing stirring, if slightly cheesy, oratory. It feels familiar, both to the original Rome and Shogun 2, but appears to build on that solid foundation by adding a greater level of cinematic flair and a deeper tactical and strategic experience. After playing the prologue several times now, it’s safe to say that I’m going mad waiting for the full game.


Quelle: Total War: Rome II Preview: saving Capua | PCGamesN
 
Why Total War: Rome 2′s army traditions system is so exciting

Wes Fenlon at 02:00pm August 1 2013

28192TWRII_Naval_boarding-610x343.jpg

In 61 BC, Julius Caesar levied Legio X Equestris, a legion of several thousand fighting men who fought with distinction in his campaign against Gaul. They were disbanded in 45 BC, shortly before Caesar’s assassination. In the ensuing civil war, the 10th Legion was raised again and fought for Lepidus, Marc Antony, and finally Emperor Augustus.

Over that 20-year period, thousands of men died or retired as veterans with lands they had helped conquer in Gaul. Equestris’ individual legionaries are not remembered by history. But as a unit, Legio X Equestris were instrumental in Caesar’s conquest of Gaul. Creative Assembly wants to give every army in Rome II: Total War a similar legacy, to make them more than masses of faceless troops.

And here history and gameplay merge in a really exciting way: as an army accrues victories, it will also accrue traditions, transforming a generally skilled army into a highly specialized one.

Every upgrade system in Rome II—from the revamped military and civic tech trees down to the abilities of generals, agents and armies—encourages specialization. On the macro level, military and civic developments are now divided into three subcategories (management, tactics and siege for military, economy, philosophy, and construction for civic) you can hop between at will. Teching for naval superiority or a strong farming economy, for example, is much more direct than it was in Shogun II: Total War.

28186TWRII_Battle_Formations-610x343.jpg

But army traditions are what have me most excited for Rome II, and not just because the historical basis behind them is really cool.

Traditions have the potential to completely change how battles play out by the end of a 20 (or 30, or 40, or…) hour-long Rome II campaign, because traditions outlive the poor legionaries who die earning them.

As you might expect from Creative Assembly, Studio Communications Manager Al Bickham explained the army tradition system with a historical comparison. “Think about the 101st Airborne,” Bickham said at a recent preview event for Rome II. Remember Band of Brothers? He’s talking about those guys: “They’re all about their small unit tactics and being in enemy territory and working, effectively, guerrilla warfare. That’s what they do. They do that really well. They’ve done that for the last 100 years, right? That’s what [the system] is all about.”

In Rome II, traditions extend the upgrade system used for commanding officers to whole armies. But that system has been reworked, too. Instead of progressing a general through a tech tree as he levels up, you now assign one skill at every level (with a cap at level 10).

Previously acquired skills can also be leveled up in place of acquiring new ones. If you mainly use your generals to rally and inspire troops, focusing on those abilities will make them horse-mounted masters of morale.

In Shogun II, you could specialize generals by choosing a path through the tech tree, but you’d probably be wasting a few points along the way. Rome II simplifies choosing the abilities and buffs commanders bring to the battlefield. The same system also applies to Rome II’s agents.

28184TWRII_Battle_battleLine-610x343.jpg
And where armies previously just grew stronger and gained morale with experience, they’ll now gain their own set of specializations in the form of traditions for siegecraft, cavalry, and infantry types. Bickham detailed an example:

“I’ve spent six of my possible 10 points as an army’s been leveling up in siegecraft and heavy infantry. Those guys are going to be city smashers, you know? They’re going to be really good shots and very damaging with their onagers and ballistas and scorpions and stuff. I’ll have those on my front line doing my city bashing for me.”

Rome II tracks the history of each army, listing wins and losses and years in service. Armies can be renamed, and whatever symbol you set as their standard will appear on the legionary character models. And if that army is slaughtered to the last man, the traditions they bled for aren’t lost.

“Say you have the 13th Legion,” Bickham said, referencing a legion he took into battle at the Rezzed game conference last month. “The 13th Legion cops it. They all die. You can go back to one of your cities, you can recruit a new general, you can give him the banner of the 13th Legion, and you can recruit a new army along with that new general under the banner of the 13th Legion. Get all those traditions back. The whole idea is it’s a symbol of the traditions of a fighting unit…The standard, what that army represents, is always there.”

28190TWRII_Campaign_Technologies-610x343.jpg

By endgame, using the right army in the right battle will be key, as even green troops can strut onto the field with 10 traditions backing them up. Bickham’s city smashers, for example, could be torn apart by a heavily trained legion of cavalry. But losing an army of seasoned troops shouldn’t spell disaster, either.

“It’s no longer about–putting it in the context of previous games, armies were stacks of troops, and you just kind of mashed troops together, and you’d add more, and you’d build the stack,” Bickham said. “I think by the end of the game you’ll have some incredibly experienced guys you’ll be really attached to because you’ve crafted them over time. They’re like macro RPG characters made of thousands of men.”


Quelle: Why Total War: Rome 2's army traditions system is so exciting | PC Gamer
 
Zurück