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2agnez

Спасибо, обнадеживающая инфа, был удивлен что не увидел функции рассыпной строй у юнитов, эх еще бы хват щита изменили, а то всем дали римский (уж очень коряво смотрится когда скажем гоплиты поднимают оный вверх защищаясь от стрел, такой изгиб руки там у них получается брр). :)

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Из общения разработчиков(тема уже перевалила за 20 стр.) выходит, что в ближайших патчах упор будет сделан на доводке BAI, а все, что касается CAI, появится в будущих исправлениях.

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2August

Я зареген. Но не буду про ворота - имхо с воротами все нормально, а все наезды на них - гон ))

 

Изменения в боевке обещаны хорошие. Про транспортники так вообще пишет что The design intent was that transported armies are weak and vulnerable. Thus moving an army without an escorting fleet should be a bigger risk if they encounter a sufficiently well-armed attacking force. We are looking to address this issue. - намерение дизайнерское чтобы транспортируемые армии были слабые и уязвимые, перемещение армии без эскортного флота было бы большим риском если вдруг встретят военные корабли. Сейчас думают как это сделать.

Стратбаланс будет после патча 3 - так что полноценной игры нам не видать как я и обещал до Рождества))

но изменения радуют

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2MARIAN

Движок тот? :)

 

2Chernish

The design intent was that transported armies are weak and vulnerable. Thus moving an army without an escorting fleet should be a bigger risk if they encounter a sufficiently well-armed attacking force. We are looking to address this issue.

Мольбы услышаны :)

Я для себя решил, что играть буду как длс с селевкидами выпустят, не раньше.

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ИМХО тоже, как раз под Селевков выйдет еще пара патчей.

Блин, реально допилить игру напильником, и будет супер :)

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2 Chernish

 

Вы вынуждаете меня сделать это самому :)

 

Не, ну серьезно, вы сами говорили что ИИ фиговый в осаде.

Я осадные орудия еще толком вообще не использовал..

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2August

Про осаду там полстраницы. Точки победы обещают сильно переделать и вообще Аи подтянуть.

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По-моему флот подтянули - 3 раза транспортниками пытался уничтожить флот врага - у меня 13 транспортников, у него мелочь + штурмовой корабль 7 уораблей всего - уделывает меня комп, хотя автобой обещает верную победу.

 

Да и на тактике по-моему изменения - я привык что враги лохи, напал слабым отрядом на сильнуя армию ливийцев и получил по сусалам. Впервые за время выхода Рима битвы переиграл.

Автобой кстати теперь на стороне игрока можно выиграть безнадежную битву.

Изменено пользователем Valdar
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Вот этот пост Джека который порадовал меня. И пожалуй все то что он пишет и что планируется сделать КА - хорошо. Особенно радует подход к историчности в игре, слава богу что на вопросы почему на востоке так много элинистических юнитов КА отвечает как надо. Переводить не стану, думаю тут и так все всё поймут.

  Quote Originally Posted by redxavier View Post

Sounds positive. Thanks for the post.

 

Regarding the 'always on' guard mode, I was hoping you might be able to explain how it works and what affects it. For instance, in older games, unit behaviour changed depending on whether they were given orders to attack. Leaving a unit alone, it would not move from its position and facing, perhaps only a few soldiers stepping out of line to fight enemies that attacked it. If you ordered a guard mode unit to attack, it would move all soldiers to attack that unit but keep its formation and then once successful would not move from that position. Is this the same in RTW2?

 

A big change from losing the button is for missile units. Will you be looking at a way of allowing the player to prevent archers etc. from following targets that move outside their range or firing arc?

Guard mode affects if a unit will pursue another unit that routs/breaks away from combat. It doesn't affect soldiers keeping formation, that is what the formation attack attribute does and which is also being fixed.

Originally Posted by Mackles View Post

Armies of thousands can also defend settlements or be involveed in land/sea battles. My question is about the victory point (that's what they're called in the game) mechanic, and it's questionable logic.

They're there in combined land/sea battles to prevent exploits, after the patch they will be there just for when the defender has a navy so they can't just sit at sea and wait for the timer to run out.

 

In settlement battles they represent you taking the town/city, and there are multiple in major settlement battles to show gaining control over the various parts of the city.

 

The points for them have increased a lot so there is more time to react to them being taken.

 

Originally Posted by spartanlemur View Post

What about the testudo??

 

Currently it gets obliterated by archer fire, which defeats the purpose of it.

Missile balancing and testudo is being looked at though no changes for patch 3 as that is currently in internal testing.

 

Originally Posted by Draex View Post

Excellent news.

 

1 question - Is there any reason it sometimes takes multiple clicks to make a unit actually retreat or move back to where you specify? Several times I've lost a unit because they continue fighting and get surrounded instead of pulling back to where I have clicked (Cavalry are one of the worst for this.)

We are looking at how 'sticky' units are in combat.

 

Originally Posted by noso2142 View Post

alright so does that mean that the only time where ill see a capture point is in siege battles, ambush battles and combined battles where the defender has a fleet as well? also i still assume there will be a flag in camp battles?

Yes apart from no capture point in ambush battles.

 

Originally Posted by Igor55 View Post

Hi Jack,

very promising points... but we know by now that CA takes promises very lightly. So I'll wait before thanking you, but nonetheless I want to give you some additional personal notes, while I'm agreeing with you on every point so far:

 

1. Battle Speed: Morale - as you already identified - needs a further boos, movement speed is nearly realistic (at least with battle combat Mod^^), but stamina is way to high, also heavy inf should be slower. But one of the main problems I think: killing speed is way too high.

Killing speed and fatigue are being addressed in upcoming patches.

 

 

8. Missing Standard Bearers: Is it on purpose, that Sparta and Carthage do not have any Standard Bearers?

This is being fixed.

 

 

9. Hoplites: They are very buggy atm nonetheless, also they nearly make no damage. Don't use them at all, just Pike Infantry.

 

Hoplite phalanx is being looked at, and the stats of hoplites as well.

 

Originally Posted by PureEvilPie View Post

Except it's not realistic in any way letting one unit of skirmishers run to the capture point and then winning the battle. Too many battles I've had when I'm reinforcing my AI ally and he wanders about in his base not going to the capture point, I sprint my entire army to get to the capture point but it's no use, one unit of skirmishers are on it and they win the battle. Make it like in shogun 2 multiplayer battles where they just gave benefits, not won the battle for you, it's not realistic and it's not fun.

They work like they did in settlement battles in previous games, capturing them wins the battle. As stated above the number of points has been increased so there is longer to react to the point being taken.

 

Originally Posted by Bonhomme View Post

I want to question, though, your choice of putting some choices off the player, guard mode & loose formation for example.

 

I can get that barbarian scum would not, no matter what, hold formation (although I would like a possibility to "tacticize" my barbarian hordes in a uchrony campaign where iceni take control of the world, maybe with ~late game research ?)

 

But roman legions or greek hoplites may want to go nuts, blobfest and chase troops, on occasions.

Same as ranged fighters who may want to tighten their pack, etc.

 

Now if one assume you did the right choice on who has to get passive guard mode (and that successive patches will fix blobfest issues), this is not big gameplay issue in itself.

It's just that it *may* be a step in a direction I don't like, the "let me handle this for you because it's complicated" casual-road.

I'd rather have a pretty much unused button I'll use 5% of the time, than a choice made for me by design and I cannot change. And considering guard / loose formation are preexistent features, I'm guessing it wouldn't mean a huge amount of extra work for you guys.

 

Anyway, thank you for that thread.

I'll wait for facts, but still, reading that is good.

We're going for guard mode being inherent to some units to represent the different fighting styles of the various cultures, some were impetuous and others more disciplined in how they fought.

Originally Posted by Siven80 View Post

Good informative post, looking forward to trying out the changes.

 

Regarding the capture points, good changes on this mechanic i think but with the combined battles capture point, why not make it just give a stat (morale, attack, defense....whatever works) penalty rather than make you win/lose a battle. Then it would still be a possible target but wouldnt significantly alter battle tactics. It would also feel a lot less arcadey.

Because that would not prevent the exploit the capture point is there to prevent, a defender with a fleet who has lost the land battle and is outnumbered just sitting at sea waiting for the timer to finish to get a favourable result.

Originally Posted by Sarog View Post

Please remove the ability for every generic infantry unit to throw pila when charging. Hillmen shouldn't fight like legionaries.

Throwing javelins on the charge was common throughout the classical world.

Originally Posted by sengmand View Post

Good to see you're trying to address these issues.

Please get rid of the capture points unless 1. a defender has reinforcements at sea that have not been committed to land or 2. They are in the defenders town.

That is exactly what we are changing it to.

 

Originally Posted by GrumpyTheGreat View Post

I'd like to see about 75% of the infantry units which have the javelin usage same as the Roman pilium removed. Also at least for me the Eastern factions have lost a lot of their flavour, with half the units( all the higher tier) being of Hellenistic appearance. Why not have their swordsman etc look like their infantry captains or something!?

As stated above throwing javelins on the charge was common across the classical world. For the playable Eastern factions, Pontus has hellenic units as its elites and Parthia uses swordsmen taken from hellenic colonies for its infantry. That is what they used historically.

 

Originally Posted by Piohrun View Post

Hey Jack!

 

Can you give us more details about stats changes in upcomming patches? Will the weak factions like Carthage, Epirus, Athens, Parthia and Pontus get buffed finally? What about ranged units in general? And cav? And especially elephants? Horse archers?

 

Basically everything but elite infantry...

You'll see the details in the patch notes when they appear.

 

Originally Posted by jdw102 View Post

Jack, one thing that many have noted is the lack of response when cavalry and chariots are in combat. They seem to get stuck and wont follow orders to retreat from melee, reducing their effectiveness greatly.

 

Is this something that will be looked at? It is part of the 'battle' side so on topic I believe.

As stated above the stickyness of units in combat is being looked at.

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Я осадные орудия еще толком вообще не использовал..

2August

 

Так и задумано... все в порядке - игра настолько хороша, что осадные орудия лишние... и стены тоже... В этом и есть небесное совершенство РТВ2, которое ни что не способно испортить...

Изменено пользователем ZardoZ
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Ребята, подскажите, плз. Купил игру, установил, с инета докачивалось и устанавливалось что-то, потом в стиме вроде как докачивались патчи. В стиме стоит галочка "Обновляться автоматически".

Однако после запуска игры в верхнем правом углу написано, что версия 1.00 - Так и должно быть после двух патчей? Там еще указан номер сборки, но его плохо видно (как-то смазан) в русской версии

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