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totalwarzone
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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 23. Juli 2012 13:30

Ein Neues Bild

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon Homer Simpson » 23. Juli 2012 17:35

http://www.strategie-zone.de/neue-deta ... rome-2-78/


Bei Seegefechten spielen vor allem Ramm- und Entermanöver eine Rolle
Zur Fortbewegung auf See können Segel und Ruder eingesetzt werden
Es wird Katapultschiffe geben, die vor allem bei Städte-Angriffen nützlich sind
Teile der Armee können einem KI-General unterstellt werden
In engen Straßen und Gassen können sich Truppen verstecken und so Hinterhalte durchführen
Die Größe der zur Verfügung stehenden Armeen hängt von der Manpower ab
Ein kleines Reich kann also nicht zahllose Armeen besitzen, sondern nur so viele, wie die Bevölkerung her gibt

Das neue Militärsystem soll dazu führen, dass es weniger, aber dafür bedeutsamere Schlachten gibt
Die Forschung aus Empire wird in Rome II durch Kulturprojekte ersetzt
Die Strategiekarte soll von »Schottland bis zum Iran« reichen

oho klingt ja interessant... vlt fügen sie wieder das Feature aus rome 1 ein - sprich je mehr Einheiten augsebildet werden, desto weniger Menschen leben in einer Stadt - was ja auch realistisch wäre!
Verfasser der wunderschönen Zahl 3333

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 25. Juli 2012 16:51

Weiß nicht inwieweit Neu, auf jedenfall werkelt wieder realtime UK an creative assemblys kreativität^^

http://www.realtimeuk.com/projects/view ... ar-rome-ii

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 25. Juli 2012 19:29

Habs mal aktualisiert.Ist ohnehin etwas durcheinandergeraten????

Bild


Einleitung

Einleitung!


Bild


So, ich dachte mir mal wieder die geballte Packung gesammeler Info´s kann nicht schaden, die meisten Videos und News werdet ihr sicher auch auf der Homepage finden. Hier findet ihr die gesammelten News bis zum gepanten Release im Spätherbst 2013.
Unter News findet ihr die News des aktuellen Monates, in diesem Beispiel also von Juli. Alle früheren News werden wie bei den anderen Teilen wie gehabt archiviert in die jeweils passenden Reiter (News, Previews usw).

News

News


Bild


25.07.2012


Die Aktuelle PC Powerplay


Realtime UK bastelt wieder
Spoiler (Öffnen)


Deutsche informative Communityseite


Neue Bilder und Video




22.07.2012


Neuer Screen
Spoiler (Öffnen)
Bild


Sega auf derGamescom


Gamestar Preview


20.07.2012

Neue Screenshots
Spoiler (Öffnen)
Bild
Bild
Bild

Video zum Trailer Soundtrack


14.07.2012

Eurogamer/Gamestar Artikel zur Zukunft von TW auf dem PC



09.07.2012

Bilder
Spoiler (Öffnen)
Bild
Bild
Bild
Bild




07.07.2012

Deutsches Eurogamer Artikel


06.07.2012

Englisches Pc Gamer Artikel

Deutsches Gamersglobal Artikel

Englisch-Interessante News aus der PC Gamer
Spoiler (Öffnen)
Shogun 2 was set in narrow geographical areas, with limited sets of units - a comparatively small scale to what's being intended with Rome II. It was designed with a focus on game systems, such as engine polishing and improvements to unit pathing.
With that in place, Rome II is going big - it's bigger than Rome 1 in geographical scale.
The game's key design vision is in taking players from a macro to micro scale, such as jumping from a campaign map to a single unit.
Despite that focus, Rome II is still attempting to make its macro scale bigger - we're guessing the senate will play a large part of that, but Creative Assembly won't say just yet.
As you rise through the ranks, your success will attract less-than-favourable responses from some of your friends. You will almost definitely get betrayed. There's "more human-level drama on the campaign map" in Rome II.
The bigger campaign map has "hundreds" of regions to move your units around, but the game buckets them into provinces to make management easier. The idea is to have you thinking about armies and legions rather than fiddling around with individual units.
Ultimately, the game will allow you to decide whether to favour the republic or become Rome's dictator.
The game's cameras have been redesigned. You can now lock the camera to single units. In this mode it functions like a sort of documentary cam, shaking while the unit walks – it's "a soldier's eye view" according to Creative Assembly.
The demonstration takes place with a scenario set during the Third Punic War, which took place during 149BC to 146BC. The scenario here is the Siege of Carthage.
Rome II: Total War features a new graphics engine, which features particle and deferred lighting.
The game can now combine naval and land battles into the same conflict, including naval invasions: in this demo a Roman ship lands on the coast of Carthage.
Naval units now have more than one ship per unit.
Though expected, we see catapults and ballistae being put to good use.
The demo has a big focus on Roman siege towers, and the snap-to unit camera takes the view of the game inside the siege tower itself.
Conflicts take place over much bigger environments - much of Carthage has been recreated in the demo. To accommodate this extra scale, the game now features a top-down tactical map.
There are multiple ways to capture cities. Walls can be reduced to rubble after they've sustained enough damage, for instance. It's designed to create cat-and-mouse gameplay: "You're not just sitting in the plaza once the walls are breached trying to defend that one area"
There's a real oomph when units engage, with walls of shields colliding.
The new graphics engine can show some impressive fidelity for a game of this scale. We can clearly see that Cathage's walls have graffiti.
Buildings crumble in the background as Carthage deploys its war elephants and the demo ends.
The unit camera has been designed so the game feels like it's "almost Saving Private Ryan at the beaches".
Each unit has its own facial animations, and leaders bark out a stream of orders throughout. each confrontation.
Units react to things, such as their colleagues being slaughtered - the idea is that these aren't idenikit clone armies anymore.
The map he was playing was a scenario about the conquest of Carthage.
Naval warfare and land warfare seems to be combinable in this sense.
Ships can provide covering fire with their ballistas and catapults
The walls are collapsing at different parts (you can also conquer the walls traditionally).
The sheer number of ships and legionnaires is far beyond the numbers of previous games.
The battle map is larger than Shogun 2
New Voices
As they are taking the tower, one officer screams toward his men, "For the honor of Rome!"
You will also see soldiers that will react to the death of one of their comrades
Troop speed and movements seem faster
New feature: by hitting tab, you get a 2D overview of the battlefield, displaying troops with colored symbols (much more detailed than the current radar map); you can't give orders in this mode, however
The development team is currently pondering an ambush system specifically for siege battles. Certain troop types could blockade a street or hide on a side street and then fall into the back of the attackers.
You can no longer simply retreat to the central plaza as a defender, but there will be several capture points within a city.



05.07.2012


Englisches Live Action Trailer


Englisches PC Gamer Interviews
Spoiler (Öffnen)

Trailer/Videos

Trailer/Videos



Bild


Englisch




Deutsch

Spoiler (Öffnen)
Test

Screens

Screens


Bild



Spoiler (Öffnen)
Bild
Bild
Bild
Bild

Bild
Bild
Bild
Bild
Bild

Bild
Bild
Bild
Bild
Bild

Interviews

Previews

Sonstiges

Sonstiges


Bild



25.07.2012


Realtime UK bastelt wieder
Spoiler (Öffnen)


Deutsche informative Communityseite



14.07.2012



Artikel zur Zukunft von TW


06.07.2012

Englisch-Interessante News aus der PC Gamer
Spoiler (Öffnen)
Shogun 2 was set in narrow geographical areas, with limited sets of units - a comparatively small scale to what's being intended with Rome II. It was designed with a focus on game systems, such as engine polishing and improvements to unit pathing.
With that in place, Rome II is going big - it's bigger than Rome 1 in geographical scale.
The game's key design vision is in taking players from a macro to micro scale, such as jumping from a campaign map to a single unit.
Despite that focus, Rome II is still attempting to make its macro scale bigger - we're guessing the senate will play a large part of that, but Creative Assembly won't say just yet.
As you rise through the ranks, your success will attract less-than-favourable responses from some of your friends. You will almost definitely get betrayed. There's "more human-level drama on the campaign map" in Rome II.
The bigger campaign map has "hundreds" of regions to move your units around, but the game buckets them into provinces to make management easier. The idea is to have you thinking about armies and legions rather than fiddling around with individual units.
Ultimately, the game will allow you to decide whether to favour the republic or become Rome's dictator.
The game's cameras have been redesigned. You can now lock the camera to single units. In this mode it functions like a sort of documentary cam, shaking while the unit walks – it's "a soldier's eye view" according to Creative Assembly.
The demonstration takes place with a scenario set during the Third Punic War, which took place during 149BC to 146BC. The scenario here is the Siege of Carthage.
Rome II: Total War features a new graphics engine, which features particle and deferred lighting.
The game can now combine naval and land battles into the same conflict, including naval invasions: in this demo a Roman ship lands on the coast of Carthage.
Naval units now have more than one ship per unit.
Though expected, we see catapults and ballistae being put to good use.
The demo has a big focus on Roman siege towers, and the snap-to unit camera takes the view of the game inside the siege tower itself.
Conflicts take place over much bigger environments - much of Carthage has been recreated in the demo. To accommodate this extra scale, the game now features a top-down tactical map.
There are multiple ways to capture cities. Walls can be reduced to rubble after they've sustained enough damage, for instance. It's designed to create cat-and-mouse gameplay: "You're not just sitting in the plaza once the walls are breached trying to defend that one area"
There's a real oomph when units engage, with walls of shields colliding.
The new graphics engine can show some impressive fidelity for a game of this scale. We can clearly see that Cathage's walls have graffiti.
Buildings crumble in the background as Carthage deploys its war elephants and the demo ends.
The unit camera has been designed so the game feels like it's "almost Saving Private Ryan at the beaches".
Each unit has its own facial animations, and leaders bark out a stream of orders throughout. each confrontation.
Units react to things, such as their colleagues being slaughtered - the idea is that these aren't idenikit clone armies anymore.
The map he was playing was a scenario about the conquest of Carthage.
Naval warfare and land warfare seems to be combinable in this sense.
Ships can provide covering fire with their ballistas and catapults
The walls are collapsing at different parts (you can also conquer the walls traditionally).
The sheer number of ships and legionnaires is far beyond the numbers of previous games.
The battle map is larger than Shogun 2
New Voices
As they are taking the tower, one officer screams toward his men, "For the honor of Rome!"
You will also see soldiers that will react to the death of one of their comrades
Troop speed and movements seem faster
New feature: by hitting tab, you get a 2D overview of the battlefield, displaying troops with colored symbols (much more detailed than the current radar map); you can't give orders in this mode, however
The development team is currently pondering an ambush system specifically for siege battles. Certain troop types could blockade a street or hide on a side street and then fall into the back of the attackers.
You can no longer simply retreat to the central plaza as a defender, but there will be several capture points within a city.

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 25. Juli 2012 22:57

Gamescom übersicht

http://gamezgeneration.de/gamescom-uber ... e-lineups/


SEGA:

Sonic & All-Stars Racing Transformed
Total War: Rome 2

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon Caesar » 2. August 2012 14:06

Ein kleiner Artikel von MCV in dem sie so langsam doch arg übertreiben:
"The Creative Assembly wants the next Total War to be more than just a strategy game – it wants to create Spielberg levels of drama. "

Und noch ein Interview auf CVG, bei dem ich aber nicht weiß, inwieweit es neues enthält.

Und könnte mal einer der Mods die Übersicht von Totalwarzone an den Anfang verschieben ?
Wenn man sich schon solche Mühe und eine schöne übersicht macht, dann sollte man dies doch nicht erst irgendwo suchen gehen müssen.
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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon Caesar » 2. August 2012 16:04

Den Artikel vom letzten Post gibt es jetzt auch auf deutsch.
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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 2. August 2012 18:44

Ja,deswegen machichauch nur nochalle par tage Update

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon Horgan » 2. August 2012 18:46

Caesar hat geschrieben:...
Und könnte mal einer der Mods die Übersicht von Totalwarzone an den Anfang verschieben ?
Wenn man sich schon solche Mühe und eine schöne übersicht macht, dann sollte man dies doch nicht erst irgendwo suchen gehen müssen.

Nein, eine solche Möglichkeit gibt es nicht - man könnte maximal den 1. Post editieren und das sollte dann zumindest nicht ungefragt geschehen, wenn der Autor ein Anderer ist.. ..da müsste totalwarzone sich ggf. an Wüstenkrieger per PN wenden und fragen, ob er das in seinen Post editieren und den Autor anpassen lassen mag.

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 2. August 2012 19:00

Achja, sorry wegen dem oT,bitte verschieben:)

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 3. August 2012 19:38

Neues von Twitter, das Neue Motion Capture Studio...

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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon Caesar » 5. August 2012 20:31

Jack Lusted hat im TWC mal wieder ein paar Fragen beantwortet:

Q. In previous Total War games a single ship has been able to carry whole armies. Why was this and will it change for Rome 2?
A. In previous Total War games this has always been an abstraction. It has never been the case that we are saying all those troops are being held on that one ship. The army has always been thought of as on its own transport fleet which we did not represent, with the actual fleet representing the escort.

For Rome 2 there are a few changes coming to how armies will be moved around on the sea, some of which we won’t talk about for a while, but we will be representing transports this time round.

Q. Rome 1 did not differentiate between the Hoplite phalanx and the Macedonian phalanx, will both formations be in the game this time round?
A. Yes both the Hoplite phalanx and Macedonian phalanx will be in the game as unit formations and will be represented differently.

Q. In the recent Warcast episode you talked about a historical twist for the Egypt faction, what do you mean by a twist?
A. The Egypt faction will not be the same as the faction from Rome 1. The unit roster is going to be very different with a mix of Hellenic units and local troops as well. We are pushing it a bit more, but as we often do with taking the rarer units from history and making more of them.

Q. How much variety will there be in the look of soldiers within a unit? Will it be similar to Medieval II or Shogun 2 or will there be more variety?
A. Rome 2 is going to have the highest amount of variation within a unit of any Total War game to date. There may be many different helmets, each with a variety of crests, various types of armour along with different tunics and shields with many different shield patterns. New tech will also allow us to vary the colours within a unit a lot more as well, with the possibility of the same tunic but coloured in a variety of ways within a unit.

Q. All factions in Total War games to date have had colour schemes for them, will this continue in Rome 2?
A. Yes, having colour schemes for factions helps make them more identifiable on a battlefield and gives a more unified look to their units. There may be more variety of how those colours are applied within the units, and how colourful, and varied those colours are, will vary by different factions and cultures.

But of course the units won’t be crazy rainbow combinations – they’ll be themed according to the faction they represent.
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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 9. August 2012 08:58


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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 9. August 2012 13:37


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Re: [Total War: Rome 2] News/Screens/Videos/Infos

Beitragvon totalwarzone » 12. August 2012 21:57

Wie GIOIL ist dass denn?

http://jpgames.de/2012/08/gamescom-2012 ... -line-ups/

Sega – Halle 7.1 am Stand B051

Sega hatte die Gamescom 2012 ursprünglich abgesagt. Nach Umstrukturierungen in Europa wurde das Büro in Deutschland geschlossen. Doch Sega ist hierzulande bei Koch Media untergekommen und so gibt es doch noch den ein oder anderen Sega-Titel bei der Gamescom. So könnt ihr bei Koch Media Total War: Rome II anspielen. Außerdem zeigt Sega hinter verschlossenen Türen im Business-Bereich auch Sonic & All-Stars Racing Transformed und Aliens: Colonial Marines.

Sonic & All-Stars Racing Transformed (nicht öffentlich)
Aliens: Colonial Marines (nicht öffentlich)
Total War: Rome II