geil das Rammen wurde also gut umgesetzt, ich freu mich schon
[Total War: Rome 2] News/Screens/Videos - keine Kommentare!
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Re: [Total War: Rome 2] Screenshots Rome II
@Prof: echt? Das sieht nämlich M.E. gemalt aus - wenn das wirklich Screens sind, dann sind sie stark gephotoshopt.
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[Total War: Rome 2] News/Screens/Videos/Infos
Einleitung!
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
20.07.2012
Neue Screenshots
Spoiler (Öffnen)
Video zum Trailer Soundtrack
Spoiler (Öffnen)
14.07.2012
Eurogamer/Gamestar Artikel zur Zukunft von TW auf dem PC
Spoiler (Öffnen)
09.07.2012
Bilder
Spoiler (Öffnen)
07.07.2012
Deutsches Eurogamer Artikel
Spoiler (Öffnen)
06.07.2012
Englisches Pc Gamer Artikel
Deutsches Gamersglobal Artikel
Spoiler (Öffnen)
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.
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
Spoiler (Öffnen)
Englisches PC Gamer Interviews
Previews
Englisch
Deutsch
Sonstiges
14.07.2012
Artikel zur Zukunft von TW
Spoiler (Öffnen)
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.
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.
Einleitung
Einleitung!
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
20.07.2012
Neue Screenshots
Spoiler (Öffnen)
Video zum Trailer Soundtrack
Spoiler (Öffnen)
14.07.2012
Eurogamer/Gamestar Artikel zur Zukunft von TW auf dem PC
Spoiler (Öffnen)
09.07.2012
Bilder
Spoiler (Öffnen)
07.07.2012
Deutsches Eurogamer Artikel
Spoiler (Öffnen)
06.07.2012
Englisches Pc Gamer Artikel
Deutsches Gamersglobal Artikel
Spoiler (Öffnen)
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.
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
Spoiler (Öffnen)
Englisches PC Gamer Interviews
Trailer/Videos
Screens
Interviews
Previews
Previews
Englisch
Deutsch
Sonstiges
Sonstiges
14.07.2012
Artikel zur Zukunft von TW
Spoiler (Öffnen)
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.
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.
Zuletzt geändert von totalwarzone am 20. Juli 2012 18:08, insgesamt 15-mal geändert.
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- Tribunus Angusticlavius
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Re: Rome 2 News/Screens/Videos/Infos
Wird Heute noch aktualisiert.
- Wüstenkrieger
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Re: Rome 2 News/Screens/Videos/Infos
Angepinnt und das Logo noch eingebaut - kannst auch auch wieder löschen, so es nicht gefällt.... Einfach nur hier antworten, ich werde beide Beiträge dann löschen.
- Prof
- Signifer
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Re: [Total War: Rome 2] Screenshots Rome II
Glaub ich nichtmal. (höchstens ein paar dezente Filter...wenn die nicht schon fest im Spiel sind)
Siehst du die kleinen Clipping-Fehler an den Schiffen?
Siehst du die kleinen Clipping-Fehler an den Schiffen?
- RisenNoArcania
- Optio
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Re: Rome 2 News/Screens/Videos/Infos
Kannst du das Einletung zu Einleitung umändern?
Re: Rome 2 News/Screens/Videos/Infos
Sollen solche Sachen wie Previews usw., die man anderswo schreibt, hier dann nochmal gepostet werden, damit du sie dir nicht alle zusammensuchen musst ?
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- Tribunus Angusticlavius
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Re: [Total War: Rome 2] News/Screens/Videos/Infos
Könnt ihr gerne haben wie ihr wollt. Soll die Moderation entscheiden. Logo Passt, danke Wüstenkrieger. Setz mich jetzt mal dran damits bis Heute Abend aktuell wird wie bei Shogun 2 hier und Empire(bei totalwarzone, RIP). Und dann wie üblich Tagesaktuell aktualisieren. Die Klickzahlen seinerzeit waren ja recht erfolgreich, hoffe euch wird damit etwas geholfen in heißen Phasen des Spiels die Übersicht über all die Inormationen zu behalten. Sollte ja auch so sein im größten TW Bereich in Deutschland denk ich.
mfg
mfg
- Wüstenkrieger
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- Homer Simpson
- Pilus Posterior
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Re: [Total War: Rome 2] Screenshots Rome II
Prof XD der Name deiner Screens ist ja auch mal sehr geil XD Epicguy gg hau mi o
Freu mich schon aufs erste Video - wobei mir die Grafik wie sie jetzt ist auch sehr gut gefallen würde - mit dem "schleier"
Freu mich schon aufs erste Video - wobei mir die Grafik wie sie jetzt ist auch sehr gut gefallen würde - mit dem "schleier"
Verfasser der wunderschönen Zahl 3333
Re: [Total War: Rome 2] Screenshots Rome II
Hoffentlich bekommen wir bald mehr hochaufgelöste Screenshots und CA macht es nicht so wie immer und lässt uns auf dem Trockenen sitzen...
BTW: Ich habe Rome TW nie gespielt
BTW: Ich habe Rome TW nie gespielt
Der Klasse Avatar ist von Scutum. Danke nochmal an ihn .
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Bei Eurogamer gibt es ein interessantes Interview mit neuen Details zu u.a. Modding und historischer Korrektheit.
Re: [Total War: Rome 2] News/Screens/Videos/Infos
@Caesar
Danke für den Link
Puh jetzt heißt es beten das sie sich nicht zu viel vor nehmen ! Ich finde dass schon sehr hoch gegriffen.
Danke für den Link
Simpson hat geschrieben:Die Fraktionen in Rome 2 sollen daher über verschiedene Persönlichkeiten verfügen. Und innerhalb dieser Fraktionen wird es nochmal weitere Charaktere mit wiederum eigener Persönlichkeit geben.
Puh jetzt heißt es beten das sie sich nicht zu viel vor nehmen ! Ich finde dass schon sehr hoch gegriffen.
"Never give in, never give in, never, never, never-in nothing, great or small, large or petty - never give in except to convictions of honour and good sense. Never yield to force; never yield to the apparently overwhelming might of the enemy."
- Sir Winston Leonard Spencer-Churchill
- Sir Winston Leonard Spencer-Churchill
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- Tribunus Angusticlavius
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Re: [Total War: Rome 2] News/Screens/Videos/Infos
Habs mal aufgenommen