[Total War: Rome 2] News/Screens/Videos - keine Kommentare!
Moderator: Moderatoren
- Homer Simpson
- Pilus Posterior
- Beiträge: 1332
- Registriert: 6. Dezember 2010 08:29
- :
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Geht es vlt dass man den Thread wirklich Spamfrei hält???
Vlt ne Lösung ala alter Total War Zone bei Empire??? Sprich einen Screenshot-Thread in dem von mir aus auch nur ein paar posten dürfen) angepinnt und nen extrigen Screenshot-Diskussions Thread??? (Das natürlich auch für interviews videos etc.)
Freu mich immer tierisch darauf ne neue News zu lesen und alles was ich bekomme ist ne Meldung dass sich jemand auf das Spiel freut gg
Vlt ne Lösung ala alter Total War Zone bei Empire??? Sprich einen Screenshot-Thread in dem von mir aus auch nur ein paar posten dürfen) angepinnt und nen extrigen Screenshot-Diskussions Thread??? (Das natürlich auch für interviews videos etc.)
Freu mich immer tierisch darauf ne neue News zu lesen und alles was ich bekomme ist ne Meldung dass sich jemand auf das Spiel freut gg
Verfasser der wunderschönen Zahl 3333
- Avarice1987
- Praefectus Fabrum
- Beiträge: 4017
- Registriert: 5. Dezember 2010 21:22
- Wohnort: Stockach
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Hui sieht das spitze aus :-).
Und noch ein jahr warten :-(
Und noch ein jahr warten :-(
Wer möchte mal eine Runde gegen mich spielen?
Company of Heroes ( 1 mit allen add ons), ETW, NTW, Rome 2, FEAR 3.
Schreibt mich an auf Steam.
markuselsner1987
Company of Heroes ( 1 mit allen add ons), ETW, NTW, Rome 2, FEAR 3.
Schreibt mich an auf Steam.
markuselsner1987
Re: [Total War: Rome 2] News/Screens/Videos/Infos
totalwarzone hat geschrieben:Ausdem offiziellen Forum
http://s14.directupload.net/file/u/2488 ... vx_jpg.htm
Sorry, aber dieses Bild hat absolut nichts mit dem Spiel zu tun!!! Das stammt von einem Künstler und ist schon Jahre alt.
Hier die Seite des Künstlers: http://www.lacedemon.info/
"All you have to decide is what to do with the time that is given to you" - Gandalf
"Corn! Corn! Corn!" - Mormont's Raven
"Corn! Corn! Corn!" - Mormont's Raven
Re: [Total War: Rome 2] News/Screens/Videos/Infos
totalwarzone hat geschrieben:OK Danke. Dann nehm ichs auch nicht auf. War halt aus dem offiziellen forum, deshalb verlinkt.
mfg
Past doch zum Thema. Ich hätte es auch gepostet wenn ich es vor dir entdeckt hätte.
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Ich möchte doch bitte mal den Vorschlag wieder aufgreifen, dass hier jeder Post gelöscht wird, der keine Neuigkeiten zu Rome 2 beinhaltet. Auch ich schaue hier immer rein, in der Hoffnung einen neuen Screenshot oder ein Interview zu finden, aber dann stehen hier immer nur Spampostings.
Das Königreich Jerusalem 1131
~ erlebe die Zeit der Kreuzzüge ~
~ erlebe die Zeit der Kreuzzüge ~
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Ich möchte doch bitte mal den Vorschlag wieder aufgreifen, dass hier jeder Post gelöscht wird, der keine Neuigkeiten zu Rome 2 beinhaltet.
Und so wird es auch sein.
Dieser Thread dient zur Information und sollte seine Wichtigkeit nicht verlieren. Es ist störend, wenn man sich auf vermeintlich neues Material freut und dann nur Plauderposts entdeckt.
Also bitte nur noch Posts mit den Inhalten News/Screens/Videos/Infos setzen. Für die Diskussionen haben wir ja bereits genug Threads, oder ihr könnt bei Bedarf einen Neuen eröffnen.
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Es gibt ein Hintergrundvideo zur Entstehung der Musik des Trailers.
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- Tribunus Angusticlavius
- Beiträge: 3452
- Registriert: 11. Dezember 2010 20:14
- :
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Habs mal aktualisiert,Post bitte löschen.Ist ohnehin etwas durcheinandergeraten?
Zuletzt geändert von totalwarzone am 22. Juli 2012 22:45, insgesamt 2-mal geändert.
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- Tribunus Angusticlavius
- Beiträge: 3452
- Registriert: 11. Dezember 2010 20:14
- :
- MasterMind
- Miles Legiones
- Beiträge: 30
- Registriert: 19. Februar 2011 12:19
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Es gibt ein neues Preview in der Powerplay ein paar kleinere Neuigkeiten stehen auf der Seite, im Magazin soll es aber 5 neue Screenshots geben
http://gamingbolt.com/total-war-rome-2- ... t-and-more
http://gamingbolt.com/total-war-rome-2- ... t-and-more
-
- Tribunus Angusticlavius
- Beiträge: 3452
- Registriert: 11. Dezember 2010 20:14
- :
-
- Tribunus Angusticlavius
- Beiträge: 3452
- Registriert: 11. Dezember 2010 20:14
- :
-
- Tribunus Angusticlavius
- Beiträge: 3452
- Registriert: 11. Dezember 2010 20:14
- :
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Habs mal aktualisiert.Ist ohnehin etwas durcheinandergeraten????
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).
Die Aktuelle PC Powerplay
Realtime UK bastelt wieder
Deutsche informative Communityseite
Neue Bilder und Video
Neuer Screen
Sega auf derGamescom
Gamestar Preview
Neue Screenshots
Video zum Trailer Soundtrack
Eurogamer/Gamestar Artikel zur Zukunft von TW auf dem PC
Bilder
Deutsches Eurogamer Artikel
Englisches Pc Gamer Artikel
Deutsches Gamersglobal Artikel
Englisch-Interessante News aus der PC Gamer
Englisches Live Action Trailer
Englisches PC Gamer Interviews
Realtime UK bastelt wieder
Deutsche informative Communityseite
Artikel zur Zukunft von TW
Englisch-Interessante News aus der PC Gamer
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).
Die Aktuelle PC Powerplay
Realtime UK bastelt wieder
Deutsche informative Communityseite
Neue Bilder und Video
Neuer Screen
Sega auf derGamescom
Gamestar Preview
Neue Screenshots
Video zum Trailer Soundtrack
Eurogamer/Gamestar Artikel zur Zukunft von TW auf dem PC
Bilder
Deutsches Eurogamer Artikel
Englisches Pc Gamer Artikel
Deutsches Gamersglobal Artikel
Englisch-Interessante News aus der PC Gamer
Englisches Live Action Trailer
Englisches PC Gamer Interviews
Realtime UK bastelt wieder
Deutsche informative Communityseite
Artikel zur Zukunft von TW
Englisch-Interessante News aus der PC Gamer
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
25.07.2012
Die Aktuelle PC Powerplay
Spoiler (Öffnen)
Realtime UK bastelt wieder
Spoiler (Öffnen)
Deutsche informative Communityseite
Spoiler (Öffnen)
Neue Bilder und Video
Spoiler (Öffnen)
22.07.2012
Neuer Screen
Spoiler (Öffnen)
Sega auf derGamescom
Spoiler (Öffnen)
Gamestar Preview
Spoiler (Öffnen)
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
25.07.2012
Realtime UK bastelt wieder
Spoiler (Öffnen)
Deutsche informative Communityseite
Spoiler (Öffnen)
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
25.07.2012
Die Aktuelle PC Powerplay
Spoiler (Öffnen)
Realtime UK bastelt wieder
Spoiler (Öffnen)
Deutsche informative Communityseite
Spoiler (Öffnen)
Neue Bilder und Video
Spoiler (Öffnen)
22.07.2012
Neuer Screen
Spoiler (Öffnen)
Sega auf derGamescom
Spoiler (Öffnen)
Gamestar Preview
Spoiler (Öffnen)
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
25.07.2012
Realtime UK bastelt wieder
Spoiler (Öffnen)
Deutsche informative Communityseite
Spoiler (Öffnen)
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 25. Juli 2012 19:29, insgesamt 1-mal geändert.
- MasterMind
- Miles Legiones
- Beiträge: 30
- Registriert: 19. Februar 2011 12:19
Re: [Total War: Rome 2] News/Screens/Videos/Infos
Hier sind neue informationen aus den ganzen neuen Magazinen zusammengetragen
http://www.strategie-zone.de/neue-deta ... rome-2-78/
Edit: Hier ist außerdem noch ein neues Videointerview http://www.twcenter.net/forums/showthread.php?t=552409
http://www.strategie-zone.de/neue-deta ... rome-2-78/
Edit: Hier ist außerdem noch ein neues Videointerview http://www.twcenter.net/forums/showthread.php?t=552409