[Sammelthread] Rome 2: Total War

Na einige massive verbesserungen an der KI und auch im Kampf ist die KI nun merklich besser. Performance ist bei mir gleich geblieben. Die erreignisse wurden verbessert und man hat nun irgendwie mehr auswirkungen bei der auswahl. beispiel: Deine Tochter war untreu blabla. Jetzt sieht man genau was das für auswirkungen das ganze hat.

Nun fehlt nur noch das das Blobbing im Kampf entfernt wird (und natürlich die verbesserung beim schiffskampf - beides wurde ja schon angekündigt) und das man endlich mal genauere Infos über das Politik System erhält. Ebenso stört mich weiterhin das man keine Infos über die Attribute und deren auswirkungen bekommt. Kann ja net sein das ich Autorität skille und nicht sehe was das eigentlich wirklich bewirkt. Ich warte noch bis ende des Monats bis Patch 5.0 erscheint und lege dann nochmal los
 
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- Fix rare crash when AI initiated diplomacy with the player.
Fixed problem with slinger units being overpowered as their shots could hit multiple units and made balancing adjustments to other projectile types.
- Fixed pike phalanx single-click and double-click attack behaviour. They will now try to maintain proper distance from targeted unit instead of running into them.
- Made it much harder for enemy infantry units to move/push through a pike phalanx.
- Flaming projectiles are now set as default for naval artillery when available.
- Increased the range of torches that can be thrown to burn down gates in battles.
- Cinematic camera view in battles now works better with siege vehicles.
- Disabled damage from rolling flammable projectiles that have landed on the ground (This does not include fireball deployables)
- "Army Destroyed" event message now displays the name of the army instead of the name of the general.
- The "Food Shortage" event message no longer contains a list of provinces affected. This can still be reviewed in the Provinces panel.
- Added event message for when units defect during a civil war in Campaign modes.
- Rank up event message now contains the new rank for both characters and armies in Campaign modes.
- When attacking a door of a fort with a battery ram, the per cent of damage will now reach 100% when the door to opens, instead of 20%.
- Fixed issue where double clicking on a map in the map list in the Battle Setup screens (in Custom Battle and Multiplayer Battle modes) would make that map always remain highlighted as if it was selected.
- Fixed multiple issues surrounding certain events being fired at the same time as winning the game.
- The movie player for Campaign movies will now correctly re-initialise its full screen state between queued movies.
- Fixed reinforcing armies unit banners sometimes appearing darker and missing their outlines on the battlefield.
- Unit banners will no longer appear black when turning on unit flags in a battle after turning them off in the campaign map.
- Fixed tooltips for incident event effects in Campaign modes.
- The resources icons in the Trade & Finance tab now fit in the user interface better when multiple (over 6) different types of resources are being traded.
- Fixed face animations and audio not working correctly in the diplomacy screen when declare war, and prevented adding new offers/demands from interrupting the face animations.
- Addressed inconsistencies in the campaign Heads Up Display when selecting between enemy and friendly settlements and characters.
- Added details of the effects to "Public Order" event messages.
- Fixed text clipping issues on building tooltips in Campaign modes in some languages.
- Fixed text clipping on the campaign factors tooltip in some languages, now shows ellipsis to show text has been cut off.
- Fixed possible cut-offs of text in the "Trait / Ancillary Gained" event message in Campaign mode.
- Subtitles added to the Parthia Civil War video in Campaign modes.
 
Das mit den brennenden Fackeln ist doch ein Witz...hat die KI bei dir schonmal Belagerungstürme, die Ramme usw. benutzt? Bei mir laufen die alle zum Tor, brennen es nieder und drücken sich dann durch, was natürlich katastrophale Folgen hat. Zwei, drei Einheiten hinter dem Tor, vielleicht noch eine Fernkampfeinheit oben auf der Mauer und man kann Tausende und Zehntausende killen.
 
ich warte auch noch bis Final P4 oder P5 (hab P3 final drauf)

sonst zerballert mir der Patch meine schöne Rome Kamp. 190 Runden
 
Das mit den brennenden Fackeln ist doch ein Witz...hat die KI bei dir schonmal Belagerungstürme, die Ramme usw. benutzt? Bei mir laufen die alle zum Tor, brennen es nieder und drücken sich dann durch, was natürlich katastrophale Folgen hat. Zwei, drei Einheiten hinter dem Tor, vielleicht noch eine Fernkampfeinheit oben auf der Mauer und man kann Tausende und Zehntausende killen.

Jo, ist auch total lächerlich. Das Abfackeln sollte die ganz rausnehmen. Zur Zeit macht es keinen sinn wirklich zu belagern. Einfach abwarten bis der Gegner rauskommt und gut ist. Das muss dringend geändert werden.
Die KI sollte ebenso mehr agieren bei belagerungen allgemein. Da geb ich dir ebenso recht. Man besiegt mit der Garnison in einer Stadt ohne weiteres ganze Horden von der KI.

CA hat noch viel viel Arbeit obwohl sie nun schon einiges verbessert haben. Ich sag ja weiterhin abwarten auf Patch 5 und hoffen das CA nicht aufhört mit dem Patchen. So ein verbuggtes bzw unfertiges Spiel gab es wirklich seit Jahren nicht mehr
 
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So es geht weiter:


Neuer ATI Catalyst Treiber der die Leistung laut offi Forum massiv verbessern soll. Bei einigen bis zu 50% mehr leistung!

Downloadlink:
AMD Catalyst

Total War™: Rome 2 - improves performance up to 10%


Und wieder ein neuer Patch für den Patch:


- Improved stability when moving between the Campaign game and front end.
- Fixed terrain height melee bonuses, so attackers on higher ground have an advantage.
 
Ich komm mir ja schon fast wie ein Troll vor bei der vielen Kritik, aber...gerade diese essentiellen Sachen wie den Höhebonus: Warum hat man sowas erst über einen Monat nach Release bemerkt? Bugs sind eine Sache, aber sowas darf eigentlich wirklich nicht sein. Ich hab das Spiel praktisch noch nie ernsthaft gespielt, weil ich immer noch darauf warte, dass es gefixt wird. Wahrscheinlich steige ich erst bei der ersten großen Mod ein (wie RS oder EB), falls sowas überhaupt kommt. Ich ärgere mich ziemlich, wenn ich bedenke, dass ich die vollen 55 Euro dafür ausgegeben habe.
 
also bei mir macht die 13.11 beta bildflackern bin wieder auf 13.10v2 zurück.

belagerungen sind immer noch ein witz. ist ein tor offen, rennt die ki wie blöde hin (5100 mann) ich brauche nur 1000 mann um den eingang zublockieren und 3/4 der gegner armee wird allein durch das öl getötet. doch noch nicht genug einzählne schiffe vom gegner bleiben einfach aufen wasser stehen, machen nichts und ich muss mal wieder ne std. vorspulen, damit ich die schlacht gewinnen kann. traurig traurig

Gesendet von meinem GT-I9000 mit der Hardwareluxx App
 
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bei mir stürzt es immer ab. ich kann die alten saves nicht mehr laden. bekomme langsam hass.
 
belagerungen sind immer noch ein witz. ist ein tor offen, rennt die ki wie blöde hin (5100 mann) ich brauche nur 1000 mann um den eingang zublockieren und 3/4 der gegner armee wird allein durch das öl getötet. doch noch nicht genug einzählne schiffe vom gegner bleiben einfach aufen wasser stehen, machen nichts und ich muss mal wieder ne std. vorspulen, damit ich die schlacht gewinnen kann. traurig traurig

Hey, das kann ich noch toppen! Darf ich vorstellen, die Terminators :d
Rome 2 - Suicidal Siege A.I. - YouTube

2807 "Kills" durch eine Einheit in unter 2 Minuten.
 
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Also der neue Treiber rennt bei mir Problemlos wie schon der 13.10. Performance hat sich bei mir verbessert. Habe nun Average 35frames im benchmark mit Extrem einstellungen (Vsync an). Natürlich weiterhin bei riesigen schlachten Performanceprobleme. Da fallen die Frames schonmal unter 15fps (Beispiel Karthago Szenario)



Die Kampagne ansich ist weiterhin eine Baustelle :(

Habe extra paar Belagerungen probiert. Das geniale was mir aufgefallen ist: Wenn ich als beispiel mit Fackeln ein Tor niederbrenne aber links schon ein Loch reingeschossen habe weil ich eben bei zwei Punkten angreifen will... die KI steht aber mit paar Einheiten vor dem Tor.
So ein toller Bug: das Tor öffnet sich immer wieder auf und zu auf und zu - ich kann das Tor nicht mehr angreifen dadurch und bin somit verpflichtet links entlang zu laufen (oder eben noch ein Loch in die Wand zu schiessen).

Hatte einer das Problem auch schonmal? Das sind alles sachen die ich in einem Final produkt nicht sehen will -.- Hab es sofort wieder beendet und werde nun weiter auf Patch 5++++ warten und hoffen das CA weiter Patcht. Eine absolute Frechheit von CA soetwas rauszubringen
 
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Ja, ist mir einmal auch passiert. Die KI hatte sogar einen Ausfall gemacht...bis ca. 3m vor das Tor, ist dann aber irgendwie steckengeblieben und ich konnte sie nicht angreifen - meine Truppen haben einfach nichts gemacht.
 
Jo, also die KI ansich auf der Kampganen karte hat sich schon leicht verbessert. Zwar immer noch nicht ausreichend weil die KI weiterhin zu passiv ist. Die müsste viel mehr angreifen. Was mich weiterhin stört das es bei all den Factions die es im Spiel gibt die KI nicht auf die reihe bekommt sich mal durchzusetzen. Wenn ich als beispiel nun 20 Städte besitze bin ich der einzigste. Die KI breitet sich einfach nicht weit genug aus und kommt dann so natürlich nicht an mich ran. Irgendwann habe ich massig Generäle und überrenn einfach alle. Die normalen standart Factions wie Rome,Briten,Ägypter u.s.w müssten als KI viel mehr Bonuse bekommt und sich richtig weit ausbreiten. Das sind alles Punkte die CA noch angehen muss sonst ist das Spiel einfach nur noch Murks.

Die Balagerungen ansich müssen eh runderneuert werden. Das mit den Toren niederbrennen muss dringend entfernt werden sodas man wirklich einen Rammbock baut und grosse städte erst gar nicht mehr angreifen brauch ohne eine gewisse Forschung im Belagerungszweig erfroscht zu haben. Das die KI da total hirntot ist ist ja inzwischen nichts neues mehr. Alles Punkte die man schnellstens Patchen muss.



Naja, abwarten. Übrigends: Patch 4 Final ist drausen. Habe ich gerade erst gemerkt.
Dann kommt sicher morgen oder übermorgen der Beta 5.0


Technical and Performance Issues

Further optimisation to Campaign path finding.
Improved the performance of selecting units.
Incremental performance improvements, reduced CPU bottleneck in a number of scenarios - further improvements pending in future patch.
Fixed crashes occurring when entering battles, declaring war, and ending turn after changing the unit size in the advanced graphics options menu in Campaign modes.
Fixed crash when placing deployables with a single click in invalid locations on the battlefield.
Fixed rare crash in battles when unit banners were moving slowly due to low frame rates.
Fixed an indefinite hang, when attacking Egyptian rebel army across the Nile in Campaign mode.
Fixed crash in the ambush controller caused by incorrectly assuming that an ambush battle was being loaded, when loading into a multiplayer land battle.
Fixed crash occurs during AI turn cycle, after changing the unit size options while in Campaign mode.
Fix for major performance issue caused by reinforcing naval units in certain circumstances.
The Campaign game will no longer crash when selecting the "Province Details" panel after selecting "Raise Forces".
Fix for crash due to transport ships erroneously being able to select shot types.
Fixed Campaign lock up when a rank 2 or higher General dies, after selecting a replacement with the "Duty Calls" event, then selecting any other open event, and then attempting to open Diplomacy.
Fixed a crash when rapidly clicking the fire button on the Polybolos unit in Frist Person mode.
Fixed rare crash when selecting an active mission in the Objectives panel in Campaign modes.
Fixed a rare crashing bug in the campaign when selecting units.
Improved performance of drag-outs and holding space to show unit proxies, by no longer render ghosts for men and mounts, as they were too expensive to render. Artillery, ships and vehicles still have ghosts rendered.
Fix rare crash when AI initiated diplomacy with the player.
Improved stability when moving between the Campaign game and front end.


Gameplay Improvements

Improved AI construction logic. It now constructs more military buildings.
Improved AI army compositions & unit quality. The AI uses better units and slightly less ranged units.
AI research is more military focused at the start of the campaign.
Slightly reduced the settlement defensive bonuses for the auto-resolver.
Increased the willingness of the AI signing trade agreements and defensive alliance.
The AI is now much more careful with constructing buildings that consume food or increase squalor. This has improved the AI's ability to fight food shortage problems.
Added more restrictions on the AI running too often making them exhausted by the time they reach their opponents.
Improvements to the AI defensive ambush behaviour.
AI now have improved ability to place its forces appropriately to deal with simultaneous front and side attacks. This involves angling and bifurcation of its *line with appropriate units to deal with the players use of flanking or harassing forces.
Fixed a bug where sometimes AI factions wouldn't generate a stance towards the player at the start of a Campaign, meaning they started the Campaign neutral to the players faction, and sometimes ask for peace immediately.
When generating armies, the AI is now more likely to choose elite units when they have the funds to do so.
Improved AI use of Pikemen in battles.
Fixed terrain height melee bonuses, so attackers on higher ground have an advantage.
Fixed problem with slinger units being overpowered as their shots could hit multiple units and made balancing adjustments to other projectile types .
Fixed pike phalanx single-click and double-click attack behaviour. They will now try to maintain proper distance from targeted unit instead of running into them.
Made it much harder for enemy infantry units to move/push through a pike phalanx.
Fixing bug where the AI will not know what do if river edge hint lines are present in a map without crossing hint lines. Also improving AI use of phalanx formation in river defence.
Increased chance of AI making alliances in diplomacy.
Flaming projectiles are now set as default for naval artillery when available.
Slightly increased the effects of diplomatic events on relations with third party factions, and the AI remembers diplomatic events for a longer period of time.
Difficulty can no longer be changed from the in-campaign game settings whist in a Campaign on Legendary difficulty.
Deployed agents on the campaign map, no longer reset back to being un-deployed when they level up.
Fix for missile troops sometimes firing in a "perfect" formation, rather than appearing natural and offset.
Diplomacy improvements - Factions attitudes towards each other are now mapped with colours on the map on the diplomacy screen. When your faction is selected, it shows other factions attitudes to you, and when other faction selected, shows their attitudes to other factions. Also, the factors tooltip now works between two non-player factions by selecting a non-player faction and moussing over another faction.
In Multiplayer battles, if the last remaining player in an alliance has a network timeout disconnection, the game will now be a draw.
Fix for units pursuing enemies when reacting to melee (not for direct orders). *Units will no longer pursue enemies when reacting to melee.
Fix for bug where units pursuing a routing unit could stop pursuing when the unit rallied even though they were still not in contact with the target.
Made individual cavalry units breaking out of combat more easily, to reduce units getting stuck in brawls.
Allied armies in siege battles now use separate default deployment lines so they don't deploy crammed into the same area.
Reduced qualifying trait list for various "Mad" traits (such as "Not quite right" or "Unhinged") for generals in campaign modes.
When a port is garrisoned in a port settlement, it is now possible to recruit units to the fleet.
Units are now automatically assigned to siege equipment in deployment.
If an AI faction offers an alliance to the player, it is no longer possible to offer satrapy status and have both active offers at the same time.
Fixed the firing arch for African elephant units.
The Loose formation button has been added for certain units in battle.
Teutoburg Forest historic battle is now more tolerant to the general or other Roman forces wandering off the beaten track.
The cap on Mounted Artillery pieces is now set at 6 per team / alliance instead of 6 per army.
When a host decides to make changes to the game setup (e.g. add new player slots) in a multiplayer lobby, these changes are now more accurately displayed to the clients in the lobby.
In Multiplayer Campaign mode, the "Show AI player moves" option is now reflected correctly for the client.
Multiplayer Ambush battles can no longer be started with 2v2 (or greater) numbers of players. This battle type is now limited to 1v1 as intended.
Whilst in a Campaign as Egypt, the "Defender of Alexandria" mission now requires the correct target to be completed.
Various fixes for men being unable to disembark from ships in battles.
Improved the visual arch of torches that can be thrown to burn down gates in battles. The distance / range that the torches travel was not changed, just the way they travel through the air is now more realistic.
Cinematic camera view in battles now works better with siege vehicles.
Disabled damage from rolling flammable projectiles that have landed on the ground (This does not include fireball deployables)


Balancing Changes

Re-balancing for Transport ships.
Enemies routing now have double the morale impact.
The Form Square unit ability now gives a small increase to morale and a bracing bonus in battles.
Re-balancing for the damage rate of fire on burning buildings and gates.
The Charge timeout tolerance has been reduced so heavy units aren’t so good at chasing down skirmishers.
Further reductions to Casualty morale penalties at lower levels.
Flanking and rear charge morale penalties have been increased.
Increase morale penalty for general death/fleeing.
Increased effect of rear attack in melee.
Reduced melee defence stats for most units, and increased shield melee defence values to even out the differences between units.
Melee attack reduced slightly for most units.
Increased melee defence for all shock cavalry units.
Tweaked balancing of Hoplite units.
Fix for Silver Shield Pikemen using wrong shield type.


Usability Improvements

Players can now customise the emblem on their Generals and Admirals banners. 32 new emblems have been added. When you select a General or Admiral on the Campaign map, and click the "Details" button, players can select a new emblem via a new user interface.
Switching graphics quality will no longer reset changes made to the "run in window" checkbox.
Fixed issue in Multiplayer Campaign diplomacy, where both players had control over the accept/cancel buttons at same time, so they could (for example) spam the send offer button to result in multiple trade agreements with same player.
Fixed user interface exploit which allowed the players in battles in Legendary difficulty, to pause battles and still issue orders to their units.
The Maintain blockade button no longer appears on the pre-battle screen after attacking an enemy army and clicking fight battle.
In Campaign modes, if an army is embarked on a navy and in a port (e.g. by capturing a port settlement with an army/navy) it is now easier to get that army out of the water and into the garrison.
Fixed issue where if the player declared war several times successively in diplomacy in Campaign modes, some of the text on the declare war panel would go missing.
"Army Destroyed" event message now displays the name of the army instead of the name of the general.
The "Food Shortage" event message no longer contains a list of provinces affected. This can still be reviewed in the Provinces panel.
Improved "Culture Details" interface when the mouse is placed over the "Culture" icon on a "Province Details" panel in Campaign modes.
Added event message for when units defect during a civil war in Campaign modes.
Rank up event message now contains the new rank for both characters and armies in Campaign modes.
Slowed down scrolling with the mouse wheel on the Province tab in Campaign modes, as it was too fast.
Prologue chapters are now unlocked as soon as the player plays them.
Improved the progress bar above ships in battles when they are boarding each other.
Fixed strength bar not being setup in negotiation screen of Diplomacy.
The Banner emblems have been removed from the top of barbarian unit banners to make it easier to distinguish Generals and Admirals.
The Cruel agent trait now has a positive icon instead of a negative one, as it has a positive effect.
Improved responsiveness of the Technology panel user interface in Campaign modes.
In Chat, remembered chat rooms are no longer re-created when they are not found. This is to fix the issue of lots of chat rooms being created, that only contain 1 person.
There is now a faction flag for each alliance involved in battle on the loading screen when loading into a battle.
Saving keyboard setups with characters such as "&, <, >," or ' " in the name is now supported.
When attacking a door of a fort with a battering ram, the per cent of damage will now reach 100% when the door to opens, instead of 20%.
The list of save games in the Save / Load menu now loads faster, and prevent the player from over-writing files with the same name by prompting them when this is about to occur.
Fixed issue when giving a double click move/attack order to a unit while dragging units into formation at the same time, which caused the drag-outs to get stuck to the cursor.
Fix for a bug in the "Cloud" tab of the save menu. When closing the menu and re-opening it, the "Cloud" tab was selected, but the cloud saves weren't listed.
Fix for a bug that allowed the player to use the "ping" function (which draws yellow arrows on the campaign map, when the player presses the [F5] key) in *Single Player Campaign, so it now only works in Multiplayer Campaign as intended.
When there is a civil war during a Carthage campaign game, the emerging Adirim Loyalists' faction icon is now sown next to the settlement names of settlements owned by Adirim Loyalists, instead of the original Carthage faction icon.
Fixed various missing texture issues on unit banners in battles for reinforcements, disembarking ships, and when flags were turned off and then turned on.
The group morale frames on Unit Banners are coloured same as ungrouped units in battles.
The "Attacker Direction" dropdown list has been hidden instead of greyed out in the Battle Setup screens for Custom and Multiplayer battles, when not applicable, to avoid confusion.
Trample abilities effects on fatigue are now clearer in battles.
In the Custom Battle setup screen, the Mare Ibericum battle map no longer remains selected when the player selects another map.
The portrait of the selected character on the Character Details screen in Campaign modes no longer overlaps frame around the portrait.
Fixed for land unit style category icons and tooltips sometimes being shown on ship unit banners during battles.
Fixed subtitles on some tutorial videos in the Encyclopaedia.
Fixed a bug where destroying one slave army would kill / make all the other slave armies disappear.
Unit cards now scale horizontally to a certain limit, to reduce the likelihood of requiring double row of cards, which takes up quite a lot of space on the screen.
The "Active Missions" button in the objectives panel now highlights correctly when selected.
The description text for the second objective ("White India") of the fifth historical chapter ("Excelsior") of the Parthia faction now fits correctly in the text box in the Objectives panel.
If the player uses the encyclopaedia shortcut while scrolling a menu, the scroll bar button will no longer appear on top (overlap) the encyclopaedia page.
Experience levelling up effects on banners are no longer displayed when banners themselves are hidden, e.g. in Cinematic Camera view in Battles.
The "Roma Captured" video now plays when Rome is captured on the Campaign map, when the player choses to loot or raze Roma.
Fixed bug when making an Offer / Demand in diplomacy that would stop the diplomats mouth from moving as they spoke.
Players can no longer select the Greek faction in Multiplayer Campaign mode with the arrow keys, when they don't own the Greek States Culture Pack DLC, which led to both players being returned to the main menu when loading the campaign.
Having the "Add Offer/ Demand" window open in diplomacy, while breaking a treaty will no longer cause the "Add Offer/ Demand" window to remain visible.
Players can now load a fleet or army on coastal and port assault battles, instead of only fleets.
Fix for Socii units missing variations in battles.
Added greaves to Carthaginian Hoplites units in battles.
Fix for Chosen Spear and Sword band missing helmet variation in battles.
Event messages that open automatically will now correctly open in order, one by one.
Pressing the "Cancel" button when changing the "Push to Talk" key in the Voice Chat Settings menu now works as expected.
Fixed issue where double clicking on a map in the map list in the Battle Setup screens (in Custom Battle and Multiplayer Battle modes) would make that map always remain highlighted as if it was selected.
The icon for glassware is now visible on the Hieron Ton Megalon Theon's building card.
Better consistency between the attributes that are displayed on the recruitment user interface for Generals and the attributes of the General once recruited.
Fixed tool tip on notification icon that appears on the "Details" button when units are available to upgrade.
When entering the diplomacy screen for the first time in Campaign modes, the accompanying speech now matches the text displayed.
Promotion level is now displayed on the Faction Summary and Faction Details *Panel in Campaign modes when a character is selected.
Placeholder text no longer displays on the pre-battle user interface for one player, when a rebel army attacks the other player in Multiplayer Campaign mode.
Pressing the Escape key while pacing the mouse over a construction options in the Settlement Details panel no longer leaves the construction options open while closing the Settlement Detail panel.
Increased Cataphract armour, and strong version added for Royal Cataphracts units.
Changed armour for Eastern Noble Horse Archers to Cataphracts.
Fix for incorrect colouring of battle list entries.
Clicking on the "zoom to location" button on event messages will now always take you to the correct location.
Added in missing standard bearers to Spartan and Carthaginian infantry units.
When an agent is with an army that is accompanying a fleet, separating the agent from the army now updates the user interface correctly, so that the agent no longer appears like it's with the army.
Fixed missing text on the "Accept" button when offering diplomacy to another faction in Campaign modes.
Fixed the arrows buttons functionality on various scrollbars in the Campaign user interface.
When viewing the total number of army units listed in a merged fleet, in the top left corner of the unit panel in campaign modes, it now correctly shows the number of units instead of incorrectly displaying the fleet total.
When a unit gains a rank during or after a battle in Campaign modes, there is now a "level-up" animation to highlight this.
The red left and right arrows on either side of the settlement name in the left hand side of the screen when a settlement is selected on the campaign map, now toggle between settlements more effectively.
When the Rhodes region is captured on the Campaign map, and under player control, viewing the Tactical Map will now colour the region correctly.
The arrow to sort by Food Production in the Province panel in Campaign modes now sorts correctly.
Fixed multiple issues surrounding certain events being fired at the same time as winning the game.
The movie player for Campaign movies will now correctly re-initialise its full screen state between queued movies.
Switching between different forces on the Campaign map, while in the Details panel is open, will now update the stance button, so the changing the stance with this button will now set the stance for the currently selected force.
When looking for an online multiplayer battle, the list of games available are in the Battle List window can now be scrolled with the mouse wheel.
When exiting negotiations with faction in the Diplomacy panel, that faction now stays selected in faction list so the player doesn't have to scroll down the whole list each time.
When placing the mouse over buildings that can be converted in a settlement in Campaign modes, the mouse now highlights the upgrades correctly.
Fixed the sort by diplomatic status button in the "Known Factions" list in the diplomacy panel in Campaign Modes.
In Multiplayer Campaign, when one player declares war on a faction and confirms this, the "Call your Allies to help!" checkbox is now hidden, as changing it after this point didn't do anything.
While choosing an agent action in Campaign modes, the player can now see the current treasury status of the agent in the agent action panel.
During all Quick Battle multiplayer games, when any player enters the deployment screen they are no longer shown as Rome for a couple of seconds while the game is set up.
Fixed reinforcing armies unit banners sometimes appearing darker and missing their outlines on the battlefield.
Unit banners will no longer appear black when turning on unit flags in a battle after turning them off in the campaign map.
The expanded tooltip for client state in diplomacy now no longer always displays 0.
Fixed tooltips for incident event effects in Campaign modes.
Arrow keys can no longer be used to move artillery weapons in First Person mode, as this was not an intended feature.
Fixed incomes from client states and satrapies not being shown correctly in diplomacy.
Improved menu response to use of double-clicks when using the "Controls" menu under "Settings" in the main menu.
In the Controls menu, if changes are made to controls and the Accept button is pressed, the save dialog appears automatically. If this dialog is cancelled, and the Accept button is pressed again, all control changes will no longer be discarded without warning.
Fixed some layout issues with faction list in multiplayer campaign.
The resources icons in the Trade & Finance tab now fit in the user interface better when multiple (over 6) different types of resources are being traded.
Added hull upgrade icon to Unit Cards, and fixed upgrade icons not appearing in battle.
Fixed the "Zoom to Province" button in campaign modes sometimes zooming to the last region within the province group, instead of the capital (main settlement).
Removed the confirmation dialog when quitting a battle when the player had already won and was chasing down routers, to avoid confusion about what will happen (as the player has already won, quitting just ends the battle with victory).
Fixed face animations and audio not working correctly in the diplomacy screen when declare war, and prevented adding new offers/demands from interrupting the face animations.
Text made clearer in the confirmation dialog when quitting a battle.
Addressed inconsistencies in the campaign Heads Up Display when selecting between enemy and friendly settlements and characters.
Added details of the effects to "Public Order" event messages.
The wider your resize the chat window the more rooms you can now see.
The Escape key now works correctly with the "Lock Visibility" option in chat.
Fixed issue where the cursor wouldn't update, if it had mouse over a text input box when transitioned between different areas of game, and stay as a text cursor within battles (for example).
In the Defence of Campania chapter of the Prologue campaign, the "infinity symbol" is no longer displayed on unit cards when the units can be recruited.
Fixed flickering graphics when the "downgrade warning" message appears on loading screens.
Fixed issue where the shroud would disappear from the Campaign Tactical Map and Mini-Map when entering Tactical Map or moving a character.
Fixed for rain being shown as an option for snowy regions in the Custom Battle setup screen, as it would just appear as snow in the battle anyway.
Added tooltips to the left and right arrows in "Your Forces" panel in pre-battle campaign phase.
Added some missing text for reinforcements on the pre-battle loading screen.
Altered tooltip for Siege Turn Time and Fix for Order of Battle reinforcements tooltip not displaying.
The text for "Show AI player movements" in Italian ("Mostra mosse dei giocatori") now fits correctly in the Multiplayer Campaign setup menu.
Phase timers are now displayed as a ring around Ability buttons in battles.
Added some text that was missing from the Faction Summary screen in Campaign modes.
Added current ancillary card to the "Ancillary Gained" event message.
The Province details button no longer remains selected after deselecting a settlement.
Removed the sound effect when placing the mouse over blank / empty character options in the Family Politics panel.
Update to the hyperlinks for "Armies" in the Prologue Defence of Campania.
The text for "Game Mode" in Italian ("Modalità di gioco") now fits correctly in the button in the Multiplayer Campaign setup menu.
Some hyperlinks in the user interface in Campaign modes have been removed, as it opened a blank page in the Encyclopaedia.
Fix for grammar errors in the subject dilemma text.
Fixed text clipping issues on building tooltips in Campaign modes in some languages.
Fixed text clipping on the campaign factors tooltip in some languages, now shows ellipsis to show text has been cut off.
Fixed possible cut-offs of text in the "Trait / Ancillary Gained" event message in Campaign mode.
Subtitles added to the Parthia Civil War video in Campaign modes.
Various localisation text and audio fixes in French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
 
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So habe mir das Spiel jetzt bei Steam gekauft. Irgendwelche Tips für Total War Neulinge? Meine erste Frage wäre wie der multipler Kampagne modus funktioniert, da ich vorhabe mit meinem bruder zu spielen. Eine frage wäre z.b ob man da saven kann und dann nur gemeinsam weiterspielen kann?

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Also der neue Treiber rennt bei mir Problemlos wie schon der 13.10. Performance hat sich bei mir verbessert. Habe nun Average 35frames im benchmark mit Extrem einstellungen (Vsync an). Natürlich weiterhin bei riesigen schlachten Performanceprobleme. Da fallen die Frames schonmal unter 15fps (Beispiel Karthago Szenario)



Die Kampagne ansich ist weiterhin eine Baustelle :(

Habe extra paar Belagerungen probiert. Das geniale was mir aufgefallen ist: Wenn ich als beispiel mit Fackeln ein Tor niederbrenne aber links schon ein Loch reingeschossen habe weil ich eben bei zwei Punkten angreifen will... die KI steht aber mit paar Einheiten vor dem Tor.
So ein toller Bug: das Tor öffnet sich immer wieder auf und zu auf und zu - ich kann das Tor nicht mehr angreifen dadurch und bin somit verpflichtet links entlang zu laufen (oder eben noch ein Loch in die Wand zu schiessen).

Hatte einer das Problem auch schonmal? Das sind alles sachen die ich in einem Final produkt nicht sehen will -.- Hab es sofort wieder beendet und werde nun weiter auf Patch 5++++ warten und hoffen das CA weiter Patcht. Eine absolute Frechheit von CA soetwas rauszubringen

der neue Treiber is auch NUR für Grafikkarten ab der HD7000er Serie!
 
Wie ist die Performance mittlerweile? Läuft auf der Kampagnenkarte alles ruckelfrei? KI Probleme besser?

Habe vor einigen Wochen die Lust verloren und will eigentlich erst wieder anfangen, wenn das Spiel rund läuft.
 
So habe mir das Spiel jetzt bei Steam gekauft. Irgendwelche Tips für Total War Neulinge? Meine erste Frage wäre wie der multipler Kampagne modus funktioniert, da ich vorhabe mit meinem bruder zu spielen. Eine frage wäre z.b ob man da saven kann und dann nur gemeinsam weiterspielen kann?

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Im Kampange Fenster kann man nur abwechselnd spielen... Und leider kann man nicht zusammen Rom spielen :/

Im Gefecht kann man dann zusammen spielen, also der der das Gefecht startet kann seinem Koop Spieler Einheiten übergeben "schenken".

Speichern kann mans natürlich auch...

Aber ich kann jedem die Radious Mod ans Herz legen:
Radious Total War Mod (Updated 13.10.2013)

Viele neue Einheiten, bessere Eco/Ai/Battle etc.
 
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Geht das dann auch im MP mit der Mod, vorrausgesetzt, beide haben alles gleich?
 
Wie ist die Performance mittlerweile? Läuft auf der Kampagnenkarte alles ruckelfrei? KI Probleme besser?

Habe vor einigen Wochen die Lust verloren und will eigentlich erst wieder anfangen, wenn das Spiel rund läuft.

Performance ist bei mir nun super. KI wurde leicht verbessert aber es mangelt weiterhin daran. Abwarten auf Patch 5 final



Hier mal nen nettes Bild ausm Offi Forum:
Total War forums - official forums of the Total War series

Ki greift mit ein riesen Armee an und baut Belagerungswaffen. Nutzt aber keine - scheinbar das script nicht implentiert :bigok:
 
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Im Gefecht kann man dann zusammen spielen, also der der das Gefecht startet kann seinem Koop Spieler Einheiten übergeben "schenken".
Da hatte ich mal was lustiges. Mein Kumpel hatte ne Schlacht gegen die KI, und irgendwie stand da zur Wahl (bei der Wahl "Automatische Schlacht", "Manuell steuern" oder wie das heißt) dass ich die KI Einheiten kontrollieren kann. War dann ziemlich verwundert darüber und hab mir gedacht das macht ja keinen Sinn. Aber es war dann wirklich so: ich konnte die KI Einheiten gegen meinen Mitspieler steuern :d wir fanden es beide ziemlich witzig. Komischerweise ging das aber nur ein Mal
 
Das Kampfsystem auf den Mauern ist immer noch eine Katastrophe. Klappte bei den Vorgängern auch nie 100%ig, aber hier ist es echt ein Witz. Habe versucht nach der Toreinnahme die Plänkler auf den Mauern mit Nahkämpfern zu erledigen, aber von einer Einheit gelangen vllt 3 auf die Mauer und kämpfen aktiv, der Rest rennt immer rauf und runter...

Naja aber es hat sich aber auch mit den Patches vieles verbessert, keine Frage!

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Die Prolog Kampagne sowie die Benutzung der Enzyklopädie ist super hilfreich. Ich finde das auch Klasse gemacht, bei dem Umfang ist das schon erste Sahne gelöst.

Das spiel macht richtig viel Spass

Welchen Schwierigkeitsgrad würdet ihr Anfängern empfehlen?

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Das Kampfsystem auf den Mauern ist immer noch eine Katastrophe. Klappte bei den Vorgängern auch nie 100%ig, aber hier ist es echt ein Witz. Habe versucht nach der Toreinnahme die Plänkler auf den Mauern mit Nahkämpfern zu erledigen, aber von einer Einheit gelangen vllt 3 auf die Mauer und kämpfen aktiv, der Rest rennt immer rauf und runter...

Naja aber es hat sich aber auch mit den Patches vieles verbessert, keine Frage!

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Jop, alles was mit Belagerungen zu tun hat muss man schnellstens überarbeiten. Da gehört aber auch der Schiffskampf hinzu - weiterhin eine Katastrophe. Ich hatte schon bugs drin das war echt nicht mehr lustig
 
Jop, alles was mit Belagerungen zu tun hat muss man schnellstens überarbeiten. Da gehört aber auch der Schiffskampf hinzu - weiterhin eine Katastrophe. Ich hatte schon bugs drin das war echt nicht mehr lustig

Das kann ich auch bestätigen. Schiffe reagieren bei Rammbefehl nach dem ersten Rammen oft nicht mehr und der Gegner fährt munter vor und zurück und rammt bis zur Versenkung.
Schiffe sind nach erfolgreichem Entern teilweise auch nicht mehr zu steuern.

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Jo, oder du sagst deinem Schiff es soll ein anderes Schiff entern und durch Bugs springt aufeinmal die komplette Besatzung ins Wasser. Habe dadurch letztens einen Kampf verloren obwohl ich total überlegen war.
Jetzt warte ich erstmal patches ab und las die KI den Schiffskampf übernehmen. Nur leider gibt es eben einige Factions die eben vorraussetzung haben das man selbst spielt wie Karthago (Besonders diese weil die Schiffe von denen ja deren Special units sind) oder Römer bzw. Ägypter.
Da heist es eben weiterhin auf Patches abwarten - CA hat ja schon bekannt gegeben das der Schiffskampf nochmal runderneuert wird.

Das selbe hatte ich übrigends letztens bei einer Belagerung von einer Stadt. Ich fahr mit meinem Belagerungsturm ran - aufeinmal springt die komplette Truppe einfach runter und alle sind tot :lol: Da muss man einfach ALT+F4n...
 
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Dickes Update ist live. Patch 5. Neue Fraktion und einige fixes bzw. Änderungen. Ich finde was CA seit release an patches raus haut ist schon beachtlich. Die hätten den release aber lieber um 3-4 Monate verschoben. Ich bin aber guter Dinge das die rome 2 noch sehr gut patchen.

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joa genial. Neue Faction: Seleukiden
Total War: Rome II - Seleucid Faction - Total War Wiki

Endlich Steam Workshop implentiert! Das bedeutet easy Mods hinzuzufügen wie schon in Shogun2 :)

Patchnotes:

Technical and Performance

Campaign

Improved Campaign AI decision-making speed when considering local forces prior to settlement attack
Fix to problem the AI interface received stances that were not up to date, when called to accepting a war declaration help request, or deciding whether to invite allies to a war.
Improved responsiveness of tabs in the Trade and Finance panel in Campaign mode.
Fixed a crash when loading an auto-save game.
Various campaign optimisations including: Fog-of-war update (improves frame rate when moving units, improves end turn times in games where the player has many allies) and Improved frame rate when lots of units are on screen.
Fix for rare crash when loading a Campaign save game.
Fixed various rare crashes during battles caused by unit card sorting.

Battle

The video memory footprint of battles has been reduced by up to 250MB.
Left-click and dragging units during battles is now more responsive.
Fix for slow down / performance hit when selecting AI siege equipment in the battle setup menu.


Gameplay Improvements

Campaign

Campaign AI now encourages factions to form allegiances more over time based on personality, perceived threat and existing balance of relationships the faction holds.
A new function has been added to the diplomacy screen, which allows the user to select AI factions, and then mouse over other faction icons on the map to display their relationships.
The chances of the AI betraying their allies has been increased, since it used to help them too often when a betrayal was a more appropriate action.
Allies that have made a decision to join a war, have that decision enforced at the Campaign AI to ensure consistency. E.g. To prevent Satrapies from joining a war and betraying their overlord at the same time.
Improved the AI’s consideration and use of payments in diplomacy
Garrisoned armed citizenry now reinforcing their army standing just next to the settlement they are Garrisoned in.
Fixed satrapies not recognising that they no longer have an overlord in some cases when they cease to be a satrapy.
Fixed a pathfinding data error that allowed paths to cross directly from beach to river on the Campaign map.
When a settlement is blockaded on the campaign map, a fix has been made to prevent the player from queuing more siege equipment in the construction queue than you are allowed.
Reduced the chance of AI armies standing close to the players army on the Campaign map in Forced March stance, allowing the player to ambush them.
Armies can no longer be garrisoned in a settlement and in Forced March stance at the same time, which led to an ambush battle outside of the settlement when it was attacked, and the winner not capturing the settlement.
When handing over a region in civil war, the armed citizenry in that region are now refreshed immediately, to prevent the player from recapture the settlement with no resistance from within.
During a multiplayer coop campaign, the client and host could both make decisions when attacked by the AI. However the user interface did not always display the correct choice. This is now fixed.
Rebels, Greeks and Gauls are now unable to capture the Bovianum settlement from the Samnites during the Prologue Campaign.
Objectives are now listed in The Invasion of Samnium chapter of the Prologue Campaign.
Converting an army in a port settlement to the port docks will no longer break it out of muster stance allowing it to recruit while moving .
Fix for Lode Stone technology not applying correct speed bonus to ships.

Battle

Improved gates so they don't open so prematurely for routers during battles.
Fix for Cavalry units not able to perform flaming arrow attacks on buildings.
Autonomous siege engines now have an ammunition limit during battles.
Fixed bug where routers appeared to walk in battles.
Added display of phase timers to Ability buttons in battles.
A unit tooltip will now display to indicate when units are withdrawing during battles.
Added a new Persian minor city battle map variation to the game.
Improved the in-battle AI's interactions with a Greek City battlefield.
Improved AI interactions with the walls in Hecatompylos (small) battle map.
Adjusted deployment zones in Greek Port (Antioch) map, to stop the defender from being able to deploy outside of the city.
Fixed a bug in the Antioch (large) battle map, that made traversable areas of the map untraversable to units.
Adjusted deployment zones in Carthago city map to stop the defender from being able to deploy outside of the city.
In Multiplayer, spectators can now see both the attackers and defenders units regardless of whether they're within line of sight (both in the battle itself and on the battle radar.)
Improvement for the timing in when pike men switch between pikes and swords during combat.
Re-jigged pike attacks slightly so that they don't end when the enemy run away, but instead, re-intercept.
Fixed bug in Ambush visibility which made unleashing war dogs invisible while the handler unit is hidden, causing the dogs not to be seen by the enemy.
Fixed certain capture points that were not assigned to the correct buildings in various siege maps
Smoothed out the deployment zones across all siege maps.
Fixed disembarking points in minor Barbarian port battle map, allowing units to disembark from ships correctly.
A wall piece that is partially underground in the small Barbarian City battle map has now been made to be un-dockable for siege equipment.
Fixed the collision on some large rocks in the Carthage battle map to prevent units from passing through them.


Balancing Changes

Campaign

Barbarians and Easterners can now also build military ports in minor settlements.
Increased campaign cap for the limited naval units, so more of them can be recruited.

Battle

Added new missile block chance for shields, and some new shield types added to enable better balancing.
Adjustments made to the Carthage chapter 6 difficulty.
Rebalanced the ranged damage effects for the Numidian Technology Tree.


Usability Improvements

Campaign

Agent success changes now reflects the fact that some actions (for example Assasination) require critical success to eliminate the character. A tooltip has been added to showing the sucees/failure precentage breakdown.
Fixed a bug in Multiplayer Campaign mode, where the player couldn't move their camera on the campaign map after spectating in another players' battle, if the player had the Overview Map opened before the battle.
Added faction icons to attitude / factors tooltip in Diplomacy to make it clearer whose relationship is being shown.
Added message events when a satrapy declares war on its overlord in Campaign modes.
Fix for Legendary difficulty auto-save occurring before dilemmas are decided in Campaign mode.
Fixed the cancel vassal diplomatic action which was not working correctly.
Fix for menus "sticking" when moving the mouse from a submenu button to the Encyclopaedia.
Fixed a number of formatting issues in the Multiplayer Campaign faction list user interface.
Durations are now displayed on effects in regions / factions where applicable.
Added experience and bonus icons to queued unit cards, so they are more consistent with recruitment and recruited units.
Fixed hull upgrade bonus icon not showing on recruitment cards.
When ordering an agent to perform an action against the enemy, if the player left clicks and holds on one of the action boxes, and then moves the cursor the action box will no longer disappear.
In Campaign modes, if the keyboard shortcut to end the turn is replaced by any other key, other than then default [ENTER], the new key will now end turn as expected.
Passive abilities are now coloured differently on the Unit Info Panel in Campaign modes to make them clearer.
Fixed duplicate faction icons appearing in Diplomacy, when war declared with satrapies.
Solved an issue that prevented the settlement looting panel from appearing, when Campaign Overview / Tactical Map was open.
The Forces tab in Campaign modes is now refreshed / updated faster in response to different actions taking place.
When returning to the campaign from a battle, besieging army's action points bar no longer doubles in length and extends beyond it's limit.
When an ally attacks a provincial capital in coop Campaign the other player will no longer be able to add and subtract siege equipment to the construction list during battle deployment.
Removed spaces between building upgrade icons in the Building Information panel to avoid info panel flickering in Campaign modes.
Improved the yellow selection highlighting on selected factions in the Campaign Faction Selection screen.
Added the option to delete key configuration files form the load key configuration dialog in the settings menu.
The "Battle Realism Mode" checkbox now greys out correctly when Legendary difficulty is selected in Campaign mode.
Consecrated Ground buildings in Campaign now show which culture they belongs to.
The "No Equipment Available" message on the pre-battle user interface in Campaign Mode is no longer displayed, if the player is the defender in a siege assault.
Added functionality to post-battle espionage icon so user can now see details about the conquered settlement.
Added missing tooltips to character skills on faction screen.
Fixes to the Campaign user interface to make objectives status text fit correctly within the available space.
When on the Campaign Map, if an Agent has no more action points and tries to perform an action on an enemy settlement, that action will become queued. If on the next turn the player captures that settlement that, upon ending turn the agent will no longer play the animation for the action on that now owned settlement.
When building Construction is paused in Campaign modes, a pause icon is now displayed to represent this.
Additional army names added for Germanic, Nomadic, Greek, Pontic, and Gaulish factions for more variety.
Fixed issue in the Prologue Campaign where the player couldn't declare war on the Greek States via move options and had to do it via diplomacy.
There is now a chance for Campaign characters to spawn with a wife in their household.
In Campaign, when selecting an opponent's settlement, then hovering the mouse over buildings in an owned settlement in the same province, the building information panel is now correctly displayed instead of being hidden.
Added an arrow icons to the Public Order entry in province dropdown, to indicate when Public Order is going up or down.
Solved issue that prevented the settlement button from being updated, when the province details panel is shown in the Campaign user interface.
The Conversion option is no longer displayed when the building is damaged on the Campaign map.
Fixed irrelevant attrition immunities being shown for ships in campaign on the Unit Info panel.
Remove misleading tooltips from unit cards in the unit exchange panel if they cannot be exchanged in Campaign modes.
Female character portrait / heads are shown when a "Subject Gains Notoriety" event occurs in Campaign, and the event involves a female character (e.g. the Vicious Words event).
Fixed a bug, where some Campaign Event Messages were automatically marked as read.
Dragging the mouse from a province owned by a certain faction, for instance Rhodes, into a sea region which they do not use, will no longer display their faction icon next to the contested status for the sea region.
Fixed un-openable event messages which sometimes appeared in Campaign modes.
Successful bribe attempt now shows correct family name on the message.
Mission event titles are now consistent between event messages and the event message list panel.
The correct cursor icon is now displayed when an Army at sea is selected and order to attack a garrisoned army in a port settlement.
The "opportune failure" part of agent action event messages will now only display for the faction that the agent belongs to.
After progressing through the Prologue from Chapter 1 to Chapter 3, exiting out of Chapter 3 at the start will no longer cause Chapter 3 to appear locked on the main menu.
Character Rank Up events now display the Character Type and new rank.
Fixed the window size of the games Launcher in certain desktop resolutions.
Fixed bug where placing the mouse over areas of attrition on the campaign map, would make the tooltip look like the area was an enemy.
Tooltips don't show ambush chance for fleets anymore.
Fixed tooltip height, when tooltips don't have any text in them.
Tooltip on Campaign map no longer stops showing ambush chance when placing the mouse over an attrition area.
Fix for number of available units is not displaying on mercenary recruitment cards.
Fixed an inconsistency with Silanus' name between Prologue Chapters. Throughout Prologue 2, Silanus was identified as 'Gaius Fulvius Silanus'. However during Prologue 3, he was identified as 'Gaius Silanus'.
Various minor text fixes in Campaign mode.
When the player doesn't have enough money to perform an agent action, and orders an agent to perform a certain action on an enemy, the list of options to perform will now be greyed out immediately, instead of only when the cursor is moved over the options.
Fix for incorrect hyperlink in the faction panel and incorrect tooltip on damaged buildings.

Battle

Added unit numbers to Unit Cards. These can now be enabled in battle interface options ("Unit Card Man Count" check box).
Added option to game settings menu to enable/disable aide de camp (Battlefield Advisor), so the player can now disable this panel from ever appearing.
Naval units are now grouped together depending on their unit type more often in deployment. This prevents them from colliding into each other so much at the start of a battle with large armies and large varieties of ships.
Fixing for invisible elephants making it appear like elephant riders were floating in the air during battles.
Fixed issue where dragging out units on the battlefield could get stuck on screen after deselecting the unit.
Chat toggle button is no longer greyed out in frontend when players set their state to "Ready" in a Multiplayer Battle or Campaign lobby.
Updated the Carthago radar image to better represent the terrain in the battle.
In a Multiplayer Lobby, when a team leader with one AI army on their team switches to the other side, the players Steam avatar no longer remains attached to AI army.
Fixed checkbox for "Battle Realism Mode", so it's no longer greyed out and un-ticked when the player has just quit a Legendary difficulty Campaign.
Fix for “Unit Size” option being reset to last saved setting when going hosting multiplayer battles.
Fixed the "Select All" functionality in battle setup screen ([CTRL]+[A] keyboard shortcut)
Various fixes for the Change Team button being in incorrect state in the battle setup menu.
The Battle HUD with double line Unit Cards will shrink to single line as units are removed.
The Spectator slot in a Multiplayer Lobby can be taken out of team 2 now if there is space there, and not on team 1.
Updated buildings on the radar map during battle for the "Armavir" battle map.
Improved boarding user interface in battles.
Added some user interface to remind player to use deployables during deployment, when they still have deployables un-deployed.
Reduced chance of siege towers moving away and leaving men behind if the user clicks to drop equipment, and orders it to be re-manned as troops are disembarking.
Added tooltips for ability effect icons on Unit Banners in battle, and made these icons larger.
Fixed transport ship icons not disappearing from their Unit Cards once the units disembarks
Fixed a large number of floating objects and clipping issues across a variety of siege maps.
Fixed floating buildings and battlefield props in an Egyptian Port battlefield.
Visually improved Greek Port battle map.
Removed some rocks from a port in the Antioch battle map to prevent ships passing through them when disembarking.
Changes made to the disembarkation areas in the large Carthago battle map to prevent ships from passing through the naval port buildings.
Adjusted beach landing / disembarkation areas in the Athenia battle map, to prevent ships going too far onto the land.
Adjusted beach landing / disembarkation areas in the Greek minor port battle map, to prevent ships going too far onto the land.


Known Issues

Changing the game's Texture Quality option during a campaign or a battle may cause the terrain to appear black. This can be avoided by changing this option with the Game Settings in the main menu, and will usually stop happening after starting the next battle or re-loading your campaign. This will be hotfixed in the near future.
The Mod Manager is currently only partially localised, so most compatible with English. We aim to localise this fully in the near future.
 
Ja ganz toll was die nicht alles patchen können, aber immer noch kein Lag-Fix für die Campaign-Map dabei.
 
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