Total War: Rome 2
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Tue, 25th Feb 2014 21:16    Post subject:
i think i'm going to love that new tagging system on steam. Like whenever you have some spare time .. check it out for a few laughs and what not Smile
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JBeckman
VIP Member



Posts: 35144
Location: Sweden
PostPosted: Tue, 11th Mar 2014 10:14    Post subject:
http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_10

Quote:

Please note this patch is currently in BETA as of 10/03/2014. Build number is 10069.512334.
Performance improvements

General performance improvements:

Additional Support for AMD Crossfire multi-GPU configs.
Further improvements to GPU performance and reduction in CPU-bottlenecks for all configs.
Improved core Battle performance scenarios.
Resolved CPU core-affinity threading issue.
Implemented borderless window when running at desktop resolution in Windowed mode.
There is no longer an upper limit on the graphics settings that a user can select in the frontend. Previously if the game determined that a user’s machine was low-end then it would not allow them to select high graphics settings. This limitation is now gone. Note that selecting high graphics settings on low-end machines will negatively affect performance.
Improved consistency of reflections on shiny textures.

‘Unlimited Video Memory’ option improvements:

Unlimited Video Memory is now selectable for all integrated GPUs running on 64-bit operating systems from Windows Vista onward. Integrated GPUs use system memory as video memory at all times, as they have no dedicated video memory of their own. This code change now allows our integrated GPU customers to use all of their system memory as video memory. When Unlimited Video Memory is enabled, discrete GPUs use system memory as an extension of their dedicated GPU video memory, when their dedicated video memory is not enough to run at their chosen graphics quality settings. Please be advised that in both cases, using system memory as GPU video memory can impact performance as it is generally not as fast as dedicated GPU video memory. Also, if system memory runs low (or out), the user’s hard drive will be paged, resulting in reduced framerates.
For users running on an integrated GPU in 64-bit Windows (Vista onwards), with Unlimited Video Memory available but not selected, we have increased the amount of video memory that the game sees from 800MB to 1024MB.
Fixed an issue causing Unlimited Video Memory to be unavailable for users with certain discrete video cards.
Fixed an issue that was causing Unlimited Video Memory to become disabled on some multi-GPU configurations.

Battle performance improvements:

Eliminated battle pathfinding performance spike which caused battles to stutter.
Addressed a crash in siege battles which occurred on some maps after breaching walls with artillery.
Addressed a crash in Egyptian Large City battle caused by the map data.
Addressed a crash caused by squads within the same unit attempting to use different formations.
Fixed a UI lock-up when opening the steam overlay during the introduction sequence at the start of an ambush battle (while defending).


Gameplay Improvements

Battle AI improvements:

Fixed an issue which could cause the attacking siege AI to stall when attempting to breach the walls with artillery.
Improved coordination of AI defenders in city, port and town battles when they are outside the settlement. This improves the behaviour of disembarked naval units and reinforcement armies.
Addressed an issue which caused disembarked naval AI defenders in siege battles to become inactive.
Improved the battle AI's ability to predict the outcome of combat actions, allowing it to better commit its troops in combat.
Battle AI in field battles is now encouraged to outflank earlier when necessary.


General battle improvements:

Improved ladder docking in Rome city map.
Addressed collision gaps in fort walls caused by auxiliary buildings, which sometimes allowed units to pass through walls.
Prevented siege ladders/towers being pushed into the wall of a settlement on the battlefield.
Settlement gates no longer close on friendly units during battles.
Smoothed uneven terrain under a dockable wall in Egyptian port battle map.
Fixed wall in large Barbarian city map.
Fixed floating buildings in some Roman City and Barbarian battle maps.

General Campaign improvements:

Improvements made to the campaign auto-resolver's modelling of melee-based infantry, which corrects a wide range of auto-resolver imbalances.
In campaign mode, garrisoned Hastati will now upgrade correctly after researching the 'Cohort Organization' technology, which converts Hastati to Legionaries.
Slave army leaders will no longer always look Hellenic in Campaign mode.
Unit cards no longer appear outside of the merge window UI while merging units in campaign modes.
Settlement labels in Campaign modes now consistently display the diplomatic relationship status that is currently held with the owning faction. Red = War, Blue = Allied With, Grey = neutral.
Improvements made to the accuracy of the unit tooltip threat indicator in the battle UI.
Cinematic Mode shortcut key now works consistently in different languages.

Usability Improvements

Addressed a number of minor audio issues.
Battlefield death animations no longer with the victim in a kneeling pose.
Category icon no longer incorrectly appears on elephant units once the unit is out of control.


Update #10 is in beta. Smile
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LeoNatan
☢ NFOHump Despot ☢



Posts: 73368
Location: Ramat HaSharon, Israel 🇮🇱
PostPosted: Tue, 11th Mar 2014 10:38    Post subject:
6 months after release, the game is finally an acceptable (beta) condition for a launch. Laughing
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pxxxxg




Posts: 176

PostPosted: Tue, 11th Mar 2014 11:22    Post subject:
LeoNatan wrote:
6 months after release, the game is finally an acceptable (beta) condition for a launch. Laughing


The "preorder people" and "DLC buyer" will never learn, even in this case. We are doomed with the stupidity of humans...
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locke89




Posts: 2812
Location: Poland
PostPosted: Tue, 11th Mar 2014 11:54    Post subject:
10 more patches and I'll give it a go Smile
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vurt




Posts: 13920
Location: Sweden
PostPosted: Tue, 11th Mar 2014 14:20    Post subject:
locke89 wrote:
10 more patches and I'll give it a go Smile


+1.

Worst purchase ever.
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EternalBlueScreen




Posts: 4314

PostPosted: Tue, 11th Mar 2014 15:22    Post subject:
I'm afraid to try this even after 10 patches. I played it the week it came out and I've had nightmares ever since.
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Theescapist




Posts: 4108
Location: Manchester U.K
PostPosted: Thu, 13th Mar 2014 12:43    Post subject:
Seriously i installed all the radius patches, better water 3 hd, total war camera mod, legionnaire armies mod, better horse, elephant, dogs hq mod, better campaign camera mod.
Installed all them from some info page i was reading the other week, tried it last night after a few funny cigarets and beer, and omfg it ran everything over 60 fps, getting even higher then that until i started the grand campaign, it was going then to low 30 fps but it was still ok, hopefully if it is optimised some more they will get it running even better, game looked gorgeous my chin was on my ass all night Very Happy


Ryzen 5 3600 cpu@3.60 Mhz.
hyper x 32 gb ddr 4 memory.
Msi Carbon gaming pro ac motherboard.
Evga 600 psu.
Msi Armour rx 8 gb 5700 Graphic card.
Ps4 Standard 500gb.
Lg 4k 42 inch tv.
Oculus Quest 2.
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LeoNatan
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Posts: 73368
Location: Ramat HaSharon, Israel 🇮🇱
PostPosted: Thu, 13th Mar 2014 16:24    Post subject:


Troll Dad More DLC with cut content.
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4treyu




Posts: 23236

PostPosted: Wed, 26th Mar 2014 22:56    Post subject:
Seasons and Wonders update out now on Steam (821.9 MB), including a good number of technical and performance Improvements Smile

http://wiki.totalwar.com/w/Total_War_ROME_II:_Season_and_Wonders_Update
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BLuNT318




Posts: 1642
Location: Earth
PostPosted: Fri, 28th Mar 2014 01:15    Post subject:
Total.War.ROME.II.Hannibal.at.the.Gates-RELOADED

 Spoiler:
 


2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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Reg67




Posts: 5432

PostPosted: Fri, 28th Mar 2014 17:39    Post subject:
BLuNT318 wrote:
Total.War.ROME.II.Hannibal.at.the.Gates-RELOADED

 Spoiler:
 


So this includes the update mentioned above your post?
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h0rnyfavn
Serial Humper



Posts: 13885

PostPosted: Fri, 28th Mar 2014 17:43    Post subject:
I'm not touching it with a ten foot pole for at least a year. Reaction

The same applies to x3 Stillbirth


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)


Last edited by h0rnyfavn on Fri, 28th Mar 2014 17:45; edited 2 times in total
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Fri, 28th Mar 2014 17:44    Post subject:
it's a stand alone all-in-one release. heck, it even says so in the description. First paragraph...
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Reg67




Posts: 5432

PostPosted: Fri, 28th Mar 2014 17:47    Post subject:
Sin317 wrote:
it's a stand alone all-in-one release. heck, it even says so in the description. First paragraph...


Are you referring to my question? If so it states ' It includes full game with latest update' therefore I assume it has the update I asked about but I wanted to be sure.
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Pixieking




Posts: 3452
Location: UK
PostPosted: Fri, 28th Mar 2014 18:45    Post subject:
Nuuvem have both campaign expansions on offer for the next 3 days. Not sure if they're region-locked, but if they're not then they're dead cheap. The equivalent of £4 each, which is just over 50% off the Steam Store price.


Pixieking
----------
ASUS P8P67 Evo - Intel i7 3770k - 2X4GB GSkill RipJaws X DDR3 1600 - HIS 7950 IceQ - Creative XtremeMusic Soundcard - NZXT Phantom 530 - Thermaltake Toughpower XT 675 - Win7 x64
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4treyu




Posts: 23236

PostPosted: Fri, 28th Mar 2014 19:02    Post subject:
Nice price!

Next DLC is probably Spartacus Smile
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Fri, 28th Mar 2014 19:09    Post subject:
Reg67 wrote:
So this includes the update mentioned above your post?
Yes, it includes that and the next one. Game Version: 1.11.0. build 10383.0 (latest)


ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4


Last edited by Vikerness on Fri, 28th Mar 2014 19:11; edited 1 time in total
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 28th Mar 2014 19:10    Post subject:
4treyu wrote:
Next DLC is probably Spartacus Smile

that would be nice
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Reg67




Posts: 5432

PostPosted: Sat, 29th Mar 2014 18:07    Post subject:
Is there a way to tell which DLC are installed in game? (apart from the campaigns obviously)
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 29th Mar 2014 18:09    Post subject:
apart from camaign ones they are just unlocks and are already in patched files


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Sometimes i just want to see NFOHUMP burn \o/
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Pixieking




Posts: 3452
Location: UK
PostPosted: Sat, 29th Mar 2014 18:25    Post subject:
Pixieking wrote:
Nuuvem have both campaign expansions on offer for the next 3 days. Not sure if they're region-locked, but if they're not then they're dead cheap. The equivalent of £4 each, which is just over 50% off the Steam Store price.


Btw, I caved and bought these from Nuuvem - They're not region-locked. Smile


Pixieking
----------
ASUS P8P67 Evo - Intel i7 3770k - 2X4GB GSkill RipJaws X DDR3 1600 - HIS 7950 IceQ - Creative XtremeMusic Soundcard - NZXT Phantom 530 - Thermaltake Toughpower XT 675 - Win7 x64
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fXK




Posts: 49

PostPosted: Sun, 30th Mar 2014 08:03    Post subject:
Even if its $1, wouldnt even buy any dlc for this crap ass game
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S.S.S




Posts: 1489

PostPosted: Sun, 13th Apr 2014 19:23    Post subject:
So from the comments i'm reading it seems like it runs better than at launch but still run like a POS ?

Because i tried it at around patch 4 if i remember correctly and the performence was terrible , even on medium settings. Gave up on after it got even worse the more i progressed through the grand campaign.
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S.S.S




Posts: 1489

PostPosted: Sun, 13th Apr 2014 22:59    Post subject:
Alright i just got the answer to my own question, Just downloaded and installed Hannibal At The Gates with patch 10 and it runs much much better on my system than it did before. That's @ very high with 16 x AF and SMAA High forced via Radeon Pro. I get constant 45-60 FPS now while before i was getting in the low 30s all the time.

It's finally playable for me so i'm happy. Time to go and conquer Europe now
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EternalBlueScreen




Posts: 4314

PostPosted: Sun, 13th Apr 2014 23:57    Post subject:
AI is still trying to make love to wooden walls in battles so that'll probably make your conquest easier.
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ixigia
[Moderator] Consigliere



Posts: 65127
Location: Italy
PostPosted: Mon, 14th Apr 2014 01:38    Post subject:
EternalBlueScreen wrote:
AI is still trying to make love to wooden walls in battles so that'll probably make your conquest easier.

Yeah Laughing Sad
And now that the Darthmod's creator "retired" from the modding scene, this bug will likely stay forever, along with the others.

But hey, gotta release more DeeeeEl seeees!



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Mon, 14th Apr 2014 03:45; edited 1 time in total
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S.S.S




Posts: 1489

PostPosted: Mon, 14th Apr 2014 02:43    Post subject:
AI was never the Total War series main strength. And yes it sucks that there won't be a DarthMod for Rome 2. The AI , although not perfect , is certainly better in the mod than vanilla AI. We just need to hope that someone as good as DarthMod creator will pick the slack and make an equivalent mod

Anyway it's not the AI that bother me so far. It's the terrible aliasing. In game option is MLAA which is complete shit. Trying to force MSAA via Radeon pro doesn't seem to work and both FXAA and SMAA look like shit , even at the highest setting (forced. it work as my FPS drops when i enable either of them but visually it make very little difference.). Empire and Shogun 2 looked great (although AA came to Shogun in a patch) but this......this is a complete jagged and/or blurry mess Embarassed

Gonna try GEM as i've heard good things about it but i'M not getting my hopes up.
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JBeckman
VIP Member



Posts: 35144
Location: Sweden
PostPosted: Mon, 14th Apr 2014 16:12    Post subject:
http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_12

Quote:

Technical and performance improvements:
Battle:

• Fix for UI-related crash in battle

• Fixed replay de-sync for siege battles initiated from the frontend (e.g. custom or multiplayer, not campaign battles).


Campaign:

• Reduced lag during AI turns in Multiplayer Campaign mode.


Battle AI improvements:

• Fixed several battle AI issues in naval settlement assaults which caused disembarked units to go idle and not join the battle.

• Fix for a Battle AI bug where units could not find a path to a wall-breach, if a gate was captured before entering city.

• Various battle-map improvements to help the Battle AI use siege equipment more effectively.

• Fixed bug which caused the battle AI not to recognise breaches in some wall corner pieces.

• Improved Battle AI phalanx unit behaviour (ensuring pike units use their phalanx abilities when bracing).

• Battle AI no longer issues orders to units when they should be skirmishing.

• Improved the battle AI’s spatial reasoning in naval settlement assaults. This applies to reinforcing or disembarked naval forces, when selecting positions from which to assault the settlement.



Campaign AI improvements

• Campaign AI is now less likely to maintain long blockades without assaulting.

• Campaign AI is now less likely to move armies into proximity with superior enemy forces.



General battle improvements

• Improvements to certain units in unit groups who would fail to pathfind effectively when ordered to attack units in different areas (in very specific/rare cases on the battlefield).

• Improvements to siege vehicles to ensure men on the tower getting knocked into the air does not cause wall-docking to fail.

• Unit parts (armour, tunics etc) updated to offer greater unit variety.

• Various improvements to men climbing siege towers and ladders. Soldiers now climb towers more effectively without milling at the bottom.

• Siege engines will no longer get stuck on trees on the battlefield.

• Player-controlled ambushing armies can now use deployables in ambush battles.

• Naval units no longer attempt to reinforce ambush battles.

• Fixed a bug which prevented armies of only one unit from being able to hide on the battlefield.

• Fixed an area in the large Persian port where ships were not disembarking correctly.

• Increased the number of unobstructed walls in the medium and large Rome siege battle-maps.

• Fixed several cases where multiplayer battles could take place on very steep hills or mountains.

• Several battle map improvements to beach landings, improved terrain heights and collision with some battlefield props.

• Added new helmet variations and new Germanic tunics to Campaign Generals.

• Added new Eastern Horse and Hellenic Heavy Horse variants.

• Trees and units no longer clip through the ground near the Statue of Zeus at Olympia wonder on the battlefield.

• Altered ship-sorting priority when disembarking, in order to reduce shuffling around.

• An alternative bear pelt has been applied to Germanic Berserkers who don't wear helmets under their pelts, so the top of the hairline is no longer visible.



General Campaign improvements

• A number of battle maps no longer feature snow during Spring, Summer and Autumn.

• Fixed an issue where an ambushing army would move at the start of the turn. Please note: Sometimes an ambushing army will move when it is discovered or you discover an agent or army that is standing on top of it. This is expected behaviour.

• When a general’s unit is the only unit in a reinforcing army, and the general dies but the unit does not, The general will now die on the campaign map.

• Raiding will no longer cause negative happiness.

• Technology requirements for military ports have been altered. Tier II military ports either have no tech requirements, or the same requirements as other tier II ports.

• Corrected local traditions for Iberian regions in Grand Campaign to be Iberian instead of Celtic.

• Reduced the Siege Holdout Time Effect conferred by siege tower technologies.

• Political promotion positions for Syracuse, Arevaci and Lusitani factions have been corrected.

• Forming a confederation no longer causes rebel armies in regions owned by the confederating factions to be absorbed into the confederation.

• Fixed some terrain issues on the Hannibal at the Gates map.

• New Germanic trousers and tunics added.



Usability Improvements
Battle:

• Fixed a rare bug where fire sound-effects would play after a battle had finished, and could be heard over the victory menu.



Campaign:

• Reduce Slaves effect now displays the correct icon.

• Retreat button is no longer enabled on the pre-battle siege screen when forces are unable to retreat.

• Some typographical fixes in Incidents and Dilemmas.

• Tweaks to Egyptian and Carthaginian siege technology to more closely match the unlock order of normal Greek technologies.

• Fixed a situation where all new Carthaginian general or agent recruits had the surname "Gisco".

• Fix for some instances where a skull would appear on a unit card despite that unit not being dead on the post battle screen.

• Various improvements to battle-unit banner icons.

• Arevaci, Lusitani and Syracuse civil-war factions minimap and unit card colours have been corrected.

• Roman siege buildings are now unlocked by technologies in the correct order in Grand Campaign.


General:

• Added a warning when loading replays from an older game version, to inform the player that results may be inconsistent when viewed in the version they are now playing.

• If the Twitch End User Licence Agreement (EULA) has previously been declined, it will no longer be displayed every time the game is launched. If the Twitch button is pressed when the EULA has previously been declined, the EULA will then be shown. If the Twitch button is pressed and the player is not signed in to their Twitch account, they will be taken to the options menu to sign in.

• Twitch streams will now be paused when the Steam overlay is active.

• The Twitch button will no longer display during Historical Battle frontend intros.



Balancing Changes
Campaign:

• Reduced all technology-conferred ammo bonuses from 50% to 25%.

• Reduced General’s logistics-conferred ammo bonuses from 25% and 50% to 10% and 25%.

• Hidden income bonus for African and Arabian factions removed.

• Reduced the amount of money that the Etruscan league start the campaign with.

• Added two extra Hastati units to Rome at the start of their campaign.

• The Ibossim region now belongs to Carthage at the start of the campaign.

• Unit-balancing changes. Axe Warriors and Naked Warriors have also been added to the Boii unit roster.


Patch 12 has entered public beta.
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EternalBlueScreen




Posts: 4314

PostPosted: Mon, 14th Apr 2014 16:14    Post subject:
12 patches...

and people thought they were pre-ordering the next gen of Total War games. What a fucking mess of a video game. What a shamefur dispray! SHAMEFUR! Creative Assembly! SHAMEFUR DISPRAY!
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