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Made in us
[DCM]
Crazed Bloodkine




Baltimore, Maryland

Creative Assembly just announced their next campaign map and this time it features everyone's favorite psychopathic serial killer that's not Dexter* against the might of Rome! The Pubic Wars** have never looked so good!

My browser is acting funky, so I'll slowly scrounge up some details and the video trailer.

Trailer:



Trailer Description:

Dropping players into the Western Mediterranean at the outbreak of the 2nd Punic War, Hannibal at the Gates features a new campaign map focused on the tinderbox geopolitical situation that brought two ancient world superpowers to all-out war; with sworn rivals Scipio and Hannibal at the very heart of the conflict.

Five playable factions will feature a wealth of new units. Main protagonists Rome and Carthage will benefit from a new civil tech tree based around diplomacy, while the challenge in the shadow of these mighty empires for newcomers Syacuse, the Arevaci and the Lusitani will be formidable.

In addition to this, another significant free content update for ROME II will also drop soon, benefitting all players regardless of whether they own any DLC. Details will be revealed in the next episode of community TV show Rally Point, coming soon.


Steam has the preorder at 10% off. $14.99 after release.

Steam Description:

About the Game
Total War™: ROME II – Hannibal at the Gates

Dropping you into the Western Mediterranean at the outbreak of the 2nd Punic War, Hannibal at the Gates features a new campaign map focused on the period that brought the ancient-world superpowers of Rome and Carthage to all-out war.

One of the most famous in history, the conflict demonstrated the tactical genius of great rival generals Scipio and Hannibal. Can you recreate their remarkable strategies, or can you do better? How will you change history?

You enter the war as Carthage or Rome, command the noble Hellenic city-state of Syracuse, or, for the first time in ROME II, play an Iberian faction as the Arevaci or the Lusitani.

Hannibal at the Gates also features:

New Campaign Map:

A more detailed representation of the western Mediterranean than the ROME II map, with players able to expand across 19 provinces dotted with resources and settlements. The major powers of the time, Rome and Carthage, begin at loggerheads but with a number of key regions and client states under their control. Syracuse, the Arevaci and the Lusitani all start with a single region, offering a significantly different and more formidable challenge than playing as one of the two great empires.

Diplomacy-focused Technology:

Rome and Carthage both feature new civil tech-tree branches focused on diplomacy. Both sides begin with multiple allies and client states, and can undermine their opponents’ support by diplomatic means.

12 Turns per-year:

With a time period covering events between 218 - 202BC, each turn in Hannibal at the Gates represents a month, and the campaign transitions through all four seasons of the year, complete with seasonal gameplay effects.

Compact, focused Multiplayer Campaign:
For those generals seeking a more rapid Multiplayer Campaign game, Hannibal at the Gates’ tighter geographic scope makes co-op or competitive 2-player campaigns more focused and faster than a full Grand Campaign.

New Historical Battles:

Hannibal at the Gates adds two new Historical Battles: the Battle of Cannae (216BC) and the Battle of Zama (202BC). Both battles marked key points in the 2nd Punic War, with Cannae representing the high point of Hannibal's invasion of Italy, and Zama marking the completion of Rome's victory and dominance over Carthage.

New Playable Factions for Total War™: ROME II

In addition to mighty Carthage and Rome, players can fight the 2nd Punic War as three new factions: the Arevaci, the Lusitani and Syracuse, each one featuring its own faction traits, characteristics, unique units and campaign start-position. If Hannibal at the Gates is owned, these factions are also playable in the ROME II Grand Campaign.

The Arevaci

Imperialist expansion has brought both Carthage and Rome to the Arevaci's door, although it is Hannibal that currently shares a border with the warlike Celtiberian tribe. As the campaign begins, the Arevaci are neutral but have a clear choice before them: unite with Hannibal and risk genocidal retaliation from the Romans, or remain on good terms with Rome and face the certainty of Carthaginian wrath. Despite their knowledge of the terrain and superb fighting prowess, the Arevaci cannot take on both superpowers at once. For now, they maintain their neutrality, but it cannot last. Someone must control the Iberian peninsula, could it be the Arevaci?

The Lusitani

The Lusitani lived in Iberia long before Carthage or Rome disturbed the region. They are, like their distant cousins the Suebi, not a single clan but a confederation of smaller tribes, working together for defensive and mutual gain Fierce and agile warriors, the Lusitani are well suited to guerrilla warfare. As Hannibal’s Carthaginian army marches through lands previously controlled by Rome, there is opportunity for the Lusitani to expand beyond their bounds and claim back Iberia from its invaders. However, though there may be prudence in caution, even fraternisation with the enemy at first, eventually they must be expelled from the land!

Syracuse

The city-state of Syracuse is renowned throughout the ancient world as a centre for culture and science. It is also rich; Syracuse benefits greatly from its prime position in the central Mediterranean. A string of tyrants dominate its history, defending the city's autonomy against fellow Greeks, Carthaginians and threats from within. In 218BC, both Rome and Carthage would like to see Syracuse under their control once and for all. As the two superpowers go to war again, it stands on a precipice - will Syracuse forge its own destiny or fall into obscurity as just another colonial possession?

New Units

Alongside their regular unit rosters, the playable factions in Hannibal at the Gates get the following new units. If you own Hannibal at the Gates, these units will also be available in the ROME II Grand Campaign:

Arevaci
• Painted Warriors (melee infantry)
Painted bodies and unpleasant stenches instil fear in unlucky opponents, which is half the battle.

• Celtiberian Cavalry (melee cavalry)
A versatile cavalry strike force when commanded by a skilled general.

Lusitani
• Lusitani Guerrillas (stealth spear infantry)
Moving unseen to ambush their opponents, these stealthy guerrilla fighters are masters of their craft.

• Lusitani Spearmen (spear infantry)
Skilled tribal spearmen whose reputation on the battlefield is fully deserved.

Syracuse
• Picked Hoplites (elite hoplites, also available to Athens)
The cream of citizen hoplites to proudly defend their city from invasion.

New Roman Auxiliary units:
• Auxiliary Scutarii (Iberian melee infantry)
These Iberians are more than able to serve Rome at the front of a battle line.

• Auxiliary Scutarii Cavalry (Iberian melee cavalry)
These heavy cavalrymen add a touch of Iberian fire to otherwise conservative Roman ranks.

New Iberian Mercenary units:
• Mercenary Scutarii (Iberian melee infantry)
Large, well-paid men with falcatas can settle a surprisingly large number of arguments.

• Mercenary Scutarii Cavalry (Iberian melee cavalry)
These mounted mercenaries are a fine force for close-quarters combat.

New Italian Mercenary units:
• Mercenary Etruscan Hoplites (Italian hoplites)
Equipped and trained in the Greek fashion, Rome's former masters remain a force to be reckoned with.

• Mercenary Samnite Warriors (Italian heavy infantry)
Conquered peoples can still produce the finest warriors.

• Mercenary Campanian Cavalry (Italian heavy cavalry)
Noble horsemen from some of the finest pastures of the peninsula.



* May have my Hannibals Mixed up.
** My 6th grade History teacher actually said "pubic wars" during a lecture. A Freudian slip, and absolutely hilarious to a 6th grader. He tried to yell at us, but then noticed only a few people were actually paying attention and just gave it up. I don't remember what I did last weekend, but I remember that particular lecture 20+ years ago. Brains are weird.

This message was edited 8 times. Last update was at 2014/07/31 17:19:06


"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in us
Longtime Dakkanaut





Chicago

This excites me greatly. Great addition to an already great game


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in us
Land Raider Pilot on Cruise Control






Cincinnati, Ohio

The price for both this and CiG have me on the fence. $15 for a mini campaign plus three playables in the GC, not quite sure its worth the investment. Don't get me wrong I like rome 2, but the mini campaigns are the only dlcs i haven't gotten.

Blood Ravens 2nd Company (C:SM)
 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Have they fixed the AI properly yet?

Not buying into Rome 2 until they have.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

I just picked it up. I'm excited to try Syracuse out.

Full Frontal Nerdity 
   
Made in gb
Esteemed Veteran Space Marine






Northumberland

@Orlanth - The recent patches have gone a long way into making Rome more enjoyable, but it's still hit and miss in a few places. It all really comes down to personal preferance. I like quite a few of Rome II's features (Army Traditions, Army Naming, streamlined building etc.), but I'm still pining for some of the old Rome 1 and Medieval 2 features (Diplomacy, Freedom to have as many armies/units as you want, easier agent use). I'm not sure I'll buy into any DLC's (Other than my pre-order Greek Cities or free DLC) until I've done the main campaign - which is quite the challenge on V. Hard difficulty! . My main gripe about Rome is that it's all about Rome. Sounds a bit like an oxymoron, but I'd love to see a re-vamp of Rome 1's Alexander expansion or even a mini-campaign set during the Greco-Persian/ Peloponnesian War eras.

On a side note, anybody got the Blood and Gore DLC? I'm curious as to whether it adds more depth to the experience - or is just a tacky add-on.

@Those with the Hannibal DLC - How does the new diplomacy system hold out? - the vanilla Rome II diplomacy is, IMHO, awful compared to Rome 1, Medieval 2 and Empire/Napoleon's Diplomacy.

Now with 100% more blog: 'Beyond the Wall'

Numine Et Arcu
 
   
Made in us
Longtime Dakkanaut





Chicago

the hannibal DLC isnt out yet so cant comment on the diplomacy, but i suspect its garbage! Diplomacy is easily the weakest part of the game for me, and im a huge Rome 2 fan. Shame its also something that no one can seem to mod to improve


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in gb
Esteemed Veteran Space Marine






Northumberland

@ironicsilence - I've been a long term fan of the Total War series, but I have to admit that I found it really hard to get into Rome II. I hesitate to call it bad, as I understand it's used quite a bit of revolutionary ideas, and it's highly dependent on PC Specs, but I found it hard to get absorbed in it (Probably because I like to run my campaign historically accurate - ie. taking provinces in the exact year the romans did).

Now with 100% more blog: 'Beyond the Wall'

Numine Et Arcu
 
   
Made in us
Longtime Dakkanaut





Chicago

Vanilla rome isnt really all that great in my mind, but i think the game gets really awesome when you start using overhaul mods. Radious and DEI make it an entirely new game. There isnt a true realism mod for rome 2 yet, but there are a lot of mods that make the game far more realistic then it was out of the box


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in gb
Esteemed Veteran Space Marine






Northumberland

I'll have to give them a go. I've got a couple of mods (Puts Corinthian helms on Spartans - historically inaccurate, but looks badass ), but nothing large scale or game-changing.

Now with 100% more blog: 'Beyond the Wall'

Numine Et Arcu
 
   
Made in us
Longtime Dakkanaut





Chicago

sigh....the patch today pretty much borked the game for a ton of people that play with mods


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in us
Fate-Controlling Farseer





Fort Campbell

Played some today. Didn't feel like trying one of the super powers out, so I went with Syracuse, caught right between the two. I could go to war with Rome, or Carthage, basically. I picked Rome since it was spread out more from it's core of power and I could hit isolated settlements here and there.

I'm liking it. It seems to be almost as if it was designed to allow people with weaker machines to better enjoy the game.

Full Frontal Nerdity 
   
Made in us
[DCM]
Crazed Bloodkine




Baltimore, Maryland

New Culture Pack available for Pre-Order:

The Pirates & Raiders Culture Pack offers three new playable factions: the Ardiaei of Illyria, the Thracian tribes of Tylis, and the Odrysian Kingdom. These peoples actually gain morale bonuses the longer they stay at war, contrasting them to the majority of the game's nations.
They also have unique military unit rosters and distinctive traits, opening up Rome II to a different play style than what was available before.

"Each of the Balkan factions has its own starting position on the campaign map and its own set of faction traits, making a unique Grand Campaign experience," The Creative Assembly explains on the DLC's Steam page.
"All are accomplished brigands; in addition, The Illyrians of the Ardiaei favor piracy, the Thracians of the Odrysian Kingdom are excellent archers, while the people of Tylis, heirs to the Celtic migrations into Asia Minor, train their new melee infantry recruits to a high standard."
In addition to new military units, the factions also come with unique religion and technology trees that help them to further stand out from the rest of the game's playable groups. The building chains are based on the other barbarian factions, but differ in a few key ways.
Pirates & Raiders Culture Pack is available now for pre-purchase on Steam. The content will normally cost $7.99, but buying before May 30 will get you a 10 percent discount. There is no exact launch date yet but it is should be released within the next few weeks.


Haven't touched Rome 2 since getting bored with it midway through Hannibal at the Gates campaign, although I am always tempted to get back into it every time I see something from that historical period.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in gb
Deadly Dire Avenger





London

Bought it on release and have 43 minutes of Rome 2 recorded on my steam, Compare to 133 hours Medieval 2, 140+ on Empire and over 200 on Shogun 2.... The game was a disgrace, it may be better now but I have no motivation to find out yet.

This message was edited 1 time. Last update was at 2014/06/03 15:51:12


Letting my old Blog die till I got more pictures sorted, it will be back up next weekend.

But feel free to check out my pictures at:
http://www.dakkadakka.com/gallery/616058-.html
 
   
Made in us
Longtime Dakkanaut





Chicago

There is a rome total realism mod out for rome 2, so far the mod is off to a great start, lots to live up to after the first RTR mod


DT:80S+++G+++M+B++I+Pw40k00+D++A(WTF)/areWD100R+++++T(T)DM+ 
   
Made in us
[DCM]
Crazed Bloodkine




Baltimore, Maryland

From PCgamer:

When it comes to these iteratively improving patches, the change-lists can bleed into one big mass of "everything is better this time, again". Patch 9 for Total War: Rome 2 targets improvements to "performance, unit behaviours, unit balancing and much more," which seems suspiciously familiar to the summary of every patch that came before. Skim over the lengthy details, though, and you'll see that this is a substantial and wide-ranging update.

There are plenty of performance updates, targeting campaign performance and battle-screen framerates. The AI has received plenty of tweaks too, with pathfinding and battle logic seemingly the focus of CA's tinkering. Also in the patch notes... well, a bit of everything really.

Find the full change list below. Patch 9 is now live and swimming through the Steam pipes.

Spoiler:
Technical and performance improvements:

Performance and memory optimisations in Campaign modes.
Further work to reduce the CPU costs during battles.
Improved framerates when units clash in battles.
Siege battle performance optimisations.
Eliminated several rare crashes found in battle scenarios.
Fix for rare crash related to naval boarding/disembarking
Multiplayer battle-replay desync addressed.
Issues with trees in battle-maps addressed.
Additional cost-balancing to Chariots and Elephants.
Units no longer mistake bastions for wall breaches in settlement battles.
Further battle map technical and performance improvements.
Support for AMD switchable graphics:

Game now correctly detects and reports the discrete GPU on an AMD switchable graphics configuration (primarily laptops with an Intel integrated GPU and a discrete AMD mobility GPU).
This fix ensures that the ‘unlimited video memory’ graphics option is enabled correctly on AMD switchable configs.
Note that the Catalyst Control Centre Switchable Graphics UI must be used to select between the discrete and integrated GPUs for each application that the player wants to run.
Support for ‘Virtu MVP’ Desktop Switchable Graphics:

Virtu MVP is a common OEM-installed application for selecting GPUs in a multi-GPU desktop configuration e.g. a desktop with an Intel integrated GPU and a discrete desktop GPU – both typically routed to the same motherboard display output connector.
We now correctly detect and report the correct GPU used in this scenario.
Note that the Virtu MVP Control Panel application must be used to select between the discrete and integrated GPUs for each application that the player wants to run.
New option in the Advanced Graphics Settings menu, for selecting between graphics cards / GPUs when more than 1 is available.
Support for multi-GPUs with multi-monitor configurations:

Game now detects multiple GPUs and allows the player to pick which GPU is used to render the game.
In this configuration multiple GPUs are shown in a combo-box in the Advanced Graphics Options UI.
Improved video-memory detection to prevent the game from sometimes detecting the video memory limit from the wrong/lower graphics card in a multi-GPU configuration.
Battle AI and behavioural improvements:

Improved pathfinding of siege vehicles near walls.
Improved multiple siege ladder functionality parameters.
Improved siege vehicle docking placement.
Units now consistently disembark from ships with raised bows.
Improved AI infantry awareness of cavalry, making infantry brace when threatened by a charge.
AI controlled units are now more likely to use flaming arrows against elephants where available.
Improved logic of multiple battle maps, to allow the AI to interact with these maps better and cause fewer behavioural issues.
Improved AI General's use of special abilities.
Rebalanced AI's battle-plan analyser/attack-or-defend decision making, to take into account that the enemy alliance may have weaker but longer-range missile units, to prevent static behaviour under missile fire.
In ambush battles, the defender’s units which are under missile fire that outranges their own are now more likely to respond by moving to intercept the missile unit attacking them.
Altered some of the AI's usage of various ammo types.
Pike Phalanx now reform properly once engaged in melee.
Idle units attacked when set to Formed Attack attempt to keep their current facing.
Formed attack charges will now penetrate less than free attack barbarian charges.
Attacks from units in formation are now more powerful than attacks from unformed units.
Reduced the chance of units walking while routing from the battlefield.
Routing units no longer turn around/play matched combat animations as they are being killed.
Units now no longer head through breach in a wall rather than using the siege engine they are attached to.
Artillery with special ammo now show the correct model while loading the weapon: e.g. animal carcasses.
Reduced instances of unit collision which caused jittering on the battlefield.
Eliminated a battle replay desync caused by presence of war dogs units.
Units now correctly stop firing at a building if they take ownership of it.
During multiplayer siege battles, the defender can now see the attacker's units during deployment.
Rebalanced hit-point bonuses for officers and standard bearers.
During battles, units can now burn down open gates with torches.
Men positioned on a gatehouse will no longer die when the gate is destroyed.
Artillery ships can now consistently disembark.
Added more effective collision detection to barbarian watch towers in encampment battles.
Charging at Pikemen now consistently selects the correct matched combat animation, keeping pikemen in line more effectively.
When dog handlers unleash their dogs, the handlers will no longer attack as well.
Added blood to chariot horses and drivers, and to attackers and defenders during knockdowns. (Only active if the player owns the Blood and Gore DLC.)
Artillery on ships can no longer be picked up (previously resulted in loss of unit control).
Improved unit reforming on the battlefield.
Projectiles no longer remain in mid-air when the siege weapon that fired them is destroyed.
Improvements to naval disembarking functionality.
Technical improvements across a range of battle maps (including pathfinding, deployment, general unit interaction, walls, gates, battle tooltips etc).
Multiple minor unit behavioural improvements.
Campaign AI improvements:

AI no longer underestimates its strength when ending a move in Forced March stance within a settlement.
Campaign AI now considers maintaining sieges for longer, in order to build more siege equipment.
Campaign AI now less likely to sue for peace shortly after declaring a war.
AI factions now recruit more siege units.
Revised the Campaign AI settlement occupation decision system.
Adjustments to Campaign AI Financial Management.
AI factions are now much less likely to declare war on distant factions.
Adjustments to composition of recruited forces.
Improvement to Campaign AI food management.
General Battle Improvements:

Eliminated an exploit allowing players to bypass unit-caps in custom and multiplayer battles by modifying a saved army setup.
Units can no longer use loose formation when manning siege equipment.
Buhen (Egyptian battle map) is now playable in custom battle mode.
Caltrops are now placed in more uniform rows.
Tortoise formation is now unlocked in the Seleucid faction when the player owns the Greek States DLC.
Improved multiplayer responsiveness: movement paths and attack arrows are now shown instantly upon giving the order. (Previously the game waited for all clients to confirm the issued order, causing a small delay).
Multiple combat animation blending tweaks.
Orders issued on lower framerate machines now register more effectively.
Added a horse bonus upgrade icon to show different levels of horses on their unit cards.
Improvements to group collision sounds during battles.
Pre-battle voiceover no longer occasionally cuts out.
Tweaks to some Hellenic unit looks to make them more distinct.
Missing rock/tree textures on battlefields added.
Many more siege battle map improvements (e.g. improving docking point placement on walls, joining small gaps in walls to improve pathfinding, removed obstructions from docking points).
General Campaign Improvements:

Added a countdown timer to the Exchange Panel in Multiplayer Campaign mode.
Settlements on the campaign map will no longer continue to emit smoke from damage or construction when they are no longer damaged/under construction.
Right-clicking the mouse during the end-turn cycle in campaign while an agent/army is selected will no longer trigger audio responses from the selected agent/army.
Opening and closing the pause menu, while the Declare War On *Overlord/Make Peace With Satrapies panel is open in Campaign mode, will no longer close the panel and make peace with the satrapies.
Help I'm trapped in these patch notes.
An army in Forced March stance will now have their Recruit Units button reactivate immediately when they are put back into the Default stance.
Replacing an immortal general will no longer trigger a General Wounded message in Campaign modes.
The Zoom To Location button no longer pans the camera to the bottom-left corner of the Multiplayer Campaign map when pressed with an army selected.
The Nervii faction is now immune to snow attrition in the Grand Campaign.
If a general reaches level 25 in a statistic, all of the attribute increases and abilities granted by that statistic will consistently remain.
Addressed a rare issue during campaign ambush battles where, if the user conceded defeat, they might suffer no losses and could then retreat.
When recruiting a unit on the same turn as a researched technology that replaces that unit type is completed, the unit recruitment will no longer be cancelled.
Fix to allow Praetorians to be upgraded to Praetorian Guards once the appropriate technology has been researched.
Fix for Athenian and Egyptian naval recruitment experience bonus in campaign modes.
Battle rebalancing:

Improved behaviour and benefits of Formed Attack ability.
Slightly reduced the spacing of melee units.
Widened the pike cone-of-engagement, so they can hold off units more effectively.
Reduced pike damage.
Reduced the mass (and therefore impact) of chariots and elephants.
Major adjustments to unit costs, to better reflect the combat value of units; there is a much greater spread of values now. For example Oathsworn now cost 1340, Celtic Warriors 350.
Adjustments to unit speeds, stats, and more to help diversify the unit rosters, and give more distinct roles on the battlefield.
Improved AI army compositions in campaign mode, when a faction doesn’t have access to early land or navy units.
Campaign AI is now more focused on acquiring early military technologies.
Certain total casualty morale penalties have been set to 0 so there is less stacking of morale effects.
Reduced minimum hit chance, base hit chance and maximum hit chance for melee combat.
Further balancing changes based on Patch 9 Public BETA feedback:
-Reduction in melee attack for Roman melee infantry units.
-Adjusted costs of missile infantry.
-Adjustments to melee cavalry weapon types.
-Tweaks to shock cavalry costs.
-Added passive “Scare” ability to Night Hunters.
-Increased Wodanaz Spears melee attack.
-Reduced cost of elite Germanic and Briton units.

Auto-resolver balancing:

Smaller defensive bonus in minor settlement battles
A small global penalty for the player in autoresolved battles
Unit threshold has been increased, so severely damaged units are less likely to survive an auto-resolved battle.


I've been thinking of restarting a grand campaign, this just made my mind up for me! The beta tester thread on reddit seems to love this patch from what little I saw.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in pt
Longtime Dakkanaut





Portugal

Say what?! Major AI Fix?!

I may attempt to play Rome 2 again with this major patch. I was completely turned down by the vanilla game and never touched it since.

"Fear is freedom! Subjugation is liberation! Contradiction is truth! These are the truths of this world! Surrender to these truths, you pigs in human clothing!" - Satsuki Kiryuin, Kill la Kill 
   
 
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