betvisa liveTotal War: Rome II Archives – Destructoid - Jeetbuzz88 - live cricket tv today //jbsgame.com/tag/total-war-rome-ii/ Probably About Video Games Mon, 10 Feb 2014 21:30:00 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa888 liveTotal War: Rome II Archives – Destructoid - شرط بندی آنلاین کریکت | Jeetbuzz88.com //jbsgame.com/rome-ii-update-replaces-indian-elephants-for-african-ones/?utm_source=rss&utm_medium=rss&utm_campaign=rome-ii-update-replaces-indian-elephants-for-african-ones //jbsgame.com/rome-ii-update-replaces-indian-elephants-for-african-ones/#respond Mon, 10 Feb 2014 21:30:00 +0000 //jbsgame.com/rome-ii-update-replaces-indian-elephants-for-african-ones/

You'd think Creative Assembly would have checked that?

In his review of Total War: Rome II, our own Josh Tolentino was left unhappy at the buggy state of the game but was happy with the level of historical accuracy displayed. I wonder if he would have docked the game an extra point if he knew the default elephant mode??ls were not African elephants, which would have been historically accurate, but Indian ones instead!

A new update will fix this problem that surely only the most anally-retentive minds would have noticed, replacing the generic Indian elephant models with their larger-eared African cousins. Now you can re-create Hannibal's crossing of the Alps, just as it happened in 218BC. 

Creative Assembly has also added four new units t??o the Epirus faction from the Greek States Culture DLC pack: Royal Peltasts, Thessalian Cavalry, Illyrian Coastal Levies, and a mercenary Indian War Elephant Unit will all be included in the game. So wait, is that last one Indian mercenaries riding War Elephants or just regular mercenaries riding Indian War Elephants? Never realized our big-eared friends were at the heart of such confusion.

A new way to be trampled: Total War: Rome II upda??ted with geographically accurate elephants [PCGamesN]

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Et tu, Brute?

Total War: Rome II will be getting an expansion, called Caesar in Gaul. This new campaign will focus around Caesar and the Gallic War, and the campaign will feature seasons with weather effects. New units will be added to the game, as well as the Nervii, Boii, and the Gal??atian factions.

This expansion will be out soon, on December 12th, for $14.99. Usually the expansions for Total War games have the best campaigns -- at least that's how it always seems to me -- so??? I am pleased to hear this.

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Veni, Vidi, Sust?nui

Picture, in your mind's eye, a testudo.

If you're up on your Roman history, you'll know that I'm referring to that ancient Roman formation in which soldiers tightly align their shields to protect themselves from every angle as they advance. Even without the immortalizing effect of Asterix comics, the testudo remains an enduring icon of Roman military power, but it also serves as an apt analogy for the state of Total War: Rome II.

Indeed, the testudo is large, densely-packed, deadly effective, glorious to behold, and in the heat of battle, seemingly unassailable. At the same time, the testudo -- and Rome II like it -- is slow to move, unwieldy, and when scrutinized closely, reveals a number of vulnerabilities ?and gaps in the defense.

Total War: Rome II (PC)
Developer: The Creative Assembly
Publisher: Sega
Release: September 3, 2013
MSRP: $59.99 
Reviewer's Rig: Intel Core i7 920 (2.66GHz), 6GB RAM, Nvidia GeForce 560 ti (Min. Specs here)

First off, any Total War fan wondering if The Creative Assembly has made any fundamental changes to the series' core formula shouldn't worry: Rome II is as much a Total War game as any that have come before??, once again delivering that hybrid of turn-based strategic empire management and real-time tactical army battles that form the basis of the franchise's identity.

Also being a sequel to the original Rome: Total War, my favorite entry in the series (barring Shogun 2), the game once again allows you to take charge of one of nine major powers (twelve if you pre-ordered) and, by hook or by crook, conquer the known world. Yes, despite the existence of "Cultural" and "Economic" victory conditions, this is no Civilization game. The series is called Total War for a reason, so strictly dovish would-be imperatores need not apply.

Rather than true sea changes, Rome II instead implements many smaller, iterative improvements that streamline some of the longstanding pet peeves that have plagued the series, while layering on new systems to greatly increase the game's depth and scope. Because the truth of the matter is, despite its name, Rome II is about more than Rome itself.

Instead, Creative Assembly have put together something of a military-minded classical period simulator. The game's playable (and non-playable) powers range from all over Europe to North Africa and the Ne??ar East, covering four broad cultural groupings (La?tin, Hellenic, Barbarian, and Eastern). The unit roster is practically a who's who of iconic warriors from the ancient world. Mid-Republican manipular legions, woad-painted berserkers, Spartan Hoplite phalanxes,??? Carthaginian war elephants, Egyptian camel cavalry, and more will all crash against each other in large blobs of slaughter on the real-time battlefields. And it helps that Rome II has made ge??tting to those moments of glory comparatively easier, thanks to a host of updates to the UI and an improved approach to?? strategic management.

In fact, if the last Total War game you played was Rome (or perhaps even Shogun 2), the various changes Creative Assembly has wrought for Rome II e??xpose a potentia?lly uncomfortable truth about the series' strategic component: That much of it essentially amounts to busywork. 

The most significant single change on Rome II's strategic layer acts to condense the traditional management of conquered and annexed regions by "bundling" groups of regions into "provinces." For example, the city of Rome herself belongs to the province of Italia, which consists of Rome, along with Neapolis, Velathri, and Ariminum. All four settlements are shown on a single pane, allowing you to manage their building makeup and taxation as a single entity. When every settlement in a region is owned by the same player, special "Edicts" can be enacted to provide ongoing bonuses to things like public order??, tax revenue, growth, or other benefits.

Really, the provincial system is a minor tweak, but it does much to streamline the "management creep" that tends to affect these types of sprawling, map-conquest games. Rather than clicking on eight regions separately to issue orders, you're instead tabbing through two pages on Rome II's well-condensed central tab, briefly pausing to bring up a tooltip, or summoning a dense encyclopedia for more detailed mechanical help. Additionally, the system adds new strategic considerations, since provinces can only be managed as a whole if one faction owns every settlement within. You'll find yourself agonizing o??ver whether to antagonize otherwise peaceful neighbors because their ownership of a settlement prevents you from "completing" some provinces. My apologies to the Carthagini??ans and Spartans. You were all put to the sword because I wanted to declare Magna Graecia to be one big party for a decade or two.

Other alterations also serve to tighten the experience of mustering and moving armies and fleets. Units can be recruited from anywhere within an owned province, eliminating the old "ant lines" of individ??ual u?nits marching from all across the map to join armies at the front. Moving land forces across water is a snap as well, since armies automatically spawn their own (unarmed) transports when ordered into the drink, and allowing you to say goodbye to the single-ship "mule fleet" of old. A "stance" system allows you to set armies to different postures, aligned for ambushes, defensive forts, or forced marches, giving more dynamism to a typical campaign.

Rome II also takes steps to distance its armies and fleets from being generic by expanding the RPG-like character progression Shogun 2 used on its agents to encompass most aspects of the game. In addition to the traditional level-up process and the acquisition of traits, army and fleet leaders can "equip" members of their household to gain more bonuses, not unlike slotting gems in a socketed Diablo III weapon.? Even the armies themselves can gain traits as they fight, developing traditio??ns, history, specializations, and even unique capacities. Oh, and they also get their own semi-random names (which can be customized at your discretion). 

The result is an ancient world that feels simultaneously sprawling and intimate. The whole map is open to you, to conquer with the aid of your most trusted subordinates, and your most decorated and venerable Legions. The feeling of emergent "story generation" feels almost like XCOM, except on the scale of armies rather than?? squads and individuals.

This all sounds wondrous on paper, but in execution, Rome II's attemp?ts to breath more life into conquest feel a bit too prosaic for their own good. Most traits, household items, and skills convey limp mathematical benefits rather than the dramatic differences their flavor text and stylized iconography imply.

Creative Assembly's attempt to simulate the perils of classical politics also falls flat, thanks to an utterly opaque "Faction" system. Replacing the family tree of Shogun 2, the faction system attempts to replicate the wheeling, dealing, and influence trading on the Senate floor (or royal court, if y?our faction's a monarchy). It's an intriguing idea, but I'll be damned if I can get it to do something I understand.

In theory, you should be watching out for overly ambitious generals and admirals, walking the thin line between celebrating their accomplishments and checking their rebellious tendencies. In theory, this would also be the system through which a Roman Republic might become a Roman Empire (and vice-versa). But in practice, the results of your manipulations feel insubstantial, or even contradictory, such as when some political gambits ??deliver the opposite result from the one predicted by the game's tooltips.

The same vagueness affects diplomatic dealings with other factions. Though the game surfaces more information than ever about how exactly your faction influences a neighbor or rival, little of it ends up being of use to bend towards practical resul??ts, like trade agreements, alliances, or vassalage. 

Thankfully, the complexities and missed opportunities of the strategic layer haven't quite dampened Rome II's bloody-minded other half: Its real-time tactical battles. "More" is the operative word to describe what Creative Assembly has added. Rome II has more units, larger maps, more details, more particle effects, and most importantly, more approaches to the totality of ancient warfare. That totality now includes the most heavily advertised addition to Rome II's battles: Amphibious attacks. Now friendly fleets can ass?ist ground-pounders by landing troops onshore in real time. 

And it all looks stunning, to boot. Even years ago the quality of Shogun 2 seemed able to match those of a mid-range shooter, but Rome II ups the ante wit??h complex facial exp?ressions, individualized details, and a new "cinematic camera" that allows for direct control of things like siege equipment, for that extra bit of drama. 

The game's AI -- always a point of contention for players -- has received an upgrade, but perhaps not one as substantial as is needed to truly satisfy series veterans. Though I'm rather incompetent when it comes to most games of this type, even I could tell that the AI has grown more reactive, but also increased in stubbornness, almost to the point of passivity. It's less vulnerable to being baited out of formation (though it can still be done), but seemed less likely to take advantage of opportunities. At one point the AI was reticent enough to simply wait and let me make the first move ... during a siege assault it started. Strategically, the AI had a tendency to throw tiny armies at my massive forces without a hope of winning, particularly once I had taken their last province. These kamikaze-like attacks were rarely disruptive to the play experience, but did lead to me clicking "autoresolve" more ??often than was necessary.

But alas, dear reader, the fault is not in our stars, nor in ourselves, but in Rome II's technical state. While it's not quite in the "half-baked" state some critics asserted at launch, Rome II is about as rough-hewn as a Woad Berserker's wooden shield, and one worries that between this and Empire, we may ??have witnessed the limit o??f Creative Assembly's ability to execute on its ambitions. 

Performance was all over the board for my rig, despite favorable reports from the built-in benchmarking sequence. Perhaps the greatest offender was just how damned long it takes to simply resolve a turn, with the game cycling through dozens and dozens of NPC factions to process their actions. Even with "Show AI Turns" checked off, an early-game turn of Rome II took longer to end than a endgame turn of Shogun 2 at its most?? crowded. We're talking on the scale of minutes, ?in some instances.

The problem is exacerbated, ironically, by the very changes Rome II makes to speed up play. The provincial system and the streamlining of army movement and mustering revealed that much of a pre-Total War: Rome II game consists of "maintenance" actions, but the result is a goodly number of turns, particularly in th?e early game, are spent simply clicking the "End Turn" button and waiting for the?? endless scroll of AI processing to pass through again.

Having written that, most of Rome II's issues ??aren't related to the design of the game, but to glitches and poor optimization. In fact, three major patches have been released to date (and form part of the reason I delayed writing this final review), and significantly improved performance in multiple aspects of the game, including framerate, AI quirks, and even some tweaks designed to slow down the pace of battles in response to player feedback. 

All the same, despite the improvements, the patches haven't quite mitigated the concerns expressed above. But it is easy to imagine a point, perhaps soon, when most, if not all of the kinks have been patched out and the waiting times cut down, leaving players with Total War: Rome II its best: a game that can actuall?y make good on claiming "epic" scale and?? delivering a truly grand strategic experience coupled with blockbuster production values and satisfying tactical challenges.

The post Review: Total War: Rome II appeared first on Destructoid.

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It's just a flesh wound

Less than a week after its release, Total War: Rome II is getting its first patch on Friday. This will be aimed at fixing bugs and cras??hes, as well as? some gameplay balancing tweaks.

Patch notes aren't currently ava??ilable, but Creative Assembly has said the patch will be aimed at fixing issues that have come up from the wide range of hardware people play the game with. T??he studio is also tracking gameplay results and will be making small adjustments to game balance.

If you are having any weird issues or crashes, there is a lot of helpful information and fixes over on the Total War forums. I'm really excited to jump into this soon, as I've been hearing lots of awesom??e things about?? the game.

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The Battle of the Nile

In Total War: Rome II's take on the Battle of the Nile, you can either play as the Egyptians or the Romans. The latter is at a distinct disadvantage in terms of positioning and troop numbers, which means, yep, let's go with them for the wa?lkthrough video. It's clearly the more entertaining of the two. Enjoy approximately 12 minutes of footage as we wait for September to get here.

Having tried and failed miserably at this mission myself, it's nice to see how things are supposed to be done. Even in failure, Rome II is a blast to watch unfold.

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Plus a ludicrous panorama

Creative Assembly has put out the system requirements for Total War: Rome II, ??a game that's been a long time coming and one that will devour many an ev?ening come September.

  • Minimum:
    • OS: XP/ Vista / Windows 7 / Windows 8
    • Processor: 2 GHz Intel Dual Core processor / 2.6 GHz Intel Single Core processor
    • Memory: 2GB RAM
    • Graphics: 512 MB DirectX 9.0c compatible card (shader model 3, vertex texture fetch support).
    • DirectX®: 9.0c
    • Hard Drive: 35 GB HD space
    • Screen Resolution: 1024x768
  • Recommended:
    • OS: Windows 7 / Windows 8
    • Processor: 2nd Generation Intel Core i5 processor (or greater)
    • Memory: 4GB RAM
    • Graphics: 1024 MB DirectX 11 compatible graphics card.
    • DirectX®: 11
    • Hard Drive:35 GB HD space
    • Screen Resolution: 1920x1080

Perhaps more notably, there's this ridiculous image from the Battle of the Nile that does a tremendous job of capturing the sheer scale at play in Rome II. Seriously, this thing is 30000x40?87. Are they ... are they allowed to do that?

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Calendar marked

September 3, 2013. Commit that date to memory -- it's when Total War: Rome II releases globally.

Creative Assembly is offering DLC, the Greek States Culture Pack, as incentive for pre-ordering the game. This?? includes Epirus, Athens, and Sparta as playable factions. With the latter in particular, the studio promises "a considerable challenge to the advanced player wishing to restore the famous city state t??o its former glory." Challenge accepted?

Lastly, there's a ridiculous collector's edition which includes a functional Onager (Roman siege catapult), among other things. The package is $154.99, without shipping, so feel free to join ?me in prete??nding it doesn't exist. Or, alternatively, check out the full contents in the image below if you can spend that kind of money on such things.

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Creative Assembly are awesome people

James was a big fan of the Total War series who recently died because of cancer. As a memorial to his struggle with this terrible disease, he has become a character in Rome II.

James was 24-years-old when he became one of the first people to see Total War: Rome II. The team at Creative Assembly knew about his battle with cancer, and they decided to brighten h?is day by bringing him in to see their newest gam??e in the making. He spent the day with the developers playing the game and offering his input, and they captured his face to turn him into a character during the battle of Carthage.

"James represented what's best about working in video games: crafting games that people enjoy and that stay with them," stated Creative Assembly. Cheers to them for honoring?? one of their fans in this remarkable way and doing something awesome for someone who was dealing with something awful.

24-year-old Total War fan immo?rtalised in Rome 2 shortly before losi?ng battle with cancer [Eurogamer]


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Parthians, not Protheans. Big difference.

It's time for another faction to be announced for Creative Assembly's upcoming strategy title Total War: Rome II. This time, it's the little-known Parthians that will be joining the fray. Formed from a confederation of tribes east of the Mediterranean, the Parthians were a blend of Persian and Hellenic peoples that challenged Rome, as well as the Greek/Ma??cedonian armies.

From the info on the Total War wiki, it seems like the Parthians will play in a style that fuses spearmen and cavalry. I've always liked a fast and m?obile option in my strategy games, so the Parthians are appealing to me here. Hopefully there will be a firm release date announced along with the final faction reveal. 

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Who says history can't be fun?

This trailer for the impressive-looking Total War: Rome II recounts the Battle of the Teutoburg Forest, where G??ermani?c tribes -- united by the son of a chieftain who was taken hostage as a child and raised in Rome -- ambushed three Roman legions. If that doesn't sound like a good setup, wait until you see what Teutoburg Forest looks like.

The battle serves as a good showcase for some of Rome II's features, including what's being referred to as a "true" line-of-sight system an??d ambush scenarios. Seeing such a grand game like this in action speaks for itself and often gets me the most excited, though I can still respect the work that ??goes into making these cinematic trailers. I hope your PC is ready.

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