Pfeil escribió:SolomonXxX escribió:Olvidaos de que arreglen cosas como la IA y cosas como que no mantienen la formación y movidas varias.
Yo he perdido la esperanza, lo único bueno de este juego es la comunidad de moders que lo están arreglando todo, yo hasta ahora he podido arreglar que luchen en formación, que no se forme una pelota humana y cosas así.
Lo único que arreglaran es la optimización del juego.
¿Podrías decirme que mod es ese? Actualmente estoy usando el Radius Mod Pack.
Senegio escribió:¿Cómo veis la última dificultad en campaña?
Lo he dejado apartado unos días para esperar al parche, y así aprovecho para empezar de nuevo la campaña con Roma, ahora que ya sé casi todas las cosas del juego, pero no sé si la última dificultad es tan difícil como en el Empire, o es más asequible
Parritron escribió:Senegio escribió:¿Cómo veis la última dificultad en campaña?
Lo he dejado apartado unos días para esperar al parche, y así aprovecho para empezar de nuevo la campaña con Roma, ahora que ya sé casi todas las cosas del juego, pero no sé si la última dificultad es tan difícil como en el Empire, o es más asequible
He empezado una en difícil con Roma y madre mía lo chetada que está Cartago en esa dificultad. Van a por ti en cuanto les declaras la guerra ipso facto, por mar no hay quién los tosa, además de que su facción cliente Libia es una tocapelotas. Me han reconquistado Lilibeo y Calaris en un abrir y cerrar de ojos gracias a que mi flota es una puta mierda y no tengo apenas dinero para mantener a más de dos ejércitos mientras que ellos parecen tener fuerzas ilimitadas. Es un auténtico suicidio declararles las guerra nada más destruir a los etruscos como acabo de hacer. Para acabar de rematar Cartago Nova que es una mierda infecta en dificultad normal en difícil tiene casi toda Hispania conquistada en menos de 20 turnos... WTF.
En dificultad normal sin embargo se la pulen en nada los "Garamancios" tanto a ella como a Libia. Están muy descompensadas estas dos dificultades respecto al poder de Cartago . Ni tanto ni tan calvo leche... Espero que con la IA mejorada con este parche beta la dificultad normal recupere el atractivo. Para un obseso de la historia como yo al querer revivir las conquistas de Roma en orden cronológico es bastante importante xD.
Parritron escribió:Senegio escribió:¿Cómo veis la última dificultad en campaña?
Lo he dejado apartado unos días para esperar al parche, y así aprovecho para empezar de nuevo la campaña con Roma, ahora que ya sé casi todas las cosas del juego, pero no sé si la última dificultad es tan difícil como en el Empire, o es más asequible
He empezado una en difícil con Roma y madre mía lo chetada que está Cartago en esa dificultad. Van a por ti en cuanto les declaras la guerra ipso facto, por mar no hay quién los tosa, además de que su facción cliente Libia es una tocapelotas. Me han reconquistado Lilibeo y Calaris en un abrir y cerrar de ojos gracias a que mi flota es una puta mierda y no tengo apenas dinero para mantener a más de dos ejércitos mientras que ellos parecen tener fuerzas ilimitadas. Es un auténtico suicidio declararles las guerra nada más destruir a los etruscos como acabo de hacer. Para acabar de rematar Cartago Nova que es una mierda infecta en dificultad normal en difícil tiene casi toda Hispania conquistada en menos de 20 turnos... WTF.
En dificultad normal sin embargo se la pulen en nada los "Garamancios" tanto a ella como a Libia. Están muy descompensadas estas dos dificultades respecto al poder de Cartago . Ni tanto ni tan calvo leche... Espero que con la IA mejorada con este parche beta la dificultad normal recupere el atractivo. Para un obseso de la historia como yo al querer revivir las conquistas de Roma en orden cronológico es bastante importante xD.
nssergio escribió:Pues la IA me esta sorprendiendo, es la primera vez que hago una alianza militar y los integrantes envian ejercitos enormes a luchar donde deben, nos estamos repartiendo Africa entre Egipto, Esparta y Grecia. Con Roma por ahora hay buen royo, pero italia es uno de mis objetivos de victoria, asi que la guerra esta asegurada. Por ahora intentare expandirme y crear una buena flota.
Por cierto 1 de cada tres veces que defiendo una ciudad amurallada, el ejercito invasor se inmovil y tengo que salir yo o esperar a que termine el tiempo.
Malmeder escribió:No se vosotros, pero me da la sensación de que desde el último parche, la dificultad ha caído en picado. Juego en Muy difícil/Muy difícil todas las campañas, y es un paseo militar. En batallas de 2000 vs 2000, llego a perder sólo 100 hombres, masacrando al ejército rival. En la última batalla, que me ha empujado a escribir ahora, he vencido a un ejército romano, llevando a Cartago, en una escala 1500 vs 2500. 500 bajas mías y 2000 para los romanos. Una verguenza.
PD: Y en legendario paso de jugar, bastante rápidas son ya las batallas como para no poder jugarlas en cámara lenta, que es a mi modo de ver, la única forma de disfrutarlas.
vocesSPA escribió:cuscurro escribió:AYUDA PORFAVOR: Estoy que echo humo, tengo un asus n55s i7 2.2ghz 8gb ram y una nvidia gt555m, y el juego no se me ve, inicia y se queda en negro la pantalla, esta semana he estado jugando sin problemas, pero de un dia para otro me empezo a salir la pantalla negra, se oye pero no se ve nada, he actualizado los drivers de la grafica y nada... los demas juegos me van perfectamente asi que problema de la grafica no es, a ver si alguien me puede echar un cable que ya no se que hacer un saludo y gracias
Prueba a bajarte los parches beta, y comprobar la cache del juego.
fshtravis escribió:Curioso fallo
Melkorian escribió:Bueno yo no se si seguir jugando o meterle en mod de radious... investigue la tecnologia para mejorar las ciudades ( urbes y demas), mejore todas las ciudades ( que por cierto tenia 150.000 y se me agoto todo y aun me quedaban ciudades por mejorar ), queria hacer la prueba sobre si era bueno mejorar ciudades o no por la hambruna, ya que hasta ahora no habia tenido problemas con la comida, si con el desorden publico pero eso parece inevitable..
Conclusión, todas mis provincias hambrientas, ejercitos desertando por que no puedo mantenerlos.. empiezo a tirar abajo estructuras comerciales y lo que puedo para hacer mas granjas pero nada... hambre por todos lados, deserciones.. MISERIA .
No se si son cosas que tendran que ir tocando, o quizas yo no lo hice bien... o quizas tendria que haber investigado lo de los latifundios antes pero vaya tela...
A todo esto desde que meti el parche beta en steam me va mas fluido el juego tanto en batallas como en el mapa de batalla.
Melkorian escribió:Bueno yo no se si seguir jugando o meterle en mod de radious... investigue la tecnologia para mejorar las ciudades ( urbes y demas), mejore todas las ciudades ( que por cierto tenia 150.000 y se me agoto todo y aun me quedaban ciudades por mejorar ), queria hacer la prueba sobre si era bueno mejorar ciudades o no por la hambruna, ya que hasta ahora no habia tenido problemas con la comida, si con el desorden publico pero eso parece inevitable..
Conclusión, todas mis provincias hambrientas, ejercitos desertando por que no puedo mantenerlos.. empiezo a tirar abajo estructuras comerciales y lo que puedo para hacer mas granjas pero nada... hambre por todos lados, deserciones.. MISERIA .
No se si son cosas que tendran que ir tocando, o quizas yo no lo hice bien... o quizas tendria que haber investigado lo de los latifundios antes pero vaya tela...
A todo esto desde que meti el parche beta en steam me va mas fluido el juego tanto en batallas como en el mapa de batalla.
Dicazy escribió:fshtravis escribió:Curioso fallo
Bueno, esto en realidad es un punto a favor de CA por rigor histórico, no ves que con Esparta no se puede negociar, q te envían de un puntapié al fondo de un pozo previo escupitajo en la cara al son de esto es SPARTAAAA!!!!
Melkorian escribió:Bueno yo no se si seguir jugando o meterle en mod de radious... investigue la tecnologia para mejorar las ciudades ( urbes y demas), mejore todas las ciudades ( que por cierto tenia 150.000 y se me agoto todo y aun me quedaban ciudades por mejorar ), queria hacer la prueba sobre si era bueno mejorar ciudades o no por la hambruna, ya que hasta ahora no habia tenido problemas con la comida, si con el desorden publico pero eso parece inevitable..
Conclusión, todas mis provincias hambrientas, ejercitos desertando por que no puedo mantenerlos.. empiezo a tirar abajo estructuras comerciales y lo que puedo para hacer mas granjas pero nada... hambre por todos lados, deserciones.. MISERIA .
No se si son cosas que tendran que ir tocando, o quizas yo no lo hice bien... o quizas tendria que haber investigado lo de los latifundios antes pero vaya tela...
A todo esto desde que meti el parche beta en steam me va mas fluido el juego tanto en batallas como en el mapa de batalla.
lord_sanguinius escribió:Melkorian escribió:Bueno yo no se si seguir jugando o meterle en mod de radious... investigue la tecnologia para mejorar las ciudades ( urbes y demas), mejore todas las ciudades ( que por cierto tenia 150.000 y se me agoto todo y aun me quedaban ciudades por mejorar ), queria hacer la prueba sobre si era bueno mejorar ciudades o no por la hambruna, ya que hasta ahora no habia tenido problemas con la comida, si con el desorden publico pero eso parece inevitable..
Conclusión, todas mis provincias hambrientas, ejercitos desertando por que no puedo mantenerlos.. empiezo a tirar abajo estructuras comerciales y lo que puedo para hacer mas granjas pero nada... hambre por todos lados, deserciones.. MISERIA .
No se si son cosas que tendran que ir tocando, o quizas yo no lo hice bien... o quizas tendria que haber investigado lo de los latifundios antes pero vaya tela...
A todo esto desde que meti el parche beta en steam me va mas fluido el juego tanto en batallas como en el mapa de batalla.
It's not an error, it's a feature.
Acostumbrate a no usar los edificios al nivel maximo en la mayoria de casos y a planificar como vas a compensar los efectos de cada edificio antes de construir.
Con un poco de ojo es muy facil tener una provincia completamente desarrollada a nivel 3, lo que te proporcionará una buena cantidad de dinero, alimentos y/o acceso a la mayoria de tropas con bonus mas que decentes.
Melkorian escribió:lord_sanguinius escribió:Melkorian escribió:Bueno yo no se si seguir jugando o meterle en mod de radious... investigue la tecnologia para mejorar las ciudades ( urbes y demas), mejore todas las ciudades ( que por cierto tenia 150.000 y se me agoto todo y aun me quedaban ciudades por mejorar ), queria hacer la prueba sobre si era bueno mejorar ciudades o no por la hambruna, ya que hasta ahora no habia tenido problemas con la comida, si con el desorden publico pero eso parece inevitable..
Conclusión, todas mis provincias hambrientas, ejercitos desertando por que no puedo mantenerlos.. empiezo a tirar abajo estructuras comerciales y lo que puedo para hacer mas granjas pero nada... hambre por todos lados, deserciones.. MISERIA .
No se si son cosas que tendran que ir tocando, o quizas yo no lo hice bien... o quizas tendria que haber investigado lo de los latifundios antes pero vaya tela...
A todo esto desde que meti el parche beta en steam me va mas fluido el juego tanto en batallas como en el mapa de batalla.
It's not an error, it's a feature.
Acostumbrate a no usar los edificios al nivel maximo en la mayoria de casos y a planificar como vas a compensar los efectos de cada edificio antes de construir.
Con un poco de ojo es muy facil tener una provincia completamente desarrollada a nivel 3, lo que te proporcionará una buena cantidad de dinero, alimentos y/o acceso a la mayoria de tropas con bonus mas que decentes.
Algun consejo ? Quizas deberia haber investigado edificios de comida antes ?, imagino que el shogun seria parecido pero el ultimo total wars que jugue fue el medieval 2, aun me pilla un poco verde.
Yo por ejemplo de una provincia de 4 ciudades, las 3 ciudades que no son la capital las tngo cada una con una granja o ganaderia, luego minimo algun puerto con pesca, el resto de comercio o en alguna provincia algun puerto militar, y los cuarteles de 7 provincias que tengo solo tengo 3. Haber en unos turnos que mejore las granjas en latifundios se estabiliza la cosa.
P.d: lo mejor es que con las ciudades mejoradas gano 23000 por turno, pero vamos... me estoy quedando sin ejercitos, aqui el dinero no importa mucho.
Senegio escribió:Me ha bajado 76'9 MB. ¿No es el parche gordo que iban a meter no?
Here are the patch notes for Total War: ROME II- Patch 2 (CURRENTLY IN BETA as of 13/09/2013):
Warning: Your current Save Games will work with Patch 2, but Save Games created or overwritten in Patch 2 will be incompatible with previous versions of Total War: ROME II.
Technical and Performance Issues
Campaign performance optimisations.
Campaign AI round time improvements (greatest effect during early game).
A new "Limited" option has been added to the "Show AI Player Moves" settings in Single Player an Multiplayer Campaign modes, this enables the player to see all movement of enemy factions, all movement within the players regions, and all movement within sea that the player has ports in during the AI turns.
Improved AI recruitment decisions in Campaign modes. Further improvements planned for subsequent patches.
Pathfinding optimisation on the Campaign Map.
Fix for "Level of Detail" distances scaling incorrectly when the "Field of View" is changed which reduces the chance of the "Intelligent Zoom" [N] key, causing "zombie like” low quality textures on unit faces in battles.
A new warning message has been added to loading screen to inform the player when graphics memory is running low, and the game is downgrading the players graphics settings. This can be overriden, allowing the game to use system memory for graphics (VRAM) by ticking the "Unlimited video memory" option in the graphics menu.
Increased the frame rate and reduced frame stuttering in battles on certain GPUs.
Improved compatibility for graphics cards with multiple GPUs.
Added earlier Multiplayer Campaign resyncronisation detection, upon loading save games which allows resyncronisation in more cases.
More conservative out-of-the-box graphics settings and resolution for DirectX 10 and 11 on Mobile GPUs
Improved the processing speed of the default deployment placement, reducing battle loading times on some battle maps.
Fixed battle crash bug caused by the default deployment placement.
Crash fix for when the player placed the mouse over a garrison force of a region in Campaign mode.
Fix for crash loading save games that were created on the "settlement captured" screen in Campaign modes.
Fix for a crash when holding the [SHIFT] and [CTRL] keys down, and selecting a unit card, when no unit cards where previously selected in Campaign and Battle modes.
Fix for crash caused by forming a Confederation in Campaign modes.
Some desyncronisations have been fixed in multiplayer city / port assault battles.
Crash fix for when multiple AI reinforcements arrive in a single player siege battle in Campaign mode.
Fix for crash when selecting Custom Battle mode after fighting several different Multiplayer battles.
Fix for a crash in 4v4 custom or multiplayer battles caused by the battle AI.
Fix for crash when cancelling a game request for a password protected game whilst in a Multiplayer battle lobby.
Fix some crashes in multiplayer campaign mode, when one player quit the game, it would cause the other player to crash.
Fixed a Multiplayer crash which happened when a client joined a lobby and was being allocated to the wrong slot.
Fix for a very rare crash when launching a new campaign.
Fixed rare battlefield loading lockup.
Fix for a rare crash caused by animal handlers in battles.
Fix for crash that happens when AI unit triggers raise banner special ability when no human units are selected in battles.
Gameplay Improvements
Reduced infantry run speed, charge speed and acceleration in battles.
The low level casualty moral penalties have been significantly reduced in battles.
Improved balancing for Food and Squalor in Campaign Mode.
Campaign AI is more likely to make a stand when defending its final settlement, but may still seek out another home, if they fear losing the final battle.
Encampments battles are no longer incorrectly merged with Coastal battles, which lead to forts floating in the air when a friendly navy reinforced an army in the Fortification stance.
Improved ship movement speeds in battles.
Shock cavalry run speed and charge speed have been increased in battles.
Increased flanking morale penalties.
Added icons to indicate activity in the Technology and Faction screens during a campaign.
Fix for the boarding/ramming button which showed the incorrect state in certain circumstances in battles.
Fix for a bug that sometimes made it impossible to exchange units between a transported land force and another land force on the Campaign map.
Fix for armies on the sea getting stuck in patrol stance in Campaign modes.
Fixed splitting an embedded army from a navy which sometimes caused the player to get stuck in the Prologue Campaign.
Some missions in single player and multiplayer Campaign have been fixed and now execute correctly.
When a settlement is captured via a siege battle, with a friendly naval fleet blockading its port, the ownership of the port is now changed correctly to the friendly navy fleet on capture.
Fix for AI taking inappropriate sized siege equipment into battle when the user changed the settlement wall height, via the map selection settings, in Custom Battle mode.
Fix for defending armies under AI control grouping together at the edge of their deployment zone, during Ambush battles when the player choses to wait before attacking them.
Improved AI and scripting in the Raphia Historical Battle.
Fixed a bug preventing the player from progressing in The Invasion of Samnium prologue chapter, if they had spent all of their funds before being instructed to recruit a General (and therefore having no funds to do so).
The Attribute increases for an agent accompanying an army now activate its associated effects on the general of that army in Campaign modes.
Improved AI collision detection with Deployables in battle.
In Multiplayer Campaign mode, one player can no longer cancel recruitment during the other players turn.
The order of events leading up to the Battle of Bovianum in the prologue have been re-scripted. The player now gets multiple turns to construct siege equipment.
Fixed issues with not enough time being given for certain advisor lines to play in different languages in the prologue.
Fix for units floating in the air while climbing siege towers in battle, when the tower is placed on a slope.
Attacking siege ladders will no longer clip through the gate house in the siege on Bovianum battle during The Invasion of Samnium chapter in Prologue Campaign.
The victory screen in Multiplayer Campaign mode now shows the correct title for both players.
The Basilica of Vulcan religious building now applies the correct bonus to recruitment cost reduction in Campaign Mode.
Added level indicators to the Sanctuary of Austro & Sanctuary of Fraujaz shrines in Campaign mode and the Encyclopaedia.
Fix for settlement expansion trapping / blocking units movement on the campaign map in very rare cases.
Improved the terrain in a small Barbarian city battle map.
Minor bug fixes for Roman and Barbarian siege battle maps.
During battles, players are no longer able to un-pause the game while in the options menus.
Usability improvements
In Campaign mode, exempting a province from tax will no longer incorrectly adjust the food number in the province info panel left side of the screen.
Improved multiplayer lobby discovery, reducing the chance of finding *multiplayer lobbies with the wrong battle type.
Removed the red tint from the sky in battles.
Fix for "Rome Wasn't Built in a Day" achievement failing to unlock when its requirements were met in some situations.
The "Quaestor" achievement should now unlock correctly, when completing the Prologue campaign
Fixed the inability to select the previous faction, when an army is automatically loaded due to a battle type change during battle setup.
Improved the clarity of stats displayed for Slaves Economic Effect when placing the mouse over "Slaves" in the Province Details panel on the Campaign map.
Fix for rare cases of broken save games in Campaign mode.
Fix for Campaign mode bug, where a hostile agent and the players' ship became stuck in the same position, with neither one able to move.
Fix for very rare agent pathfinding issue, which caused the game progression to become impossible in Campaign modes.
Removed the ability to loading the wrong type of units into a battle from a saved army pre-set in Custom Battle mode.
In Multiplayer battle setup, unit restrictions related to "Battle type" are no longer desynchronised between the host and client, so only the correct units can be chosen.
Defending armies in an Ambush Battle can no longer load an army containing *Fixed Artillery and other Siege Equipment.
Fixed the tooltip displayed when placing the mouse over the garrison in enemy settlements, while the settlement is under siege.
The Public Order "Change per turn" stat is now displayed as the sum of all of its "Contributing Factors" on the Province Info panel in Campaign mode.
Right-clicking on the Aggressive, Balanced and Protective stance buttons when Autoresolving a battle in campaign mode will now take the player to the Encyclopedia, where these stances are explained in more detail.
More detailed descriptions added to the tooltips for the "Occupy, Loot and Raze" buttons after successfully capturing a settlement on the Campaign map.
Improved icons for Province Effects in Campaign mode.
Fixed an error with uploading stats when a multiplayer battle was ended prematurely.
The "Force March" movement effect on the campaign map (looks like a whirlwind) are now correctly removed from the screen when the AI move their army.
Correction to the Assault Hexeres unit card in the Parthia faction during battles, which had no colour mask and appeared black.
The buttons to change pages in the Leaderboards menu have been fixed, so more players can be seen on the Leaderboards.
The Provinces list in Campaign mode can now be scrolled with the mouse wheel.
Units in a recruitment queue, in a province with its capital under siege, now have an "infinity sign" icon to indicate that the "turns to recruit" is infinite while the siege is maintained in Campaign mode.
In the "Controls" menu under the "Settings" option in the main menu, when the player modifies the keyboard controls, and saves them, the new name for these controls is now replaces the "Classic Total War" name.
Added a tooltip to say "Left-click to remove unit from recruitment queue" for units that are queued for hire in Campaign mode.
Added a tooltip to make ruined buildings more obvious in Campaign mode.
Added tooltips to "Weather" and "Time of Day" settings in the Custom Battle menu.
Fixes and corrections for text in the encyclopaedia have been made.
Minor text and grammar corrections in Campaign Modes.
Fix for some German text not fitting into the available text space in the campaign mode user interface.
Improved text formatting in the Objectives panel in Campaign mode.
Added some localisation text fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Fixed some missing text on the Diplomacy screen in Campaign modes.
Added white outline to Armoured Legionaries unit cards in battle.
Melkorian escribió:lord_sanguinius escribió:Melkorian escribió:Bueno yo no se si seguir jugando o meterle en mod de radious... investigue la tecnologia para mejorar las ciudades ( urbes y demas), mejore todas las ciudades ( que por cierto tenia 150.000 y se me agoto todo y aun me quedaban ciudades por mejorar ), queria hacer la prueba sobre si era bueno mejorar ciudades o no por la hambruna, ya que hasta ahora no habia tenido problemas con la comida, si con el desorden publico pero eso parece inevitable..
Conclusión, todas mis provincias hambrientas, ejercitos desertando por que no puedo mantenerlos.. empiezo a tirar abajo estructuras comerciales y lo que puedo para hacer mas granjas pero nada... hambre por todos lados, deserciones.. MISERIA .
No se si son cosas que tendran que ir tocando, o quizas yo no lo hice bien... o quizas tendria que haber investigado lo de los latifundios antes pero vaya tela...
A todo esto desde que meti el parche beta en steam me va mas fluido el juego tanto en batallas como en el mapa de batalla.
It's not an error, it's a feature.
Acostumbrate a no usar los edificios al nivel maximo en la mayoria de casos y a planificar como vas a compensar los efectos de cada edificio antes de construir.
Con un poco de ojo es muy facil tener una provincia completamente desarrollada a nivel 3, lo que te proporcionará una buena cantidad de dinero, alimentos y/o acceso a la mayoria de tropas con bonus mas que decentes.
Algun consejo ? Quizas deberia haber investigado edificios de comida antes ?, imagino que el shogun seria parecido pero el ultimo total wars que jugue fue el medieval 2, aun me pilla un poco verde.
Yo por ejemplo de una provincia de 4 ciudades, las 3 ciudades que no son la capital las tngo cada una con una granja o ganaderia, luego minimo algun puerto con pesca, el resto de comercio o en alguna provincia algun puerto militar, y los cuarteles de 7 provincias que tengo solo tengo 3. Haber en unos turnos que mejore las granjas en latifundios se estabiliza la cosa.
P.d: lo mejor es que con las ciudades mejoradas gano 23000 por turno, pero vamos... me estoy quedando sin ejercitos, aqui el dinero no importa mucho.
kepa27 escribió:donde se puede descargar el parche 2 de este juego que corrige un monton de errores?
kepa27 escribió:donde se puede descargar el parche 2 de este juego que corrige un monton de errores?
Por cierto me sigue saliendo la pantalla principal mal, el raton no puede seleccionar bien los menus, la intro me sale descuadrada de la pantalla
Alguna solucion?
kepa27 escribió:donde se puede descargar el parche 2 de este juego que corrige un monton de errores?
Por cierto me sigue saliendo la pantalla principal mal, el raton no puede seleccionar bien los menus, la intro me sale descuadrada de la pantalla
Alguna solucion?
rhonon escribió:¿Estais notando el rendimiento del parche? Yo de momento en campaña he notado poco en cuanto a paso de turnos.
anibaltw escribió:Que pasa en este juego con la moral? De dos disparos de honderos ya me están huyendo mis soldados, y ni hablo de los arqueros que aciertan a todo por muy lejos que estés. Hay que tener putos héroes para que la batalla dure mas de dos minutos.
fshtravis escribió:anibaltw escribió:Que pasa en este juego con la moral? De dos disparos de honderos ya me están huyendo mis soldados, y ni hablo de los arqueros que aciertan a todo por muy lejos que estés. Hay que tener putos héroes para que la batalla dure mas de dos minutos.
Hay un mod que lo que hace es que los soldados no huyan
Senegio escribió:He empezado una nueva campaña hoy para probar los parches y para aprovechar que ya me conozco casi todo lo del juego a dedillo y:
-Por primera vez me salen "misiones" en las que debo tomar decisiones. Por ejemplo, una misión en la que un ciudadano romano se ampara en la ley romana que dice que no pueden ser condenados y ejecutados delante de extranjeros. Me dan la opción de crucificarle delante de todos (saltándome la ley), hacerle caso, no hacer nada, y no sé si algo más.
En otra, mi general había adoptado a una cabra blanca, y se la llevaba de paseo a todos lados porque decía que era "divina". Podía matar a la cabra, no hacer nada, echarle la bronca o convertirla en una "diosa" objeto de veneración. En este último caso, le dejé con la cabra, pero luego me salió otra misión de el mismo tío, que estaba loco, y le tiré por un barranco xDDDDDDDD
Maloy escribió:Por qué cuando creo estados clientelares me dan 0 de tributos? Está bugueado?
Senegio escribió:He empezado una nueva campaña hoy para probar los parches y para aprovechar que ya me conozco casi todo lo del juego a dedillo y:
-Por primera vez me salen "misiones" en las que debo tomar decisiones. Por ejemplo, una misión en la que un ciudadano romano se ampara en la ley romana que dice que no pueden ser condenados y ejecutados delante de extranjeros. Me dan la opción de crucificarle delante de todos (saltándome la ley), hacerle caso, no hacer nada, y no sé si algo más.
En otra, mi general había adoptado a una cabra blanca, y se la llevaba de paseo a todos lados porque decía que era "divina". Podía matar a la cabra, no hacer nada, echarle la bronca o convertirla en una "diosa" objeto de veneración. En este último caso, le dejé con la cabra, pero luego me salió otra misión de el mismo tío, que estaba loco, y le tiré por un barranco xDDDDDDDD
-El rendimiento me ha bajado mucho en batalla. 2000vs3000, y de pronto, porque sí, bajadas a 8 fps sin estar cerca de la batalla y con los soldados quietos...
Melkorian escribió:No salia hoy otro parche?
Here are the patch notes for Total War: ROME II- Patch 3 (in BETA as of 20/09/2013):
Disclaimer: There are one or two known issues with the beta that we are looking to resolve before rolling this out further, with ALT-Tabbing and changing game resolution. We are aware of these issues and there is no need to report them in our patch feedback threads.
Technical and Performance Issues
Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.
Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.
Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.
Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.
anibaltw escribió:LO que lleva: 143 lineas me salenHere are the patch notes for Total War: ROME II- Patch 3 (in BETA as of 20/09/2013):
Disclaimer: There are one or two known issues with the beta that we are looking to resolve before rolling this out further, with ALT-Tabbing and changing game resolution. We are aware of these issues and there is no need to report them in our patch feedback threads.
Technical and Performance Issues
Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.
Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.
Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.
Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.
http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_3
Senegio escribió:anibaltw escribió:LO que lleva: 143 lineas me salenHere are the patch notes for Total War: ROME II- Patch 3 (in BETA as of 20/09/2013):
Disclaimer: There are one or two known issues with the beta that we are looking to resolve before rolling this out further, with ALT-Tabbing and changing game resolution. We are aware of these issues and there is no need to report them in our patch feedback threads.
Technical and Performance Issues
Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
Fix for lock-ups reported on loading into battle in DirectX9.
Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
LAN multiplayer modes are now accessible when Steam is in Offline mode.
Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
Further campaign map optimisations.
Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
Fix to prevent the games user interface from flickering when SLI is enabled.
Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
Improved the desktop icon for Total War: ROME II to support multiple resolutions.
Gameplay Improvements
When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
Combined battles where the defender has a navy will retain their Victory Point.
Victory Points have had their capture time increased by 3x their previous length.
Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
The size / radius of capture points has been increased in Coastal battles.
Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
Fixed issue which prevented reinforcement artillery ships deploying.
Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
Snow ground type now replaces grass in snow attrition areas of the battle map.
Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
Further improvements to AI collision detection with Deployables in battle.
Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
Fixed bug with missile units on ships not firing on enemies reliably during battles.
Fixed bug with ship artillery not firing on buildings reliably in battles.
Fix for ships surviving on the campaign map after sinking on the battle map.
Fix missile ships getting stuck when targeting land units just outside of their range.
Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.
Balancing Changes
Hit points for all units have been increased in combat.
Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
Reduced melee weapon damage in battles, and increased melee defence from shields.
Various trait effects are now working as intended.
Improved pike weapon damage balancing in battles.
Fatigue for running and being in combat has been increased in battles.
Further tweaks and rebalancing has been made to unit morale in battles.
Elite infantry morale has been reduced slightly during battles.
Experience level thresholds have been increased for units.
Special ability cool down times have been re-balanced in battles.
Building costs have been updated to reflect the changes in building effects in Campaign modes.
Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
The Headhunt ability has been re-balanced in battles.
The charge bonus for Celtic, Briton and Germanic units have been reduced.
The masses of horses and men on the battlefield have been made more reasonable.
Reduced the mass of camel units in battle.
Usability Improvements
The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
Fix for battle music getting paused while in slow battle speed.
When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
Slightly improve combat responsiveness and animations for formation attacks in battles.
Fixed bug with ship artillery not firing at all after using first-person mode in battles.
The Attacking Testudo can no longer be activated in melee during battles.
Battering rams moves out the way correctly after battering a gate down in battles.
The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
The number of arrows is now correctly depleted when units fire whilst moving during battles.
Correct bonuses are now being applied to units from Workshop buildings.
Fixed bug with pike phalanx not getting back into pike stance after running.
Charge bonuses are now correctly applied to units recruited in certain provinces.
Projectile impact effects hitting units and buildings are now positioned more accurately.
Improved fire effects for buildings, siege vehicles and deployables during battles.
Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
Damaged visual effects have been improved on the campaign.
Fixed Briton Chariot unit attributes.
Fix for Scythian horse unit variation.
The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
Improved ship melee/ramming target selection in battles.
Fixed boarding mode button state issues when attempting to board a ship in battle.
In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
Improved Advisor lip sync in various pieces of advice in Campaign modes.
Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
Fixed some inconsistent ability names for General Skill Types.
In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
Improvements to the wall connectivity in a Greek Port battle map.
Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
Fix for a small hole in the terrain in a Greek Minor Port battle map.
When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
Fixed typo on 'Conscription' edict in English.
Improved culling of certain rocks on the battlefield.
Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
Various text and grammar fixes for the Campaign user interface.
http://wiki.totalwar.com/w/Total_War_ROME_II:_Patch_3
Mucho cambio, y muy interesante. Creo que volveré a empezar la campaña, ahora que solo llevo 50 turnos, para que no me sea tan fácil el comienzo, y así pruebo mejor el balanceo de unidades