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Strateške igre Potezne i real-time strategije...

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Stara 27.5.2013, 18:57   #761
jaomile
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I imam jedno pitanje: Da li ce se igra moci skinuti prije 3. septembra ali se nece do 3. moci pokrenuti ili ce tek 3. moci da se pocne sa skidanjem? Pitam jer nemam veliku brzinu interneta a ne vjerujem da ce download biti malen jer ce zahtjevati 30 GB na hard disku.
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Stara 27.5.2013, 19:16   #762
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Bice najverovatnije bar 1 dan ranije da se skine.
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Stara 27.5.2013, 19:20   #763
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I imam jedno pitanje: Da li ce se igra moci skinuti prije 3. septembra ali se nece do 3. moci pokrenuti ili ce tek 3. moci da se pocne sa skidanjem? Pitam jer nemam veliku brzinu interneta a ne vjerujem da ce download biti malen jer ce zahtjevati 30 GB na hard disku.
Nece ti biti download 30GB ja mislim,prije da ce biti oko 13-15GB,maksimum 18GB
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Stara 27.5.2013, 19:37   #764
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Znam da nece ali ako zahtjeva 30 GB znaci da ce download biti oko 20 GB, 2 GB vise manje. Ali ni to nije malo kada se poredi sa ostalim igrama koje su rijetko preko 10 GB.
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Stara 27.5.2013, 19:40   #765
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Sad vecina igara stavi to ali nikad skor da ne dostigne tu brojku.Najcesce se ona stavi jer ce sa svim DLC ekspanzijama patchevima dotle da ide
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Stara 27.5.2013, 21:46   #766
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Shogun 2 mi je sada tezak 20 giga, a to je sa 5+ patcheva i 5 DLC-a.
Za njega je pisalo da ce biti potrebno 20 giga na release date.

Tako da ako sad pise za Rome 2 30 gig, verovatno ce biti oko 20+ day one.
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Stara 28.5.2013, 11:24   #767
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Ipak nece nesto mnogo veca mapa biti od prvog Roma....

Spoiler za novi dio mape:


Citat:
Campaign Mechanics:
• Campaign turns will be 1 year each
• Rome 2 will start around 275BC to 264BC and will be 300 turns in length
• Regions are now grouped into provinces. Each has a single administration center, into which the surrounding regions report. The goal is to reduce some of the area micromanagement that occurs in vast empires.
• Another goal from this new system is to avoid the relentless siege battles of Shogun 2. It’s believed that players will attempt to take the smaller regions first, and tempt the opposing armies out of their castles to fight on the field.
• In diplomacy, you can now ask an ally to attack a specific town, at a specific time. (for better synchronization)
• When moving armies over water, you no longer need to load them into a separate navy. They will automatically enter transport ships. You will still require a navy to protect them.
• The factions in the game are more clearly defined with starting bonuses and traits. There are ‘flavors’ of faction which should help organize your thoughts. For instance, Barbarians like the Gauls will have similar traits. In the barbarian’s case, that includes a +2 happiness in every settlement for every faction they’re fighting with.
• Naval battles are now fought over naval ‘regions’, rather than having a completely fluid ocean. “This was decided because having a completely organic map wouldn’t be
• Naval warfare will incorporate ramming and boarding actions. The Corvus was hinted at.
• Campaign map goes much farther east, though they would not elaborate how far
• Internal conflict and civil war will act as a check to balance gameplay should the player's empire become a rich military juggernaut.
• Navies are able to control sea regions, and must be forcibly dislodged.
• The system for seasonal rotation is still being adjusted to conform to the 1 turn/1 year play style.
• You can put your navies in different modes like the armies, like raiding.
• Characters have more movement points than armies. One example I talked with Mike Simpson about is Scipio Africanus where he gave up command of an army in Spain and was in Sicily in a few months training a new army for the African invasion. In game terms he boarded a ship and sailed to Sicily in the one turn/year.
• Armies can move over rivers without building boats/bridges
• Attrition will not be vastly different from how it was in previous Total War titles. There are of course differences (including different types of attrition), but you will still find it rather familiar.
• The map will go farther east than RTW.
• Armies are ‘raised’ on the field, and recruitment occurs at the general of that army. They’re not grown as single units in towns. Again, the idea is to reduce some of the micromanagement (‘Caesar doesn’t give a hoot about an individual’ says Al) but also to create a stronger personality to your armies.
• Armies have their own skill trees, with improvements earned through battle.
• Armies have at least three possible stances that you can place them in during a turn. I’m not certain the mechanics of how they will play out in the campaign are quite fixed, but it was hinted that switching stances would take a turn. They are... normal, ambush (hidden from the enemy’s sight), forced march (quicker to move, but if caught on the hop, they’ll suffer diminished combat effectiveness), defensive (given a fort or palisade to defend from)
• Mercenaries will make a return
• Every general is affiliated with a ‘party’ within their faction, such as one of the major Roman or Carthaginian dynasties or the royal household of an Eastern kingdom and their court rivals: as these characters act around the campaign map or retire to the homeland to scheme, they contribute to their party’s overall influence within the faction, with repercussions that will carry on from one generation to the next.
• Military traditions established by armies and fleets over the years also persist beyond the lifespan of any one character or unit, a legacy handed down the generations by those who fought and died for the good of their people. This process will be slower than that of characters gaining ranks, but can span the entire length of a campaign: even if a military force is disbanded or destroyed utterly, it may be re-established once more, the past effects of its history and traditions intact.
• Forces effectively move in a state of battle-readiness but may be ordered into a ‘forced march’ (armies)or a ‘double-time’ (fleets) stance. Their movement extents are vastly increased, allowing them to assemble from afar in preparation for invasion or to support threatened possessions, albeit at the expense of their offensive and defensive capabilities: long-distance headshotting will not be a valid tactic.
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Stara 28.5.2013, 11:49   #768
perablenta
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Izgleda da ce biti jedno novo iskustvo, bar potezni deo kampanje.

Interesantno da jako malo informacija daju o real time aspektu igre.
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Stara 28.5.2013, 11:56   #769
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Sve je dobro samo mi nije jasno zasto se sad okean deli na polja i kako je dosad mogo da bude jedna fluidna celina a sad ne moze. "Completely organic map wouldn't be" ... be what ?
I kako ce to da se vide godisnja doba ako je 1 potez 1 godina.
Po meni bolje 1 potez pola godine pa da imas topliji deo i zimski period gde je kretanje teze, veci attrition i valja izbegavati marseve i ratovanje. Tako bi bilo istorisjki preciznije.
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Stara 28.5.2013, 12:46   #770
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Isko ovo sto si postavio je sve bilo poslednje vrijeme.Mada je dobro sto si nasao da sumiras
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Stara 28.5.2013, 13:09   #771
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Sve je dobro samo mi nije jasno zasto se sad okean deli na polja i kako je dosad mogo da bude jedna fluidna celina a sad ne moze. "Completely organic map wouldn't be" ... be what ?
I kako ce to da se vide godisnja doba ako je 1 potez 1 godina.
Po meni bolje 1 potez pola godine pa da imas topliji deo i zimski period gde je kretanje teze, veci attrition i valja izbegavati marseve i ratovanje. Tako bi bilo istorisjki preciznije.
Dobra pitanja. Mada mislim da to moramo videti na delu. To sve verovatno ima smisla kada je deo celine, ovako van konteksta ni ja ne kapiram.
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Stara 28.5.2013, 13:21   #772
Isko
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JAZO kaže: Pregled poruke
Isko ovo sto si postavio je sve bilo poslednje vrijeme.Mada je dobro sto si nasao da sumiras

Sve na jednom mjestu

Citat:
perablenta kaže: Pregled poruke
Interesantno da jako malo informacija daju o real time aspektu igre.

A real time???

Citat:
Battle Mechanics:
• During battles, units will have true line of sight, the distance of which they can detect changes according to their role. Armies can therefore be hidden behind trees or in valleys, and will require the use of scouts to be spotted.
• Armies that catch another in ambush will be able to place deployables like burning boulders, and place their forces all over the map. The army caught in the ambush won’t be placed at the other end of the battle map - they’ll arrive in a marching formation.
• When Al charged a group of archers that were raining fire arrows on his infantry, a new dynamic appeared: the horse didn’t stop once they’d broken the line - they wheeled around as a unit and reformed for a second charge.
• More importance to the depth, mass and formation of units so you will see a heavy unit pushing a lighter one back in combat for example.
• Formations throw spears on the run
• Order troops from the overhead tactical map
• Baggage Trains
• Multiple capture points on the battle map
• Persistent terrain for battle maps
• Ambushes
• Manual firing of artillery (siege weapons)
• Individual solider height will vary
• Unit names will be their original names, but in English. I.e. Oathsworn, Naked Warriors, Painted Ones, Heroic Nobles, Sword Brothers, Thorax Swordsmen, etc.
• The tactical map gives you a much more detailed view of the battle from above. We are currently only considering allowing movement orders to be given to units in this view. Orders related to Facings, unit depth and width, and special abilities will all take place in the normal game view. The tactical map can be accessed via a button on the HUD or via a hotkey. The transition to and from this view is swift and seamless.
• Cavalry smashes through enemy formations now.
• Barbarian berserkers are back, and they are human steamrollers
• Infantry units use their shields defensively when under archer attack
• Switching in and out of testudo is very fluid and quick
• Roman soldiers can throw their pilum while running
• NO destructible environments (one of the questions was about starting forest fires during combat; CA was worried it would create too much havoc and detract from the combat)
• The Line of Sight element was expanded upon - if your soldiers cannot see the enemy, neither can you
• Flaming Pigs are coming back!
• Enemy AI will be more intuitive; i.e., attempting to outflank you during pitched battles, or flooding a wall breach during a siege.
• Terrain covered with dead bodies will become bloodstained, but it is very mild. Craig from CA confirmed that a blood DLC is likely.
• Routing unit flags not in the battle, may be added later (the unit flag turning to white) The unit flag just goes away and the men run.
• Arrows bounce off armor and shields. Was pretty cool to watch when zoomed in. Some stuck and others bounced off.
• Seasons will show up in battles. How exactly this works is still being developed
• Battle maps will look just as good as the stuff you have seen so far. In fact, there is a tile for the area the Teutoburg Forest and if you start a battle in that area, you will get the same map as the historical battle is fought on.
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Stara 28.5.2013, 16:30   #773
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I to smo sve manje vise videli u videu o bici u sumu.

Nista novo.

Hero units? Unit special abilities? Koje formacije? Sastavljanje jedinica u armiju? Pod armije? Moral? Bonusi? Generali? General's special abilities? Generals bodyguards? Da li postoje flanking bonusi, bonusi za napad od pozadi?
Postavljanje/Kredanje siege jedinica? Charge bonus? Armor? Stances? Delovanje suma na strele? Delovanje suma na konjicu? Koje jedinice mogu a koje ne da zauzimaju control points? Arrow, siege units range? Upotreba siege jedinica za kopnene bitke? Tajmer? All cavalry armije? Siege battles? Naval battles?
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Stara 28.5.2013, 18:23   #774
JAZO
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perablenta kaže: Pregled poruke
I to smo sve manje vise videli u videu o bici u sumu.

Nista novo.

Hero units? Unit special abilities? Koje formacije? Sastavljanje jedinica u armiju? Pod armije? Moral? Bonusi? Generali? General's special abilities? Generals bodyguards? Da li postoje flanking bonusi, bonusi za napad od pozadi?
Postavljanje/Kredanje siege jedinica? Charge bonus? Armor? Stances? Delovanje suma na strele? Delovanje suma na konjicu? Koje jedinice mogu a koje ne da zauzimaju control points? Arrow, siege units range? Upotreba siege jedinica za kopnene bitke? Tajmer? All cavalry armije? Siege battles? Naval battles?
Polako jos ima vremena da otrkiju neke stvari,narvno nece sve
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Stara 28.5.2013, 20:36   #775
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Nikako mi se ne svidja opcija da jedan turn bude 1 godina...M1L0SH je u pravu. Bilo bi dobro skrenuti CA paznju oko ovoga...

• Flaming Pigs are coming back! - ovo je zanimljivo, ali smesno bi to bilo videti u bitkama...bar ja to necu koristiti, ako igram ozbiljon. Za tu svrhu imao bih u najmanju ruku kucice.

Ono sto je sigurno je da ce nama naredna zima biti topla sa ovim cudom od ogre.
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Stara 28.5.2013, 20:40   #776
Isko
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Romantic kaže: Pregled poruke
• Flaming Pigs are coming back! - ovo je zanimljivo, ali smesno bi to bilo videti u bitkama...bar ja to necu koristiti, ako igram ozbiljon. Za tu svrhu imao bih u najmanju ruku kucice.

Pa kako mislis brzo i efikasno da se rijesis slonova? naravno da ces da koristis "Flaming Pigs". Tako ces rastjerati slonove sa bojnog polja a usput ce slonovi pogaziti nihovu pesadiju
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Stara 28.5.2013, 21:14   #777
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Jedini nacin na koji ja mislim da mogu da koriste sistem 1 year 1 turn je da kada izaberes armiju tj jedinicu imas na mapi prikazano dokle se mozes kretati po ljeti tj. imas krug oko jedinice i dotle kada dodjes mjenja se godisnje doba na mapi u real time a ne bazirano po turn-u. I kada dodjes do granice tog kruga nastaje zima i mozes preci manju udaljenost u odnosu na ljeto i jedinice ce da umiru ako ides po ekstremnoj zimi predugo.

I iako Hero unit sistem nije los mislim da se bolje uklapa u svjet Shogun-a u odnosu na R2TW. Te jedinice su ionao bile preskupe u odnosu na korist koju su imali u bitci.
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Stara 28.5.2013, 23:21   #778
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jaomile kaže: Pregled poruke
Jedini nacin na koji ja mislim da mogu da koriste sistem 1 year 1 turn je da kada izaberes armiju tj jedinicu imas na mapi prikazano dokle se mozes kretati po ljeti tj. imas krug oko jedinice i dotle kada dodjes mjenja se godisnje doba na mapi u real time a ne bazirano po turn-u. I kada dodjes do granice tog kruga nastaje zima i mozes preci manju udaljenost u odnosu na ljeto i jedinice ce da umiru ako ides po ekstremnoj zimi predugo.
Neki kupus ce od toga napraviti. Ne znam sta su zamislili ali jedva cekam da vidim kako bi to trebalo da funkcionise. Ako vec hoce 1 turn 1 godina onda lepo neka se pozdrave sa godisnjim dobima.
Citat:
jaomile kaže: Pregled poruke
I iako Hero unit sistem nije los mislim da se bolje uklapa u svjet Shogun-a u odnosu na R2TW. Te jedinice su ionao bile preskupe u odnosu na korist koju su imali u bitci.
To samo znaci da treba bolje da razrade taj element ne da ga odbace. A ako ne umeju da ga bolje razrade, onda stvarno bolje da ga odbace.
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Stara 28.5.2013, 23:30   #779
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perablenta kaže: Pregled poruke
Ako vec hoce 1 turn 1 godina onda lepo neka se pozdrave sa godisnjim dobima.
Naravno. Nesto najvise sto mi se svidja u FOS jeste sto ima mnogo turnova za jednu godinu I godisnja doba. To je stvarno super ispalo. Al izgleda oni tu stvar cuvaju da ubace u Rome2 expanziji... Moraju nesto za kasnije da ostave.

Sent from my GT-I9100 using Tapatalk 2
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Stara 28.5.2013, 23:33   #780
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Ogromni je vremenski period koji zahvataju pa zbog toga su se vjerovatno odlucili za 1turn=1godina.
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