Rome 2 : Total War

Just installed my 4GB 680 and the game dose run smoother than with my 2GB 670. I'm also not getting the big performance spikes and drop off's that I was getting. Running at 1080p it's now using nearly 2.5GB of Vram. No idea if this caused my issues but they have gone now so it could well have been.


I hope that is the issue. If so, it totally vindicates my choice of spending another 10'er on a 4GB 670 instead of a 2GB one.
 
Apparently the best thing to do is to have farms and fishing ports in all of your cities and rush public order tech. That way you get the 100 order bonuses and growth in your cities shoots up with the excess food.
 
I hope that is the issue. If so, it totally vindicates my choice of spending another 10'er on a 4GB 670 instead of a 2GB one.

Just played a couple of hours and it pushed up near 3GB usage a few times. No more slowdown issues and no spikes either. No idea why it uses so much other than poor coding but it does seem to help having more than 2GB.
 
seems very hit and miss this game, some people have issues and others don't. My brother currently plays it with a G620 and a 7750 1GB LOL! and people with 680's and 7950's struggle with the game.

I have bought a 7850 and 2500k off the MM for him which will tide him over for a couple years no doubt. I assume overclocking the cpu will also help massively in this type of game?
 
I've noticed severe frame rate drop on the campaign map when I've selected one of my armies and then moved the cursor near an enemy (so their sphere of influence shows up) the frame rate plummets to 15fps, and if there are multiple armies next to one another the fps drops to single digits!

Is anyone else noticing this?
 
great read from an anonymous developer on RTW2 launch issues.

posted on the official forum:

Good Evening All,

Let me start by saying that this comes from a veteran and lifetime customer of this series first, and as a customer I have an opinion to share with this community. My experience as a developer is solely to substantiate and back up my opinions with industry knowledge and experience. Any attempt to delete, lock, or otherwise hamper this post goes against the community spirit of honest feedback and customer responsibility. If any moderator wishes to see my purchase receipt I am more than happy to provide it but I am exercising my right as a paid customer to express my opinion. Thank you.

Let me also state that I was part of, and still am part of a development team that has recently released a PC game in the Military genre. I will not give specifics however the level of complexity was not as high, and the team was smaller than the current CA team.

I will attempt to as brief as possible explain in layman terms what sort of things crop up as a developer, what those issues can be, and what should be done about them. Hopeful it will be more clear what CA's failings are and what just...happens.

In summary there are generally 3 groups of issues a game will have at launch, and although these granted are simplifications (I just don't have the time to go into more detail), it suits the general purpose of this post.

1. Community system diversity
Symptoms: Bugs/glitches/graphical issues/crashes/etc.

These are essentially things that happen...just happen. This is what CA is talking about when they say that "due to so many different end user configurations and systems, there are issues caused by some people". These issues are common, wide ranging, and various, not to mention they take up the majority of the developers time early after release to fix. Let me be clear, it is widely known and accepted in the developer world that this happens. It can take between a month and three months for the most common issues to rise, peak, get fixed and trough.

Example 1: The common graphical issues? That belongs here, and don't be too upset this is normal. CA will fix it.
Example 2: Battles lag? That probably belongs here, don't worry it will be fixed
Example 3: That weird crash? This likely belongs here, don't worry it will be fixed.

CA Summary

The graphical issues seem to lie with CA, however to be fair a game of this level will definitely have the issues you have all reported.

2. Testing
Symptoms: Game play issues/Battle and Campaign AI/content/etc.

These are entirely a different issue and almost exclusively the responsibility of the developers and the testing cycle. A robust, wide spread, detailed, and non marketing/sales driven testing cycle is imperative to the successful public launch and initial feedback. Note I didn't talk about financial success; poor games can have financial success early on with excellent marketing.

A successful testing cycle normally irons out the nature of the AI, some of the mechanics that affect various aspects of the game, the content both lore/events/historical/general immersion, and other gameplay issues. Note a comprehensive testing cycle may not affect the first grouping related to bugs, but I can tell you clearly...they do stop a number of the issues you people have with this game.

A good developer in my professional opinion should include lengthy in-house testing, outside independent professional testing, semi public testing and a demo is a good idea. I'd guess that CA in-house tested it but nothing else. Allowing your customers to help you make your game great is simply the way forward.

Example: Battles lasting 5mins? That belongs here and will have been picked up in a robust testing cycle
Example: Passive Battle AI? Units rushing your troops then breaking off last second? That belongs here and will have been picked up in a robust testing cycle
Example: Passive Campaign AI? That belongs here and will have been picked up in a robust testing cycle

CA Summary

CA have clearly fundamentally and comprehensively failed to test this game properly. This isn't the first time as many of you know, and I simply do not understand how or why CA have not improved their testing cycle. CA will have certainly known battles are over within minutes, they would have seen campaign AI passive, and will absolutely have seen battle AI rushing and retreating multiple times. If they missed it they have the worst testing team I've ever seen, or if they knew about it...well I'll leave that up to you guys to judge. Either way this is in my professional opinion the worst failing any developer can do. If we are charging you for a game, it is our responsibility to test it adequately.


3. Developer Choices
Symptoms: Gameplay mechanics/content/lore/historical accuracy

These are entirely the choices made specifically by the developers. They are put in, developed and are specifically meant to be there. This covers things like the capture the flag on open battles, the restricted building options, the various historical inaccuracies or....historical tweaks perhaps. This covers things like the lack of events, or the new family/house system.

Example: Capture the flag on open battles? That belongs here and was chosen by CA
Example: Can only build 4-6 types of buildings in your city? That belongs here and was chosen by CA
Example: No family tree? No events? Praetorians having 100 damage? That's all here and was chosen by CA

It is my professional opinion that CA have taken what was an immersive, detailed, tactical, and market leading series and have turned it into a better looking but fundamentally simplified and dumbed down version of its formal self. They have seriously damaged the tactical element to this game, taken out tried and tested elements and have replaced them with arcade elements.


Summary of CA's performance

As a fellow professional, that came up from testing to being part of a small but fairly successful developer I can say from a position of knowledge, experience, and strength...that CA's performance has been average to poor. This is because they essentially have failed on all 3 grouped issues. They released a game with serious bugs and graphical issues, they released a game with extremely poor AI and multiple gameplay issues which clearly shows a fundamental testing failure, and lastly they seriously reduced the immersion, detail, and complexity to make this feel more like an arcade version not what it was supposed to be.

Just to be fair, how did we fare when we launched our game?

We failed at number one as many do, there were lots of bugs, glitches, and graphical issues and crashed reported in the community.

We somewhat succeeded in releasing a game where the AI worked, and general game play worked. Many customers enjoyed it and many customers didn't but essentially we released a working game where the elements we marketing worked as they were supposed to. Testing was a huge priority for us and we felt contributed to it being released generally working ok.

We succeeded in one of the largest choices we made....Sticking with what was done well with our first game and improving on it. We listened to our base, and we judged that our first game was good, but needed to be improved so we did just that. We didn't go in a different direction. We released "improved previous game 2", and CA should have released "Massively improved Rome1" as it was such a success.

The future

The likelihood is this game will be both a commercial, critical, and community success but it will be a 3 staged effort. CA will likely fix the first grouped issues, and will likely contribute the second grouped issues, but it will be the Modder's who will really fix this game. They will turn the ok vanilla version into something really good.

It's a sad day for CA when many, many TW gamers know in their heart that it will take people like DarthMod and others to fix this game...


Lastly SEGA

I need to be very careful here for obvious reasons but I want to touch on the impact SEGA have here. Firstly I have experience with them, and we decided NOT to work with them/for them. It was clear to us that SEGA's influence, controls, expectations and business model was fundamentally at odds with our philosophies. We knew that if we went down that path we would be contracted to release X amount of games at Y timeline, with Z budget, and we took a long hard look at it and decided that we essentially would not really control the destiny of our games, SEGA would. Also worth noting that we concluded we would not have the time to test our game properly...

I'm not going to comment on SEGA's influence of CA here today but I will ask that the true veterans amongst you that remember what it was like before, and what it was like after and make your own minds up.

I'll check on this post to respond if I can, and will likely see the mix of arrogant fans, ignorant haters, but hopefully some enlightened thinkers.


Anon
 
Well I played some more of the Prologue tonight, was going OK until I got in a fight for the last Samnite city the first Prologue mission wanted me to capture.

The AI attacked me, and all 3 options at the bottom of the screen were greyed out so I could not do anything (Autoresolve, fight manually, retreat). :(!
 
I normally give games the benefit of the doubt, but seriously... Total War: Capture the flag more like.

As so many have said before, bye bye strategic, satisfying battles. I cannot for the life of me understand why they have done it, except to appeal to the casual gamer.
 
As a couple of guys have said already they're just implementing ideas that dumb down the game, shorten battles and take out any tactical elements so they can release it on consoles.

Bye bye CA.

I used to enjoy spending my money on your 'great' games.
 
Don't worry, the modders will make the games good again, but maybe we should sail the seven seas for our future experiences tbh. If they are going to dumb it down for the idiots on consoles, the least they could do is wait until AFTER we have our proper versions.
 
Console games $$$ come from number of sales, they'll make twice as much selling a copy of this on Steam for £30 than they would selling it for £44.99 in GAME because of the huge cut the retailers steal. Which sadly is a big reason as to why console games are so mind numbingly dull, because they have to cater to the largest audience possible to generate max income because they make so little off each individual sale. When the retailers finally die and everything goes digital, studios like CE won't have to streamline their games for mouthbreathers regardless of which platforms they release on.

It's all the damn retailers fault. :p
 
Yeah. I hope they all go bust then. lol

The only think I hate more than consoles is lousy console ports to PC. The PC games used to have so much more depth than console games, which is why I loved gaming on them but so many games are watered down due to the influence of consoles.
 
Well it started off really well .... now well it's unplayable. I fail to see why the campaign spins my GFX faster than all the FPS I have, the turn length for the AI is sufficient to make a coffee and most likely soon drink it, and the short battles which were fine with a few units are now seriously stupid with full stacks.

And I still can't attack any Punic rebels for some reason. CA can kiss goodbye to ever getting a preorder from me again - I thought Shogun 2 was poor but this takes the biscuit.
 
Well it started off really well .... now well it's unplayable. I fail to see why the campaign spins my GFX faster than all the FPS I have, the turn length for the AI is sufficient to make a coffee and most likely soon drink it, and the short battles which were fine with a few units are now seriously stupid with full stacks.

And I still can't attack any Punic rebels for some reason. CA can kiss goodbye to ever getting a preorder from me again - I thought Shogun 2 was poor but this takes the biscuit.

You can not attack a city that is already under siege.

Rebels usually are blockaded for many turns by AI, you have to first kill off the blockade, then you can attack the rebel controlled city. I presume you didn't notice the blockade because it was naval.
 
Biggest regret in a long time! Wish I hadn't bought this game, it runs like dog **** and the AI is stupid as hell. What a freaking waste of cash. Really hope CA go bankrupt or something.
 
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