Blog dedicato alla Storia della Guerra. Sono trattati temi e recensiti libri di storia militare, ma si parla anche di wargames e videogames bellici, oltre che di film e telefilm a tema bellico, così come di documentari sul tema.
nuovo
Visualizzazione post con etichetta sega. Mostra tutti i post
Visualizzazione post con etichetta sega. Mostra tutti i post
sabato 20 dicembre 2014
Total War: ROME II- Wrath of Sparta Campaign Pack
Ennesima DLC per Rome II, stanno sfruttando all'inverosimile il gioco pur di spillare soldi
sabato 8 novembre 2014
Total War: ATTILA - The White Horse official trailer
E' stato annunciato il prossimo gioco della serie Total War, ATTILA - The White Horse, che proietta nel mondo alla fine dell'Impero Romano. Francamente a me sembra più una dlc di Rome II che un gioco separato. Stanno provando probabilmente a spillare altri soldi senza sviluppare nulla di nuovo. Dobbiamo dedurne che la serie è alla sua fine dopo 15 anni dal primo.
giovedì 21 agosto 2014
Ennesima nuova DLC per Total War Rome II - Daughters of Mars Unit Pack
Ennesima nuova DLC idiota per questo gioco.
domenica 11 maggio 2014
Company of Heroes 2 – The Western Front Armies
Trailer della prossima grossa DLC per Company of Heroes 2, The Western Front Armies.
martedì 18 marzo 2014
Total War – Rome II - Hannibal at the Gates
Ennesima DLC pacco per un Total War, dal nome altisonante ma che sarà l'ennesimo oggetto dal basso rapporto contenuto\prezzo.
L'uscita è prevista per Maggio.
Hannibal at the Gates Campaign Pack announced for Rome II
03/13/2014 SAN FRANCISCO & LONDON – March 13, 2014 – SEGA® of America, Inc. and SEGA® Europe, Ltd. today announced that Total War™: ROME II will receive its second major Campaign Pack DLC March 27, 2014.
Dropping players into the Western Mediterranean at the outbreak of the second Punic War, Hannibal at the Gates features a new campaign map focused on the tinderbox geopolitical situation that brought two ancient world superpowers to all-out war; with sworn rivals Scipio and Hannibal at the very heart of the conflict.
Five playable factions will feature a wealth of new units. Main protagonists Rome and Carthage will benefit from a new civil tech tree based around diplomacy, while the challenge in the shadow of these mighty empires for newcomers Syacuse, the Arevaci and the Lusitani will be formidable.
In addition to this, another significant free content update for ROME II will also drop soon, benefitting all players regardless of whether they own any DLC. Details will be revealed in the next episode of community TV show Rally Point, coming soon.
ROME II itself has continued to sell strongly since its launch in September last year, DLC and free content being released regularly. With more than one million units sold by the end of 2013 and continuing high performance, it remains the fastest-selling and most commercially successful Total War game to date.
“ ROME II was hugely ambitious for our studio,” said Mike Simpson, Creative Director at CA, “We do regret that some reviewers and core fans didn’t get everything they wanted from it. We are committed to improving and adding to the game over the coming months; we very much want ROME II to be remembered as one of our best.”
Total War™: ROME II – Hannibal at the Gates is available for pre-order now here, priced $14.99/£9.99/€14.99. For more information check www.totalwar.com
L'uscita è prevista per Maggio.
Hannibal at the Gates Campaign Pack announced for Rome II
03/13/2014 SAN FRANCISCO & LONDON – March 13, 2014 – SEGA® of America, Inc. and SEGA® Europe, Ltd. today announced that Total War™: ROME II will receive its second major Campaign Pack DLC March 27, 2014.
Dropping players into the Western Mediterranean at the outbreak of the second Punic War, Hannibal at the Gates features a new campaign map focused on the tinderbox geopolitical situation that brought two ancient world superpowers to all-out war; with sworn rivals Scipio and Hannibal at the very heart of the conflict.
Five playable factions will feature a wealth of new units. Main protagonists Rome and Carthage will benefit from a new civil tech tree based around diplomacy, while the challenge in the shadow of these mighty empires for newcomers Syacuse, the Arevaci and the Lusitani will be formidable.
In addition to this, another significant free content update for ROME II will also drop soon, benefitting all players regardless of whether they own any DLC. Details will be revealed in the next episode of community TV show Rally Point, coming soon.
ROME II itself has continued to sell strongly since its launch in September last year, DLC and free content being released regularly. With more than one million units sold by the end of 2013 and continuing high performance, it remains the fastest-selling and most commercially successful Total War game to date.
“ ROME II was hugely ambitious for our studio,” said Mike Simpson, Creative Director at CA, “We do regret that some reviewers and core fans didn’t get everything they wanted from it. We are committed to improving and adding to the game over the coming months; we very much want ROME II to be remembered as one of our best.”
Total War™: ROME II – Hannibal at the Gates is available for pre-order now here, priced $14.99/£9.99/€14.99. For more information check www.totalwar.com
Etichette:
CA,
DLC,
hannibal at the gates,
sega,
steam,
Total War Rome II
venerdì 6 dicembre 2013
TW Rome II : DLC Bactria free
Sembra che la CA offrirà gratuitamente la DLC Bactria, che sblocca una fazione addizionale.
http://wiki.totalwar.com/w/Total_War:_Rome_II_-_Baktria_Faction
http://wiki.totalwar.com/w/Total_War:_Rome_II_-_Baktria_Faction
sabato 16 novembre 2013
Company of Heroes 2 – Turning Point disponibile
Da Steam è possibile scaricare l'aggiornamento Turning Point per COH2, che installa del contenuto aggiuntivo gratuito come l'editor di mappe, nuove mappe multiplayer e comandanti multiplayer. Per più info basta andare sul sito ufficiale.
http://www.companyofheroes.com/en_us/
http://www.companyofheroes.com/en_us/
sabato 2 novembre 2013
Total War – Rome 2 : DLC Blood and Gore
Ci risiamo, dopo Shogun 2 anche Rome 2, dopo aver fatto calmare le acque sull'indegno rilascio, inizia a sfornare DLC grafiche a prezzi assurdi. Ognuno è padrone dei propri soldi, ma certo per un po' di sangue e scene da Hollywood più di 2 euro sono tantini.
Etichette:
creative assembly,
DLC,
grafica,
sega,
total war,
Total War Rome 2,
trailer,
video
giovedì 24 ottobre 2013
Total War: Rome II - Nomadic Tribes Culture Pack
Non hanno ancora finito di sistemare il gioco che già rilasciano una DLC, anche se free fino al 31 ottobre. Si tratta della Nomadic Tribes Culture Pack che contiene tre nuove fazioni:
http://store.steampowered.com/app/258270/?snr=1_4_4__103_3
http://store.steampowered.com/app/258270/?snr=1_4_4__103_3
domenica 6 ottobre 2013
mercoledì 25 settembre 2013
Company of Heroes 2 - Theater of War DLC Case Blue Trailer
Trailer per la prima DLC per Company of Heroes 2, Theatre of War Case Blue.
Il gioco su Metacritic ha ricevuto una stroncatura piena da parte degli utenti, quasi tutti Russi. Il mio contatto, ucraino, mi dice che il vero motivo è che l'esercito sovietico non è forte come volevano, e nell'impeto del nazionalismo hanno fatto coalizione contro il gioco. Qualcuno l'ha provato? I sovietici sono davvero troppo deboli?
Il gioco su Metacritic ha ricevuto una stroncatura piena da parte degli utenti, quasi tutti Russi. Il mio contatto, ucraino, mi dice che il vero motivo è che l'esercito sovietico non è forte come volevano, e nell'impeto del nazionalismo hanno fatto coalizione contro il gioco. Qualcuno l'ha provato? I sovietici sono davvero troppo deboli?
Etichette:
case blue,
Company of Heroes 2,
DLC,
metacritic,
russi,
sega,
sovietici,
theatre of war,
trailer
martedì 17 settembre 2013
Patch 2.0 per Rome 2
E' stata rilasciata la nuova patch per Rome 2, chissà se riuscirà a rialzare un po' la fama del gioco?
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.
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.
lunedì 16 settembre 2013
Il nuovo lavoro di DarthMod - Ultimate General
Giusto l'anno scorso Darthmod, il famoso modder dei TW da diversi anni, aveva dato l'addio per sempre ad ogni futuro mod sulla serie, dopo la polemica con la CA, sia per la chiusura progressiva e controllata al modding della serie, sia per non essere stato nemmeno invitato alla session dei modders organizzata dalla CA.
Ebbene, non solo Darthmod, alias di Nick Thomadis, ha confermato che non ci sarà nessuno Darthmod per Rome 2 ma sta lavorando con un piccolo studio di appassionati ad un gioco nuovo (in realtà lo studio sta lavorando su due giochi), che riflette le loro idee e si propone come la versione intellingente dei TW.
http://www.ultimategeneral.com/
(link al secondo gioco: http://www.navalaction.com/ )
Ultimate General: Gettysburg deve essere il primo titolo di una serie ad ambientazione storica; the feature principali del gioco saranno:
Take Command - Fight the Battle of Gettysburg as a Union or Confederate general and attempt to rewrite history through a chain of historical and “what if” battle scenarios.
Dynamic Progress - Your performance in battles affects future missions. Losing too many soldiers in your first encounter will drastically change the last days of your battle.
Easy controls - Deep tactical gameplay driven by simple controls. Give orders to hundreds of troops organised in brigades of infantry, cavalry and artillery.
Thinking Soldiers - Units can retaliate and defend themselves without player input and excessive micromanagement, giving you the freedom to focus on other more important strategic matters.
Realistic Morale - One of the most complex morale systems ever created makes your tactical decisions crucial on the battlefield – demoralised troops become irresponsive, devastating volleys cause havoc in your lines, flank attacks can rout your strongest units.
Terrain Advantage - High ground provides increased weapon ranges, accuracy and morale bonuses. He, who takes the hills, wins the battle.
Challenge - AI does not need traditional game cheats or hidden tricks to face off against humans. Innovative Ultimate General AI comes with different characters such as "Careless", "Indecisive", “Defensive”, “Cautious”, “Cunning”, “Aggressive” or “Dynamic”.
There were things that I could not deliver to players as a modder (Read about my mods). That is why I decided to develop my own strategy game and in this blog post I will write about its main aspects. Working with a group of very talented programmers I am now able to build the strategy game I always dreamed of that will satisfy the following four main principles:
Battle Realism: Rock/Papers/Scissors-style simplistic gameplay is in my opinion an obsolete way to provide battle balance and does not resemble reality. Would Alexander the Great win his battles if these examples always happened: cavalry beats archers, spearmen beats cavalry, infantry beats spearmen (the usual simple approach of an RTS game)? In our game soldiers will react using realistic physics and many important tactical aspects so that the player will feel that he commands real troops and not lifeless robots. Our current graphics technology may prohibit us from creating the perfect looking game, but from the start we will offer common sense to strategy. Factors like Morale, Fatigue, Flanking, High Ground are essential to strategic thought and must be simulated as accurately as possible.
Deep gameplay with less complexity: Striving too much for realism can make a game too complex, boring, difficult to handle and eventually a failure. On the other hand over simplicity and arcade gameplay is something I have never preferred as a gamer and I am certain many others feel the same, considering the success of smaller Indy games that outsell games with much bigger budgets. So in a few words I will try to make Ultimate General: Gettysburg as easy to handle as possible without many confusing buttons. You should not require a tutorial or a big manual to play the game but you will be able to understand progressively how the "inside" complex mechanics work. For example: terrain importance increasing unit's effectiveness or brigade's exhaustion making them rout more easily even when facing a smaller force.
Good AI: A strategy that is easy to beat offers only few gameplay hours and can be really frustrating, if AI is a complete fool. Now, I have the chance to design an AI that can make a proper firing line, that can flank, that can understand where and when to attack… in real time. That may sound trivial, but I think you will agree that very few games can offer these features in a whole working set. Most RTS games make the AI tough by providing better fighting statistics per higher difficulty rate or hide its incompetence by speeding up everything so the player cannot catch up with all simultaneous actions. This is a cheap cheat! My goal is to make the AI effective and able to win you without these tricks. And from first looks it seems we have succeeded in that (we will be able to show it to you in the near future).
Connection with players: It will be a game where strategy fans can participate very actively in its creation. As you did for DarthMod, providing valuable feedback, and requesting features, you can do it now again; using our forums where we will have active discussions with players, gather ideas and organize frequent gameplay tests. For me a game must have a strong “pre-connection” with all of its potential players during production, so that it gets as many features they want as possible.
Naval action sarà l'equivalente di Ultimate General ma sul mare
Ebbene, non solo Darthmod, alias di Nick Thomadis, ha confermato che non ci sarà nessuno Darthmod per Rome 2 ma sta lavorando con un piccolo studio di appassionati ad un gioco nuovo (in realtà lo studio sta lavorando su due giochi), che riflette le loro idee e si propone come la versione intellingente dei TW.
http://www.ultimategeneral.com/
(link al secondo gioco: http://www.navalaction.com/ )
Ultimate General: Gettysburg deve essere il primo titolo di una serie ad ambientazione storica; the feature principali del gioco saranno:
Take Command - Fight the Battle of Gettysburg as a Union or Confederate general and attempt to rewrite history through a chain of historical and “what if” battle scenarios.
Dynamic Progress - Your performance in battles affects future missions. Losing too many soldiers in your first encounter will drastically change the last days of your battle.
Easy controls - Deep tactical gameplay driven by simple controls. Give orders to hundreds of troops organised in brigades of infantry, cavalry and artillery.
Thinking Soldiers - Units can retaliate and defend themselves without player input and excessive micromanagement, giving you the freedom to focus on other more important strategic matters.
Realistic Morale - One of the most complex morale systems ever created makes your tactical decisions crucial on the battlefield – demoralised troops become irresponsive, devastating volleys cause havoc in your lines, flank attacks can rout your strongest units.
Terrain Advantage - High ground provides increased weapon ranges, accuracy and morale bonuses. He, who takes the hills, wins the battle.
Challenge - AI does not need traditional game cheats or hidden tricks to face off against humans. Innovative Ultimate General AI comes with different characters such as "Careless", "Indecisive", “Defensive”, “Cautious”, “Cunning”, “Aggressive” or “Dynamic”.
Sul blog trovate linkato un forum dove potete interfacciarvi con Darth e gli altri.
Queste le parole di Darth:
There were things that I could not deliver to players as a modder (Read about my mods). That is why I decided to develop my own strategy game and in this blog post I will write about its main aspects. Working with a group of very talented programmers I am now able to build the strategy game I always dreamed of that will satisfy the following four main principles:
Battle Realism: Rock/Papers/Scissors-style simplistic gameplay is in my opinion an obsolete way to provide battle balance and does not resemble reality. Would Alexander the Great win his battles if these examples always happened: cavalry beats archers, spearmen beats cavalry, infantry beats spearmen (the usual simple approach of an RTS game)? In our game soldiers will react using realistic physics and many important tactical aspects so that the player will feel that he commands real troops and not lifeless robots. Our current graphics technology may prohibit us from creating the perfect looking game, but from the start we will offer common sense to strategy. Factors like Morale, Fatigue, Flanking, High Ground are essential to strategic thought and must be simulated as accurately as possible.
Deep gameplay with less complexity: Striving too much for realism can make a game too complex, boring, difficult to handle and eventually a failure. On the other hand over simplicity and arcade gameplay is something I have never preferred as a gamer and I am certain many others feel the same, considering the success of smaller Indy games that outsell games with much bigger budgets. So in a few words I will try to make Ultimate General: Gettysburg as easy to handle as possible without many confusing buttons. You should not require a tutorial or a big manual to play the game but you will be able to understand progressively how the "inside" complex mechanics work. For example: terrain importance increasing unit's effectiveness or brigade's exhaustion making them rout more easily even when facing a smaller force.
Good AI: A strategy that is easy to beat offers only few gameplay hours and can be really frustrating, if AI is a complete fool. Now, I have the chance to design an AI that can make a proper firing line, that can flank, that can understand where and when to attack… in real time. That may sound trivial, but I think you will agree that very few games can offer these features in a whole working set. Most RTS games make the AI tough by providing better fighting statistics per higher difficulty rate or hide its incompetence by speeding up everything so the player cannot catch up with all simultaneous actions. This is a cheap cheat! My goal is to make the AI effective and able to win you without these tricks. And from first looks it seems we have succeeded in that (we will be able to show it to you in the near future).
Connection with players: It will be a game where strategy fans can participate very actively in its creation. As you did for DarthMod, providing valuable feedback, and requesting features, you can do it now again; using our forums where we will have active discussions with players, gather ideas and organize frequent gameplay tests. For me a game must have a strong “pre-connection” with all of its potential players during production, so that it gets as many features they want as possible.
venerdì 9 agosto 2013
Rome 2 video di gameplay tattico: romani contro macedoni
Nuovi video di gameplay che fa vedere una battaglia skirmish tra romani e macedoni:
Qualche pensiero su quello che si vede:
1 - visto che stavano facendo una presentazione, mostrare 20 unità invece di 11 non sembra una brutta idea.
2 - la pulsantiera è orrida: capire il senso del pulsante da simboli grafici del genere è tutt'altro che immediato. Lo stesso difetto c'era anche in Shogun 2.
3 - icone delle unità troppo grandi, speriamo ci sia la possibilità di scegliere un hud diverso. I disegni saranno stilosi, ma poco intuitivi.
4 - l'AI non mantiene il minimo ordine, attacca in pieno disordine appena un'unità nemica è a portata. Non che nei precedenti TW fosse diverso, ma il problema appunto è che è uguale.
La dimostrazione ha preso apposta un esercito con unità del cavolo per perdere e far vedere quant'è brava l'AI. In realtà attacca e fa mucchio come al solito.
Comunque bella grafica......
Qualche pensiero su quello che si vede:
1 - visto che stavano facendo una presentazione, mostrare 20 unità invece di 11 non sembra una brutta idea.
2 - la pulsantiera è orrida: capire il senso del pulsante da simboli grafici del genere è tutt'altro che immediato. Lo stesso difetto c'era anche in Shogun 2.
3 - icone delle unità troppo grandi, speriamo ci sia la possibilità di scegliere un hud diverso. I disegni saranno stilosi, ma poco intuitivi.
4 - l'AI non mantiene il minimo ordine, attacca in pieno disordine appena un'unità nemica è a portata. Non che nei precedenti TW fosse diverso, ma il problema appunto è che è uguale.
La dimostrazione ha preso apposta un esercito con unità del cavolo per perdere e far vedere quant'è brava l'AI. In realtà attacca e fa mucchio come al solito.
Comunque bella grafica......
venerdì 12 luglio 2013
Total War: Rome II - Battaglia del Nilo
Nuovo video per Rome 2 mostrante il gameplay della battaglia del Nilo; le battaglie storiche non sono mai state il forte dei TW, anche perchè il numero minimo di unità le rendeva una "deformed" version. Quello che vedo da questo video non è incoraggiante: la parte interessante è la combinazione di navale e terrestre.
mercoledì 3 luglio 2013
Rally Point - Episode 14: Battlefield AI Special
Qui ennesimo episodio di Rally Point su Rome 2, con i due imbecilli che cercano di fare ridere tra un'intervista e l'altra. Stavolta si parla dell'AI tattica.
Etichette:
AI,
battlefield,
CA,
preview,
rally point,
sega,
Total War Rome 2,
video
mercoledì 12 giugno 2013
Nuovi screenshots per Rome 2
Rilasciati nuovi screenshots per Total War Rome 2.
Trovate gli altri qui: http://www.wargamer.fr/total-war-rome-ii-screenshots/
Trovate gli altri qui: http://www.wargamer.fr/total-war-rome-ii-screenshots/
Etichette:
CA,
screenshots,
sega,
Total War Rome 2
venerdì 7 giugno 2013
Total War Rome 2 nuovo trailer
Rilasciato trailer di Cleopatra per Rome 2
sabato 11 maggio 2013
Total War Rome 2, ancora non uscito già vengono promesse DLC
TW Rome 2 uscirà il 3 di settembre, ma già sono previste assieme 2 DLC; la prima, il Ponto, sarà gratuita per tutti, mentre la seconda, gli Stati greci, sarà gratuita per chi ha pre-ordinato. Il gioco prevede fino a 117 fazioni, di cui solo una frazione sarà giocabile, almeno all'inizio, quindi si può già prevedere il numero spropositato da DLC previste.
Description du DLC Greek States Culture Pack (Steam)
The Greek States Culture Pack adds a new playable Culture including three new playable Factions to Total War: ROME II; for use in Single or Multiplayer Campaign modes and Custom and Multiplayer Battles.
The Greek States Culture Pack adds diplomatic Athens, shrewd Epirus and formidable Sparta as playable factions. Each offers range of special tactics to achieve cultural and martial victories, and lethal elite units to crush foes in battle.
The Greek States share a number of common goals, philosophies and general diplomatic aims. However, they are defined by their fierce independence and between them demonstrate a huge variety in approach to civil and military challenges that often brings them into conflict with the wider world, and each other.
New Features:
New Playable Factions – Athens, Epirus and Sparta each offer a unique new way to experience the campaign, with their own rosters of powerful military units, distinct traits and play styles.
The Athenian pursuit of enlightenment grants them technological and cultural bonuses; Sparta’s dominance over the Helots allows them to maintain a larger slave population; and Epirus enjoys bonuses to settlement exploitation stemming from their village-confederation origins.
New Cultural Traits – All Greek States benefit from a bonus in battle when defending their own or an allied territory, a bonus to wealth generated by their capitals and an increase to the rate of cultural conversion within their borders.
New Cultural Objectives – Greek States have their own new set of military, economic and cultural victory conditions, as well as sharing a unique set of bonus objectives drawn from Greek history. Additionally, each faction will have to contend with its unique events and dilemmas.
New Military Traditions – Each of the Greek States has a unique top-tier military tradition: Athenian fleets may be honoured as Children of the Aegaean, improving the ramming ability of their ships whilst allowing them to secure more income when raiding; Spartan armies may be remembered as Peers of Leonidas, improving their melee defense capabilities and reducing their upkeep; the armies of Epirus may be feared as Hounds of Molossus, granting them greater charge bonuses whilst allowing them to keep public order problems in check.
New Units:In addition to the intimidating unit rosters of each faction now playable for the first time, the Greek States Culture Pack introduces a variety of unique and especially elite and deadly forces.
Mercenary Veteran Hoplites – [available to all playable factions]
From glistening spear points to earth-shaking tread, a phalanx is a sight and sound to inspire dread. With these veteran hoplites, that dread is sold to the highest bidder.
Thureos Hoplites – [Unique to Athens]
While the linen breastplates worn by these men may look flimsy, they are cool, practical and surprisingly tough. As with all hoplites, the men inside are also practical and tough warriors.
Thorax Hoplites – [Unique to Athens]
These heavy hoplites are marked by their bronze breastplate armour, a sign of wealth and status. They are armed with spears and hoplon shields, and use the phalanx formation to batter enemies into submission.
Agrianian Axemen – [Unique to Epirus and Macedon]
The Paeonian tribe of Agrianes are fierce fighters. As well as terrible killing tools, their axes are also climbing hooks for rough terrain. No sensible general would not use them in an assault.
Aspis Companion Cavalry – [Unique to Epirus and Macedon]
A king’s companions in battle are his nobles and esteemed friends. It is an honour to be a companion, to ride forth with javelin and kopis to fight for your lord and master.
Heroes of Sparta – [Unique to Sparta]
Embodying the spirit of Thermopylae, the Heroes Of Sparta bear their spears and shields with fierce pride and unrivalled mastery.
Polybolos Repeating Scorpion – [Siege Deployable available to all Greek, Roman and Carthaginian factions]
Able to make short work of even the most heavily-armoured opponents, this repeating bolt thrower sacrifices the ordinary Scorpion’s range in return for a rapid rate of fire.
Tortoise Armoured Battering Ram – [Siege Deployable available to all Greek, Roman and Carthaginian factions]
Combining devastating ramming power while affording protection to its crew, used well the Tortoise more than makes up for its lack of speed and manoeuvrability in open ground.
New Buildings:
The Monument of Lacedaemon – [Unique to Sparta]
A symbol of Sparta’s overridingly martial culture, The Monument of Lacedaemon brings cost reductions to military recruitment, significantly increases the morale of land units in the province and a global morale boost to existing units.
Oracle of Dodona – [Unique to Epirus]
This sacred grove is the domain of the priests and priestesses of Epirus. The Oracle of Dodona increases city growth, provincial happiness, wealth, and the global conversion of other factions to Hellenic culture.
Acropolis – [Unique to Athens]
A symbol of Athenian high culture and engineering excellence, The Acropolis also provides extra garrison forces to Athens, improves the city’s abilities to withstand sieges, and increases Athenian agents’ Authority actions.
Faction History:
Athens
Athens has long been famed for its cultural achievements, from buildings such as the Parthenon, to the plays and works of Aristophanes, Plato, Socrates, and Sophocles. In many ways, Greek culture is defined by Athens. Its military focus has long been its navy; however, continuing the traditions of the classical era, its citizens are also expected to contribute both infantry and cavalry to its armies.
Epirus
Epirus is a Greek kingdom formed of numerous small villages and towns, rather than the great cities of the south. An agriculture and fishing-based society, Epirus nevertheless maintains a balanced army on the Alexandrian model, consisting of cavalry, archers, peltasts, phalangites and war elephants. They also make extensive use of mercenaries from throughout the Greek-speaking world.
Sparta
With every aspect of their lives and society geared towards warfare, Sparta dominated the Greek world and continues to produce arguably the finest soldiers of the Hellenic period. The slaves and non-citizens of Sparta enable their citizens to pursue warrior perfection as soldiers and champions. Trained and hardened in battle, their warriors and leaders are the embodiment of military discipline and virtue.
Description du DLC Greek States Culture Pack (Steam)
The Greek States Culture Pack adds a new playable Culture including three new playable Factions to Total War: ROME II; for use in Single or Multiplayer Campaign modes and Custom and Multiplayer Battles.
The Greek States Culture Pack adds diplomatic Athens, shrewd Epirus and formidable Sparta as playable factions. Each offers range of special tactics to achieve cultural and martial victories, and lethal elite units to crush foes in battle.
The Greek States share a number of common goals, philosophies and general diplomatic aims. However, they are defined by their fierce independence and between them demonstrate a huge variety in approach to civil and military challenges that often brings them into conflict with the wider world, and each other.
New Features:
New Playable Factions – Athens, Epirus and Sparta each offer a unique new way to experience the campaign, with their own rosters of powerful military units, distinct traits and play styles.
The Athenian pursuit of enlightenment grants them technological and cultural bonuses; Sparta’s dominance over the Helots allows them to maintain a larger slave population; and Epirus enjoys bonuses to settlement exploitation stemming from their village-confederation origins.
New Cultural Traits – All Greek States benefit from a bonus in battle when defending their own or an allied territory, a bonus to wealth generated by their capitals and an increase to the rate of cultural conversion within their borders.
New Cultural Objectives – Greek States have their own new set of military, economic and cultural victory conditions, as well as sharing a unique set of bonus objectives drawn from Greek history. Additionally, each faction will have to contend with its unique events and dilemmas.
New Military Traditions – Each of the Greek States has a unique top-tier military tradition: Athenian fleets may be honoured as Children of the Aegaean, improving the ramming ability of their ships whilst allowing them to secure more income when raiding; Spartan armies may be remembered as Peers of Leonidas, improving their melee defense capabilities and reducing their upkeep; the armies of Epirus may be feared as Hounds of Molossus, granting them greater charge bonuses whilst allowing them to keep public order problems in check.
New Units:In addition to the intimidating unit rosters of each faction now playable for the first time, the Greek States Culture Pack introduces a variety of unique and especially elite and deadly forces.
Mercenary Veteran Hoplites – [available to all playable factions]
From glistening spear points to earth-shaking tread, a phalanx is a sight and sound to inspire dread. With these veteran hoplites, that dread is sold to the highest bidder.
Thureos Hoplites – [Unique to Athens]
While the linen breastplates worn by these men may look flimsy, they are cool, practical and surprisingly tough. As with all hoplites, the men inside are also practical and tough warriors.
Thorax Hoplites – [Unique to Athens]
These heavy hoplites are marked by their bronze breastplate armour, a sign of wealth and status. They are armed with spears and hoplon shields, and use the phalanx formation to batter enemies into submission.
Agrianian Axemen – [Unique to Epirus and Macedon]
The Paeonian tribe of Agrianes are fierce fighters. As well as terrible killing tools, their axes are also climbing hooks for rough terrain. No sensible general would not use them in an assault.
Aspis Companion Cavalry – [Unique to Epirus and Macedon]
A king’s companions in battle are his nobles and esteemed friends. It is an honour to be a companion, to ride forth with javelin and kopis to fight for your lord and master.
Heroes of Sparta – [Unique to Sparta]
Embodying the spirit of Thermopylae, the Heroes Of Sparta bear their spears and shields with fierce pride and unrivalled mastery.
Polybolos Repeating Scorpion – [Siege Deployable available to all Greek, Roman and Carthaginian factions]
Able to make short work of even the most heavily-armoured opponents, this repeating bolt thrower sacrifices the ordinary Scorpion’s range in return for a rapid rate of fire.
Tortoise Armoured Battering Ram – [Siege Deployable available to all Greek, Roman and Carthaginian factions]
Combining devastating ramming power while affording protection to its crew, used well the Tortoise more than makes up for its lack of speed and manoeuvrability in open ground.
New Buildings:
The Monument of Lacedaemon – [Unique to Sparta]
A symbol of Sparta’s overridingly martial culture, The Monument of Lacedaemon brings cost reductions to military recruitment, significantly increases the morale of land units in the province and a global morale boost to existing units.
Oracle of Dodona – [Unique to Epirus]
This sacred grove is the domain of the priests and priestesses of Epirus. The Oracle of Dodona increases city growth, provincial happiness, wealth, and the global conversion of other factions to Hellenic culture.
Acropolis – [Unique to Athens]
A symbol of Athenian high culture and engineering excellence, The Acropolis also provides extra garrison forces to Athens, improves the city’s abilities to withstand sieges, and increases Athenian agents’ Authority actions.
Faction History:
Athens
Athens has long been famed for its cultural achievements, from buildings such as the Parthenon, to the plays and works of Aristophanes, Plato, Socrates, and Sophocles. In many ways, Greek culture is defined by Athens. Its military focus has long been its navy; however, continuing the traditions of the classical era, its citizens are also expected to contribute both infantry and cavalry to its armies.
Epirus
Epirus is a Greek kingdom formed of numerous small villages and towns, rather than the great cities of the south. An agriculture and fishing-based society, Epirus nevertheless maintains a balanced army on the Alexandrian model, consisting of cavalry, archers, peltasts, phalangites and war elephants. They also make extensive use of mercenaries from throughout the Greek-speaking world.
Sparta
With every aspect of their lives and society geared towards warfare, Sparta dominated the Greek world and continues to produce arguably the finest soldiers of the Hellenic period. The slaves and non-citizens of Sparta enable their citizens to pursue warrior perfection as soldiers and champions. Trained and hardened in battle, their warriors and leaders are the embodiment of military discipline and virtue.
venerdì 10 maggio 2013
Collector's Edition di Total War: Rome II
Sul blog Sega è stata annunciata la Collector's Edition di Total War: Rome II, solita versione extra-lusso da strapagare piena di gadget assolutamente inutili.
http://wiki.totalwar.com/w/Total_War:_ROME_II_Collector's_Edition
http://wiki.totalwar.com/w/Total_War:_ROME_II_Collector's_Edition
- Numbered copy of Total War: Rome II - A laser-etched Steelbook case with your unique collector's number in Roman numerals. Sounds very awesome already.
- Tabula set - Known as the Roman precursor to Backgammon, the Tabula set has 30 pieces in a burlap drawstring bag, the board itself is built into the base of the Collector's Edition box, handy!
- Tesserae Dice - three replica bone-effect dice that can be used in pretty much any application you wish, from your classic tabletops to even the game of Life (if you so choose).
- Total War Cards: PUNIC WARS - A two-player card game that involves combat, territorial control, resource management, and technological development, all needed for victory in a 58-card set. Looks like the Collector's Edition is going for a lot of physical games here to keep players active amongst loading screens?
- Roman Onager - A complete, fully-function Onager (aka siege catapult)! Comes as an easy-to-assemble kit of wood and steel, measuring 26cm x 12cm x 12cm, and capable of flinging objects at anyone and anything, like your pet cat or your in-laws. Does not come with diseased rotting corpse of a cow.
Comunque l'uscita di Rome è prevista per il 3 di Settembre ed è possibile pre-ordinare.
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