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Game News Caesar in Gaul DLC expansion for Total War: Rome II released + Patch 8

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
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Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Tags: Caesar in Gaul; Creative Assembly; Sega; Total War: Rome II



The standalone DLC expansion, Caesar in Gaul, for Total War: Rome II has been released.

Along with that, patch 8 is available for download.

Campaign

  • It is now possible to levy units from satrapies and client states. This works in a similar manner to mercenaries, but these units have normal recruitment and upkeep costs, and come from the locally available unit roster.
  • Infantry and cavalry units now have different campaign movement extents. Infantry units are slower than before, while cavalry units are faster than before. Armies always move at the speed of the slowest unit. Now cavalry-only armies actually move faster.
  • Cinematic borders can now be displayed in campaign and battle by pressing [ALT] + [K] keys (by default).
  • New industrial building chain: Quarry and mine buildings are now available for construction in minor settlements for all factions.
  • Fixed an issue that prevented the AI from blockading the Brundisium port.
  • Improved cultural conversion mechanics.
  • Exempting a province from tax now sets its food consumption to zero (this wasn’t previously registering).
  • In Multiplayer Campaign mode, when a player-owned settlement is attacked by the AI, the player will no longer have the option to sally forth, when the ‘fight manual battles’ option is disabled.
  • Improved disembarkation areas in some coastal battle maps.
  • Special abilities in battle have undergone rebalancing.
  • Changed victory conditions in grand campaign for all playable factions. The number of regions the player needs to control in order to win the game has been reduced.
  • Removed a number of misleading treachery types from Diplomacy, so now a faction that breaks a treaty and then signs it again within 10 turns won’t get treachery penalties.
  • Campaign AI is now less likely to declare war on too many factions.

Full changelog here
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
Not interested in the expansion. This is a piss poor expansion compared to the fantastic fall of the samurai. Let's hope it's shogun 2's rise of the samurai.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Recruiting local units from client states, that's actually quite cool, finally a real reason to have clients. Too bad the battles are still boring.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
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29,683
Location
About 8 meters beneath sea level.
Warscape engine has been locked out for a massive part to modders. Meaning they can rummage around in files containing attributes and the like but cannot change much more. Rome mods became so big mostly coz part of the source code got leaked and with Medieval 2 they kept using the same engine. CA are constantly hyping the moddability of their games while severely limiting it more and more with each new installment. Mods are not going to save this game nor give it the amazing longivity both Rome and Medieval 2 had.

And you can by now safely file Rome 2 under failure. Latest patches may or may not put the game in a release state. It won't ever get much better than this unless they do a full overhaul and add lots of content. They won't do that in a patch or dlc. Perhaps in a stand-alone expansion. Most likely never.
 

aris

Arcane
Joined
Apr 27, 2012
Messages
11,613
Now thats just you living up to your name of the undisputed queen of fagotry. No way that rome 2 is such a disaster that you claim. I give it the same mediocre rating that i gave napoleon, but not :1/5: like igave empire
 

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