No, Rome is not TW fixed.
No, Rome is not TW fixed.
I've tried reinstalling it multiple times yet it remains a broken mess. I was let down by the removal of key game features and their replacement with DLC like pirates. Rome, even though it's the main faction, stays difficult to master, confusing newcomers. Plus, the UI feels so confusing and frustrating to use, making the experience nearly unplayable for me since it wasn't an actual update to a stable interface.
If you have particular queries, I can attempt to address them. I've invested considerable time in the game, mainly focusing on single-player and custom matches with friends. Rome II performs similarly to Shogun II when it comes to real-time combat. In open-field fights, the AI becomes more strategic, aiming to encircle and dispatch units of the wrong type, sending the right forces around your flanks. This often results in archers being targeted first, followed by spearmen retreating if you advance. However, the general can be unpredictable—sometimes effective, other times reckless, pushing forward into danger or staying too close to the front line. Usually, they're overwhelmed by ranged attacks before facing their end. That said, when the general is within a 160-melee unit, he tends to act more boldly. Still, horse archers remain a threat; they fire while moving and are often the fastest, making them hard to defeat in open battles.
Regarding castle or fort maps, the AI's performance isn't significantly improved over Shogun II. It places units on walls but doesn't distinguish between types. Sometimes entire sections become melee-heavy, prompting archers to fire from the walls before melee pushes begin. Once past the barriers, the AI follows a two-phase strategy: first, sending support units to target wall climbers; second, securing key points or bottlenecks. The outcome heavily depends on the siege equipment available. Ladders are particularly problematic, often leading to failure unless countered with ranged attacks. Catapults or battering rams can turn the tide if handled well.
For campaign maps, diplomacy is highly praised and offers a more strategic experience. In Shogun II, I rarely engaged it, but in Rome II it provides a solid advantage—AI respects pacts better, allowing non-aggressive agreements that save lives. It also supports defensive alliances, meaning you can negotiate safe passage or mutual defense. Military alliances are especially useful, letting you set targets on the map to coordinate with the AI. Still, teamwork remains challenging with AI opponents.
As for mechanics, forced march is a notable issue. The AI struggles with it, increasing movement costs and risking ambushes if attacked while stationary. This flaw stems from units being restricted in their ability to navigate terrain changes. Fixed problems from Shogun include misunderstanding land boundaries—crossing into another's territory doesn't trigger war, but it can damage diplomatic relations.
Unit selection is strong overall, though some clans feel less distinct. In Shogun II Ashigaru, the units were inexpensive but lacking quality, while in Rome II, premium units often lack significant advantages over their cheaper counterparts.
Also me... 13 euros was a solid price. When you mention "modding," it really adds some excitement to my experience because it lets me turn that game into something next-gen. Hope version 980 covers it. Sounds promising... but until I try it, I’m hoping for more major updates so I can really enjoy it. Can you share how the game performs while playing? Is it mainly CPU or GPU intensive and what’s the average FPS? Also, is it possible to maintain at least 30 FPS without dropping too low?
I wouldn't expect any more major updates. They're already discussing Total War: Attila. It supports Haswell CPUs, but I can't say for sure if that matters. I'm missing out on an Ivy CPU. I have a GTX 680 and everything runs at 42fps at 1080p. The game still appears poorer than Shogun 2, and the cut scenes seem like they were made by a child. You should be okay with the 980. The test results showed 89fps... http://www.anandtech.com/show/8526/nvidi...-review/16
It doesn't mean the system can't handle SLI; the main issue intensifies with more units on the field. The problem has grown notably after CA added mo-cap animations in Shogun 2, forcing the single-core to manage battle logic, movement, and animations. Ultimately, the extra GPU power from SLI is wasted because when the CPU becomes a bottleneck, GPU usage drops sharply—often to around 40%.
Only a limited amount of single-threaded speed can be extracted from an OC.