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Are the belts still not implemented yet?
Mite b cool, but I'm somewhat distressed by all the brown.
Mite b cool, but I'm somewhat distressed by all the brown. And I still can't for the life of me figure out why they didn't give them belts.
Q. All the screenshots released so far look like they’ve been painted brown or orange. Why is this and will this be true in all parts of the game?A. The orange/brown hue is there because of the part of the world the screenshots have been set in, North Africa. All of the ones released so far have been from the same battle, the Siege of Carthage.
Q. Are there really going to be around 700 units in Rome II?A. Yes, with all the land units, mercenaries, auxiliaries, artillery and ships there will be around 700 units in Rome II.Q. How much does the unit list and the look of units vary across the map?A. Whilst there are areas where there will be similar units (siege engines with different looking crews for different cultures) we really want to emphasise the variety in the time period Rome II covers.An example of this would be to compare the unit rosters we will have for the Germanics and the Gauls. They both have unique unit lists, and whilst there are some similar missile units and low level spearmen, they are big differences as well. Visually they will also look very different, armour and helmets being very rare for the Germanics and fairly common for the Gauls, different hair styles, different shield shapes and patterns etc.Q. I bet most of those are DLC units aren’t they?A. No that is the number that will be in the game when it launches.Q. As the Greek cities are not going to be a single faction anymore but broken up into various different factions, will same be true of other factions from Rome II such as the Gauls or Britons.A. There will be a lot of factions in the game and yes factions that were previously grouped together as one such as the Gauls will be split up into many tribes along with other cultural groups such as the Iberians, Britons etc.
http://youtu.be/vz5MMr1zQRc?t=7m17s
1. You guys laughed at me earlier when I pointed out the lack of belts. Not so funny now?!
Hi all,Thanks for your continued patience while we’ve been organising the Mod Summit. Although it might have appeared that little has happened externally over the past few weeks since the summit was announced, we’ve been working incredibly hard behind the scenes to put something together that we think everyone in the community will like and benefit from.While we can’t go into specific details at this stage, we can share with you the finalised agenda for the day.• Introductions from staff at CA and modders in attendance• Opening remarks/welcome – Brand Director Rob Bartholemew• Secret announcement!• Then and now – Total War modding with Jamie Ferguson (lead designer, Shogun 2) and Guy (coding manager, Creative Assembly)• TEd Release and Development – an insight into the work in bringing TEd out and feedback on the tool with Elliott Lock• Unit balancing, design and AI reaction – Jack Lusted• LUNCH• PC modding & the future of Total War / Open question session• A look at the mocap studio• Secret!• Pub – all decamp to the pub for drinks and dinner, discussion to be on games and history only!All invitations have now been sent out, and any delays are just waiting for final responses or booking finalised details.We have chosen members of the community to attend who we feel have demonstrated a considerable talent or passion for the modding scene, with a track record of creating excellent content or a demonstrable passion for spreading the word about some of the best Total War mods out there. We’ll share the attendees soon, but we’re keeping it small and intimate to begin with and will expand our efforts out in the coming months to be as inclusive as possible.All attendees will be free to report on the day as much as they like. They will not be required to sign an NDA and will be able to share any exciting news that comes out of the summit.We’re hoping this will be the start of a brand new relationship with the modding scene, and this summit is just the beginning. What’s coming next is down, in part, to you.Stay tuned,The Creative Assembly.
A new era for Total War Modding has been ushered in with the previously hinted introduction of an impressive array of Total War Modding Tools becoming a reality!Together with Steam Workshop support, you'll now be able to share the likes of units, historical battles and full-on mods with one and all."As discussed at our recently-held Modding Summit, The Creative Assembly are pleased to announce a brand new suite of community tools known as the “Assembly Kit”, including: DAVe database tool – used for editing database entries Unit Editor - for changing the look for units Tooldatabuilder - for unpacking data Campaign map reprocessing Max export scripts for models Example Max files for most model types BoB processing tool, also capable of building mod packs Documentation" -Creative Assembly's Craig Laycock
Simply a case of early models, everything you see so far is still a work in progress. Do not worry belts have not been forgotten about.