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Thread: List of all Factions in Rome 2?
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AntiDamascus 16:14 09-13-2013
Hello hello! I was curious if there was a list of the factions in Rome 2. Not playable factions, all of them. I really don't feel like sitting there during the turns and trying to write them all down :D

I have a project in mind to work on and it would be a great help.

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Hooahguy 16:21 09-13-2013
Im looking around for a list, cant seem to find one. I went to the interactive map and man there are a lot of them! Ill keep looking for a list.

EDIT: heres the closest thing Ive found to a list:
Spoiler Alert, click show to read: 


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AntiDamascus 16:24 09-13-2013
Where is this interactive map? I can try to write them down from there!

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Hooahguy 16:25 09-13-2013
Its over here-
http://maps.totalwar.com/

Though I edited my first post, I found a better list.

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Sp4 16:40 09-13-2013
Factions is kind of a generous term. 80% of those factions are about as interesting as the rebels in Rome 1. They never do anything.

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BroskiDerpman 16:43 09-13-2013
They take up a lot of turn time too.

I can smell the dlc rolling in...

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Sp4 16:50 09-13-2013
I remember when they said there'll be fewer and more important battles. I'm sure rolling into shitty little faction number 384922's capital and then spending the next 10 turns watching them repeatedly charge their only surviving general into your garrison was part of the whole important battles idea.

The greatest thing is that shitty little faction number 384922's last remaining general can't be killed, even if you kill him, he always gets back up and comes again, next turn =D Works with ships too, even sunken ones.

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Hooahguy 16:50 09-13-2013
Originally Posted by Sp4:
Factions is kind of a generous term. 80% of those factions are about as interesting as the rebels in Rome 1. They never do anything.
Still better than the bland "rebel" faction.

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Sp4 16:52 09-13-2013
Originally Posted by Hooahguy:
Still better than the bland "rebel" faction.
It's time they could have spent on other things, like I dunno, more whales, deer or maybe animations for people pushing siege equipment.

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BroskiDerpman 17:14 09-13-2013
Ok anyway, I wonder if CA will still release the faction dlcs when they're already unlocked and can be fleshed out by modders?

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Myth 17:23 09-13-2013
Originally Posted by BroskiDerpman:
Ok anyway, I wonder if CA will still release the faction dlcs when they're already unlocked and can be fleshed out by modders?
I suppose when they decide to convert a 1 porvince minor to a playable faction and charge money for it, they won't just edit descr_start.txt and call it a job well done. They'd probably change the map around, meaning they'd give more than one region to that faction, as well as give it an expanded roster, an internal politics system, unique building choices etc.

I'm still hoping for Thrace.

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BroskiDerpman 17:33 09-13-2013
Just to argue with that since this is a forum, could modders flesh out the factions too? CA would have to think of something...

Do you know anything that CA could do? I really do wonder...

They can't add regions as it'll most likely break MP campaign, modders might find a way to add in politics system though it'll take a while, units can also be made as CA devs told modders about swip swapping models and colors which allow CA to crank out more units in less time compared to older TW games)

I can't think of anything right now though...

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Hooahguy 17:35 09-13-2013
Somebody has already made all the factions playable, so fleshing them out I think is the job for the modders, though I believe that will come much later.

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BroskiDerpman 17:46 09-13-2013
Judging by how long it takes to make an overhaul for Rome 1 that'll indeed take a while.

So CA has this little time window to jump through and make dlcs.

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ReluctantSamurai 17:53 09-13-2013
Originally Posted by :
I'm still hoping for Thrace
Why Thrace? In R1, they were one of my least favorite factions to play. Bastarnae were one of my favorite mercs, but you didn't need to play Thrace to get them. Other than pike and Greek Cav, I always viewed them as a Dacia clone, without the option for Chosen Archer Warbands

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Barkhorn1x 18:09 09-13-2013
Originally Posted by Hooahguy:
Still better than the bland "rebel" faction.
Yes, tons more FLAVA!!!!!!! ***


***OK, post whoring again. One more post and I'll be at the magic 1K!!!!

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Myth 19:13 09-13-2013
Originally Posted by ReluctantSamurai:
Why Thrace? In R1, they were one of my least favorite factions to play. Bastarnae were one of my favorite mercs, but you didn't need to play Thrace to get them. Other than pike and Greek Cav, I always viewed them as a Dacia clone, without the option for Chosen Archer Warbands
For historical reasons obviously. The Thracian peoples were a long-lived and prosperous culture long before Rome ever rose to power.

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BroskiDerpman 19:20 09-13-2013
I know the Dacians are related to the Thracians and judging by EB's Getae they are quite cool. Especially the unit roster which has steppe units too.

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AntiDamascus 20:57 09-13-2013
Thank you very much. It is most appreciated.

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ReluctantSamurai 21:07 09-13-2013
Originally Posted by :
For historical reasons obviously
Well excuuuuuse me!



Then again, that's your neck of the woods, as well

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Quillan 23:26 09-13-2013
Originally Posted by Sp4:
The greatest thing is that shitty little faction number 384922's last remaining general can't be killed, even if you kill him, he always gets back up and comes again, next turn =D Works with ships too, even sunken ones.
You missed one small detail. The general comes back only if another unit in the army/fleet exists. Assassinate the general in a 2 unit army, the next turn it'll again be a 2 unit army. Assassinate a general off by himself, and it's arrivaderci.

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VersusAllOdds 20:48 09-15-2013
By writing down all faction names during the wait after a turn, you can actually make this game survivably unboring for like 3 turn. Once you're done, make a breakfast or smth else... Because there's a 100 factions that play 3-4sec each.

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Hooahguy 20:50 09-15-2013
Originally Posted by VersusAllOdds:
Because there's a 100 factions that play 3-4sec each.
Really? Unless I have it set to watch the AI do its moves, my turns are 30-40 seconds max.

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AntiDamascus 20:53 09-15-2013
It really sped up in recent time but it would take 3-4 minutes giving me plenty of time to just write them down on paper which was my backup plan.

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Bramborough 17:34 09-16-2013
Originally Posted by Hooahguy:
Really? Unless I have it set to watch the AI do its moves, my turns are 30-40 seconds max.
This was my impression as well during the first 50 or so turns of my Rome campaign, even up to turn 100. I was thinking "what are these guys griping about? it really isn't any worse than any other TW game has been."

As your empire grows and more of the map is uncovered from FOW, however, you get more trade partners and client states (and potentially enemies), and the game turn starts considerably lengthening. Even if you have AI moves turned off (which as far as I can tell, only stops your screen from jumping around to display the moving units...the time it takes for the potentially visible units to execute these moves doesn't appear affected very much if at all).

It doesn't bother me that much, and Patch 2 does indeed help a bit. But I do agree that the AI turns can get much longer than I've seen in previous TW titles, primarily because there's so many more factions.

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Sp4 15:08 09-17-2013
Originally Posted by Quillan:
You missed one small detail. The general comes back only if another unit in the army/fleet exists. Assassinate the general in a 2 unit army, the next turn it'll again be a 2 unit army. Assassinate a general off by himself, and it's arrivaderci.
Why do I have to assassinate someone who got 200 pilums to the face for the 50th time in a row, ending a battle quicker than it took to load it?

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BroskiDerpman 20:07 09-17-2013
About the 200 pila to the face.

I know in vanilla Warscape games missiles are homing so it'd look ridiculous when all the arrows go for the last guy in a unit and over head shot him. (Missiles still miss of course) You can edit this feature out if you want to.

Pre Warscape you have all the missiles missing with that one guy standing there. You'd wonder if your Italian pavise crossbow men can hit anything. (In mods which lower missile accuracy and damage.)

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Hooahguy 20:14 09-17-2013
Originally Posted by BroskiDerpman:

Pre Warscape you have all the missiles missing with that one guy standing there. You'd wonder if your Italian pavise crossbow men can hit anything. (In mods which lower missile accuracy and damage.)
That reminds me of a hilarious/sad moment in EB when I was playing the Getai against some nation who I cant remember, and I had a line of units who could throw javelins, and I had about 6 units waiting for some routing enemies who were coming their way, all ready to massacre them. There were about 30 routing enemies and only three died from the combined volley of 6 units throwing their pilas. I was at the same time so angry and so mad, I wasnt sure what to do!



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BroskiDerpman 20:19 09-17-2013
Can't run them down as your men will escort them off the field!

Happened to me in Rome 2 when I tried it out. My Romans threw pila and killed their own men and then escorted the enemy.

Then I send in my general to chase the routers and tried manually guiding everything. I was amazed that it was essentially like Rome 1 except in Rome 1 if I guided my men they actually ran some people down. I really hope this gets fixed as I can guide my units to run down enemy units in Shogun 2 more easily. (Though still a pain)

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Bramborough 20:49 09-17-2013
Originally Posted by BroskiDerpman:
Can't run them down as your men will escort them off the field!

Happened to me in Rome 2 when I tried it out. My Romans threw pila and killed their own men and then escorted the enemy.

Then I send in my general to chase the routers and tried manually guiding everything. I was amazed that it was essentially like Rome 1 except in Rome 1 if I guided my men they actually ran some people down. I really hope this gets fixed as I can guide my units to run down enemy units in Shogun 2 more easily. (Though still a pain)
Agree. R2 units seem maddeningly inefficient in killing off routers. I think this may be due to the routing unit having lost its unit identification, and the remnants just treated as individual soldiers. So when you right-click on them for attack, your entire pursuing unit focuses on just that one guy, and ignore others til he's dead. That seems to me to be what's happening, anyway.

There ought to be some sort of "Pursuit" mode whereby your unit's soldiers individually attack routers within a certain range, and will prioritize un-assailed targets over guys who already have a couple of your troops on them. The trade-off would be that your unit would essentially lose its own unit cohesion and would take longer to rally back into formation.

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