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Весь контент lordVigo
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Что доработали в техническом плане и на чем это должно работать. "Раскрывающийся текст" Released in under a month on the 28th September, we are pleased to say that at this point Total War: WARHAMMER II is the most pre-ordered Total War game to date. “We’re in the final stage of development now and very excited by the comments coming out of our closed testing and mock reviews,” said Rob Bartholomew, Brand Director, “loads of love for the new features, races and the sheer volume of gameplay. Great to see that expectation reflected in the number of pre-orders being placed, it really helps motivate us for that final push.” With the game now nearing release, system specs and a range of new graphical features to enrich players’ experiences in the New World can be revealed. These include: Improved Screen Space Ambient Occlusion (SSAO) New volumetric fog system which thickens the air, producing god-ray effects New sharpening filter Impressive wet-look surfaces, appropriate to certain models and model features Continuing the series trend for optimisation and performance improvement, the second game in CA’s fantasy-strategy trilogy will be playable on a wide range of PC systems. To achieve the gameplay gold-standard of 60FPS, Creative Assembly have also quoted a 60FPS @ 1080P spec alongside the minimum and recommended specs below. PC Recommended Specifications: Expected around 45-55 FPS on campaign map and in a 1v1, 20 units vs 20 units battle, default graphics preset set to “High”, running at 1920×1080 Operating System: Windows 7/8.1/10 64Bit Processor: Intel® Core™ i5-4570 3.20GHz RAM: 8 GB Install size: 60 GB Video Card: NVIDIA GeForce GTX 760 2GB | AMD Radeon R9 270X 2GB @1080P PC Minimum Specifications: Expected around 25-35 FPS on campaign map and in a 1v1, 20 units vs 20 units battle, default graphics preset set to “Low”, running at 1280×720 Operating System: Windows 7 64Bit Processor: Intel® Core™ 2 Duo 3.0Ghz RAM: 4GB/5GB* Install size: 60 GB Video Card: NVIDIA GTX 460 1GB | AMD Radeon HD 5770 1GB | Intel HD4000 @ 720p *PC integrated graphics chipsets, e.g. Intel HD series, will require 5GB system RAM PC 60fps+ Specifications: Expected 60 FPS+ on campaign map and in a 1v1, 20 units vs 20 units battle, default graphics preset set to “Ultra”, running at 1920×1080 Operating System: Windows 7/8.1/10 64Bit Processor: Intel® Core™ i7-4790K 4.0 GHz RAM: 8 GB Install size: 60 GB Video Card: Nvidia GTX 1070 8GB Please note: all systems perform differently. The framerates above are based on PCs using the quoted specs with fresh OS installs, no major background programs running, and should be taken as a guide rather than an absolute. Total War: WARHAMMER II is still in development and undergoing optimisation and compatibility testing and these specs are subject to change. Total War: WARHAMMER II graphical presets details All settings may be manually customised, and full Anti-Aliasing is available if desired, however these are the settings automatically applied when selecting a preset: Смотри ссылку, не лень версткой заниматься - https://www.totalwar.com/blog/total-war-war...i-system-specs/
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Кривость геймплея и гринд - убивали добрую часть атмосферы первой части, у друзей Троцкого - хорошие идеи, но реализация всегда хромала.
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Кратко - нет. Длинно: Summer does not end on August 30th. Summer ends on September 21st. That's a few weeks off, still. ;) https://www.games2gether.com/endless-space-...fighters?page=1
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Вообще-то, у нас есть ещё давняя официальная позиция СА, что все оф.расы 8 в игре будут точно, это упоминалось неоднократно, также, СА неоднократно, вскользь, говорила о гномах хаоса. Наличие южных земель в 2, а также ранние сливы планов DLC, очень сильно намекают, что цари гробниц будут в 2, однако я не считаю, что это будет раннее DLC, 1-2 месяца они посветят общей кампании, затем я ставлю на лорд пак ящерицы + крысы, и только потом пойдут паки с расами.
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https://youtu.be/yVe9WoKm448
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Все города где есть порт, + столицы.
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- ресурсы точно есть, на полуострове есть железо, мрамор и обсидиант. - они самые, может с названием ошибся. все же 300 голды - хоть что-то, считай, пол мамонта содержать можешь. Еще у Норски куча шаманов, т.к здания на порядок нужны в каждой провинции, они, помимо хорошей скидки на здания, еще могут качаться в экономику, а при наличии фемиров, в армии они совершенно ненужны.
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Он есть, просто небольшой, прежде всего это порты и уникальные ресурсы, ну и рабовладельческие рынки, пихаем их везде. Даже имея минус по доходам, а с Норской, это перманентный минус, начиная со 2 стака, есть разница, хватит ли тебе казны на 5 или на 10. ходов. - её объединять легко, дал один раз по щам лидеру и все. - после объединения, сразу может быть доступ к прокаченным постройкам. - здания на увеличения прибыли от налетов и грабежа, они стакаются. - легко нападать откуда хочешь, легко пополнять потери. - нет соседей, которым что-то вдруг непонравиться. - можно построить стратегию от технологий дающихся за захват столиц, гномы дают неплохой буст к экономике провинций, а можно попробовать зарашить южные земли и поиграть от торговли.
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Это достаточно марочно, не из-за самих войск, там можно что-то придумать, а из-за лимита на крестьян, даже за летающую бабу, набрать пару стаков без серьезного удара по экономике - сложно. А так, если костяк из оруженосцев и пилигримов, а ополчение под реликвией, да ещё магией обмазаться, то воевать можно, страдать будешь, но можно.
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Заканчивайте.
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Продолжение. https://youtu.be/phpMYkFodkE
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"Не для слабонервны, 18+."
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А новости и слухи - думаете из воздуха берутся, оф.форум это не единственный, но важный источник подобной информации.
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Причем, это просто текстурка, а вайна - вагон.
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На оф. форуме, народ вайнит по поводу пресса у вичек и рэйдеров (рэндж не тот, нет щитов с арбалетами), о том, что вэлфы - мальчики для битья (подавай статы - выше, магов - магичнее, драгон принцев - быстрее, должны легкую кавалерию обгонять), и отсутствие ратлингов и джаззайлов у крыс. Похоже, только жабы остались в стороне.
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А вот на мой взгляд - именно ради вайна. Какой-то ценный контент урезают? Кого-то выкидывают? Кто там у нас на южном краю Люстрии и Южных земель? Все сводиться к тому, что "я мол не смогу Норской дойти до края Люстрии и это неполный экспириенс у меня будет, т.к. я не смогу еще пару часов катить катком по югу континента". Почему - оптимизация и разнообразие контента, CA не заинтересованы в том, чтоб народ забил на основные кампании и играл исключительно в глобалку, значит какого-то контента в них должно быть больше.
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Еще несколько источников подтвердили, что континенты в объеденной кампании - будут обрезаны... начался вайн.
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Как можно забыть про джазаэли.
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Ростер. https://youtu.be/c98bzZKsFkI "Он же." SKAVEN The Skaven, sometimes known as the Ratmen, the Ratkin or the Children of the Horned Rat, are a malevolent and diabolical race of large humanoid rat-creatures that inhabits a massive inter-continental underground empire known in their tongue simply as the Under-Empire, where at the very heart of Skavendom lies the horrific city of Skavenblight, the species capital city and the probable birthplace of the Skaven race. The Skavens as a whole are a cruel, treacherous and highly numerous species that have since spread their loathsome corruption to the farthest corners of the Warhammer World. From deep below the earth, these scavengers have built a vast Empire, whose military power and incomprehensible numbers has the potential to smother the kingdoms of the Old World in a seething tide of violence and anarchy. It is believed by all of Skaven-kind that the world is destined to be theirs, for they consider themselves the Supreme Master Race, undeniably superior in every way to all the other races of the World. Out of all the mortal civilizations within the greater world, no single race, neither the ruthless Barbarian tribes of the North, nor the savage Greenskins can be compared in terms of instability to that of the Skaven Under-Empire. The Skaven race as a whole is extremely divided, often far more divided then perhaps any other race known in existence. Such disunion and ruthless lack of cooperation stems from the Skaven’s insatiable need to survive, thrive and reign tyrannical over his other brethren. To every Skaven, there is no such thing as pity, remorse, compassion, or cooperation. There is simply survival, survival in a turbulent society that only spares those that possess the brute strength, extreme cunning, and the vicious instinct to outmaneuver and kill the opposition, no matter the cost or the body count of either friend or foe. Though no matter how divided their race may be, they are nonetheless unified in a single cause, and that cause is to conquer the surface world and bring about the Great Ascendancy, where it is said that the Horned Rat’s children will swarm across the face of the earth and claim all of it as their own. LEGENDARY LORDS Players choosing Skaven will be able to select from the following Legendary Lords with which to lead their Grand Campaign. QUEEK HEADTAKER Warlord Queek Headtaker, is the legendary, and much-feared, Great Warlord of Clan Mors and the personal right-claw of Warlord Gnawdwell, the one and true Grand Ruler of Clan Mors. Queek has been groomed by Gnawdwell from the moment of his birth to be the ultimate warrior, provided with the best armour and weapons, protecting him from the other Lords of Decay, and also staging assassination attempts to keep him on his toes. Queek is an uncommonly bloodthirsty and egotistical warrior whose need to conquer even the most impossible challenges has since earned him an infamy amongst the annals of Skaven history as the legendary Headtaker, the Dwarf-Smiter, the greatest Warlord to have ever graced the tunnels of Skavendom. Queek’s temper is infamous amongst both his enemy and allies, having fought, defeated and survived almost every challenge that was thrown against him. Upon his trophy rack consists of the heads of all those that have challenged Queek in the past, such as the head of King Krug Ironhand of Karak Drazh, Warlord Ikit Scratch of Fester Spike, Warlord Sleek Sharpwit of Clan Mors and the hand of Baron Albrecht Kraus of Averland amongst other noteworthy challengers. LORD SKROLK Lord Skrolk, is one of the most legendary disciples of decay within Clan Pestilen and one of the 9 legendary Plaguelords. That Lord Skrolk walks the world is an affront to nature and a sign of the power of the Great Horned Rat. Plants wither and die where Skrolk treads and the very air seems to congeal and darken, as if stained by his baleful presence. Skrolk is ancient, having existed many spans of even the most long-lived of his foul kind. Rather than weakening with age, Lord Skrolk is possessed with a diabolic vitality that belies the years and the heaped diseases he carries. Indeed Skrolk is bent and gnarled by the weight of countless corruptions. The flesh that is not hidden by his tattered shroud is leathery and covered in a layer of dripping buboes. Even worse, the mysterious hunching growths promise something still more virulent. Each new pox only toughens the aged Plague Monk, who himself has become a disease that walks. Lord Skrolk is one of the Plaguelords, the rulers of Clan Pestilens under the direct command of Arch-Plaguelord Nurglitch, he-who-is-tenth on the Council. ROSTER Melee Legendary Lord Queek Headtaker Mounts: None Caster Legendary Lord Lord Skrolk Uses Lore of Plague Mounts: None Caster Lord Grey Seer Uses Lores of either Plague or Ruin Mounts: Foot, Screaming Bell Melee Lord Warlord Mounts: Foot, Bonebreaker Melee Hero Assassin Mounts: None Melee Hero Warlock Engineer Mounts: None Caster Hero Plague Priest Uses Lore of Plague Mounts: Foot, Plague Furnace Melee Infantry Skavenslaves Melee Infantry Skavenslave Spears Missile Infantry Skavenslave Slingers Melee Infantry Clanrats Melee Infantry Clanrats (Shields) Melee Infantry Clanrat Spears Melee Infantry Clanrats Spears (Shields) Melee Infantry Stormvermin (Halberds) Melee Infantry Stormvermin (Sword & Shields) Melee Infantry Plague Monks Melee Infantry Plague Monk Censer Bearers Missile Infantry Night Runners Missile Infantry Night Runners (Slings) Missile Infantry Gutter Runners Missile Infantry Gutter Runners (Poison) Missile Infantry Gutter Runner Slingers Missile Infantry Gutter Runner Slingers (Poison) Melee Infantry Death Runners Weapons Team Warpfire Thrower Missile Infantry Poison Wind Globadiers Missile Infantry Death Globe Bombardiers Melee Monstrous Infantry Rat Ogres Artillery Plagueclaw Catapult Artillery Warp Lightning Cannon Vehicle Doomwheel Melee Monster Hell Pit Abomination https://www.totalwar.com/blog/skaven-army-roster/ Проблема лордов магов, не в том, что заклинания сжирают очки прокачки, а в том, что у них нет явного преимущества перед магами героями.
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40 левел, на мой взгляд - зря добавляют, слишком обмазанные лорды будут.
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https://youtu.be/9GnAvWG0Krk Интересно, что The Inept General, в другом своем видео (тырк), упамянул, что на презентации для прессы, им показали объединенную карту, и она ближе к карте из раннего слива, нежели просто слепленные 1+2, как их рисуют умельцы. "карта." Еще по объеденной карте - https://www.gamewatcher.com/news/2017-17-08...s-we-can-expect
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- Варп камень нужен для победы, его дают за определенные города, он позволяет проводить ритуалы дающие некие плюшки, однако, во время ритуала (10 ходов) на 3 лучших города будут нападать войска хаоса. - Изобилие еды дает очень сильные бафы ее все, голод - сильные штрафы. Еду можно тратить для вызова клановых крыс на поле боя и моментального апгрейда захваченных городов. - Лояльность будет у крыс и дрючей, если она слишком мала у определенного лорда, то он уходит вместе со всей армией и основывает свою фракцию. - Обе крысиные школы магии есть в игре. - Черные ковчеги - будут, это 10 слотовый мобильный город, в бою может помогать бомбардировкой. - У крыс есть стойка, в которой, они могут передвигаться скрытно по своей территории. - В объеденной компании, крысы будут в старом свете. Смотр механик, строений, технологий и скилов. https://youtu.be/KvC0zcYzHk0
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Кто ныл на отсутствие видосиков - https://forums.totalwar.com/discussion/1990...skaven-and-such, выбирай - не хочу. https://youtu.be/FAeioa7-5no
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http://www.gamestar.de/artikel/total-war-w...en,3318492.html "Картинки" http://3images.cgames.de/images/gamestar/2...r-2_6004383.jpg Ждем перевод на английский, а может, кто-то тут и немецкий знает. "Norsca Hotfix - Public Beta" Hi guys, we're releasing a hotfix now that Norsca has been released to sort out a few issues. At first it'll be released in Public Beta. If you'd like to opt in feel free to follow the steps below - How to opt into the BETA Note: This Public BETA is for Windows users only 1) Restart you steam client, and log in with your account that owns Total War: WARHAMMER. 2) In the Steam Games Library, Right-Click Total War: WARHAMMER and select ”Properties”. 3) In the Properties window, select the ”BETAs” tab. 4) In the ”Select the beta you would like to opt into” drop-down list, select ”patch7.1publicbeta -” 5) Close the properties window, and the game will update to the public beta. Patch Notes -Fixed some inappropriate text in the Russian localisation. -Improved the flow of Monster Hunt chains, so players progress will no longer be blocked. This will take affect from new saves. -Assembly Kit - fixed some errors in TERRY, which were preventing maps from being exported. -All the Norsca agents will now give off the correct passive Chaos Corruption. -When an ally kills a Challengers of Chaos army in the Norsca end game, the mission chain will no longer be broken, and the player will not be blocked. -During the narration at the start of some of the Monster Hunt battles, the VO will no longer stop prematurely in German. In the main menu, the "(modded)" notification will now only display when mods are being used. -Fixed a rare bug where Archaon wouldn't appear in Legendary Difficulty, when the player saved after the Campaign victory, then re-loaded. -Fixed a Multiplayer Campaign Crash caused by 1 player selecting "Retreat" on the pre-battle screen. -Fixed a rare bug where the Challengers of Chaos army in the Norsca end game would become completely stationary if the player asks another faction to Join War against them. -Fixed a bug where in rare cases, the Waywatchers' Hawkish Precision ability would be replaced with Unbinding. -Corrected an inconsistency between the audio and text in Spanish when the player aligned with the Serpent god during a Norsca Campaign. -The "In Progress" and "Completed" notifications in the Monster Arcanum book in the Norsca Campaign are will now display correctly in Traditional Chinese, Simplified Chinese and Korean. -Fixed some gaps in the Sons of Ghorros, and Butchers of Kalkengard models' necks on low or medium unit details. -Chaos replenishment bonuses from technologies will now work outside of allied regions. -Norscan Marauder Chieftains are no longer missing items in custom battle mode. -The Apocalyptic Charge ability of the Swords of Chaos Regiments of Renown has been fixed. -Game Guide - When using the Comparison Tool to compare units in the Game Guide, the "Race" field, which shows the race icon will no longer appear blank. -Game Guide - Fixed some placeholder icons in the Game Guide for Occupied buildings of Norsca's special settlement which is linked with technology. -Game Guide - The "Controlled Faction" field will no longer always remain empty on the Maps page. -Game Guide - In Portuguese-Brazil language, the "Wintertooth" faction name will no longer have letters clipped / cut off in the "Races" list. Balancing changes • Increase Mammoth (all) attack interval from 3 to 3.8 • Increase cost of Marauder Hunters (Javelins) by 100 • Reduce Ammunition of Marauder Hunters (Javelins) from 16 to 12 • Increase cost of Daemonspew by 100 • Reduce cost of Mirror Guard by 100 • Increase Soul Devourer intercept range from 100m to 200m • Reduce Werekin Melee Attack by 5 • Reduce Werekin Melee Defence by 5 • Increase Werekin cost by 100 • Increase Maws of Savagery by 200 • Increase cost of Skinwolves by 100 • Increase cost of Skinwolves Armoured by 100 • Increase cost of Companions of Quenelles by 150 • Decrease weapon damage by 2 and armour-piercing weapon damage of Battle Pilgrims by 1 • Apocalyptic Charge ability now triggered once enemy is within 70m for two seconds • Added level cap to Krell Skills / Reduced Franz XP boost skill from 2 to 1 Skill Tree Changes - Agent cap bonus from LL chain is capped at 1, affecting following skills: • Archaon: Distinguished Champions; • Thorgrim: Elite Enforcer, Fire Support, Advanced Forging; • Gelt: Renowned Scholar; • Karl Franz: Heroic Knightly Band; • Azhag: Insane Visions. - Added a level requirement to LL chains for Karl Franz, Gelt, Thorgrim, Grimgor, Azhag, Archaon, Sigvald and Kholek. Now they can only be unlocked after lv12. Affecting following skills: • A Moving Mountain • The Grand Marshal of Chaos • Egomaniacal • Ancient Bloodline • Golden Face Mask • Best of the Empire • Imbued by Madness • Nevva Second Best! - Added a progressive level requirement to Kemmler’s krell chain. Also, Kemmler starts with 1 points in ”Thrall Master” and ”Lord of the Scourge”. - Removed secondary levels for Thorgrim’s skill chain. - Removed secondary level for Gelt’s ”Stronger than Steel”, now the skill has only 1 point and +9 armor army-wide. https://forums.totalwar.com/discussion/1990...fix-public-beta
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Думаю, что-то к вечеру появиться. Опять же, это могла быть просто утка.