Total war rome remastered unit size3/5/2023 ![]() ![]() Such a thing would, in effect, extend the length of most battles by roughly four times. Whereas before, a single unit at a choke point can lose upwards of about 130 soldiers before they rout and are forced back. Even if we assume that, battles slow down tremendously. ![]() ![]() Let's assume all computer can run up to 20,000 such calculations concurrently with no trouble. Let's assume every new soldier you add to this ongoing series of calculations doesn't even affect your resources much. Their relative position, the amount of force a charge is putting into them, how much mass they're contributing to a charge, whether or not projectiles are hitting them, the amount of "hits" they can still take, how much damage from the hits they're receiving is transferring through their armor, how much of the hits they're dealing transfer through the enemy's armor. It's going to be a problem for those players, no matter what.Įvery solder in Total War is a part of the simulation. Suddenly, people with the lowest-end PCs are forced to play with almost as many soldiers as top-end players have been using. But if the current scaling is, say, 40/80/120/160, then if you jack it up to 500 men per unit, the new scaling becomes something like 120/240/360/500. This means it'll make optimization just a little harder for the team, but more importantly, that it'll make the game that much tougher to play for people with low-end PCs. Obviously speaking, every new soldier you have to render, each with his own animations, his own physics, and his own generated combination of face and armament pieces, it going to be just a little more taxation on your computer's resources. So let's assume if a good-sized campaigning army of the era was 100,000 (and that's debatable many believe such numbers have been exaggerated), and CA uses even 10% of that figure, the cap should be around 10,000 soldiers per army stack. A full army stack in TW3K, it seems, will be upwards of 2,880 18 units of 160. Some of these issue may apply to such a situation, but for the most part, I'm addressing the issues of the group that touts "armies of 100,000" as a good reason unit sizes should be upgraded. Adding 40 guys or so to every unit is somewhat arbitrary and probably doesn't really warrant discussion. Major note, I'm addressing considerably larger unit sizes here. Some of them might be things many of us didn't consider. But what I'd like to analyze for a moment are some of the reasons Creative Assembly might not be so quick to put bigger units into the vanilla game. Now of course, unit sizes can and will be modded, and people will try to test the limits of their hardware putting 10,000+ men onscreen at once. Tons of people want bigger unit sizes, citing historical accuracy and modern hardware as the primary reasons they should be bigger. Let's address the elephant in the room for a moment. 2K A Total War Saga: Thrones of Britannia.846 A Total War Saga: Fall of the Samurai. ![]()
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