![]() Hello, I was working on something similar (albeit mine was an arena style battle clash of one vs one battles instead of literal rpg) and I think I can give you some insight on what you're about to set yourself for, especially from the things I learnt. Obviously Boss Battles dont use this timer.Īnother interesthing thing to implement is multiple groups suppose we have a script to add a End of Time-styled rooster to choose a x number of members to party, in case all of them die, the anothers take part in battle: The skills are triggered by key combos (similar to how special moves are triggered by this means).Ībout the timer in top of the window in case of the time expires before any KO (death of all party or enemies) the group with less HP sum will be declared winner of the round And in case of tie in rounds an additional is held to determine the winner. I was thinking in make the battle similar to this Co-op fight: each member of the party are present (only the hero - first one are controllable by player, the rest of the party and enemies are AI), with each having his own bars shown (like the video). In this screenshot the yellow bar represents the character's HP and the blue bar is the Power Bar (an equivalent of this would be FF7 limit break or Chrono Cross elements unlockables), but in the plugin it can be basically the player's MP, but if the creator wants to add the power bar system it would be nice. There would be a configurable time for each round, or no time using the infinite symbol like in the image (boss battles for example). So experiment away, and find your faction that suits your playing style.The battle would take 3 rounds, the first to win two is the winner. ![]() Whichever you choose, each faction brings a completely different gameplay experience to Total War: ROME II™. Some rely on client-nations or vassals to boost their economic growth, while others are more trade-focussed. Some factions rely more on mercenaries for their military might some prefer to train their own. Players would be wise to keep an eye on such individuals…They play a key role throughout the campaign which can make the difference of winning and losing. You’ll direct the actions of famous characters from history, and if they’re not out in the field commanding your armies, they’ll be politicking in the senate house, or its cultural equivalent. Players will need to work with – and in certain circumstances against – their faction’s internal political system. Some factions are split into a number of playable families, which bring further unique benefits to their base faction traits. Each will have its own dilemmas to face and different styles of army to manage. Each brings unique commercial, military and political strengths, its own agents and political system, and three tech trees representing civic, military and engineering disciplines. The playable factions represent key powers within the Greco-Roman, Barbarian, and Eastern cultures, and each offers a notably different and deeper form of gameplay experience from those in previous Total War games. This page is your source for background information about each of the playable factions: their starting position on the campaign map, their civic and military focus, and some of their key battlefield units.Each faction has their own special attribute. Ranging from the Spanish coast to the far-flung, exotic kingdoms of the east, the campaign map for Total War: ROME II™ is breath-taking in scope, and a study in detail and variety.
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