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https://steamhost.cn/steamcommunity_com/app/885970/discussions/0/4031348273661302911/
"When I spoke to Creative Assembly's Kevin McDowell, art director on the original game, on Three Moves Ahead, he mentioned that one of the quirks of Rome was that unit animations controlled movement and combat rather than the other way around. It made Rome a trickier game to rebalance in its own day, because small tweaks to unit behavior had to be executed through animations rather than on a stat sheet, but it also gave Rome a distinctive feel, and keeping things like that has been a priority for the team doing Rome Remastered."
Could this have something to do with the replay going haywire?
I agree. When the game starts and the units start moving, they start moving in a different direction from the actual battle. This is really strange, but the fact is that this replay bug sometimes occurs in this remastered even when the mod consistency is fine. For example, if you play the historical battle of Europe Barubarorum, save the replay, and play it back (on EB, of course), it is sometimes accurate and sometimes weird. It seems to have some kind of issue from the beginning.
Obviously the original game is like pseudo-fantasy stuff, but at least everything FITS right and looks right. In that respect, you can tell someone at CA actually consulted historians to get the looks down.
Probably been pointed out before, but I notice the mercenary peltasts (with the thureos) have some sort of issue with their shield model. You can mostly only see the interior of the shield (from the outside), and the interior occasionally flickers through.
Goes without saying, you've done an amazing job thus far. Super grateful for this mod.
P.S. I've also seen the crests of the Carthage Sacred band helmet flicker, but it's less noticeable than the Greek Hoplites.