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Not just that, but all the models being reliably checked for collision would be stupid in a modern TW game - prohibitively resource intensive, people would be waiting 60 years for a computer that could run it, never mind 18 months for patches.
This is why matched combat animations are necessary to implement anything more detailed than the old system, which was random stabbing in the direction of the enemy unit, accompanied by slightly less random deaths.
+1. In fact one of my little annoyances with collision detection (missiles) was fixed for Rome II.
They do need to work on pulling, eg where armies can filter through one another given enough attack/move orders, although there is a balance to be struck there - a unit should not be a wall. There are a few instances of walls in Attila, which worries me - it is what many people asked for a la Rome: Total War etc, but it looks stupid when one unit stops and holds a column basically forever that should be able to brush it aside or really march over it.
There are legitmate complains about the engine, like the modding or multipile core support, but the stuff mentioned in this thread are just based on misinformation.
Yeah it always handled it individual, but mass did make combat look horrible and also go extremely fast because of how close the soldiers would get to each other. And, as I've said in other places, the mass in WTW is the best I've seen from warscape yet.
It's not significantly different for realism to Rome: Total War. In fact, it is probably better for that in every aspect except, arguably, the form and integrity of large disciplined infantry formations..