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Thread: Roma Surrectum Recruitment office

  1. #181
    apple's Avatar Searching for 42
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    Default Re: Roma Surrectum II: Recruitment

    We could really use some help with adding in Tzar's new building cards. If you are interesting and you know how please give me or any other team member a pm
    (preferable me/Tone/Dvk901). Thanks.
    Son of Legio
    Father of Paedric & Remlap
    Roma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer

    Mundus Bellicus - TWC - ModDB - Discord - Steam

  2. #182
    King Nud's Avatar Praepositus
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    Default Re: Roma Surrectum II: Recruitment

    I'm leaving the team due to ridiculously annoyi g RL issues that could take a while to resolve. Any people willing to take over as a beta tester apply now please thank you.
    Staff Writer at KingJamesGospel.com

  3. #183

    Default Re: Roma Surrectum II: Recruitment

    delete
    O how small a portion of earth will hold us when we are dead, who ambitiously seek after the whole world while we are living.

    Roma Surrectum II Beta Tester/Researcher

  4. #184

    Default Re: Roma Surrectum II: Recruitment

    when do you guys expect this mod be finished and ready to be played by the public?

  5. #185

    Default Re: Roma Surrectum II: Recruitment

    as soon as we can


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  6. #186

    Default Re: Roma Surrectum II: Recruitment

    cant wait for it im excited about the spartans =)

  7. #187

    Default Re: Roma Surrectum II: Recruitment

    keep up the good work

  8. #188

    Default Re: Roma Surrectum II: Recruitment

    I can help you with skinning and 2d design. Also I can make little works in 3dsmax

  9. #189

    Default Re: Roma Surrectum II: Recruitment

    Quote Originally Posted by apple View Post
    We could really use some help with adding in Tzar's new building cards. If you are interesting and you know how please give me or any other team member a pm
    (preferable me/Tone/Dvk901). Thanks.
    You mean coding them in-game ?

  10. #190
    apple's Avatar Searching for 42
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    Default Re: Roma Surrectum II: Recruitment

    Yeah, Tone has actually started doing this himself, but I'm sure that he would welcome some help.
    Son of Legio
    Father of Paedric & Remlap
    Roma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer

    Mundus Bellicus - TWC - ModDB - Discord - Steam

  11. #191

    Default Re: Roma Surrectum II: Recruitment

    Quote Originally Posted by apple View Post
    Yeah, Tone has actually started doing this himself, but I'm sure that he would welcome some help.
    I would join , but i'm in the middle of a most boring job for Sparta 3.5 .. You know , coding in armies for all rebel settlements (100+ settlements -_-")

    But perhaps afterwards i'd be glad to help out !

  12. #192
    apple's Avatar Searching for 42
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    Default Re: Roma Surrectum II: Recruitment

    Thanks, just send me a pm when you get some free time then.
    Son of Legio
    Father of Paedric & Remlap
    Roma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer

    Mundus Bellicus - TWC - ModDB - Discord - Steam

  13. #193

    Default Re: Roma Surrectum II: Recruitment

    OK, so this is the first time I ever post on this forum. I've been doing modding of nearly every aspect of the game for my own use (3d models in 3ds max, scripting, unit modification, some building modification in 3d map, adding of wonders to settlement plans, unit cards, etc). I am impressed by the high quality of this mod and thought that if you are interested in a little help, I could try to see if I can meet your standards. Attached to this message is a sample of the units designed as my hobby. Some of the models are derived from standard rtw ones with additions for helmets, bells for elephants, etc, others are derived from other mods ( mostly eb ) and modified with new skins and 3d model attachments where required.

    I've also made some unit cards for ships based on 3d renders.

    I look forward to the release of your mod, keep up the good work!

  14. #194
    Tesla's Avatar Senator
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    Default Re: Roma Surrectum II: Recruitment

    looks good


  15. #195

    Default Re: Roma Surrectum II: Recruitment

    See my PM


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  16. #196
    Ballacraine's Avatar Domesticus
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    Default Re: Roma Surrectum II: Recruitment

    Very nice work, MihaiV
    In faecorum semper, solum profundum variat.

  17. #197

    Default Re: Roma Surrectum II: Recruitment

    Is this still open? I'd be interested in helping out with either 2D stuff or, if needed, coding. I've 4 years experience using Java, and I've doodled around enough with Photoshop to know how to use it and whatnot.

  18. #198

    Default Re: Roma Surrectum II: Recruitment

    Yes it is - in fact MihaiV (above) has just joined the team to work on various things. Could you PM me with some examples of stuff you've done please?


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

  19. #199

    Default Re: Roma Surrectum II: Recruitment

    Well, all the coding I do have are all for the company I work for, and it's not like I could submit that as an example. Graphics wise, I really don't have anything on hand, as it's more of a hobby than a career. I could maybe cobble together a UI for, say, the Seluecids or something like that? Give me something to do as an example and I'll do my best to do it.

  20. #200

    Default Re: Roma Surrectum II: Recruitment

    Well, one area it'd be great to have some help with is the bigger building images for the building descriptions. We've got a whole load of new buildings that represent loads of different trade networks and government systems. At the moment we only have the icons for those and not the bigger pictures for these, that go with the building descriptions.

    For example, here are two that I did for the two different levels of wine trade and vineyards:





    and in the UI, the first one looks like this:




    All I did there was to search Google images for "grapes" or "vineyard" or something, import and crop the image in GIMP and apply an "oilify" filter to make the graphic a bit more compatible with existing images.

    Other new "buildings" include -

    1) various trade routes:
    Silk
    Tin
    Amber
    Incense

    2) Glass manufacturing - various levels

    3) Minerals imports - precious metals / weapon metals

    4) Other tradeable goods - olive oil, fish, salt

    5) Different mining options: sharecrop mining, open pit mines, deep vein mines, hydraulic mining

    6) Caravan / travellers waystations

    to name just a few of them. Maybe you'd be interested in producing some of these?


    Under patronage of Spirit of Rob; Patron of Century X, Pacco, Cherryfunk, Leif Erikson.

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