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Thread: Ager Romanus - New Sub Mod for DarthMod 8.1

  1. #41
    The Border Reiver's Avatar Artifex
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Hey granto, it's in the title post in the installation section

    Installation:
    The download is here

  2. #42
    GRANTO's Avatar Sōkō no yari
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Quote Originally Posted by The Border Reiver View Post
    Hey granto, it's in the title post in the installation section
    thank theeee very much

  3. #43
    The Border Reiver's Avatar Artifex
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    you're welcome granto! I'll be updating this thread shortly about an update for this mod.

  4. #44
    Kabe difendā
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Quote Originally Posted by The Border Reiver View Post
    \
    Although the ownership doesn't correctly imitate history, it is a gameplay option. Cities like Segesta and Syracuse still have greek rebel city ownership (there are others).
    What I meant is more of having a "protectorate" rather then conquering the city

    Quote Originally Posted by The Border Reiver View Post
    4. Britons had to be slowed down, I have given them one town, as they are not threatened by the Gauls early or if ever.
    But only one city? Too little, IMHO

    Quote Originally Posted by The Border Reiver View Post
    5. The adoption of man of the hour occurs in the game anyway doesn't it? I can't remember how this works?
    It does, but not too often, if we take into account the new provinces.


    Quote Originally Posted by The Border Reiver View Post
    This isn't so much a bug, but the game programming allocating senate seats to the senate, the other factions take about 10 turns or so.
    It feels unbalanced.



    Quote Originally Posted by The Border Reiver View Post
    The game balance of money is very difficult to work out, especially as the number of cities increase. I'd love to hear feedback on VH/VH (as you play) later in the campaign as well.
    Well, I have no such problem as yours. In about 20 turns I have my cities developed, I have almost a full legion of an army that are veterans and have extra weapons upgrade, and I have about 5000 dinarii left to spend. (and I am talking about playing Julii VH/VH with 5000 senate gift, at the beginning, for the first mission) It's just a matter of different approach to the game (I think) that I can share with you if you are interested...
    I don't wanna sound like a mentor
    Quote Originally Posted by The Border Reiver View Post
    About the carthaginian colour, this is standard DarthMod colour, but maybe I need to change the colour on this.
    Actually, in DarthMod Carthaginians have a blue rim around their white

    Some extra feedback. The new provinces has shifted the balance of the game dramatically, I would say. If, say, in the vanilla game one would play with the notion in mind that there are vast distances between the cities, on the mainland, and thus had to progress slowly, ensuring the supply lines (for the fresh troops) and the safety of a new city that played a role of a frontier fore-post, lets say, in general; now, having the length between the cities shorten allows more rapid advancement as one can hop from one closest city to another just in a turn or two (with good roads), eliminating ascertain aspect of the game and IMXO, this factor should be taken into account
    Last edited by momusgl; July 13, 2011 at 11:33 PM.

  5. #45
    The Border Reiver's Avatar Artifex
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    I guess everyone plays the game differently. For me I was never in a rush and always gave the AI about 6 - 10 turns start where I would build my cities before moving out.

    My understanding is you cannot start the game with protectorates, this is CA programming just as the Senate assigning seats early on. Darthmod or I haven't changed this and if I remember correctly in the vanilla game you were not elected into the senate in the first few turns anyway. I think the character has to have a certain amount of influence.

    I know it seems unbalanced to only have one briton town, but this is what takes them so long to get going, they literally will need to rule the whole of their island before moving on to the mainland. They are safe from the Gauls and Germans.

    With your Julii campaign (the only one i ever play) how many settlements do you have after 20 turns? They can't all be fully developed yet it is too soon

    With regards to the game shift of balance, then this makes complete sense. If you wait ten turns before charging out and conquering the AI really kicks in to develop it's armies and empires. I'm not in favour of reducing movement points to take into account the new provinces. In our research, the more movement points allowed gives the AI a better chance of moving around. Anyway the movement between most cities is not that much reduced anyway, and only effects some cities. Also I think I may have forgotten to change the roads which will only allow for the lowest road level to be built within the empire boundaries, and the second level to only be built in certain provinces, plus an increase in cost. Thanks for the reminder there.

    I have changed no AI at all, only adding more provinces which must chnage the balance of the campaign, if it didn't it wouldn't make sense. However if you believe that there is too much money available then it may be worth considering increasing upkeep cost for the Romans, I was considering this for the post marian reforms anyway.

    Anyway keep the reports coming in.

    EDIT: I have the Large Map finished and working again now too!

  6. #46
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    I like the look of more settlements in Britain and the islands, great work

    +rep ;D

  7. #47
    The Border Reiver's Avatar Artifex
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Thanks Nero Nero Caesar Germanicus, stay tuned to find out more about Ager Romanus - The Conquest of Britannia that I'm also working on for DarthMod.

  8. #48
    Ikko-Ikki
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    is it possible to increase the unit stack size and increase the number of visible unit cards both in the battle and campaign map?
    Unit stack size mentioned here for Empire and Napoleon TW : http://www.twcenter.net/forums/showthread.php?t=454716

  9. #49
    The Border Reiver's Avatar Artifex
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Hi Boserup, this has not been possible in the past not to my knowledge

  10. #50
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    hey is this submod also for BI campaign? or only original RTW campaign??

  11. #51
    Lykaon's Avatar Ikko-Ikki
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Hey ! good job on your work! I really love the new bigger map and I am really looking forward to see your new larger map!

    Ok so, I currenlty play on h/h with the Greeks.. these guys are crazy you can train Spartans right off the hook and no army can stand against you with a few Spartans units as the core of your phalanxes. I waited like.. dunno 6-8 turns before Seleucids declared war on me and so it began.

    Anyway to be short it's now 251BC, but I think the Romans are so weak... I didn't take any serius action against them in a while but they had no real development. So when I went to take over Brutii regions, they had only Croton and Tarentum, they were destroyed quite easily.
    Scipii aren't much of a fight either.. I took Messana early on and now they only have Capua and they just sit there doing nothing after a lot of turns without aggresive action on the Italian Peninsula. I once went out and destroyed the main army unit they had out and took an eagle... so after about 7 turns I see a Julii army coming at last but they mostly have those lame hastati with a few principes.

    Julii is the only "strong" Roman faction that managed to push on.. they have started conquering Gauls territory.

    I am now at war with Macedon (started at 252BC) and they aren't developed either... a few Royal Pikemen but thats all. I guess it might be a bit soon for them. Another thing I noticed is that Thessalonica has the amazing income of -5129 Larissa had about -2000... basically Brutii and Scipii have a negative income as well.

    Do you think their financial is the problem? or should I just start playing on the vh to have more of a challenge? (I started a julii h/h campaign and I have a reaaaaaally hard time with the Gauls so I went on same difficulty with Greeks to see the new Greek army!)

    Thank you in advance for your time and sorry if I said silly things or missing some points.
    Last edited by Lykaon; August 29, 2011 at 04:32 AM.

  12. #52
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    can someone answer my question?

  13. #53
    Lykaon's Avatar Ikko-Ikki
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Quote Originally Posted by sapped View Post
    can someone answer my question?
    No it's not for BI... only for the original RTW campaign.

  14. #54
    prima legio's Avatar Supai
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    hi guys i am playing with july(long campaign) at ager roamnicus but i haven t victory conditions,maybe it is the same of the imperial campaign?

  15. #55
    The Border Reiver's Avatar Artifex
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    Default Re: Ager Romanus - New Sub Mod for DarthMod 8.1

    Apologies to everyone that I didn't reply to in this thread as I got sidetracked and never got back to this project, before moving onto the Largemap.

    This is also compatile with RTW 1.5 and BI 1.6. I actually also forgot to add the victory conditions!

    EDIT: This mod will be supported, but has been superceded by the largemap version.
    Last edited by The Border Reiver; February 15, 2012 at 09:04 AM.

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