Page 3 of 20 FirstFirst 12345678910111213 ... LastLast
Results 41 to 60 of 387

Thread: Progress on Patch One:

  1. #41
    apple's Avatar Searching for 42
    Join Date
    Feb 2008
    Location
    Stockholm Sweden
    Posts
    11,780

    Default Re: Progress on Patch One:

    Quote Originally Posted by terzer View Post
    Only if the game devs were like you... the world would be a better place.
    Well some are. Just look at the latest Civ game. It got a in game mod menu from the get go.
    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. #42
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: Progress on Patch One:

    Quote Originally Posted by Amorphis View Post
    Just one question guys,any changes to the "spawning armies system"??Those when you attack key settlements?Just thinking about it all the time,had to delete that part of the script in my game.I assume you can`t exchange it with garrison script?Some locals or basic units?Elite armies showing up out of nowhere vs city population taking their arms up?I`ve seen this script myself and I know how much work it takes but...Well its all up to you guys.I`ll eat whatever you bake
    We find that the spawning of a faction's armies in response to you taking one of their territories is far more effective....especially because, in RS2, a faction's 'home' or starting territories are very important to them. A garrison script, though useful in the sense of making it a 'bit' harder for you to take a region, is realistically useless. Once the city is taken, what and who is there to oppose you? In reality, we felt that such an action would raise the wrath of a whole nation and\or it's tribes, who would then come to take back what was theirs. Sure, it makes it harder, but RS2 was designed to make RTW harder.

    Quote Originally Posted by C. Norris View Post
    You should also have a look at the ambush CTD for alex.exe!

    Adding a few lines of code in one file isnīt that much work and will make many alex players happy. (Those who canīt find the solution for the CTD or simply canīt aplly the fix themselves)
    I am going to have to provide an alternate formation file for ALEX to fix this, as the fix for ALEX results in CTD's in RTW\BI....who knew? The fix for this in ALEX is actually quite simple. Just comment out with a semi-colon the following lines:

    max_unit_width 4

    In the last formations in 'descr_formations_AI.txt'. The one that says: Ambush. It is that line, I am told, that is causing the CTD in Alex. But if you comment it out in RTW or BI, then THEY crash.

    Quote Originally Posted by kingman1337 View Post
    I have an idea for the map.

    Without screwing up the new environment, is it possible to expand Charax a little more south to AT LEAST modern-day Qatar?

    [IMG]file:///C:/Users/RICIS1%7E1/AppData/Local/Temp/moz-screenshot.png[/IMG][IMG]file:///C:/Users/RICIS1%7E1/AppData/Local/Temp/moz-screenshot-1.png[/IMG]
    Our decisions regarding the map and it's contents, and it's factions were based on a specific guideline:

    Some relationship to, or historical interaction WITH the Romans. Now, this was not 'for the love of Rome', as some might say. Actually, it was for the love of common sense. Factions and regions that the Romans never encountered or touched really play no part in a mod named 'Roma Surrectum'. Adding 'Bactria', for example (which was once proposed), would historically seem out of place in a mod that focuses on Europe and the western Mideast. Same with any Indian factions. Such things would be better suited, in our opinion, to mods that focus on Persia, or an area of map from perhaps Greece over to India...a more 'Alexandrian' mod.....even if it were a later time period.

    Also, due to the limitations of RTW, a map with a wider scope would not only reduce the number of available regions in more important areas, but also increase the area of the map, and REDUCE the scale. Therefore, you'd have more territory to cover with the same number of regions, and the perceived 'size' of the map becomes very small. We decided long ago that we all liked the large scale of the RS1.6 map.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  3. #43

    Default Re: Progress on Patch One:

    Another suggestion:
    Can you move Vindobona south? (modern Vienna). It should be where the pointer is. (at Danube).
    Spoiler Alert, click show to read: 

  4. #44
    Grouchio's Avatar Vicarius
    Join Date
    May 2009
    Location
    Scarborough, Maine U.S.A
    Posts
    2,809

    Default Re: Progress on Patch One:

    Can the mod EVER be unhistorical? If you're playing as another faction besides Rome, it's BOUND to be non-historic! Can't we get a bit focused on the OTHER factions? Give them a chance? I HATE Rome in many ways! (for one, the color of blood already took the color of red, and Rome is basically ripping it off!)


  5. #45

    Default Re: Progress on Patch One:

    Quote Originally Posted by Sir Naked Emperor View Post
    Can the mod EVER be unhistorical? If you're playing as another faction besides Rome, it's BOUND to be non-historic! Can't we get a bit focused on the OTHER factions? Give them a chance? I HATE Rome in many ways! (for one, the color of blood already took the color of red, and Rome is basically ripping it off!)
    because many of the other factions were barbarian and they didn't have writing. (i' talking about BC). Also the history proofs that the romans were the most powerful and smart civilization in its time... i don't recall barbarian city north of Rhine, big and developed (with sewers, fountains, aqueducts...) as Rome.... I don't recall modern civilization to use laws and technologies, invented by barbarians...
    The romans created history, which can be seen today. There is information, scripts, columns, which tells us the history. They created the foundation, on which the "modern world" is based, even to this date...
    Also the mod is quite historical for all factions (buildings and mostly units). I don't see a problem with that.
    And mostly, i'm sorry for the terrible off-topic.

  6. #46
    Merula's Avatar Campidoctor
    Join Date
    Aug 2010
    Location
    Australia
    Posts
    1,840

    Default Re: Progress on Patch One:

    Quote Originally Posted by terzer View Post
    because many of the other factions were barbarian and they didn't have writing. (i' talking about BC). Also the history proofs that the romans were the most powerful and smart civilization in its time... i don't recall barbarian city north of Rhine, big and developed (with sewers, fountains, aqueducts...) as Rome.... I don't recall modern civilization to use laws and technologies, invented by barbarians...
    The romans created history, which can be seen today. There is information, scripts, columns, which tells us the history. They created the foundation, on which the "modern world" is based, even to this date...
    Also the mod is quite historical for all factions (buildings and mostly units). I don't see a problem with that.
    And mostly, i'm sorry for the terrible off-topic.
    Remember, history is created by the victors.
    The romans werent 'the best' by themselves, they ripped the best parts off the civilisations they encountered and made them their own. Examples of this are the scutum shield and gladius (from spain and gaul), thier WHOLE religion (from the greeks), different ship building styles (from the Carthaginians).
    The smart thing that the romans did was to adapt, and those that adapt, survive. (And write the history books!)

  7. #47

    Default Re: Progress on Patch One:

    Quote Originally Posted by dvk901 View Post
    AI expansion is a 'win-lose' situation, unfortunately. You can only do so much to 'guide' a faction in a certain direction before you actually 'commit' the faction to doing that almost exclusively. In our previous testing, we had real issues with the Gallaeci constantly attacking and invading Gaul...ALL the time. This was an undesired result, because we wanted them to be sometimes at war with Carthage (as Spanish tribes historically were). So we blocked the coast with trees so they couldn't just waltz into Gaul and start messing with the Arverni. They STILL will build ships and invade Gaul, or march east and go around into Gaul....but at least it's more difficult for them to do so. The result is perhaps a 50-50 chance that the Gallaeci will go south into Africa, or insist on going north into Gaul.

    Hi, if I want to show Gallaeci a few more passageways into gual, will the changes I made to map_ground_types.tga file get the AI into move (hopefully)?

    Spoiler Alert, click show to read: 
    Last edited by Alexander V. Suvorov; October 14, 2010 at 01:55 AM.

  8. #48
    Marcus_Vipsanius's Avatar Semisalis
    Join Date
    Jan 2008
    Location
    Ostend, Belgium
    Posts
    413

    Default Re: Progress on Patch One:

    I figure this has been already discussed by the devs, but I personally don't like two landbridges from Macedonia to Turkey. I think historically, the only land bridge would at Byzantion (Bosphorus), but not south at the Dardanelles.

    The art of war is simple enough. Find out where your enemy is. Get him as soon as you can, strike him as hard as you can and keep moving on.
    (Ulysses S. Grant)

    ROMA SURRECTUM II-FAN





  9. #49

    Default Re: Progress on Patch One:

    Quote Originally Posted by Marcus_Vipsanius View Post
    I figure this has been already discussed by the devs, but I personally don't like two landbridges from Macedonia to Turkey. I think historically, the only land bridge would at Byzantion (Bosphorus), but not south at the Dardanelles.
    I dont mind them, at least now pergamum will try to expand into macedonia and act as a check on macedonian power.


  10. #50
    NightEye's Avatar Ordinarius
    Join Date
    Apr 2010
    Location
    Northern Luzon, Philippines
    Posts
    747

    Default Re: Progress on Patch One:

    Those bridges make for some interesting skirmishes since 4 to 6 are usually competing for that area competing factions. Fighting battles there is pretty much the major reason I try getting a cut of Turkey.
    War... War never changes
    Made in Heaven
    Every time you think you've seen it all, life decides to toss several WTF moments at you all over again.

    [RS 2.1a] Seleucid Unit Expansion V2

  11. #51
    Grouchio's Avatar Vicarius
    Join Date
    May 2009
    Location
    Scarborough, Maine U.S.A
    Posts
    2,809

    Default Re: Progress on Patch One:

    Quote Originally Posted by terzer View Post
    because many of the other factions were barbarian and they didn't have writing. (i' talking about BC). Also the history proofs that the romans were the most powerful and smart civilization in its time... i don't recall barbarian city north of Rhine, big and developed (with sewers, fountains, aqueducts...) as Rome.... I don't recall modern civilization to use laws and technologies, invented by barbarians...
    The romans created history, which can be seen today. There is information, scripts, columns, which tells us the history. They created the foundation, on which the "modern world" is based, even to this date...
    Also the mod is quite historical for all factions (buildings and mostly units). I don't see a problem with that.
    And mostly, i'm sorry for the terrible off-topic.
    I mean the map. Couldn't Egypt get a little deeper into the desert, and not just a group skinny coastline regions that goes from Tripoli to Alexandria? Like this?

    Spoiler Alert, click show to read: 


  12. #52
    apple's Avatar Searching for 42
    Join Date
    Feb 2008
    Location
    Stockholm Sweden
    Posts
    11,780

    Default Re: Progress on Patch One:

    No because RTW has a pixel limit and we would have to rescale and remake the whole map to do that.
    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. #53
    MkdRanger's Avatar Tiro
    Join Date
    Aug 2010
    Location
    Македонија,Велеc
    Posts
    242

    Default Re: Progress on Patch One:

    THIS MOD IS PERFECT
    no changes needed
    so far 0 crashes

  14. #54
    apple's Avatar Searching for 42
    Join Date
    Feb 2008
    Location
    Stockholm Sweden
    Posts
    11,780

    Default Re: Progress on Patch One:

    It's not perfect which we all know but I think we are quite close.
    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

  15. #55

    Default Re: Progress on Patch One:

    Any news on the progress of the patch?

  16. #56

    Default Re: Progress on Patch One:

    Quote Originally Posted by TW-fanboy View Post
    Any news on the progress of the patch?

    I heard it was progressing........


    I wouldn't mind seeing 2 land routes from Spain to Gaul instead of just the one there is now. I remember reading the reasons for why it was made that way. So i have to ask, was the problem with the Spanish invading north really that severe?

  17. #57
    apple's Avatar Searching for 42
    Join Date
    Feb 2008
    Location
    Stockholm Sweden
    Posts
    11,780

    Default Re: Progress on Patch One:

    Yes. They where obsessed.
    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

  18. #58
    gary's Avatar Domesticus
    Join Date
    Mar 2005
    Location
    Newcastle Upon Tyne. North of England.
    Posts
    2,077

    Default Re: Progress on Patch One:

    I really need to go to bed, since i reinstalled rome an discovered this mod, my girl friend has become estranged.... for me i love the detail in this mod, and as i am a geek this is great. It has to be the best mod i have played on a TWg yet.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  19. #59

    Default Re: Progress on Patch One:

    Even now in my campaigns they take the route around and attack the most South-Western province of Gaul.

  20. #60
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: Progress on Patch One:

    Quote Originally Posted by terzer View Post
    Another suggestion:
    Can you move Vindobona south? (modern Vienna). It should be where the pointer is. (at Danube).
    Spoiler Alert, click show to read: 
    I know the placement of a few cities is off, but a lot of this has to do with the limited amount of regions, the shape of regions and the aesthetics, and honestly, the tremendous amount of work required to change just one city. We really didn't have people on the team who knew a lot about that area (all around Dacia) until VERY late in developement, and still a LOT of changes were made. It's just that, well, I need a break from working on that dang map.

    Quote Originally Posted by terzer View Post
    because many of the other factions were barbarian and they didn't have writing. (i' talking about BC). Also the history proofs that the romans were the most powerful and smart civilization in its time... i don't recall barbarian city north of Rhine, big and developed (with sewers, fountains, aqueducts...) as Rome.... I don't recall modern civilization to use laws and technologies, invented by barbarians...
    The romans created history, which can be seen today. There is information, scripts, columns, which tells us the history. They created the foundation, on which the "modern world" is based, even to this date...
    Also the mod is quite historical for all factions (buildings and mostly units). I don't see a problem with that.
    And mostly, i'm sorry for the terrible off-topic.
    Although the Romans did a lot of things, I must disagree with you here. The so-called 'Barbarians' were very well developed in their own right. In fact, the Dacians in particular were ONLY different from the Greeks and Romans in the building materials they used to construct the temples, aqueducts, roads, and ingenious walls they built. Rome basically 'smothered them with numbers' of highly trained and determined Legions, and came away with not just a few big black eyes in the deal. The Celts also had a very advanced but 'different' society that was less centralized than the Romans. It was their weakness.....but by no means were they the dirt smudged, tree hugging idiots people might think. Just ask Caesar, who knew dang well that a united Gaul could rival or even eclipse the Romans if they weren't beaten early on. Scythians and Sarmatians, as well, were very astute and advanced in their own way. Necessity often being the mother of invention, these societies existed and thrived based on what they needed to survive. Doesn't mean they were dumb...just different.

    Quote Originally Posted by Alexander V. Suvorov View Post
    Hi, if I want to show Gallaeci a few more passageways into gual, will the changes I made to map_ground_types.tga file get the AI into move (hopefully)?

    Spoiler Alert, click show to read: 
    Yes, if you do that, they will expand north very easily.

    Quote Originally Posted by Marcus_Vipsanius View Post
    I figure this has been already discussed by the devs, but I personally don't like two landbridges from Macedonia to Turkey. I think historically, the only land bridge would at Byzantion (Bosphorus), but not south at the Dardanelles.
    At first, I would've agreed with you. But having observed campaigns throughout testing, it actually has been beneficial to balance among factions over there to have those land bridges. You have six factions in Anatolia, and it helps a great deal to give them a western outlet. Otherwise, the 'winner' in the area is almost always forced east.

    Quote Originally Posted by TW-fanboy View Post
    Any news on the progress of the patch?
    Well, I had a bad week RL wise and couldn't do much, but I'm slowly and surely going thru each campaign and fixing the Rebellion CTD...I hope. There isn't much to do after that, so I'm hoping to release the patch next week.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •