Results 1 to 18 of 18

Thread: RS2.5 Beta Official Preview Thread and Information:

  1. #1
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default RS2.5 Beta Official Preview Thread and Information:

    An initial introduction to RS2.5, including here the theory and purpose behind a lot of things that were done.
    Spoiler Alert, click show to read: 

    First of all, as many already know, the trait and ancillary systems in RS2.1a were never really completed in accord with the vision that Calvin and a number of us had for it. Calvin's passing left us in a quandary, and Tone and myself were forced to learn about traits and ancillaries in order to even begin working on them....but too late for the initial release of RS2.

    The intended vision for the RS2 trait system was to include a historically correct and comprehensive Roman Leadership system like no other ever made for RTW. Calvin had started implementing this, and Tone finished the 'first draft' of it for RS2's original release. But a trait system for the Romans was not going to be the end of it....we wanted interesting and and comprehensive leadership systems for every faction\culture, and a lot of background work had been done for this before we released RS2. There were just no 'hands' to implement them. So after RS2 was released, and after a few bugs were taken care of in the 2.1a Patch, Tone and I started working on the traits. Tone expanded and perfected the Roman Leadership system, and I started digging through gobs of information to bring together all the suggestions and ideas for all the other factions...and then put them into usable form in the game. The end result was specific leadership systems for:

    1. The Romans
    2. All of the Greek factions (with special modifications for each one, including the new swap factions: Syracuse, Bosporan, Massalia and Bithynia).
    3. A new trait system (albeit, rather simple compared to the Roman one) for the new swap faction: The Republic of Capua.
    4. New traits for Parthia and Armenia.
    5. A specific trait system for the Nomadic factions (Scythia and Sarmatia).
    7. A specific system for Carthage.
    8. A specific system for the Celtic factions (Arverni, Belgae, Boii, Gallacei...and the new swap faction: The Galatians).
    9. New traits for Dacia and the Cimbri.

    So in effect, every faction got new traits and ancillaries, and special attention.

    ******************************************************************************
    The next part of the 'vision' that Calvin and I had often discussed concerned fixing some things we found annoying and silly in RTW, as well as issues that caused a lot of imbalance once traits started kicking in in a big way during the campaign. One of those issues concerned 'silly' traits or ancillaries that were a part of 'someone's' sense of humor in either the thing itself, or its description. Every single trait and ancillary was examined, it's description altered where necessary to make it sound professional, clear and of value. And a number of things were just plain removed.

    Perhaps the biggest issue we wanted to deal with, however, was what we called 'bonus stacking', and the ultimate creation of numerous 'super-characters' in the game leading to a wealth of money pouring in and 'ho-hum' battles with Generals who were all alike, and all 10 star Generals.
    Governors became supremely 'bonused' just by the player building something, and\or progressed in good or bad traits to the top levels with almost no effort at all. There became a huge disparity between the good and bad characters, with the good ones vastly outnumbering the bad ones. Maybe some people liked that, but we felt it was unrealistic and were determined to correct this. It required a better understabding of how the triggers for traits worked, and seeing how they assigned things. Then implementing measures to 'use' that to our advantage.

    A good example is the Trait 'Good Administrator'. This is a powerful trait for a character, and ultimately leads to what everyone likes: more, and lots of, money. To look at the triggers for this trait in the original RTW, you'd 'think' there was nothing wrong with how this trait was being dished out. The 'chance' for the game assigning it varied from 3 to 31% given various events or conditions happening or being met. The problem is that all of this 'checking' and possibility of assigning this trait occurs EVERY SINGLE TURN. So if you multiply the chance of a trait being assigned times the number of times the game checks and 'could' assign it, you arrive at what was happening....numerous characters getting the trait 'just because' the game finally assigned it to them. And, because this is such a powerful trait, it was corrected in a special way by creating another trait that can be assigned to a character that will prevent him from ever getting the Good Administrator trait. Not a 'Bad Administrator'...which is handled separately...but just a hidden trait that prevents the trait from being given.

    The overall goal here (and hopefully the desired effect) is balance. We wanted to see the game create some bad characters, some really good characters, and the bulk of them would just be 'normal' characters with good points and bad that offset the 'bonus stacking' so common in RTW.
    For that reason, many, many traits are built upon the foundation of 'Personality' traits. These were already in the 1st release, but were not functioning as intended. These were meant to help determine and sort out what kinds of traits a character could, or could not get. For example, a character who has a 'harsh' or hotheaded personality is much less likely to get a 'Kind Ruler' trait (if at all). Nor would a conceited or dishonest character. This doesn't necessarily mean the character is useless or 'all bad'...it just means he will be prevented from getting certain traits based on his personality.

    Likewise, a Personality Slow character isn't going to be all that 'intelligent'....yet he may well be great in other areas. And, since the ancillaries are written to compliment this scheme, a character with a 'deficiency' is more likely to get a 'helper ancillary' in that area. So a Bad Farmer may get an ancillary that helps him farm better. An average or bad administrator may get an ancillary that helps him administrate better. Just a few examples of how we tried to 'balance' characters and prevent super-heros.

    Another change is in the separation of characters according to their purpose (or how the player uses them). Generals and Governors will now be vastly different in what kinds of traits they can get. 'Governing' traits are almost exclusively assigned to Governors. Battle traits to Generals. That doesn't mean they can't ever switch roles...it just means that dependent on where they are and what they are doing, the assignment of traits is different.

    Now, I know that some players don't like to use Governors by and large...preferring to just 'automanage' settlements. Well, I have to tell you that in this system there will be a 50% tax penalty for a settlement with no governor. This is to 'encourage' the use of Governors and basically make the system work. Putting a Governor in a settlement will offset that penalty. Other characters in that same settlement who are NOT the Governor can get 'some' traits, but they will not get most of the governing ones. So it will best to use extra characters to govern settlements or command armies (or accompany a General in an army).

    Battle Generals are exactly that....fight battles and the character will progress (assuming he wins some of them). Progression in all military command leadership careers or levels depends on a 'battle_counter' trait that advances in levels as the General wins battles. The better the win, the quicker the advancement. The Roman system is a bit different, as they still use the 'GoodCommander' trait that assigns the 'stars'. A Roman character can advance through the ranks BOTH by winning battles and receiving awards, and through the battle_counter. All others strictly use the battle_counter. And here again, the object is to be more realistic. You'll probably not see too many 10 star generals or Alexanders and Caesars. You'll see a lot of 'normal', capable Generals who can win battles for you, but only the rare General who picks up all the 'goodies' in his lifetime (in terms of traits) will be a 10 star general. This is intentional.

    Generals who get the 'coward' trait...a major bug in RS2.1a.....will now be treated differently. The trait will be seen less, and even if the General does get it, he will have the opportunity to 'redeem' himself and become a capable general. He will never be a high star general, but he can still be useful after fighting and winning some battles so that his troops see him in a better light.

    Still another 'difference' players will see in RS2.5 is that some traits will not actually be 'attributes' of the character himself. Rather, they will be 'helpers' or officials attached to his office. This will be particularly evident for the Greeks, where they are a lot of of offices attached to governors.

    ****************************************************************************
    Specific Leadership Systems and additions to RS2:
    Spoiler Alert, click show to read: 

    CARTHAGINIAN CLASS AND LEADERSHIP: (contributed by Aristotle...the real one)
    ***********************************

    The Republic of Carthage now has a leadership system that begins with a new 'class' system that consisits of:

    1. Carthaginian Aristocrats
    2. Carthaginian Citizens
    3. Maghreb Nobleman
    4. Iberian Chieftain

    By and large, the two most prominent traits will be Aristocrats and Citizens. Ruling class characters will be Aristocrats, and recruited Generals will be randomly assigned the latter three traits. There are provisions built in for characters who are citizens to become Aristocrats. Numidian Noblemen and Mercenary Chieftains were added to better represent the mercenary nature of Carthage's armies.

    Faction leaders and heirs will be assigned the trait 'Suffetes'...of which there were always two.
    Other characters will have opportunity to receive governmental traits such as:

    1. Pentarchies
    2. Carthaginian Council
    3. Members of the Assembly of Citizens
    4. The Clubs

    And their careers as either Generals or Governors are defined by receiving either an election to 'General' or a 'Magistrate'.
    The Carthaginians will use the Greek Military Career sytem detailed below.
    Last edited by dvk901; March 13, 2012 at 10:38 AM.

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

  2. #2
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    SPARTAN CLASS AND LEADERSHIP: (contributed by SwHunter and Kervanos)
    ******************************
    Spoiler Alert, click show to read: 

    The Kingdom of Sparta now has a three levels class system:

    1. Spartiates
    2. Perioikoi
    3. Neodamodeis

    Basically, these three classes involve the true 'Spartan' (Spartiates), the 'outsiders' (Perioikoi), and those who failed the Agoge (Neodamodeis).

    Recruited Generals will randomly be assigned either Spartiates or Perioikoi...spies and assassins will be Neodamodeis.
    Spartan sons who come of age will need to go through the Agoge...a four year process 'in the field' with an army...after which they will either pass (far more likely), or fail (less likely).

    Spartiates only will have the opportunity to become 'Krypteia'...sort of the Spartan 'secret police'.
    Spartan leaders will be either of the 'Eurypontids' or 'Agiads' families. The faction leader will be one family, and the heir will be of the other.
    Older Spartan characters may gain the honor of being 'Gerontes'...one of the 'old men', or one of two 'Ephors' who were assigned to keep watch over the Kings of Sparta.
    All Spartiates can be a part of the 'Ecclesia'...or Assembly.

    It would be best to use a character who is Perioikoi as a governor, as this class will have access to some traits that the Spartiate would never dirty his hands with. But the Perioikoi, who should be viewed simply as Greek allies and friends of Sparta, can be either a Governor or a General.

    The Kingdom of Sparta will use only the Greek Infantry military career, as all Spartan cavalry was provided from other allies or subject states. Spartan Perioikoi can also be part of the Greek Civilian Career system....but not Spartiates.

    GREEK MILITARY CAREERS (All Greek traits researched by Greek Historian Kervanos, with aid from Rex Basiliscus, SwHunter and others)
    ***********************
    Spoiler Alert, click show to read: 

    The military career system for the Greeks and Carthaginians in RS2.5 is driven by three traits that randomly assign a type of military career to all characters. Once they have been assigned a career, they are forever limited to that specific career. The end result of this is that Generals will excel in their own fields, and have very specific talents which the player may take advantage of. These three careers are described as follows:

    1. Greek Military Career Infantry....with five levels of advancement and various 'sub-traits' that can further specialize the rank.

    a. Lochias.......................Katadromeus
    b. Tetrarchos...................Pentakontarchos
    c. Speirarches..................Speirarches Staff
    d. Chiliarches...................Chiliarches of Agema (over 40 yrs old), Chiliarches of Royal Peltastai, Chiliarches_Staff
    e. Strategos....................Strategos_Staff

    Other ranks that various Greek characters can achieve after advancing to Strategos are:

    a. Epistrategos (Ptolemies only)
    b. Strategos Autokrator (Seleucid only)
    c. Archistrategos (must be Seleucid faction heir, and can also be gained in cavalry career)

    2. Greek Military Career Cavalry...six levels of rank and specialized sub-trait ranks.

    a. Oulamagos
    b. Lochagos Ippikou
    c. IIarhos.....................IIarchos Staff
    d. Epilarches.................Epilarches Staff, Tarantinarchos
    e. Hipparchos................Hipparchos Staff
    f. Strategos..................Strategos Staff

    3. Greek Military Career War Engines......five levels of rank.

    a. Mechanopolos Mathetes
    b. Mechanopoios
    c. Mechanlkos
    d. O epi ton Mechenon
    e. Strategos..................Strategos Staff

    4. Other military traits that can be gained only by top Generals:

    a. Philos Tou Basileos...King's Friend (but not Carthage or Sparta)

    **********************************************************
    GREEK CLASS SYSTEMS AND OTHER TRAITS, INCLUDING CIVIL CAREERS
    Spoiler Alert, click show to read: 

    The Greek class system will apply to Macedon, Seleucid, the Ptolemies, Bosporan, Syracuse and Bithynia...although the descriptions may vary somewhat depending on the campaign.

    1. Greek Aristocrat
    2. Greek non-Aristocrat
    3. Mixed Heritage (will have different meanings for some factions)

    The ruling family will be Aristocrats, and all other Generals not part of the family will be assigned a class randomly.

    Characters residing in Seleucia may get the 'Senator of Seleucia' trait. There were typically 100 senators.

    HELLENISTIC CIVILIAN CAREERS:
    Civilian careers are randomly assigned to characters who are not Generals.

    1. Administrative Career.......four levels. Advancement for Governors and settlements with academies+.

    a. Epistates Komes
    b. Poliarches
    c. Meridarchos
    d. Strategos Nomes

    2. Financial Career....four levels. Advancement for Governors and settlements with academies+.

    a. Ioeutes
    b. Oikonomos Poleos
    c. Eklogistes
    d. Epimeletes

    3. Record Keeping Career...four levels. Advancement for Governors and settlements with academies+.

    a. Komogrammateus
    b. Grammateus Poleos
    c. Topogrammateus
    d. Basilikos Grammateus

    After reaching the top career in any of the above, the character can gain the trait 'Dioiketes'.

    4. Greek Engineering Careers:

    Although part of the Greek civilian career system, the 'Archimedes School Engineering' can be gained by the following factions in any Greek culture settlement:

    Macedonia, Pergamon, Pontus, Free Greeks, Carthage, Seleucid, Ptolemies, Romans, Armenia, Parthia

    The School of Engineering takes four years to complete once the trait is gained, after which a particular 'Field' is randomly assigned to the character. These fields specialize in civilian use of hydraulics and water management, farming and weapons manufacture.

    5. Other civilian Governor traits:

    a. Hegemon
    b. Primary trait 'Gymnasiarches'...with secondary traits 'Pezon Taksies' or 'Eutaksian'.
    c. Primary trait 'City Officials'...which is best described as an 'ancillary trait'. Secondary traits are:

    1. Astynomos...with it's own sub-traits:
    a. Citizens Approve (law buildings being built)
    b. Citizens Uproar (no law buildings and crime rising)
    c. Citizens Near Riot (no law buildings and crime rising)

    2. Agoranomos...
    a. Grain Control Officials

    3. Teichon Epistates

    4. Tamias

    5. Siton

    6. Episemos Elegktes Nomismaton

    d. Greek Government Ecclesia...(Macedon, Numidia, Free Greeks)
    e. Greek Government Jurist ...(Macedon, Numidia, Free Greeks)
    f. Greek Government Synedrion...(Macedon)
    g. Greek Government Boule ...(Free Greeks)
    h. Archon

    GRAPHICAL PRESENTATIONS

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Quote Originally Posted by Tone
    Ok, here are some diagrams to show the new hellenistic careers systems (shared by Free Greeks, Sparta, Pergamon, Macedon, Seleucids, Ptolemies, Pontus, Carthage). Spartans also get the Agoge and Krypteia system and Carthage gets a Carthaginian council and other elected administration bodies - preview coming soon).

    Research by Keravnos, who did the most part of the historical research work for our Greek factions; coding by DVK.

    What I've not put on here is that certain traits (some of the things like Philos tou Basileos) are only open to Aristocrats (Greeks will be given class traits - Greek Aristocrat, Mixed birth or non-Greek)
    Military Careers

    Overview:
    Spoiler Alert, click show to read: 


    Infantry:
    Spoiler Alert, click show to read: 


    Cavalry:
    Spoiler Alert, click show to read: 


    Engineering:
    Spoiler Alert, click show to read: 



    Civilian Careers

    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 

    Quote Originally Posted by Tone
    As mentioned previously, here is an extra element to "civilised" faction careers - "Archimedes' school of engineering"....open to anyone from a civilised faction, but they must be resident in a settlement that is culturally Greek.....so for the Greeks, they will be able to enroll from the start of their campaign. For Romans and some of the other factions, it will become possible after occupying a Greek settlement like Athens.

    The character will have to stay in that settlement for 4 years, following which they can move to another settlement with their qualification. In order to progress, there needs to be an academy building or higher.
    Spoiler Alert, click show to read: 



    Last edited by dvk901; March 13, 2012 at 10:40 AM.

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

  3. #3
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    ******************************************************
    BARBARIAN LEADERSHIP, CLASS AND OTHER NEW TRAITS (many contributors, mainly Mulattothrasher and The Sloth)
    Spoiler Alert, click show to read: 

    Celtic Factions (Belgae, Arverni, Boii, Gallacei, Galatians)

    Animal Traits gained through battle (only one of them will be gained):

    1. Tarvos Cinges
    2. Turcos Cinges
    3. Artos Cinges
    4. Bledinos Cinges
    5. Luco Cinges
    6. Caruos Cinges
    7. Boduos Cinges

    Belgae Classes:

    1. Belgae (leadership will always be Belgae)
    2. Suessiones (this and the following assigned to non-family members)
    3. Silvanectes
    4. Meldi
    5. Bellovaci
    6. Remi
    7. Treveri

    Boii Classes:

    1. Boii (leadership only)
    2. Volcae
    3. Tectosages
    4. Arecomici
    5. Tulingi
    6. Latobici
    7. Aravisci

    Arverni Classes:

    1. Arverni (leadership only)
    2. Cadurci
    3. Gabali
    4. Vellavi
    5. Ruteni

    Gallaeci Classes:

    1. Gallaeci (leadership only)
    2. Albioni
    3. Arroni
    4. Artabri
    5. Bracari
    6. Coelerni
    7. Nemetati

    Classes were chosen based on relevance rather than prominence.

    New Barbarian Traits:

    1. Thinker.......three levels.
    2. Numbers_Skill.....two levels.
    3. Good Celtic Builder....two levels.
    4. Bad Celtic Builder....two levels.
    5. Good Nomadic Builder....two levels.
    6. Bad Nomadic Builder....two levels.

    (these were added so that descriptions could be more specific and relevant.)

    7. Druid_Training.....four levels, Celts only.
    8. Acitouiros
    9. Galba
    10. Crocina
    11. Attalos
    12. Balcos
    13. Circios
    14. Brognetos...three levels (country bred)
    15. Dunongnetos...three levels (city bred)
    16. Sedlonuios...three levels (siege man)
    17. Sentuuiros...three levels (trail man)
    18. Obno_Aukatu...two levels (fears battle)
    19. Obno_Aumarkoi...three levels (fears horses)
    20. Argantokomaterekos...three levels (treasurer)
    21. Baranos...three levels (judge)
    22. Baitos...three levels (fool)
    23. Dacian_Weapons_Dealer...two levels.
    24. Dacian_Hired_Greek...two levels.
    25. Dacian_Builders_Education...two levels.

    Cimbri Classes:

    1. Cimbri (leadership class)
    2. Teutones
    3. Ambrones

    Dacian Classes:

    1. Dacian (leadership class)
    2. Getae
    3. Moesian
    4. Tyragetae

    Scythian and Sarmatian Classes:

    1. Royal Clans
    2. Warriors
    3. Sedentary (city dwellers)

    Tribal affiliations for Scythia:

    1. Royal_Scythians (leadership class)
    2. Tauri
    3. Maeotae
    4. Massagetae
    5. Sakae
    6. Budini
    7. Legae
    8. Tissagetae

    Tribal affiliations for the Sarmatians:

    1. Sauromatae (leadership class)
    2. Iazyges
    3. Roxolani
    4. Aorsi
    5. Alans
    6. Bosporans
    7. Siracae

    Traits specific to the Nomadic factions:

    1. Fighting_Wife.....four levels.

    Battle Leadership for the Barbarians:

    1. Warlord.....four levels, driven by the battle counter (Dacia and Cimbri)

    a. War Chief
    b. Mighty War Chief
    c. Warlord
    d. Legendary Warlord

    2. Celtic_Warlord.....five levels, driven by the battle counter (Gallaeci, Arverni, Boii, Belgae, Galatians)

    a. Bagauda
    b. Cinges
    c. Uextiuellaunos
    d. Uelaunos
    e. Uercorionos

    3. Cavalry General...four levels, used by Scythian and Sarmatia.

    a. Cavalry Commander
    b. Skilled Cavalry Commander
    c. Expert Cavalry Commander
    d. Cavalry Commander of Genius
    Last edited by dvk901; March 13, 2012 at 10:40 AM.

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

  4. #4
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    ***********************************************

    PARTHIAN AND ARMENIAN COMMAND LEADERSHIP
    Spoiler Alert, click show to read: 

    1. Parthian Command....four levels.

    a. Tirbodh
    b. Paygan Salarapoo
    c. Aspwargan Salar
    d. Spahbod

    2. Armenian Command...four levels.

    a. Captain of Archers
    b. Captain of Infantry
    c. Commander of Cavalry
    d. Sparapet

    Other new Parthian and Armenian traits:

    1. Parthian Education....four levels.
    2. Armenian Government.....four levels.

    a. Nakharar
    b. Ishkhan
    c. Bdeshkh
    d. Regional King

    3. Armenian Arkayits Arkah: awarded to faction leader when Antioch is captured
    4. Gahnamak (Armenian faction leader only)
    5. Zoranamak (Armenian faction leader only)

    Traits specific to the Parthian Campaign:

    1. Mazbad (Parthian Satrapy)
    2. Vitaxa (Parthian Client state)
    3. Parthian_Archon (Parthian Autonomous Greek city)
    4. Philellenos (friend of the Greeks, faction leader only)
    5. Royal House Council (requires Parthian Noble House and Satrapy)
    6. Megistanes (Requires Hecatompylos, Nisa, Asaak and later Ecbatana, Susa and Babylon...and Satrapy)
    7. Sophi (requires 'satrapy' and academy and Megistanes trait)
    8. Magi (requires 'satrapy' and academy and Megistanes trait, and shrine or above)
    9. Restless Campaigner (can be acquired by a General in enemy lands too long)
    10. Parthian Noctophobia (Parthian specific night fighting trait. They did not like to fight at night)
    11. Parthian King Of Kings (acquired by FL if 30+ settlements owned)
    12. Parthian God (rare trait gained by FL)
    Last edited by dvk901; March 13, 2012 at 10:41 AM.

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

  5. #5
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    NEW FACTIONS IN RS2:
    Spoiler Alert, click show to read: 

    Bithynia, Syracuse, Bosporan (0-turn campaigns), and the Massalian Republic (1-turn campaign).

    These will use all of the normal Greek Leadership traits, with slight differences in the descriptions for the various classes.

    ***********************************
    The Galatians: (1-turn campaign)

    This faction, made up of three Celtic tribes that migrated into Anatolia after fighting the Macedons and other Greek foes, will use the Celtic Leadership traits. The map has been altered to reflect the settlements the three tribes controlled, and the actual settlements around that area that were contested and raided by them.

    ***********************************
    The Republic of Capua: (1-turn campaign)

    This faction features a new start date that begins after the Capuans wintered Hannibal and rebelled against Rome, killing the Roman garrison in Capua. Capua was a major economic power in Italy, and a rival of Romes for a long time. Many of its people were Roman citizens, but after demanding (and being denied) membership in the Roman Senate, the Capuans cast their lot with Hannibal....seeing this situation as a way to become even more powerful and dominant in Italy.

    The Capuans use a military command structure much like the Romans, but a lot simpler:

    1. Capuan Centurion
    2. Capuan Primus Pilus
    3. Capuan Prefectus Castrorum
    4. Capuan Tribunus

    then:

    1. Capuan Infantry Ligat, or
    2. Capuan Cavalry Ligat

    The Capuans use a class system like the Romans:

    1. Capuan Patrician
    2. Capuan Equestrian
    3. Capuan Plebeian

    The Capuan civilian government ranks are:

    1. Senator (Patricians only)
    2. Meddix Decentarius
    3. Meddix Atici
    4. Aidilis
    5. Praetur
    6. Kenzstur
    7. Propraetur

    Capuan characters will use the Roman Career system.

    The Capuan faction also includes all new faction character names based on the known families found in various sources, and historical starting characters. Hannibal is camped outside Capua, and was historically called upon by the Capuans to help them against Rome, but it is likely that (as happened in real life) Hannibal will abandon you to your own fate. This campaign will be VERY hard.
    Syracuse:

    Capua:

    Massalia:

    Galatia:

    Bithynia:


    Last edited by dvk901; March 14, 2012 at 05:39 PM.

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

  6. #6
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    *******************************************************
    ROMAN LEADERSHIP COMPLETE:

    Spoiler Alert, click show to read: 

    Roman Classes:

    1. Patrician
    2. Equestrian
    3. Plebeian

    Government and other:

    1. EquoPublicoExornatus
    2. Adlectus
    3. Senator

    Plebeian Careers:

    1. Mercatores
    2. Negotiatores

    Equestrian Careers:

    1. Jurist
    2. Publicani

    Patrician Careers:

    1. Clients
    2. Estates

    Other Government:

    1. Dictator
    2. Imperator
    3. Caesar
    4. Republican Dictator
    5. Roman Imperial Decurion

    Plebeian Military Ranks:

    1. Centurion
    2. Primus Pilus
    3. Prefectus Castrorum

    Equestrian Ranks:

    1. Equestrian Procuratorship
    2. Equestrian Praefectus Cohortis
    3. Equestrian Tribunus Augusticlavis
    4. Equestrian Tribunus Cohortis
    5. Equestrian Praefectus Alae
    6. Equestrian Praefectus Legionis
    7. Equestrian Praefectus Praetorio
    8. Procurator Sexegenarius
    9. Procurator Centenarius
    10. Procurator Ducenarius

    Patrician Ranks:

    1. Tribunus
    2. Legatus
    3. Legatus Legionis

    Roman Civilian Government:

    1. Tribune of the Plebeians
    2. Quaestor
    3. Aedile
    4. Curule Aedile
    5. Praetor
    6. Propraetor
    7. Consul
    8. Proconsul
    9. Censor
    10. Princeps Senatus

    Imperator Traits:

    1. Tribunita Potestas
    2. Imperium Proconsulare Maius
    3. Ius Intercessionis

    Misc.:

    1. Roman Killer (any Roman character who exterminates a Roman settlement)

    Roman Military Awards (awarded for battles):

    1. Patella
    2. Corona Aurea
    3. Corona Vallaris
    4. Corona Muralis
    5. Corona Civica
    6. Corona Navalis
    7. Hasta Pura
    8. Vexillum
    9. Torques
    10. Silver Armilla
    11. Gold Armilla
    12. Phalerae Cavalry
    13. Corniculum
    14. Corona Obsidionalis
    15. Spolia Opima
    16. Coronae Triumphales
    17. Ornamenta Triumphalia

    This is all just a list of all the traits...graphics below will present things a bit nicer:

    ROMAN GRAPHICS
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    MORE ROMAN TRAITS, ANCILLARIES AND OTHER ADDITIONS


    Spoiler Alert, click show to read: 


    Quote Originally Posted by Tone
    Career progression will be speeded up by gaining military decorations (equestrians will only move up a level on the tres militae every 5 years, though this would be speeded up by gaining a decoration - generally through winning battles and being actively involved in the fighting).

    You will see that once equestrians (or plebeians who have gained equestrian status) have reached the higher careers they can transfer between the military and civilian ladders depending on whether they are inside or outside a settlement.

    Praefectus praetorio is only available to an equestrian who has reached the higher careers and is commanding a Praetorian legion.

    Adlection to the senate becomes increasingly likely with advancement as a procurator and opens up senatorial positions. There are therefore two ways for an equestrian to reach a senatorial position:

    1) Through his civilian career (judicial or publicani), by rising to the top and gaining wealth and prestige

    2) Through the military career in post-Marian times by rising through the tres militae (Praefectus cohortis, Tribunus, Praefectus alae) and then taking a procuratorship, rather than staying in the military - in the game this would be by becoming the governor of a city
    Quote Originally Posted by Tone
    Basically the military decorations are traits that Roman generals can acquire...the number he can get is unlimited, and we'd expect that centurions would hopefully acquire a good spread of armillae, torques and so on before pogressing. There's no real progression of decorations -

    The effects, other than those shown, will be to speed up progression for Plebeians and Equestrians up the ladder of promotion (each decoration will add a point or two to their points on the military progression ladder) and ultimately social advancement (see the previous diagram a few posts up for the post-Marian Plebeian and Equestrian military career ladder) - faster promotion means quicker progression for a Plebeian to the point of Equo Publico Exornatus (being given Equestrian status), at which he can move up the ladder of higher Equestrian careers and possibly eventually gain Senatorial status.

    So for example an equestrian will normally spend 5 years in each of the Tres Militae posts, so 15 years or 30 turns before the possibility of gaining a procuratorship and the chance of senatorial adlection - with a few military decorations under his belt that time will be reduced. At the moment we're just doing some tweaking to detemine the speed at which the traits should allow that to happen.

    These traits are generally gained through winning battles against the odds - the greater the odds against you, the greater chance of winning a decoration as long as you win the battle. Again this is something that still needs some tweaking as we wait to get feedback from some beta testers (we've just been doing some refining of the triggers). The exceptions to this are the Corona Triumphalis and Ornamenta Triumphalia traits which are given as a result of the triumph triggers (Ornamenta Triumphalia is given after the Imperator trait appears as historically the emperors stopped triumphs from happening for generals other than themselves and the Ornamenta Triumphalia - ornaments of a triumph - were given instead).


    Spoiler Alert, click show to read: 

    Quote Originally Posted by Tone
    Roman Governorship Ancillaries:

    We are using a combination of ancillaries and hidden attributes to trigger traits for the governorship positions.
    Using the Propraetor of Sicily as an example:

    1) Character takes up residency in Messana, ancillary is given along with hidden attribute (TrainingAnimalUnits - this is unused in RS2 as we have no animal units). The ancillary alone has no in-game effect on the character

    2) Hidden attribute is used as trait trigger to check for the presence of the ancillary which means that only one character at a time may be given the trait.

    3) Effects of trait are dependent on:
    a) whether the character is in his provincial capital (full effects)
    b) whether the character is elsewhere (partial effects - generally the combat effects are retained, but not effects like law and so on)
    c) if an enemy occupies the provincial capital, the effects are lost until the provincial capital is retaken
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Last edited by dvk901; March 14, 2012 at 10:44 AM.

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

  7. #7
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    BATTLEMAP LIGHTING CHANGES
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    NIGHT BATTLES

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 



    Contributed by Megas AntiViros and tweaked some for RS2.5 by Tone
    Last edited by dvk901; March 14, 2012 at 10:19 AM.

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

  8. #8
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    ROMAN BUILDINGS BY PACCO

    Spoiler Alert, click show to read: 

    Awesome temple
    Spoiler Alert, click show to read: 








    Roman bath
    Spoiler Alert, click show to read: 









    Circus Maximus
    Spoiler Alert, click show to read: 











    Forum
    Spoiler Alert, click show to read: 












    Great forum
    Spoiler Alert, click show to read: 













    Roman Curia
    Spoiler Alert, click show to read: 










    Urban barrack
    Spoiler Alert, click show to read: 












    Roman insulae
    Spoiler Alert, click show to read: 










    Roman block A
    Spoiler Alert, click show to read: 










    Roman block C

    Spoiler Alert, click show to read: 













    In game
    Spoiler Alert, click show to read: 



































    Last edited by dvk901; March 13, 2012 at 09:19 AM.

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

  9. #9
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    NEW HILL FORT BY TONE

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    The layout of this particular settlement is based on Maiden castle, one of the UK's largest hillforts, which was besieged and taken by Vespasian.
    Spoiler Alert, click show to read: 



    Last edited by dvk901; March 14, 2012 at 09:42 AM.

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

  10. #10
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    A NEW LOOK FOR SETTLEMENTS
    Spoiler Alert, click show to read: 

    Remaking the face of Rome in RTW:
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    Here you see a shot of the center of the city...the Temple of Venus and Roma in the foreground, the Palantine area, in the distance the theatre of Marcellus, the Temple of Juptier, the Arches of Augustus and Fabianus, the Roman Forum, and the Pantheon on the far right.
    A closer look:
    Spoiler Alert, click show to read: 


    Temple of Jupiter, the Roman Forum, Pantheon and the Forum of Augustus next to them:
    Spoiler Alert, click show to read: 



    Colosseum interior. Reworked Imperial seats and frescos on the walls:
    Spoiler Alert, click show to read: 




    Interior of the Imperial Palace:
    Spoiler Alert, click show to read: 



    Front of the Theatre of Marcellus....fresco and 'opus reticulatum' construction. Apparently, with the construction of this theatre, opis reticulatum became the norm for Roman construction. This theatre was in the RTW building list but never used because there was a problem with one of the textures...which I fixed.
    Spoiler Alert, click show to read: 



    Too hard to see in the shot above, so this is what I mean by 'opus reticulatum':
    Spoiler Alert, click show to read: 



    A new Roman temple, using Pacco's temple model, and based on reconstructions of temples in Pompeii:
    Spoiler Alert, click show to read: 



    A much improved Pantheon, based on descriptions of the pediment before the ribbons and eagle were removed:
    Spoiler Alert, click show to read: 



    And from a distance in Rome, with its bronze roof sheathing restored:
    Spoiler Alert, click show to read: 




    OTHER CULTURE CHANGES AND IMPROVEMENTS:
    Spoiler Alert, click show to read: 

    An overview of the city of Athens:
    Spoiler Alert, click show to read: 



    Parthenon on the left, and the theatre of Dionysus to the right...front view here:
    Spoiler Alert, click show to read: 



    Theatre is neatly nestled into the side of a hill.
    Spoiler Alert, click show to read: 

    Now this was a bit of work....The Parthenon, with a modern-day restoration of the pediment I happened upon:


    The 'Library of Alexandria' in Alexandria....which will be one of many individualized cities:
    Spoiler Alert, click show to read: 



    View of the garden, pool and obelisk through the front archway, and the statues on either side of the gate:
    Spoiler Alert, click show to read: 



    Close up of the entableture:
    Spoiler Alert, click show to read: 



    And the carved engravings on the buildings:
    Spoiler Alert, click show to read: 



    The building is a mixture of Greek and Egyptian art, which seemed appropriate to me for Ptolemaic Egypt.


    Statues in front of the Temple of Serapis:
    Spoiler Alert, click show to read: 



    Just a bit of eye candy. Note in this picture the all grey and drab looking tenaments for egypt:
    Spoiler Alert, click show to read: 



    The city now looks like this:

    Whereas the tenaments were using a single texture before, I edited the .item files and made them use three different ones, with wall variations and different colored awnings on the roofs.


    Here is the Temple of Artemis in the city of Ephesus:
    Spoiler Alert, click show to read: 




    Preparing to assault the city of Memphis in the shadows of the Pyramids:
    Spoiler Alert, click show to read: 




    The City of babylon, Hanging Gardens in the city:
    Spoiler Alert, click show to read: 



    The Mausoleum in the city of Halikarnassos:
    Spoiler Alert, click show to read: 




    For a great video presentation of the changes, check out here:

    http://www.twcenter.net/forums/showthread.php?t=528831
    Last edited by dvk901; March 19, 2012 at 10:15 AM.

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

  11. #11
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    I don't have anymore pictures right now, but I can relate that every culture, building, settlement and whatnot has been examined, improved if possible, and in some cases buildings were removed if they didn't meet my standards.

    Other changes, bug fixes and improvements (in no particular order):
    Spoiler Alert, click show to read: 

    1. Added Davide Cool's new ship models for the Romans and merchants ships. (Thanks for the permission to use them!)
    http://www.twcenter.net/forums/showthread.php?t=420284
    2. Fixed a bug where Barbarian factions couldn't build the 4th or 5th levels of any temples.
    3. Included a set of EDU's that I adjusted for Custom Battles and the Roman 0-turn campaign with much shorter battles.
    4. RS2 environment trees are now included in settlements (goodbye to all Vanilla trees).
    Spoiler Alert, click show to read: 

    Another two screenshots of work that's happening for 2.2:



    5. Based on input from Chernish and some of his fellow testers, removed all but one 'quote' from all campaigns. This virtually puts and end to the after battle CTD's when taking settlements.
    6. Used a number of Chris10's settings for 1-turn campaigns for better balance.
    7. Launcher now allows for three different 'choices': Battles, the former Main Campaigns, and Swap Faction campaigns.
    8. A reworked ancillary system.
    9. Loyalty has been added to the Roman campaign.
    10. A rather massive Cimbri invasion of Italy has been scripted.
    11. Changed all region and city names to match the hard coded names, as certain scripted events weren't working right.
    12. Added statues from HCS for Greeks. (Thanks HCS team for permission)
    13. Reworked the Oppida Walls that Barb factions use. Hopefully fixed 'walking on walls' CTD.
    14. All settlements are now 'static', and disconnected from the buildings you see in the Strat interface. This was done for a number of reasons, but the main one was so that towns look like towns, cities like cities, etc. All the buildings you would expect to be there WILL be there.
    15. Moved a building in Barbarian city level to open up the 'plaza' a bit.
    16. Totally reworked Nomadic towns, large towns so that they use huts and tents more exclusively, to make them look more transitory in nature.
    17. Have included alternate AI formations by Darth, Sinuhet, Athenogorus and the default RS2 formations.
    18. Have included alternate player formations by Darth, Sinuhet, RTR and the default RS2 formations.
    19. Quite a number of unit models and textures got minor tweaks and fixes.
    20. Script now includes a Garrison script.
    21. New clouds by Tone.
    22. Minor tweaks to environment by Tone.
    23. Numerous text corrections in building and unit descriptions.
    24. New Building Icons for all cultures by Tzar.
    25. A number of map tweaks and fixes by DVK901 that were recommended by 'Razor'. Unfortunately, all of them just couldn't be done.
    26. Fixed a map bug causing a CTD.
    27. Fixed a temple description bug in the Capuan campaign.
    28. Legion ancillaries added, contributed by: drecie14
    29. Adjusted unit size on several archer capable units to make them the same as normal archers.
    30. Added Seleucid Satrapy ancillaries...contributed by: Rex Basiliscus and AspisPhalanx90
    Last edited by dvk901; March 17, 2012 at 11:07 AM.

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

  12. #12

    Default Re: RS2.5 Beta Preview Thread and Information:

    I hate to be super picky, but why is there grass on the floor of the Colosseum? Arena originally meant "sand" before it was applied to theatres where fights were held because they had sand on the floor... so yeah, any chance we could have sand floors in the arena/amphitheatre/colosseum buildings? And the same goes for the circus maximus, now that I think about it...
    'Ecce, Roma Surrectum!' Beta Tester and Historian
    Under the proud patronage of MarcusTullius

  13. #13
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Preview Thread and Information:

    The grass is an unfortunate side effect of where I put the Colosseum. I had to move the wall in Rome over a substantial distance, but I could only go so far because the terrain there starts to slope down and leaves the walls hanging in mid-air. So I went over as far as I could to fit the Colosseum, but the 'underlay' just wouldn't fit without messing up the streets (or having one edge of it up in the air. RTW settlements (Roman, Greek, Eastern, Egyptian) are all flat, so flat terrain is expected. I still had to very carefully adjust the height of the walls over there...gently bringing them down a bit on a slope, and then back up again. It's barely noticeable, and units walk on them fine, but as I said, there was an 'issue' over there.

    And, because the building sits 'outside' the extent of the city overlay\underlay, it's just sitting in grass.

    But please folks, don't post in here! This is for the official preview and I don't want it mucked up with posts. That's why it's 'closed'.

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

  14. #14
    Indefinitely Banned
    Join Date
    Aug 2011
    Location
    From Kaohsiung, Taiwan. Living in Milpitas, California, USA.
    Posts
    208

    Default Re: RS2.5 Beta Official Preview Thread and Information:

    All I can say is... WOW

  15. #15
    Antiokhos Euergetes's Avatar Protector Domesticus
    Join Date
    Sep 2011
    Location
    Antiokheia
    Posts
    4,029

    Default Re: RS2.5 Beta Official Preview Thread and Information:

    I am sorry the new factions, are they only playable, or can you also play against them? Would be nice to have Bithynia or Gallacians in Mikra Asia playing as Pontus or Seleukids

  16. #16
    Ybbon's Avatar The Way of the Buffalo
    Moderator Emeritus Administrator Emeritus

    Join Date
    Apr 2009
    Location
    locally
    Posts
    7,234

    Default Re: RS2.5 Beta Official Preview Thread and Information:

    I'm closing this thread, it is for comments from the devs to explain how the traits etc work. Please use the problems threads to comment on the game or ask questions on it.

  17. #17
    Ybbon's Avatar The Way of the Buffalo
    Moderator Emeritus Administrator Emeritus

    Join Date
    Apr 2009
    Location
    locally
    Posts
    7,234

    Default Re: RS2.5 Beta Official Preview Thread and Information:

    Quote Originally Posted by Demetrius I Poliorketes View Post
    I am sorry the new factions, are they only playable, or can you also play against them? Would be nice to have Bithynia or Gallacians in Mikra Asia playing as Pontus or Seleukids
    I guess you must have posted this just as I closed it. You can't play against them, they become the GCS if you play another faction, when you play them they take the part of Sparta.

  18. #18
    dvk901's Avatar Consummatum est
    Patrician

    Join Date
    Mar 2006
    Location
    Michigan
    Posts
    20,984

    Default Re: RS2.5 Beta Official Preview Thread and Information:

    WIP

    Just so people have some understanding of the contents of, and the importance of the folder RS2 contains called:

    _Important_Stuff

    I'm going to do a little explaining as to what is contained therein, and how you can or should access it. This is a picture of the contents of that directory:


    The first folder is called: Alternate_Formations_AI. In this folder you will find five directories, each of which contains a file called 'descr_formations_ai.txt'. This is the file that controls what formations the AI uses in battles.
    In all cases, where a folder says 'Default', that means that the file contained in there is the file that RS2 currently is using. It is only there so that you can restore it if you wish after trying something else.

    The formations_AI files included here have all been edited to work with RS2 ONLY. So don't put them in any other mod.

    The second folder is called Alternate_Player_Formations, and it contains four folders, one of which contains the default RS2 file. This file is called 'descr_formations.txt', and it is the file that controls what formations the PLAYER will use in battles. Again, these have been tailored for RS2. To use any of these, or the AI formations, just copy the file you want, and paste it into the MAIN\data folder...that is, the RTW data folder, NOT the data folder in the 'Play_XXXX' faction campaigns.

    The third folder is called 'Alternate_Scripts'. In here you will find the default scripts that came with RS2.5, and the 'less_emergency_less_garrison' versions. The directory in there called 'All_Others' contains the background_script.txt that works in ALL campaigns except the 0-turn Roman campaign, and the 1-turn Roman campaign. Each of those uses a separate script. These will work with 1 or 0 trun campaigns. But in this case, copy the file and paste it into the 'data' folder of the campaign you are playing.
    Last edited by dvk901; April 05, 2012 at 04:57 PM.

    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
  •