Page 8 of 54 FirstFirst 12345678910111213141516171833 ... LastLast
Results 141 to 160 of 1065

Thread: Imperator II - a mod of Rome for RTR Platinum Edition

  1. #141

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    A QUESTION
    Lesta in your new update will we see some big horde spawn ( Cimbri-Teutones 110BC or Quadi-Marcomanni 165AD)??
    Last edited by Ettore; July 30, 2006 at 05:48 PM.

  2. #142

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Thanx for a fantastic mod. The only problem I am having thoughis that all walls are wooden on the battle map, even when they are shown as stone on the campaign map. Rome looks kind of wierd with just a wooden wall! Anybody help?

  3. #143

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    I`m agree with TWADDICT. Imperator II - fantastic mod.
    But I have the same problem. All walls are wooden instead of stone walls (even though I build it in the city). :hmmm:
    Help...........

  4. #144

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Hi and thanks for a great mod.

    I have logged a substantial amount of hours on this mod now and it seems fairly stable. I had one showstopper (re-prod CTD) with 1.1, but have played well into 210 BC with 1.2 now.

    A lots of factions are gone and Macedonia (at least before I went after them full time) and the Seleucid's have been eating up everything. A bit of a shame and could do with some serious tweaking.
    I have had countless of Rebel Senate's (since I sometimes leave cities after plunder) and it works fine. There still are CTDs happening now and then (quite few though), but they all work after re-load.

    One suggestion: Crushing Hannibals army, that showed up at my doorstep after crossing the Alps, was a walk in the park. I suppose there is no way to add a custom NPC general with the spawn armies, so Instead perhaps we could make it a bit more of a challenge by given them maximum experience and armour. He still would probably be to easy to handle, but hopefully not a one battle victory anymore.

    And I second Ettore's suggestion about spawn armies (perhaps multiple) for the Cimbri-Teutones in 110BC and the Quadi-Marcomanni in 165AD. Or are they already in?

  5. #145
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Thank you all for the feedbacks. Now I know thatthe loyalty was not the cause of the CTDs.. However, as to the unexpected CTD I'm still not sure what are the cause of it. Most probably it's because I packed all the .tga and .cas files into .pak files. After RTRPE 1.7 is out I'll release a new patch which according to RTRPE news will unfortunately not save game compatible.

    Basically you can continue with the current game, though most of the changes will be in the strat and region files, only restarting a new campaign will make it take effect. I'll release a small patch and also a full version once I repackaged the whole thing.

    I'm also doing another project right now which will be base as Imperator mod, though it's no longer Roman only playable (though naturally must attention will be given to romans) which will be solely base on BI 1.6

    As it is, if anyone interested to help me especially with text editing and few research will be great. Do pm me for details.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  6. #146

    Default

    Btw, what's up with Macedonia? They're giving everyone (except me)a hard spanking

  7. #147

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    I've noticed a CTD whenever I get the XX-est Legion Banner
    The problem seems to be this:

    In the export_descr_ancillaries file:



    ;--------------------------------------------------------------------
    Ancillary Roman_XX_Legion
    Image Roman_XX_Legion_Ancillary.tga
    ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
    Description Roman_XX_Legion_desc
    EffectsDescription LRoman_XX_Legion_effects_desc

    Effect TroopMorale 1
    Effect Subterfuge 7
    Religious_Belief christianity 1
    Effect Loyalty 1

    ;------------------------------------------

    Look at the "EffectsDescription LRoman_XX_Legion_effects_desc" in this text.

    See the "L" before roman? It shouldn't be there...CTD

    Stoter

  8. #148
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Quote Originally Posted by Stoter
    I've noticed a CTD whenever I get the XX-est Legion Banner
    The problem seems to be this:

    In the export_descr_ancillaries file:



    ;--------------------------------------------------------------------
    Ancillary Roman_XX_Legion
    Image Roman_XX_Legion_Ancillary.tga
    ExcludeCultures barbarian, greek, eastern, egyptian, carthaginian
    Description Roman_XX_Legion_desc
    EffectsDescription LRoman_XX_Legion_effects_desc

    Effect TroopMorale 1
    Effect Subterfuge 7
    Religious_Belief christianity 1
    Effect Loyalty 1

    ;------------------------------------------

    Look at the "EffectsDescription LRoman_XX_Legion_effects_desc" in this text.

    See the "L" before roman? It shouldn't be there...CTD

    Stoter
    Thanks alot. I guess I inform Marcus Camillur as that comes from his mod. Probably I myself have accidently tupe that though too. Have to reinstall back the original 4tpy mod.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  9. #149
    pajomife's Avatar Protector Domesticus
    Join Date
    Aug 2005
    Location
    In home
    Posts
    4,701

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Im restarting the mod ,because few factions rest, only Rome Makedonia ,Seleucia,Germania,Carthago , Gauls and Ibéria ,...so What about land briges in bizantio , to join makedonia against Seleucia the two overpwered factions?

  10. #150

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Just do yuo know when platinum 1.7 is ready...what happened to the RTR forums? It is impossible to see them now.
    Last edited by Ettore; September 04, 2006 at 07:36 AM.

  11. #151
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Quote Originally Posted by Ettore
    Just yo know when paltinum 1.7 is ready...what happened to the RTR forums? It is impossible to see them now.
    I honestly have no idea. As for RTRPE 1.7, the last time I heard from Marcus as he's the current project leader in charge of compiling all the patches and the installer should be avialable end of July or early August.

    For the RTR forum, my knowledge is basically the same as you. Nil.

    In the meantime, while waiting for the RTRPE 1.7 to be out and for me to release the final patch of the mod (probably it'll be more depends on any new bugs found) I have work of some basic new projects. It's basically an extended Imperator mod where now not only Romans are given attenive details but other factions too.

    Since this project starts from scratch, there's no any expected date of it's release. As of now I have only added the basic factions and not all the units are included yet. It's base on the mundus magnus map conversion to BI so it'll offer new strategy especially for thoe (like me) who basically grew up around RTR maps.

    Do note however that this mod is by no means attemted to rival RTR 7.0 whatsoever but I see it as a complement as it includes some factions that were not included in the usual RTR roster.

    Just some screens of the map and factions.



    As usual, out Senatus Populesque Romanus (S.P.Q.R.) Since it uses BI engine, there's no trouble whatsoever with rebellion happening and much more easier to make scripted rebellion happening as historically as possible.



    Arche Seleukia (The Seleucid Empire) is vast but by the 280 BC the large Empire is quite shaky and any rebellion and breakaway might happen. It's large empire is devided by 2 spheres of influence, the western part is more like the graeco-roman culrute while the eastern part obviously hold on to their eastern mysticsm and influence.

    If you decided to play this faction. you'll have to option of making the faction totally hellenic or totally eastern in nature. Just be prepare for the obvious dissent that will be happening in you major cities.



    Kingdom of Makedonia. Heir and successor to Alexander.

    Other factions:

    Aedui-Arverni - I combined this two largest tribes to epresent the Gallic faction

    Suebi - basically a remake of German faction

    Celtiberia - replacing te Iberian where the unit rosters will be more barbarian/celts in nature that carthaginian influence

    Numidia - not difference with RTR

    Mauretania - a split kingdom that will emerge from Numidia

    Mauryan - an Indian faction

    Getai - a combination of Dacian and Thracian faction

    The rest are the same like the Ptolemaios, Koinon Hellenon, Armeniya, Parthava and Pontos.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  12. #152

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Hello,

    That new mod looks smashing, but, as I have just got my account activated I just wanted to say how great Imperator was as I have been playing it for about a week now.

    Great attention to detail, really tough battles and campaign (BI rocks), and some horrible surprises like Pyhruss coming back from the dead and nicking my cities. First time I've played Rome in yonks and don't feel for the first time that no one can hurt me.

    Only small minus I can see is Macedon being too powerful but that is just a preference and I know you are addressing it.

    Oh, love the fact that now the land bridges aren't needed they just aren't there.

    One request would be how about giving Carthage AE's Veteran Spanish Infantry? They'd be a sod to take on .

    So anyway thanks for your hard work it given me much joy. (I got taken apart by Epirus my first go and that was cool)

  13. #153

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    hello, I think there are some minor errors to fix.

    1) german clubmen.
    2) thrace warlord.
    3) vegetation file missing.
    4) misspelling.

    first, german clubmen is available to almost every faction. but it's ownership belongs to only germans.

    second, thrace warlord skeleton is not correct. between EDU & DMB, there is a gap. in the battlemap, it's always the cause of CTD.

    third, missing file is scrub_layout_tactic.tga in data/battlefield/vegetation.

    finally, misspelling founded. Cathaginians(645 line, export_descr_character_traits)

    this mod is most promising. I'm looking forward to your next brilliant ideas as this work has. Thank you.
    Last edited by eckhart; August 03, 2006 at 11:05 AM.

  14. #154
    Tiro
    Join Date
    Jul 2006
    Location
    Canada
    Posts
    240

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Have you plans on updating your Darth Formations to 14? There is some serious battle improvements in this carnation from Darth Vader, which should be a staple of all mods being created.

    The new modification is looking good there.

  15. #155
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Quote Originally Posted by eckhart
    hello, I think there are some minor errors to fix.

    1) german clubmen.
    2) thrace warlord.
    3) vegetation file missing.
    4) misspelling.

    first, german clubmen is available to almost every faction. but it's ownership belongs to only germans.

    second, thrace warlord skeleton is not correct. between EDU & DMB, there is a gap. in the battlemap, it's always the cause of CTD.

    third, missing file is scrub_layout_tactic.tga in data/battlefield/vegetation.

    finally, misspelling founded. Cathaginians(645 line, export_descr_character_traits)

    this mod is most promising. I'm looking forward to your next brilliant ideas as this work has. Thank you.
    Thanks you. This makes my work much much easier. I'll wait until RTRPE 1.7 is out before releasing the patch and probably Imperator Gold version as a closing chapter for this mod version.

    Hopefully by that time there's few other bugs that has yet to be uncovered comes out. However I didn't understand this 2 things:

    1) german clubmen.
    2) thrace warlord.

    Af fas as I remeber I didn't really touch other units except romans. Might make it more clearer to me especially the thrce warlord part ? Do you mean the dacian bodyguard ?

    Edit: I double checked that germen clubmen is actually part of the AOR as in RTR Gold/RTRPE. Probably the RTR Gold team decided to make only German faction be able to recruit his unit ?

    I haven't invaded Germania yet, so can thi unit be recruitable by Romans also ?

    Quote Originally Posted by Gaias
    Have you plans on updating your Darth Formations to 14? There is some serious battle improvements in this carnation from Darth Vader, which should be a staple of all mods being created.

    The new modification is looking good there.
    That's probably will be included in RTRPE patch 1.7 so I'll wait and see and it'll also depends on Darth permission and all...
    Last edited by AngryTitusPullo; August 04, 2006 at 01:49 AM.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  16. #156

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Quote Originally Posted by AngryTitusPullo

    Hopefully by that time there's few other bugs that has yet to be uncovered comes out. However I didn't understand this 2 things:

    1) german clubmen.
    2) thrace warlord.

    Af fas as I remeber I didn't really touch other units except romans. Might make it more clearer to me especially the thrce warlord part ? Do you mean the dacian bodyguard ?

    Edit: I double checked that germen clubmen is actually part of the AOR as in RTR Gold/RTRPE. Probably the RTR Gold team decided to make only German faction be able to recruit his unit ?

    I haven't invaded Germania yet, so can thi unit be recruitable by Romans also ?

    ===german clubmen=========================================

    -------------included in 1.2 patch------------------------------EDU------------------
    type german clubmen
    dictionary rtr_german_clubmen
    category infantry
    .
    .
    .
    ownership germans


    ===thrace warlord=========================================

    -------------included in 1.2 patch------------------------------EDU------------------
    type barb chieftain dacian
    dictionary rtr_barb_chieftain_dacian
    category cavalry
    class heavy
    voice_type General_1
    soldier dacian_bodyguard, 8, 0, 6
    mount generals horse
    mount_effect horse -2, camel -4, chariot -4,
    attributes sea_faring,hide_improved_forest,general_unit,hardy
    formation 1.5, 4, 3, 6, 4, square,wedge
    stat_health 2, 0
    stat_pri 14, 17, javelin, 40, 6, thrown, archery, piercing, spear, 25 , 1
    stat_pri_attr thrown

    stat_sec 6, 17, no, 0, 0, melee, simple, piercing, spear, 0 , 0.8
    stat_sec_attr no
    .
    .
    .
    ownership dacia

    -------------included in 1.1 patch(addon pack)--------------DMB----------------------
    type dacian_bodyguard
    skeleton fs_hc_spearman, fs_hc_swordsman
    indiv_range 40
    .
    .
    .


    Hello, reply to your questions.

    First, as you can see above, german clubmen's ownership is germans. but in EDB, they are available to every faction like orther AOR units. RTRPE1.6 has the same setting. without ownership, recruit possible? Is this my misunderstand ?

    Second, barb chieftain dacian use precharging weapon-javelin in EDU. but in DMD, their first skeleton is hc_spearman. however RTRPE1.6 has correct setting. they only use spear, no javelin. the first skeloton is hc_spearman.

    "I did not touch anything but romans" you said. but EDU has been changed beyond your intention. I know you used unitexpress tool. I think the tool has the possibility to make some errors in some cases.
    Last edited by eckhart; August 04, 2006 at 10:27 AM.

  17. #157
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Quote Originally Posted by eckhart
    Hello, reply to your questions.

    First, as you can see above, german clubmen's ownership is germans. but in EDB, they are available to every faction like orther AOR units. RTRPE1.6 has the same setting. without ownership, recruit possible? Is this my misunderstand ?

    Second, barb chieftain dacian use precharging weapon-javelin in EDU. but in DMD, their first skeleton is hc_spearman. however RTRPE1.6 has correct setting. they only use spear, no javelin. the first skeloton is hc_spearman.

    "I did not touch anything but romans" you said. but EDU has been changed beyond your intention. I know you used unitexpress tool. I think the tool has the possibility to make some errors in some cases.
    Ah, understand then. As for the first part I'll have to refer to RTRPE team member that were in charge of units stats etc. As for 2nd part that's probably my mistake.

    Thanks for pointing out. Much appreciated.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  18. #158

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Hey,

    Just asking if you have any plans to include Limes's Carthaginian Veteran Heavy Infantry from RTRAE at all (if he is willing to give permission). Would be tough to beat.

    Sorry to repeat but thought first post may be lost.

    Cheers

  19. #159
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Quote Originally Posted by olly
    Hey,

    Just asking if you have any plans to include Limes's Carthaginian Veteran Heavy Infantry from RTRAE at all (if he is willing to give permission). Would be tough to beat.

    Sorry to repeat but thought first post may be lost.

    Cheers
    I have to check first. Actually he's given me permissions to use his units etc but for this mod I actually have reached the limit of models to be use. No more free slot (255 max). If it uses new models then unfortunately no.

    Guess that have to be in the Extended Version.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

  20. #160
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

    Default Re: Imperator II - a mod of Rome for RTR Platinum Edition

    Update :

    Basically I'm almost finish with the bug fixing (as reported) and also an new add-on campaign for Imperator II.



    This marian campaign is not the actual Gaius Marius campaign (as were done in 77 BC mod or TFT mod) but simply Imperator II campaign fast forwarded to 100 BC for the starting where Roman Empire actually have most of the Mediterraneans. You'll start with the post-marian units and will actually recieved the message of the reform (the hard-coded events) right after clicking the end turn. The option will come under provincial campaign option and still leaves the imperial campaign as it is (280 BC - 180 AD)

    Since I heard the news that RTRPE 1.7 will be (hopefully) released this weekend, it leave sme more time to see if there's any other bugs encountered. If anyone have the time to beta-test for me (both imperial campaign and provincial campaign) please send me a pm so I can send you the files.

    Hopefully this release will be bugs free so I can concentrate on the next project.

    Some battle scenes from the next Imperator III



    CIVITATVS CVM AVGVSTVS XVI, MMVI
    IN PATROCINIVM SVB Dromikaites SVB MareNostrum SVB Quintus Maximus
    Want to know more about Rome II Total Realism ? Follow us on Twitter & Facebook

Posting Permissions

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