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Thread: Rome Total Realism Platinum Edition v2.0

  1. #61
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by WikisRuleZz View Post
    Hi,

    Again me. In 1.9 version I can across the sea from some island. Now in new version I have the same problem. Is it purpose?
    Yes. It's call land bridge.


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  2. #62
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Those Parthian generals' kataphracts sure seem to be able to grind through phalanxes straight on (in a frontal assault; in a street fight!...), even elite phalanxes
    Well, in real life, horses wouldn't even approach a spear wall like that frontally; armored or not...
    Last edited by Slaists; September 30, 2012 at 11:07 PM.

  3. #63
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by Slaists View Post
    Those Parthian generals' kataphracts sure seem to be able to grind through phalanxes straight on (in a frontal assault; in a street fight!...), even elite phalanxes
    Well, in real life, horses wouldn't even approach a spear wall like that frontally; armored or not...
    Those stats I think are still base on RTR 6 Gold released in 2005/6.


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  4. #64
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by LestaT View Post
    Those stats I think are still base on RTR 6 Gold released in 2005/6.
    I know, I know, just ranting
    Any luck on a fix for the missing victory conditions? Seleucids have it the same way as Bactrians (victory conditions missing).

  5. #65
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Try this.

    Put it in your rtrpe\data\world\maps\campaign\imperial_campaign folder replacing the original one.

    I have some few other fix but maybe a few more weeks before I have time to properly package them.


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  6. #66
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by LestaT View Post
    Try this.

    Put it in your rtrpe\data\world\maps\campaign\imperial_campaign folder replacing the original one.

    I have some few other fix but maybe a few more weeks before I have time to properly package them.
    Thanks :thumbsup

  7. #67
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Is it working ? I haven't been able to test actually.


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  8. #68

    Default Re: Rome Total Realism Platinum Edition v2.0

    Any luck on fixing the unit voices?

  9. #69
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    Default Re: Rome Total Realism Platinum Edition v2.0

    What unit voice ?


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  10. #70
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by LestaT View Post
    Is it working ? I haven't been able to test actually.
    I have to test it yet should I start a new campaign for the effect to take place?

  11. #71
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Can try save game first. If not working then new game.


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  12. #72
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by LestaT View Post
    Can try save game first. If not working then new game.
    Not working for an old campaign (victory conditions still missing). In a new campaign, at least for Seleucids, the victory conditions do appear with your fix
    Last edited by Slaists; October 04, 2012 at 08:33 AM.

  13. #73
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Good then. Well at least it's working, somewhere. Since it's located in the campaign folder most of the time from what I know the effect only taken when starting a new campaign.


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  14. #74

    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by LestaT View Post
    What unit voice ?
    In 1.9 PE, some of the Mercenaries and faction-specific AAR units didn't have voices or they weren't what was expected. I was just wondering if you were able to fix that. Either way, thanks for the great work!

  15. #75
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Not knowing the exact units makes it difficult to fix. There were some units that maybe don't have any vanilla equivalent so it can't be added as RTR didn't have their own voice mods.


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  16. #76
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    Default Re: Rome Total Realism Platinum Edition v2.0

    AI scorpions mess the AI up in sieges...

    The AI seems to love scorpions. The problem is: scorpions mess the AI up in sieges. For some reason, the AI "thinks" scorpions are siege weapons. So, if the AI (with some scorpions in their stack) is storming a city, their army just sits outside the city walls doing nothing, I guess, trying to target city walls with scorpions (which does not work). The only way to get out of this is to wait the battle timer out [unless, of course, the garrison is strong enough to bring the battle out into the field].

    Any way to fix this AI behavior?

    The most annoying part is that if I wait for the battle timer to run out, the AI stack will be back in two turns with the very same scorpion...
    Last edited by Slaists; October 20, 2012 at 03:01 PM.

  17. #77
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Well, maybe to make the unit appear post marian and also rare by maybe required hidden_resource iron for example.

    There's no way to change AI behavior in Rome engine.


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  18. #78
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    Default Re: Rome Total Realism Platinum Edition v2.0

    Quote Originally Posted by LestaT View Post
    Well, maybe to make the unit appear post marian and also rare by maybe required hidden_resource iron for example.

    There's no way to change AI behavior in Rome engine.
    Alternatively: maybe let the Scorpion unit be able to do some minimal damage to the stone wall? So, the AI would waste the ammo and then jump to using the rest of their siege equipment. I know, the AI wastes the ammo of their vanilla ballistae this way. Once the vanilla ballista ammo is gone, they AU uses siege equipment.

    By the way, regarding walls and sieges: it seems Barbarian city stone wall towers are much tougher than large and huge city wall towers (when shot at with a ballista). I can knock down maybe 2 barb wall towers with one ballista whereas the same unit can knock down 5+ large/huge city wall towers.
    Last edited by Slaists; October 22, 2012 at 01:49 PM.

  19. #79
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    Default Re: Rome Total Realism Platinum Edition v2.0

    I think so. Maybe you can try to edit the export_descr_units for the scorpion.


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  20. #80

    Default Re: Rome Total Realism Platinum Edition v2.0

    I feel as if the Scorpion unit in general shouldn't really be included in the game. Ballistas are good enough in my opinion

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