Page 12 of 13 FirstFirst ... 2345678910111213 LastLast
Results 221 to 240 of 250

Thread: RTRPE II (1.1 Patch Released!)

  1. #221

    Default Re: RTRPE II (1.1 Patch Released!)

    Quote Originally Posted by ahowl11 View Post
    I am not sure, as I didn't alter stats.
    I really do not lie, poeni-infantry is absolutely sucks....just try it

  2. #222

    Default Re: RTRPE II (1.1 Patch Released!)

    I don't have the mod installed. I'm not responsible for their stats either. Feel free to edit them yourself

  3. #223

    Default Re: RTRPE II (1.1 Patch Released!)

    Quote Originally Posted by ahowl11 View Post
    I don't have the mod installed. I'm not responsible for their stats either. Feel free to edit them yourself
    Yes, I play with it, trying everything possibleit seems that all hoplites units are defenseless against the Roman infantry ok, I let it be.
    thanks again for the good work

  4. #224

  5. #225
    Hanti's Avatar Semisalis
    Join Date
    Oct 2009
    Location
    Poland
    Posts
    429

    Default Re: RTRPE II (1.1 Patch Released!)

    Quote Originally Posted by DochtorGajo View Post
    (...)
    I still dont understand why cataphracts were given bows with 2 arrows each, it fells completely wrong and useless. They either have functional secondary weapon to use in melee, or they have full quiver bow as their primaly, both are good given their horrendous price and limited use.
    It looks like a simple ommision. Someone forgot to type 0 to the line when he copied cataphract's units.
    I suggest changing
    stat_pri 7, 32, arrow, 130, 3, missile, archery, piercing, none, 25 , 1
    into
    stat_pri 7, 32, arrow, 130, 30, missile, archery, piercing, none, 25 , 1

    Anyway my suggesting is increasing hitpoints of all units by 1 point and adding +50% missile ammo. Battles are fought more realisticly with 2 hp units (more hits, less deaths before units rout). And archers are less OP (not enough ammo to kill the same amount of enemies).

  6. #226

    Default Re: RTRPE II (1.1 Patch Released!)

    Did anyone notice the strange shield animation for some swordsmen units? for example gallic swordsmen or, I think, iberians units like scutari or similar...they hold their shieds unnaturally slanted (I am talking about units that use the oval shield, not round shield)

  7. #227

    Default Re: RTRPE II (1.1 Patch Released!)

    Just installed

  8. #228

    Default Re: RTRPE II (1.1 Patch Released!)

    Enjoy, I hope you enjoy the RTR Project as well!

  9. #229

    Default Re: Request to add on to RTR Platinum v2.0

    Hello,
    To use four turns per year, do I need to do anything, or will the four turns start automatically?
    Thank you!

  10. #230

    Default Re: RTRPE II (1.1 Patch Released!)

    What will happen if this patch work with Unoffical patch? sorry my english is not good....

  11. #231

    Default Re: RTRPE II (1.1 Patch Released!)

    I think for it to work, you would just need to download the unofficial patch first and then only downlod RTRPE2 1.0, don't download the 1.1 patch.

  12. #232

    Default Re: RTRPE II (1.1 Patch Released!)

    Already got the platinum mod out of the main forum, what is different in this sub mod?
    One of the few to still have his first avatar in place here on TWC.
    I sometimes miss this place you know. This is where my journey began.


  13. #233

  14. #234

    Default Re: RTRPE II (1.1 Patch Released!)

    Awesome mod for an already awesome mod. Great work!

    Just a quick question: is there a way to remove the 4tpy part of the mod? I don't like how it makes auxiliar building takes even longer to build! (8 turns for phase one =O)

  15. #235

    Default Re: RTRPE II (1.1 Patch Released!)

    Not sure, and it may mess up the game.

  16. #236

    Default Re: RTRPE II (1.1 Patch Released!)

    Quote Originally Posted by ahowl11 View Post
    Not sure, and it may mess up the game.
    No worries, I just figured that changing the construction time on export_descr_buildings would do just fine (a bit of a pain since I had to chance the number for every level AND faction).

  17. #237
    Laetus
    Join Date
    May 2015
    Location
    Poland
    Posts
    2

    Default Re: RTRPE II (1.1 Patch Released!)

    Hi! How can I get more Roman units/skins in to RTR Platinum 2.0??? After Marius reform there is only one Roman legion skin... How to get more roman legion units to this mod. Is this possible?

  18. #238
    20ninescene's Avatar Artifex
    Join Date
    Mar 2014
    Location
    East-Flanders, Belgium
    Posts
    668

    Default Re: RTRPE II (1.1 Patch Released!)

    This submod includes all changes & ctd fixes of this submod: http://www.twcenter.net/forums/showt...m-Edition-v2-0 am I right?

  19. #239

  20. #240

    Default Re: RTRPE II (1.1 Patch Released!)

    Is there any way I can use this mod without the:
    - Added New Campaign map ground and water textures from Ancient Empires Elysium
    - Added new tree models for campaign map from M2TW
    - Added RS2 Environments for the Battle map

    What files are they?

Posting Permissions

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