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Thread: RTRPE II (1.1 Patch Released!)

  1. #61
    Primicerius
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Yeah, do just that!

  2. #62

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    New City models on the campaign map from RTRVII!

    Roman


    Carthaginian


    Greek


    Eastern


    Barbarian


    Enjoy! Also, you can see the new campaign map textures.

    Note: This map map will not be the map for the mod, there will be a new one.

  3. #63
    Agamemnon's Avatar Comes Limitis
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Looks pretty nice, I never actually got RTR to work right (I know, it's sad) and I'd like to play it. Though TBH I'd much rather see Galatians or Sabaeans, or even Mauryans (something to kill when my Neo-Macedonian Empire reaches India) than Bosphorans. I just never really saw their appeal, they're not interesting to me. At least with Saba all your troops look like Lawrence of Arabia.

  4. #64

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Well I'm going for historical relevance, the Bosporans even though they were quiet, played a big role in the economy of many hellenistic kingdoms and helped Pontus grow into a super power. Also, they are unique as they have both greek and scythian troops to choose from, plus they give people a reason to play as or against the Sarmatians.

    Mauryans were tough to not include because India will be well represented on the map and they are unique. But other than giving Seleucus 500 elephants, they really paid no attention to western politics, instead focusing their attention to the Indian sub-continent.

    As for Saba, it's kind of the same thing. It just goes to the fact that there are only 20 slots available, and to me, RTR focuses on Roman History. If all is successful though, I can always make sub mods

  5. #65
    Agamemnon's Avatar Comes Limitis
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Eh, I'd gladly make a submod to give the little guys of history a shot.

  6. #66

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    In fact, I'm even considering on making India and most of Arabia terra incognita. I want the mod to focus on Rome and her enemies. Because if you think about it, if you add the Mauryans, you would need to add one of the other Kingdoms of India that they fought and it just keeps going. There are many things that I can do to stem off RTR but for right now I'm just looking to resurrect the mod and make it popular again, as it is quite old

  7. #67
    Agamemnon's Avatar Comes Limitis
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Meh, there's already too many Rome-centered mods, and honestly, if you did that, would this be any different from RTR as-is?

  8. #68
    Ace_General's Avatar Praeses
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Quote Originally Posted by ahowl11 View Post
    In fact, I'm even considering on making India and most of Arabia terra incognita. I want the mod to focus on Rome and her enemies. Because if you think about it, if you add the Mauryans, you would need to add one of the other Kingdoms of India that they fought and it just keeps going. There are many things that I can do to stem off RTR but for right now I'm just looking to resurrect the mod and make it popular again, as it is quite old
    I think the best thing would be to take it into MTW2. Transport some of the models and use the better engine to do more badass stuff. Like the use of castles to represent nomads
    Low speed, High Drag

  9. #69
    Agamemnon's Avatar Comes Limitis
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    That's a good idea, there isn't any sort of Roman mod for M2. But then the models would really have to be redone to look decent.

  10. #70

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    That idea has definitely crossed my mind, but for now I will stick to the RTW engine. If time permits me I might make a mod for M2TW (it sorely needs a classical age mod) but it would take much too long. I feel as if resurrecting RTR is enough for me at the moment

  11. #71
    Ace_General's Avatar Praeses
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Quote Originally Posted by ahowl11 View Post
    That idea has definitely crossed my mind, but for now I will stick to the RTW engine. If time permits me I might make a mod for M2TW (it sorely needs a classical age mod) but it would take much too long. I feel as if resurrecting RTR is enough for me at the moment
    I guess so, who do you have on your team so far
    Low speed, High Drag

  12. #72

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Well I do everything that is within my abilities, so basically adding in everything and coordinating where the mod should go next.

    Lethe1 is in charge of the map and he should have the new map ready to go by tomorrow.
    Maraxus is the 3d artist and makes any new units and edits existing ones to fit what the mod needs
    Skyn0s is in charge of making the 3 new factions' faction symbols and banners

    I also do a lot of the research and public relations as well as digging through the forums and other mods to come up with ideas

  13. #73
    z3n's Avatar State of Mind
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Goodluck with your mod ahowl & team.

    And I believe warman is busy working on classical age total war 2 http://www.twcenter.net/forums/showthread.php?t=552976 and of course EB2 both unreleased and toontotalwar is busy with something too if I remember correctly, there is also this and I think its mostly released. http://www.twcenter.net/forums/forumdisplay.php?f=620
    The AI Workshop Creator
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  14. #74
    Visarion's Avatar Alexandros
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    sounds good! good luck! I'll check this from now on! ty!

  15. #75

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Thank you Resef and Visarion!

  16. #76

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Looking good ahowl. Hope this one gets completed!

    And as always, if you need any help with Carthage, let me know

    I was once an Angel of Total War Heaven, but gave up my wings for a life on the sea of battle.



  17. #77

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Thanks, I definitely will!

  18. #78

    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    RTR's New Roman Camillan Army

    Accensi:


    Leves:


    Rorarii:


    Hastati:


    Principes:


    Triarii:


    Equites:



    Please ignore the oddities in the cards above if you notice any, they are only present when the files are .jpg, they will look perfectly fine in the game

    Credits go to warspite and Maraxus



  19. #79
    Maraxus's Avatar Semisalis
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    lol, the cards will look better in game, the alpha channels don't register in the forums

    "Remember upon the conduct of each depends the fate of all." -Alexander the Great.

  20. #80
    Maurits's Avatar ЯTR
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    Default Re: Rome Total Realism II (A continuation of the Classic RTR mod)

    Nice idea, apart from the naming issue I PM'ed you about I wish you good luck

    RTR: Imperium Surrectum Team Member
    My AAR: For Glory and the Republic!

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