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Thread: RRR - Real Roman Reforms - Beta 0.15 Update

  1. #1

    Default RRR - Real Roman Reforms - Beta 0.15 Update


    Annoyed about the lack of any Marian Reforms or any evolution of the Roman army? This mod aim to solve this problem! Real Roman Reforms will add no less than 3 reforms to the game, simulating the development of the Roman Army, expanded the faction's roster and making a roman campaign more immersive


    Beta 0.15 Details

    Download and Install instructions
    Download:

    Mediafire

    Install:
    Just drop into Data folder (Make sure you include the Logs folder, the campaign will not work otherwise)
    IMPORTANT:
    If ANY of your installed mods change scripting.lua, disable them, this will break this mod and make weird happen, you have been warned.




    Changelog

    Spoiler Alert, click show to read: 

    V. 0.15
    New Variants for Polybian Principes and Triarii

    V.0.12
    Added missing recruitment entries for Roman Accensi to Lvl 1 and 2 Barracks
    Added new Praetorian Skin, using Zaskar's unit as a basis

    V. 0.11
    Fixed bug where Camillan Principes and Hastati Samnitici had invisible weapons
    Fixed Augustan start-up script, the August legions should be restricted for new campaign games





    Features Implemented in Beta:

    Spoiler Alert, click show to read: 

    • New Roster for Rome up until Augustan, the Augustan Legions are included, but they are just placeholders atm, so that I can mod them and it will be save game compatible

    • Socii, Polybian and Marian Reforms implemented and Tested, they should work, if they don't, paste your log.txt file into http://pastebin.com/


    • Augustan Reform and Segmentata Reform Implemented but not fully tested (Segmentata should work as the code in it is virtually identical to the Marian Reform, just changed variables but Augustan Reform is totally untested and I'm doing the beta to work out whether or not it works)

    • Advisor implemented to welcome the player to the mod and to fire on each reform.



    Known Issues:
    Spoiler Alert, click show to read: 



    • Reform Advisor fires continuously, I will fix this with a patch, shouldn't be too difficult
    • If any other mod changed the principes, it overwrites this mod, so the camillan principes will be classed as swordsmen and have no weapons - not sure how to fix this one, might have an idea of how
    • Italian Spearmen shields seem buggy if used with mods that change those textures - this is because I have overwritten the Samnite shields, but have not changed the Italian ones, may need to do that, even though I didn't want to touch any other factions to maximise compatibility




    Please read before Downloading:
    Spoiler Alert, click show to read: 
    This is a beta test. Remember that BETA IS BETA.
    Those of you who download the mod at this stage will be helping me finalise it before I release it, and until we get the issues ironed out here, I wont be putting it up on steam workshop, a forum is WAY better for the purposes of beta testing.

    Know the Log, love the Log, the log is your friend.
    In the Logs folder, you'll find a file called log.txt, as you play the campaign, a bunch of info will be logged there, if your lost, and don't know what's going on, look at the log, it will print out a bunch of info that hopefully wont confuse the out of you.


    Feature List

    Reform System

    One of the first things I noticed when I played the game was the lackluster progression system whereby Rome unlocked its new rosters just with the click of a button in the tech tree. With RRR that has been changed - you will need to conquer your neighbours, get involved in major wars and industrialise Italy in order to receive these new units.

    RRR will hopefully add some new depth to a Roman campaign, including a new Triumph system for successful generals, a massively expanded roster, named and numbered legionaries, and contextual reforms!

    Formation of the Socii

    Simply control all of Italia, then the Auxiliary barracks will unlock and you'll be able to train the Alae

    Polybian Reform

    Spoiler Alert, click show to read: 

    Rome must hold All of Italia and 3/4 of Magna Graecia


    Marian Reforms

    Spoiler Alert, click show to read: 

    Rome holds 25 Regions
    Rome has an industrialisation level of 22 in Italy
    (I have removed the general requirement for now, as I am planning on maybe reworking all traits for Rome, and then I'll put back in this requirement - or use TTT's skills as requirements in a TTT required version of this mod)

    Industrialisation
    Spoiler Alert, click show to read: 

    This will be calculated by tracking the level of farm and industrial development in Italia, Cisalpine and Magna Graecia
    Lvl 3 Farms will generate 2 points
    Lvl 3 Industrial Buildings will generate 1 point
    It will then increment by 1 point per level

    My thinking behind this was that in the era, extensive farming required far more manpower than craft-work and 'factories' at the time - though if I'm wrong about this, it can be changed of course!


    Augustan Reforms

    ​These will be caused by Rome becoming an Empire



    The Units

    Camillan
    Spoiler Alert, click show to read: 
    Equites Consulares (Bodyguard)
    Spoiler Alert, click show to read: 

    Accensi (Roman Camillan Slingers)
    Spoiler Alert, click show to read: 


    Leves (Roman Camillan Skirmishers)
    Spoiler Alert, click show to read: 


    Hastati (Camillan Light Sword Maniple)
    Spoiler Alert, click show to read: 

    Principes (Camillan Spear Maniple)
    Spoiler Alert, click show to read: 

    Triarii (Camillan Hoplite Maniple)
    Spoiler Alert, click show to read: 

    Equites Romani
    Spoiler Alert, click show to read: 



    Socii/Alae (Recruitable in Magna Graecia/Italia)
    Spoiler Alert, click show to read: 

    Osci Leves
    Spoiler Alert, click show to read: 

    Lucani Ekdromoi Hoplitai
    Spoiler Alert, click show to read: 

    Alae Hastati
    Spoiler Alert, click show to read: 

    Alae Principes
    Spoiler Alert, click show to read: 

    Alae Triarii
    Spoiler Alert, click show to read: 

    Hastati Samnitici
    Spoiler Alert, click show to read: 

    Pedites Extraordinarii
    Spoiler Alert, click show to read: 

    Alae Equites
    Spoiler Alert, click show to read: 

    Equites Extraordinarii
    Spoiler Alert, click show to read: 

    IMPORTANT : THIS IS NOT THE FULL SOCII ROSTER, I have permission from Laurentius to use his units, but i need to time to fit them in,
    check out his mod here


    Polybian

    Spoiler Alert, click show to read: 

    A quick note about the Polybian, this required the least changing, so i decided to do some extra work, creating 4 new shield patterns for the principes, and then giving the principes and triarii different shield definitions - they now do not share a single shield pattern and should look distinct. Additionally, some of the triarii's patterns were grey, which doesn't show up well on red, so i changed em to a nice yellow colour, which improves the look of the shields a lot. Also, taking the time to learn how this system worked has given me some ideas for the Marian units.

    Apart from that, the main change is the new colours, the lack of that terrible yellow colour, and marino wool colour tunics mixed in.

    Velites

    Spoiler Alert, click show to read: 


    Hastati

    Spoiler Alert, click show to read: 


    Principes

    Spoiler Alert, click show to read: 


    Triarii

    Spoiler Alert, click show to read: 


    Equites Romani

    Spoiler Alert, click show to read: 


    Marian Legionaries
    Spoiler Alert, click show to read: 

    About the Shields - Each Legion has only one shield atm, the reason for this is that my decision to script the reforms in scripting.lua means that the very first release of the mod has to include the entire roster, as a result of this, variety is something I will get to once the mod goes into beta and i have time to do that, my plan is to make 3-4 variants for each legion, all based on the same set of wings with different details, so that it still looks thematic, but not cloned. There is some artifacting on some of the shields, I think that was because of the settings i used in the nvidia plug-in for photoshop, i think i may have fixed that but will need time to tell.

    Antesignani
    Spoiler Alert, click show to read: 


    Cohors Evocata
    Spoiler Alert, click show to read: 


    Legio I Germanica
    Spoiler Alert, click show to read: 


    Legio II Augusta

    Spoiler Alert, click show to read: 


    Legio III Cyrenaica
    Spoiler Alert, click show to read: 

    Legio IV Macedonica
    Spoiler Alert, click show to read: 


    Legio V Alaudae
    Spoiler Alert, click show to read: 


    Legio VI Ferrata
    Spoiler Alert, click show to read: 

    Legio VII Claudia Pia Fidelis
    Spoiler Alert, click show to read: 


    Legio VIII Augusta
    Spoiler Alert, click show to read: 


    Legio IX Hispana
    Spoiler Alert, click show to read: 


    Legio X Equestris
    Spoiler Alert, click show to read: 


    Legio XIII Gemina

    Spoiler Alert, click show to read: 



    Auxiliaries

    Spoiler Alert, click show to read: 


    Just one question - would people prefer the Auxilia remain spearmen like in vanilla, or them to be equipped with weaponry local to their area of recruitment, or equipped with gladius and javelins a la Roma Surrectum 2

    Also, about shield patterns, I haven't done any for this roster yet - I've asked a modder if I can use his textures for auxilia shields, so if I cant get them, I'll do my own custom shield textures.

    I would have gave more AoR units, but I cant work out how to add new region_unit_resources to add new options to AOR

    Equites Singulares

    Spoiler Alert, click show to read: 


    Auxilia Thracium

    Spoiler Alert, click show to read: 


    Auxilia Italica Voluntarium

    Spoiler Alert, click show to read: 


    Auxlia Flavia Hispaniorum

    Spoiler Alert, click show to read: 


    Auxilia Dacica

    Spoiler Alert, click show to read: 


    Auxilia Gallorum

    Spoiler Alert, click show to read: 


    Auxilia Sagitarii Damascenorum

    Spoiler Alert, click show to read: 


    Auxilia Sagitarii Cretum

    Spoiler Alert, click show to read: 


    Ala Gallorum

    Spoiler Alert, click show to read: 


    Ala Hispanorum

    Spoiler Alert, click show to read: 


    Ala Sarmatarum

    Spoiler Alert, click show to read: 


    Ala Gallorum Et Pannonium Cataphractara

    Spoiler Alert, click show to read: 






    Changelog:
    Spoiler Alert, click show to read: 


    • Level 1 Barracks will now train Hastati, Principes and Triarii - so that you dont spend the early game running around with an army of hastati and leves, CA's choice to limit starting factions to one unit is baffling
    • Roman Roster hugely expanded - two to three times the number of faction specific units - the Roman Socii roster will be different from what is available to other factions in those regions


    Next: The Socii!
    Credits:
    It should be fairly obvious that I owe a massive debt of gratitude to the devs of Europa Barbarorum, for their research and hard work getting a varied roman roster down
    Thanks to Vinc.XXIII for usage of his Italian Shield Textures
    Thanks to Octavian21 for the use of Shield Textures from Kaziel's Romans
    Thanks to Zaskar70 for permission to use his Praetorian skin as a basis for the Cohors Praetoria
    Last edited by Aodh Mor; December 04, 2013 at 05:40 AM.

  2. #2

    Default Re: RRR - Real Roman Reforms

    Wut?!?!?!? No more red romanz??!?!?


    Awesome project and work!!!
    Me is Caesar
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    a legionnaire
    If he die
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    another guy!

  3. #3
    Haikka's Avatar Foederatus
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    Default Re: RRR - Real Roman Reforms

    Good luck, ill be waiting for this mod to come out

  4. #4

    Default Re: RRR - Real Roman Reforms

    Very cool. If you're taking suggestions I've always liked the idea of seeing the Socii allied legions (latin and I think in theory other Italics?) that would usually accompany the Roman legion. I was planning on adding in a Socii Spearman (based on the Italic spearmen model) for the Romans myself so you could pull off a kind of Manipular formation with the Socii Hastati and Spearmen. Also I heard some theories that the Hastati in the Camillian period might have been armed with the hasta (spear) rather than the sword, but I don't have any strong references for that myself.

  5. #5
    Moustik's Avatar Laetus
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    Default Re: RRR - Real Roman Reforms

    Quote Originally Posted by Ahiga View Post
    Very cool. If you're taking suggestions I've always liked the idea of seeing the Socii allied legions (latin and I think in theory other Italics?) that would usually accompany the Roman legion. I was planning on adding in a Socii Spearman (based on the Italic spearmen model) for the Romans myself so you could pull off a kind of Manipular formation with the Socii Hastati and Spearmen. Also I heard some theories that the Hastati in the Camillian period might have been armed with the hasta (spear) rather than the sword, but I don't have any strong references for that myself.
    "Hastati (singular: Hastatus) were a class of infantry in the armies of the early Roman Republic who originally fought as spearmen, and later as swordsmen." - Wikipedia

  6. #6
    Biggus Splenus's Avatar Primicerius
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    Default Re: RRR - Real Roman Reforms

    Nice, but where are the red Romans? The Romans got their red dyestuff from the madder plant, which grew all around the city itself. The plant could also make dyes of reds, browns, some yellows, and some pinks.

    Red Romans is historically accurate, just not to the extent they're usually depicted as.
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  7. #7

    Default Re: RRR - Real Roman Reforms

    great this is certainly a good direction. Are those units the final version, or WIP (especially shields types and shields patterns). The vanilla Rome is a funny mixture of different era units, leves mixed with velites etc etc. Do You have a planned unit list? Antesignani for Marian legions comes to mind.

  8. #8
    Choki's Avatar Domesticus
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    Default Re: RRR - Real Roman Reforms

    wow! NIce job! keep working,I cant wait!

  9. #9
    Lavrentivs's Avatar Miles
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    Default Re: RRR - Real Roman Reforms

    This looks great

    I do sincerely hope we see a variety in the socii, as there are only 2 socii units, and they all look like samnites! (not to mention they are clones with no armour variation). I know I keep referencing to these pictures from Aventine miniatures, but they honestly are a great representation of socii (Etruscan) from around the time of Pyrrhus. A good variation of equipment:






    Here are some great examples from the art of Giuseppe Rava:

    -Copyrighted images removed-



    The auxilia and socii deserve to be represented properly, in my opinion.
    Last edited by Vaðarholmr; September 26, 2013 at 01:34 PM.

  10. #10

    Default Re: RRR - Real Roman Reforms

    I like the undyed colors of the Camillan Romans. As a suggestion though, I think Red shields should come back (at least for Principes and Triarii) and potentially some red tunics for the Triarii would be nice. You should be able to make red shields by looking at the definitions for the shields. You can set them to only use one mask (for example, they could be set just to use the third color mask while setting the tunics to only use the first two).

  11. #11

    Default Re: RRR - Real Roman Reforms

    Looking forward to this one.




  12. #12
    gary's Avatar Domesticus
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    Default Re: RRR - Real Roman Reforms

    nice idea mate, i think if possible i would ditch the signifier until Marius, perhaps there is a Greek or some other figure that could take its place. I like your ideas tho, i play my campaign as Rome, i leave my research that unlocks caesarian legions until 107 BC, then i unlock the research i know it isn't perfect but its suits me as we have no other alternative. perhaps looking at baggage to train as a possible unlock, as that was also a big part of the reforms, make the legions more mobile and self contained so each legion had 500 mules or so and the foot were issues with a carrying pole or furca, a really vital part of the early legionary kit.
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  13. #13

    Default Re: RRR - Real Roman Reforms

    As for the colours, Splenyi, i went with white for the camillan so that the polybian units stand out more, i know there would have been some reds in that era, but i think it would feel better for the player to feel like they earn that red colour. Polybian infantry have much more red on them, and the equites use red as their main colour - i haven't changed the faction colours, it's all done on a unit-by-unit basis.

    I was thinking on polybian of dark-brown for hastati and blood red for the principes and triarii shields.

    As for the Socii, i've been really wrestling with how to do them - i have even considered limiting recruitment of roman units to roma and giving a full allied roster available in the regions - á la RTR 7.

    As for new patterns on the shields, i will get the systems and units done, so that the mod works and is testable, and then i can set about making new diffuse patterns and normals - by mixing a use of maya, zbrush and photoshop, it should be possible to make items of the same quality as those in the game.

  14. #14
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: RRR - Real Roman Reforms

    After reading Soldiers and Ghosts, I can't wait for this to be completed. Very promising.

    Will you add Roman slingers as leves as well?
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  15. #15

    Default Re: RRR - Real Roman Reforms

    No, I will be using Leves as the name for Camillan skirmishers and Accensi as the name for the Slingers, as informed by wikipedia - which i know is the academic equivalent of 'that guy in the pub told me...'

  16. #16

    Default Re: RRR - Real Roman Reforms

    Oh my god, the look of those units reminds me so much of Europa Barbarorum! I've always found the "white" Romans to give a gritty, more realistic feel to the ever-so great empire. Sure, a little bit more red would be fine, but they weren't all colour coded, especially not during the Camillan reform.

  17. #17

    Default Re: RRR - Real Roman Reforms

    Heh, I loved actually "earning" the Polybian units... as it is, I generally tend to prefer them to the post-Marian units anyway, as they have more style. It also gives it more of a desperate struggle to take and unify Italy.

    And yes, more allied troops would be great. As it is I only recruit the Polybian troops from Roma anyway...

  18. #18

    Default Re: RRR - Real Roman Reforms

    Hate to be that guy but, any time frame on when you think this will be released? As it stands now im holding off on playing a Roman campaign because of the lack of reforms, so I am really excited for this mod.

  19. #19

    Default Re: RRR - Real Roman Reforms

    pfft! yuck Everyone know the Romanz only fav colour was Red. this is soo unreal.

  20. #20

    Default Re: RRR - Real Roman Reforms

    Couldn't you just have a small amount of the red for Camillan units? Like, 1/3 or 1/4 of the soldiers.

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