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Thread: RS2's Future and Mod Ideas:

  1. #921
    tomySVK's Avatar Campidoctor
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    Default Re: RS2's Future and Mod Ideas:

    I have a question/suggestion about names of named Auxilia units. As the example I will take Cohors I Flavia Hispanorum. Historically there was only one Cohors I Flavia Hispanorum stationed in Germania Inferior, but in the same province was posted Cohors II Hispanorum in fort called Traiectum. In Britain was posted Cohors I Aelia Hispanorum and also Cohors I Hispanorum equitata.

    My suggestion is that the unit which the player can recruit be called Cohors Hispanorum, so he is able to recruit several cohorts. I think it will be great, as I feel a little confined in recruitment of Auxilia units with specific names for only one historical Auxilia unit.

  2. #922

    Default Re: RS2's Future and Mod Ideas:

    Whilst I understand where you're coming from; I too have raised not dissimilar queries in the past when I got my hands on the testing reins - and have a great love and passion for the Roman Army myself.

    Each of the named units are indeed based upon actual units upon which there is reasonably good historical data. Many, many are not there because of the unit limit and whole regions are missed out. Whether, in this case, it's "Cohors I Flavia Hispanorum" or "Cohors Hispanorum" makes no real difference, as they are the same 'unit'.

    For a similar reason there are no Legions numbered XVII, XVIII, or XVIIII (XIX). They existed and follow the numbering sequence, but they are missed out because they simply didn't have a long life nor illustrious history.

    There is sufficient compelling evidence that suggests that Auxiliary units were raised in batches and sequentially numbered, but there is no evidence of some of those numbers existing at all in surviving records.

    Honestly I wouldn't worry about it.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  3. #923
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Indeed, if you read the unit descriptions for these units, you'll find that many other units with similar names are mentioned. That was our way of making the unit not only specific, but also 'generic' in the sense that it represented all those others mentioned. And, as my partner suggests, we chose the unit that we could find the most evidence for to represent.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  4. #924
    tomySVK's Avatar Campidoctor
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    Default Re: RS2's Future and Mod Ideas:

    Thanks for your answers, I fully respect your choice. It combines education with fun. But personally I find it hard to recruit several units of the same named auxiliary unit, but it´s only my pesronal taste

  5. #925
    Sigma's Avatar Ducenarius
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    Default Re: RS2's Future and Mod Ideas:

    @dvk901 I remember a few years back you mentioned something about a campaign start round the time of Emperor Augustus taking power that would go up into Trajan and the height of Roman expansion. Is that still planned or was it shelved?

  6. #926
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by Sigma View Post
    @dvk901 I remember a few years back you mentioned something about a campaign start round the time of Emperor Augustus taking power that would go up into Trajan and the height of Roman expansion. Is that still planned or was it shelved?
    I guess it depends how ambitious I am. There's a lot of things I'd 'like' to do, but I've been very busy with RL.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  7. #927
    SimpleCourage47's Avatar Ducenarius
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    Default Re: RS2's Future and Mod Ideas:

    A little suggestion from playing EB many moons ago. One thing i loved, which is really such a small detail, is the way they have ethnic/tribal identity for each family member which has benefits and negatives depending on both how you use him and the area he might operate in. I'm not 100% sure if it actually had any consequences or just hinted at them, it's been awhile since i played. I also loved their native language/voice that they used, not sure if that's something that interests the team and other players, just my thoughts.
    Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming.

  8. #928

    Default Re: RS2's Future and Mod Ideas:

    Well I don't know if this has already been proposed or if it is possible but, if you are open to such a suggestion, I would love to see the map expanded to India or further. If anything just to make the Parthian territories reflect their true size at the time of Crassus and Mark Anthony's campaigns.

  9. #929
    Alexandrivs's Avatar Laetus
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    Default Re: RS2's Future and Mod Ideas:

    hi there,
    Any chance to see Latin voice Mod merged in RS3?
    This if the only lack of immersion in this superior mod that i can think of.

  10. #930

    Default Re: RS2's Future and Mod Ideas:

    Is it possible to add even more troops ?
    Lets say ( i have ordereed Alexander) 8000 troops (without) AI Reinforcements (unlimitied men on battlefield true, yes
    but i mean 8000 in one single battle, with 8000 reinforcements (especially important in the first battle with Hannibal),

    that would be epic to battle Hannibal with his 20,000 Carthagian,Gaellic,Celtberian (spanish) mix war-machine...

    (and of course) buffer up the graphics to RS 2,6 standard as it is , the grass (ground) looks b a d , even worse than vanilla...

  11. #931

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    I guess it depends how ambitious I am. There's a lot of things I'd 'like' to do, but I've been very busy with RL.
    Leave the RL, and concentrate on Augustus, i say its a way better choice!

    All the manhours is clearly visible in your excellent, and i repeat excellenet mod (playing RS.3.1) besides the intro-pictures (that are to small to be read correctly i cant find anything wrong with your mod. On the contrary, its very accurate for playing Rome, and for every country you annex,assimilate etc you actually have
    to plan it way ahead (like in real time), very smart feature, and great scripting.

  12. #932

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    I guess it depends how ambitious I am. There's a lot of things I'd 'like' to do, but I've been very busy with RL.
    -What about a 4PTY-script for Roma Surrectum 3.1.

    That alone would be superb, to counteract a more historically balanced mod, really really closer to the real thing.

    I mean its very narrow to īnvade Carthago Nova with Scipo the younger at 22-25 years old...

    -So again, that would be marvellous (and also make the game a bit longer).
    -There arent many mods this god, and btw Rome Total War 2 is a piece of crap, steam-induced albeit...
    there are only this one mod that in my opinion is worthy of how Rome Total War 2 should have been,

    so keep up the good (and by good i mean excellent) work.
    -The first 50 turns (25 years) is as close as the textbook/historicans as is gets.

    Although Carthago could be a tad aggresiver (Hard/Hard)..so again big thanks in advance..

  13. #933

    Default Re: RS2's Future and Mod Ideas:

    I've got Windows 10 and I have faced some problems that don't let me play RS 3 and so I am continuing to play RS 2.6. But I would like my cities look like the ones in RS 3 in battle map(for examole without large or huge walls, beautiful city plan etc). Is this possible? and how can I make this?

  14. #934

    Default Re: RS2's Future and Mod Ideas:

    Any updates please ?
    • “A reflective, contented mind is the best possession.” ...
    • “With an open mind, seek and listen to all the highest ideals. ...
    • “Turn yourself not away from three best things: Good Thought, Good Word, and Good Deed.” ...
    • “Do not hold grain waiting for higher prices when people are hungry.”

    All by Zoroaster.

  15. #935
    Saul Tyre's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by romavictoria View Post
    -What about a 4PTY-script for Roma Surrectum 3.1.

    That alone would be superb, to counteract a more historically balanced mod, really really closer to the real thing.

    I mean its very narrow to īnvade Carthago Nova with Scipo the younger at 22-25 years old...

    -So again, that would be marvellous (and also make the game a bit longer).
    -There arent many mods this god, and btw Rome Total War 2 is a piece of crap, steam-induced albeit...
    there are only this one mod that in my opinion is worthy of how Rome Total War 2 should have been,

    so keep up the good (and by good i mean excellent) work.
    -The first 50 turns (25 years) is as close as the textbook/historicans as is gets.

    Although Carthago could be a tad aggresiver (Hard/Hard)..so again big thanks in advance..
    Deleted, my mistake I did not mean to reply to this post
    Last edited by Saul Tyre; August 12, 2018 at 02:33 PM. Reason: mistaken post
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  16. #936

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by romavictoria View Post
    -What about a 4PTY-script for Roma Surrectum 3.1.

    That alone would be superb, to counteract a more historically balanced mod, really really closer to the real thing.

    I mean its very narrow to īnvade Carthago Nova with Scipo the younger at 22-25 years old...

    -So again, that would be marvellous (and also make the game a bit longer).
    -There arent many mods this god, and btw Rome Total War 2 is a piece of crap, steam-induced albeit...
    there are only this one mod that in my opinion is worthy of how Rome Total War 2 should have been,

    so keep up the good (and by good i mean excellent) work.
    -The first 50 turns (25 years) is as close as the textbook/historicans as is gets.

    Although Carthago could be a tad aggresiver (Hard/Hard)..so again big thanks in advance..
    I already made one with two different seasons.

  17. #937

    Default Re: RS2's Future and Mod Ideas:

    I started to play this great mod a while ago, making me interest a lot in Roman history. I enjoyed the campaign and put great effort to it (now I destroyed Carthago, control half Iberia and all North Africa). However, I suddenly realized that I had to active the script manually every time I opened the game... so I played without script without knowing it

    My question now is... can I activate the script and keep playing ot will it cause problems? I realized my idiotness with the script because the Imperial Reforms hadn't triggered even I built Circus Maximus. What can I do? Starting a new campaign... would be pretty disgraceful. Thanks!

  18. #938

    Default Re: RS2's Future and Mod Ideas:

    Please don't double post - and you could even delete if you can...
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  19. #939

    Default Re: RS2's Future and Mod Ideas:

    Is RS3 the final version of Roma Surrectum?

  20. #940

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by panther123 View Post
    Is RS3 the final version of Roma Surrectum?
    Yes, almost definitely...
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

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