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Thread: RS2's Future and Mod Ideas:

  1. #441

    Default Re: RS2's Future and Mod Ideas:

    Excellent Job !!! IMHO though RS2 doesn't really need anything more to be better than any s....t CA produces anymore . This mod is a true legend !!

  2. #442
    Laetus
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    Default Re: RS2's Future and Mod Ideas:

    Maybe you could add nacionalist rebels if it's possible. Btw this is a really great mod, good job!

  3. #443
    Rex Basiliscus's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    Nationalism per se, didn't exist until the 19th century, so adding nationalist rebels would be ahistorical of this period.

  4. #444
    Laetus
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    Default Re: RS2's Future and Mod Ideas:

    Well, that can be a problem. My idea basically is you know whwn rebels spawn for example in Babylon they siege the city and if they take over they form the state of Babylon or Assyria or the province defects to the Seleucids or whatever, I think you get the point.

  5. #445
    isa0005's Avatar Campidoctor
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    Default Re: RS2's Future and Mod Ideas:

    Brilliant! Love it! More! ... please? hahahaha

  6. #446
    Rex Basiliscus's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    Well, that sort of is how it's been after patch 2.6 I think ... you have regions in the East which, after rebelling, defect to Parthia or Armenia. I'm not sure about the others, but campaigns and other campaign-related stuff will be (as dvk said) reviewed in the next (2.8 or what it will be) patch.

    isa0005, patience is a virtue
    Last edited by Rex Basiliscus; April 22, 2014 at 12:54 PM.

  7. #447
    Rex Basiliscus's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    EDIT: double post, sry.

  8. #448
    Laetus
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    Default Re: RS2's Future and Mod Ideas:

    I know about the defect thing and I think that is a feature in vanilla, but I'm not sure. It's just a proposal. You know it's kind of interesting to see when let's say Babylon 'breaks out' and fight against their former overlords, with their unique units . But of course that needs more work. And just a question: Basiliscus are you from Slovenia?

  9. #449
    Laetus
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    Default Re: RS2's Future and Mod Ideas:

    Sorry, it doesn't matter.

  10. #450

    Default Re: RS2's Future and Mod Ideas:

    Truly awesome.
    Seriously dvk, you make all other TW mods seem so random and boring now. lol not really :v


    "By what right does the wolf judge the lion?"

  11. #451
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Just finished creating this:

    A Roman Basilica:


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

  12. #452
    paradamed's Avatar Praepositus
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    Default Re: RS2's Future and Mod Ideas:

    Cool! CAn we march our troops in the paved street in front of this structure? I can only imagine the amazing screenshots I could take.

  13. #453

    Default Re: RS2's Future and Mod Ideas:

    Did you use already existing models?
    Looks nice.

    Looks like 2.7 is gonna be fun.

  14. #454
    Rex Basiliscus's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by frankiman
    Basiliscus are you from Slovenia?
    Yes, why?

    Quote Originally Posted by romanius24
    Looks like 2.7 is gonna be fun.
    Well, as far as I've understood dvk, the next patch is going to mainly improve the settlements, specificaly the visual aspect. The patch after that though will be a big one and improve the campaigns and traits. But don't quote me on that until dvk confirms

  15. #455

    Default Re: RS2's Future and Mod Ideas:

    Yeah but settlements need improving.
    Sieges are incredibly boring.Streets are a mess and cities are way too large.
    This should improve them quite a bit.

  16. #456
    Rex Basiliscus's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    There will be some improvements with wider streets and such, but don't expect miracles when it comes to actual siege mechanics. After all dvk isn't a magician ... as far as I know

  17. #457

    Default Re: RS2's Future and Mod Ideas:

    The main problems are the streets and settlement size.
    Size slows down battles too much and reduces the amount of tactics available(street layout is bad) and narrow streets make battles a bit problematic and small.

    Since those problems will be gone sieges should be more fun to play and cities also look a lot better and more immersive(aqueduct and maybe ports).

  18. #458
    tungri_centurio's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by Rex Basiliscus View Post
    There will be some improvements with wider streets and such, but don't expect miracles when it comes to actual siege mechanics. After all dvk isn't a magician ... as far as I know

    DVK must be one, just play roma surrectum and you feel/see the magic
    the basilica looks fantastic
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

  19. #459
    Laetus
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    Default Re: RS2's Future and Mod Ideas:

    So you are from Slovenia. That's cool! Well I'm not Slovenian, I'm actually Hungarian, but it's good to see someone from a neighboring country.

  20. #460
    bobbyr's Avatar Semisalis
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    Default Re: RS2's Future and Mod Ideas:

    Stunning, stunning work!

    Absolutely glorious.

    The CA should send you a polished core version of the MTW2 Kingdoms engine, so you could make Rome 3

    Would be 10,000 times better than Rome 2 and a worthy apology from the CA.

    Roma Surrectum 2 itself is a million times better than Rome 2, even with the best mods out there. The core game itself is a rotten apple and always has been.

    Your work has surpassed that of CA a trillion times mate, the only 'downside' of it all is that you're somewhat limited to a 2004 game engine (Scripts, animations, capacity, hardcoded features, unability to use modern hardware etc.)

    Nevertheless, RS 2 is a thing of beauty, in every aspect and you have outdone everybody with the latest development stage




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