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Thread: People of Rome 2 (P++) - Main Discussion

  1. #21
    Magnar's Avatar Artifex
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Junaidi83 de Bodemloze View Post
    Err magnar, do the AI realy know the effect, or the script was work for human only ?
    human only as a lot of the script relies on waiting for the UI components to be clicked.

  2. #22
    Magnar's Avatar Artifex
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Maetharin View Post
    First of all, congratulations on taking on this work, if anyone on twcenter can do this it´s you guys!

    Secondly, how many populations can a faction have?
    And would it be possible to have diverging numbers of population types for different factions?

    Or would it even be possible to tie population composition to factions and regions?
    F.e.: Rome has this kind of population under Rome, but a different composition under Carthage,
    whereas both factions have a standardised pattern of population composition in regions of less historical importance.

    Best regards.
    Can't comment on that until we have something concrete ready

  3. #23
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: People of Rome 2 (P++)

    Seems alright, but why doesn't Rome 2 have a mod for roleplaying? Its literally boring having to do nothing in the campaign map.





















































  4. #24

    Default Re: People of Rome 2 (P++)

    I'm very excited for this! I was left with an empty feeling upon seeing Mitch's unfinished pop. mod, but you good pups have got my tail wagging again! Woof woof!

  5. #25
    Junaidi83 de Bodemloze's Avatar Dont Mess With Me
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Magnar View Post
    human only as a lot of the script relies on waiting for the UI components to be clicked.
    I see , to bad its worked only for AI , but even that, its already impressive enough , hope you finish this feature and port it to Vae Victis firstly mate ^^
    Modding is like accursed wine, you try a sip and you ended empty the whole glass
    Under Proud Patronage of Shankbot de Bodemloze

  6. #26

    Default Re: People of Rome 2 (P++)

    Great to see the idea hasn't been abandoned

  7. #27
    Maetharin's Avatar Senator
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    Default Re: People of Rome 2 (P++)

    Just out of curiosity, what´s the difference in your approach to mitch´s, since his affected the AI too if I remember correctly
    "Ceterum censeo Carthaginem delendam esse!"

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    "I concur!"

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  8. #28
    Magnar's Avatar Artifex
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Maetharin View Post
    Just out of curiosity, what´s the difference in your approach to mitch´s, since his affected the AI too if I remember correctly
    We havent seen mitch's script so cant say how they differ.

  9. #29

    Default Re: People of Rome 2 (P++)

    Great news, guys! Awesome news to see the Populous mod revive again

  10. #30

    Default Re: People of Rome 2 (P++)

    Incredible, having manpower system in game will be great.

  11. #31

    Default Re: People of Rome 2 (P++)

    Curious as to the goal of this mechanic? to slow down army production? or force mercenary use? or make it so you have to create a stack from more than region?

  12. #32
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: People of Rome 2 (P++)

    Is this mod intending to make R2 like M2TW? Where you could have a few elite units in your army roster?

  13. #33
    Zonac's Avatar Miles
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Magnar View Post
    We havent seen mitch's script so cant say how they differ.
    As far as I remember , mitchs approach for AI was that the recruitment pool for them was covered over all their regions so that AI who does not know the system will be able to recruit units permanently, however, will still decrease their overall pool. that way the checks for the AI UI were somehow limited and did not need too many PC resources.
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    Alexander the Great

  14. #34
    Litharion's Avatar Artifex
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Hoplite of Ilis View Post
    Is this mod intending to make R2 like M2TW? Where you could have a few elite units in your army roster?
    We will introduce a class system for units. So elite units might be harder to recruit.

  15. #35
    Hoplite of Ilis's Avatar Domesticus
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Litharion View Post
    We will introduce a class system for units. So elite units might be harder to recruit.
    This was one of the key-elements of M2TW... You could only have a few elite units, and that was forcing you to really manage your army stack. In Rome 2, once you get the new barracks, you replace ALL your units with the new ones. This is a real feature of TW... Seems interesting...

  16. #36
    Maetharin's Avatar Senator
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    Default Re: People of Rome 2 (P++)

    In a little submod of mine I completely changed how recruitment worked.
    From Barrack lvl 2 on every single unit was available and the higher the lvl of the barrack, the more units one can recruit.
    Additionally with every barrack tier any unit has more experience upon recruitment, with further bonuses to unit training per turn.

    This IMO is more historical. The bigger the barracks the more men you could train simultaniously, the better equipped they were, the better the training recruits received.
    I always found it ridiculous how it took me more than a year to recruit an army, when in reality, a levy could be called upon in about three months time.

    I also think the DeI reform scripts are doing a well enough job with keeping units to their historical time period.

    Now I´m really curious how it will play out with this mod!^^

    Best regards
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  17. #37

    Default Re: People of Rome 2 (P++)

    Waiting eagerly.

  18. #38
    Magnar's Avatar Artifex
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    Default Re: People of Rome 2 (P++)

    Progress is coming along quite quickly now and we are getting very close to an early internal test version.

    Recently completed:
    - UI
    - Growth mechanics
    - SP functionality

    This means that the basic single player version of the mod currently works.

    Currently working on:
    - MP functionality
    - starting values
    - advanced population mechanics like immigration
    - dummy effects and text
    - Explanation event
    - some other secret squirrel stuff

    Will post again once we pass another development milestone

  19. #39

    Default Re: People of Rome 2 (P++)

    Sounds great! Thanks for your effort!

    What will happen to the population when you conquer a city? Will they get counted among the foreign then?

  20. #40
    Magnar's Avatar Artifex
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    Default Re: People of Rome 2 (P++)

    Quote Originally Posted by Scout of Imladris View Post
    Sounds great! Thanks for your effort!

    What will happen to the population when you conquer a city? Will they get counted among the foreign then?
    Yes all pops will become foreign when you conquer a settlment and you will need to build your citizen pop up there from scratch

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