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Thread: Judex-Rex - The original thread

  1. #321

    Default Re: Judex-Rex - The original thread

    Ok. Thanks for advice.

    As before I want to thank you and the Judex Rex modding team and Late-Roman.ru contributors for your time and care in crafting this mod!

  2. #322
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread

    GERMANICUS
    Thanks buddy!


    Good news!
    Mod will be open to all! It will be held in 2018 on the first day of presales, game THRONES OF BRITANNIA!

  3. #323
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread

    Version 0.5.2

    Customization, tuning

    Fixed a critical error, a large amount of Spawn Huns, it also sometimes leads to the flight
    Range of movement siege machines increased
    The number of armies increased
    Improved diplomatic relations for the Western Roman Empire
    Agents: spies and priests are hired now from the first level of their line of buildings
    Decreased the number of points - populations for the construction of buildings
    Updated 17 units to version 2.0:
    Legionis Lanciarii
    Legionis Hispanorum (limitan)
    Legionis Carthaginensis (limitan)
    Legionis Lusitanorum (limitan)
    Legionis Asturum (limitan)
    Legionis Raetorum (limitan)
    Legionis Alamannorum (limitan)
    Legionis Abrincateni (limitan)
    Legionis Francorum (limitan)
    Legionis Chamavorum (limitan)
    Legionis Iulia Alpina (limitan)
    Legionis Armeniaca (limitan)
    Legionis Italica (limitan)
    Legionis Parthica (limitan)
    Legionis Scythica (limitan)
    Legionis Macedonica (limitan)
    Legionis Diocletiana (limitan)

  4. #324
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread


  5. #325

    Default Re: Judex-Rex - The original thread

    Nice pic! What a coincidence, this year is also called Year of the Dog in my country. Happy new year!

  6. #326

    Default Re: Judex-Rex - The original thread

    Can I ask what factions have new units and what are vanilla ones?

  7. #327
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread

    Three Roman factions use completely new, very huge list of units! The rest has not yet been done!

  8. #328
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    Default Re: Judex-Rex - The original thread

    Version 5.3 - updated

    Units - version 2.0
    Update all units and their screenshots(so far only on the official website)!
    All units visually and by parameters are improved / corrected!
    We conducted a global recycling of all elements of models of equipment and weapons of units!
    Since the mod has been done for a long time, our today's quality of units has grown significantly compared to earlier works, and many screenshots have long been out of date and have long been inconsistent with reality. During this time we made many new models and textures, so it's time to fix it and bring it to the present quality. We also made the detachments more diverse, corrected the mistake - the army of clones!

  9. #329
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread

    Mod open to all! Opening the latest version!

    Downloading from old links beta .. more accurately itself is updated by the same old links!

    Native English version consists of two packs. Russifier goes third packs.
    0judex_rex
    0judex_rex_2



    Steam
    http://steamcommunity.com/sharedfiles/f ... =766131626
    http://steamcommunity.com/sharedfiles/f ... =804894974
    ------------------------------------------------------------


    Version for friends and testing:
    @judex_rex
    @judex_rex_2

  10. #330

    Default Re: Judex-Rex - The original thread

    What DLCs are needed for full experience of Judex Rex?
    The only one I do NOT NEED are Age of Charlemagne and Last Roman right?

  11. #331
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    Default Re: Judex-Rex - The original thread

    Need only the game Attila!
    --------------------------


    Version 5.4 - updated


    More money and a garrison

    Fixed the disappearing city description error.
    Population of the population is now growing and when building religious buildings.
    The cost of building buildings is very much reduced, there are buildings that can be built and for 150.
    Sanitation is almost remove.
    Added a new 1 (2) unit \ s Centuria Veterans and Cohort Veterans.
    Increased garrison in all cities, including Ballistariy and Veterans.

    Cohors Veterana, Centuria Veterana:
    Last edited by grif; July 20, 2018 at 12:19 PM.

  12. #332

    Default Re: Judex-Rex - The original thread

    Gald to see your update, grif! And good idea about created these new units, I like them!

    These old legionaries have been defending the empire in each corner of the world, they carried different shields and spoke different dialects... Now even at the end of their military careers, they still willing to stick together under the vexillum of Rome, and preparing to devote their lives for defending their beloved homeland! ROMA INVICTA!

  13. #333
    legio_XX's Avatar Ordinarius
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    Default Re: Judex-Rex - The original thread

    Grif you are amazing, love the work you guys do! I love the artwork of your units and cant wait to see this mod in its entirety, I think when its fully fleshed out it will be FOTE's EB!
    "ANY person,country or race who use's religion as a pretext to kill or conquer deserves neither Religion nore Name"

  14. #334
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread

    Thanks!
    And now about the complete opposite of the previous units! )
    --------------------

    We announce the commencement of work on Chapter 6!
    The first units for the army Goths! While these are just mercenary-defectors, not standard units, but these are special mercenaries of the Goths faction and all the rebellious and vassal factions of the Roman culture!

    Version 0.5.5 - not updatable!


    Mercenary


    Added 4 units of factional mercenaries.
    Removed all the vanilla mercenaries of Roman culture.
    Changed the pool of all mercenaries - they will be about half as less often appear!

    Fractions:
    Visigoths, Ostrogoths
    Western Roman Rebels, Western Roman Separatists, Eastern Roman Rebels, Eastern Roman Separatists
    Egypt, Anatolia, Asia, Britain, Gaul, Hispania, Illyria, Italia, Judea, Macedonia, Oriens, Palmyra, Pontus, Septimania



    Mercenary Defectors




    Balistarii Defectors
    defectors, mercenaries who escaped from the Roman army, consist mainly of barbarians, but with Roman weapons and equipment.


    Lanciarii Defectors
    chosen spearmen with the Lancea, defectors from the Roman army


    Legionaries Defectors in mail
    defectors, mercenaries who escaped from the Roman army, consist mainly of barbarians, but with Roman weapons and equipment.


    Legionaries Defectors in scales
    defectors, mercenaries who escaped from the Roman army, consist mainly of barbarians, but with Roman weapons and equipment.

  15. #335
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    Default Re: Judex-Rex - The original thread

    Version 0.5.7 - not updatable!



    Units for factions Goths

    Added 6 units of the Goths faction (in part Vandals, Gepids, etc. nearest factions).
    Removed all the vanilla units.




    Levy


    Leihta hansa
    leihta - Gothic word having signification - light.



    Hansa wardjane
    wardjane - derivative name of the word from the Gothic language wardja - watchman.



    Hansa bowsman


    Hansa mounted




    Special units

    Hansa hunters



    Hansa spaikulaturа
    spaikulaturа - derivative name of the word from the Gothic language spaikulatur (derived apparently from the Latin speculator - intelligence officer, guard, squire).
    Last edited by grif; April 20, 2019 at 05:29 AM.

  16. #336

    Default Re: Judex-Rex - The original thread

    Any news about translation?

  17. #337

    Default Re: Judex-Rex - The original thread

    Hi there. Is campaign harder than vanilla?

  18. #338

    Default Re: Judex-Rex - The original thread

    Hi , grif ! How's going on ?

    I wrote a Chinese introduction about your mod in serval days ago, then I found some problems which I didn't mention before.

    For the Sassanid family tree, the heir of Shahanshah - Ardashir, shouldn't be the son of Shapur II, he should be the brother of Shapur.
    There are only have 3 children of Shapur II: Prince Narseh, prince Shapur (Shapur III in the future, reign after Shapur II's brother Ardashir II), and princes Zurvandokht.
    Prince Bahram in the Sassanid family tree you made should be the son of Shapur III, grandson of Shapur II, who also have a brother named Yazdegerd, both of them become the Shahanshah in the future. Besides, Ardashir II (brother of Shapur II) had a daughter named Zruanduxt. I'm not sure how old are these youngsters in the beginning of the campaign, but considering that there are 70 years long of Shapur II's reign, and 367 AD is the late period of him, these children probably born.

    Here is the Chinese introduction thread about Judex-Rex:
    http://tieba.baidu.com/p/6058802981?....9.14&sfc=copy
    We really like your mod, even most of us knowing less about this period, but we like your creations!
    And you're the first one who using Gothic language to name Gothic units, that is interesting! We really expecting for the next update, can't wait to play as the Goths! After all, from the mod title 'Judex Rex', we know they're the leading roles XD

    The second advice is about the naming of Gothic factions, I think you can using Tervingos/Greuthungos as their faction names, and Baltingos/Amalingos as the dynastic names in the top of their family tree UI.

    For the Roman defectors, I think you can make different variantMeshesDefinitions for different factions, it could be worked by changing 'units_variants_tables'.
    For example, Defectores recruited by the Goths carring the shield with patterns of 'Tervingi', 'Daci', 'Scythae' etc.
    So that other factions like Celts, Persians, Berbers, western Germans, Arabs can also hiring these mercenaries, with different shield-patterns to distinguish where they served: In the Sassanian army, Roman defectors probably came from the units of Magister militum per Orientem, so they carring the shield with patterns of 'Quinta Macedonica', 'Tertia Diocletiana', 'Septima gemina', 'Sexta Parthica' etc. In the Celtic crews, Roman defectors probably from the units served under Comes Britanniae and Comes loritis Saxonici, so their shield patterns could drawing as 'Secunda Britannica', 'Celtae seniores', 'Exculatores iuniores Britannicani' etc.

    All in all, there are 3 advices:
    1. Sassanid family tree fixes;
    2. Gothic faction and dynastic names;
    3. Roman defectores carring different shield-patterns for different factions.

    Best wishes for your next update!

  19. #339
    grif's Avatar Semisalis
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    Default Re: Judex-Rex - The original thread

    arthuros - Translated
    martin4 - The campaign is much more complicated than in vanilla!

    CROWNROBIN
    1. Thanks for the advice, I'll see later what can be fixed in the names of the Sassanids!
    2. We have three Goths factions, and two of them are the Greuthungos (some are immigrants, others are puppets), so it will be difficult to realize this in the game! In addition, each faction has the names of the dynastic names, so me will need to change all of them for all factions.
    3. Ok, let's see what can do!

  20. #340
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    Default Re: Judex-Rex - The original thread

    Version 0.5.8 - not updatable!


    Icons of basic (36) fractions



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