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Thread: [PREVIEW] 1.2 New Grand Campaign

  1. #1

    Icon3 [PREVIEW] 1.2 New Grand Campaign



    1.2 New Grand Campaign

    New Scenario

    - The new start date for the grand campaign will be 278 BCE, during the Pyrrhic Wars in the central Mediterranean and toward the end of the Celtic migration in Thrace, Greece and Asia. Pyrrhus has fought in Italy for awhile and things are now heating up in terms of Sicilian involvement and Carthaginian influence.
    - This new date allows for a more dynamic campaign start for many factions like Epirus, the Greek states, Carthage and, especially, Rome. Rather than have a unified Italian peninsula mostly under Latin dominance, our new scenario allows for a more challenging and interesting start for those who like to play as Rome. We are endeavoring to make sure that Rome as the AI is not hindered too badly, though. We all still want a strong Rome to face in the mid-late game.
    - Along with the situation in Italy being more complex, the diplomatic relationships across the world are a bit different at this time. Some leaders are still there, others are new, etc. Various factions have been added and some areas are now a different experience for the player.
    - Some may ask why we changed the date and the simple answer is that we felt it would make a more interesting campaign, especially for players who have been playing our Grand Campaign for 3 years. Hopefully this adds a little bit of spice to the start and makes for a more enjoyable early game for some of the more popular playable factions.
    Spoiler Alert, click show to read: 


    Imperator Augustus Campaign Map
    - The new Grand Campaign will have its map replaced with the IA campaign map. To be clear, the Imperator Augustus Free DLC campaign will still be playable in its current form as it is in 1.1. We are replacing the current Grand Campaign with this new map and scenario.
    - A huge thanks to the Ancient Empires team and ABH2 for our great partnership that has allowed us to have a wonderful foundation to work from for this map.
    - There are many, many benefits to using the IA map for a foundation for the Grand Campaign. It is a superior map in many ways:
    • Many more regions in total on the map, especially in areas where most campaigns are played. Some region diversity is lost in the extreme southeast and northeast areas, but for the most part the campaign really benefits from the new region layout.
    • This new regional layout includes better provincial design and assignments. Syracuse and Jerusalem are walled cities, Sicily is its own province and there are many new provinces in various locations as well. Overall there is more complexity and accuracy in many areas.
    • Because of the new regions, we can have new and more diverse factions that haven't been seen before in the grand campaign. These include various new african, iberian, germanic and other factions. The Etruscans make a return in our new scenario and the Aetolian League is now represented.
    • We have found that the map itself seems to have better AI pathfinding and core logic. This won't be immediately apparent, but it is something that makes campaigns play out in more interesting and dynamic ways.
    • Here is a layout of the new campaign map with faction assignments:

    Spoiler Alert, click show to read: 
    - The new startpos should also have the benefit of working for our OSX players on Mac. Using 1.2 and our new OSX submod, you should now be able to reliably play the grand campaign.
    - Along with the use of the new IA map, we also have a new strategic map overlay. Thanks to Idraeus, who did our other overlays, we will have a beautiful new strategic and mini-map design for your enjoyment.
    Spoiler Alert, click show to read: 

    Emergent factions
    - The new grand campaign will also include emergent factions in all regions. Once again, a huge thanks to the Ancient Empires team for use of this concept, factions and implementation!
    - Almost 200 new factions will exist in the campaign that are not active at the start. These factions can then rebel, be liberated and generally arise during the course of a campaign.
    - The concept of these factions is to represent local cultures, tribes and competing political entities across the map.
    - By having these factions present, you will have more options in terms of diplomatic and conquest routes. You may choose to liberate a region and use it as an ally or buffer zone. Perhaps, a main rival is down to their last city, so you choose to liberate their locality in order to control them. Or, a bitter foe may have some border disputes that you use to your advantage by destabilizing those regions and creating multiple factions there. In other words, it adds a great new dynamic element to the campaign.
    - The AI will also choose to sometimes liberate areas, creating new local entities and causing new situations for the player to face. Over time, this makes for a much more complex and interesting campaign map, rather than having the same generic larger empires always globbing up in all locations.
    - Some of the various new possibilities, just on a small section of the Italian peninsula, can be seen here:
    Spoiler Alert, click show to read: 


    New Playable Factions and Starting Situations

    - Since we are recreating the startpos from the ground up, we have the option to change various things that have not been changed in a long time. These include very basic but important parts of the campaign like:
    • Starting spies for playable factions, even minor and custom ones. Specialized starts for those factions with unit types and selections. Some will start with a governor (dignitary).
    • All garrisons are now properly sized from the beginning of the campaign.
    • All playable factions have a proper civil war faction so they will all be able to have a civil war if politics are not properly managed.
    • Speaking of politics, all playable factions have 4 starting political parties and at least one character in each. Rome and Carthage are still the only ones with 3 playable parties. This makes politics more involved from the outset of the campaign:

    Spoiler Alert, click show to read: 
    - New frontend campaign faction selection maps for all Grand Campaign factions. These were necessary due to the new map, so we decided to overhaul them all:
    Spoiler Alert, click show to read: 

    - 1.2 will feature around 45 playable factions in total for the Grand Campaign, quite a bit of diversity and choice for our players! These new playables include 8 new exclusive ones for 1.2. Meroe, Atropatkan, Rhodos, Scordisci (replacing Tylis) and Edetani (replacing Cantabri) have already been announced, more will be announced soon!


    This Year in History Messages
    - The Grand Campaign will also now have historical "This Year in History" messages for every year going into the A.D. Big thanks to the R2TR team for use of their script here.
    - These messages have been researched and put together in order to let the player know what was going on in history at the time. They are not meant to mimic what is happening in your campaign, they simply serve as a nice way of chronicling how history had gone at that point.
    - At the start of each year in Spring, the message will show up in your Events dialogue. Some examples include:
    Spoiler Alert, click show to read: 


    New Regional and Resource Building Slots
    - Since we are redoing the startpos, it is also a great opportunity to add custom building slots for regional and resource locations. These are not obvious to the player, but serve as a technical backdrop on which we can create a much more customized building system.
    - These new special buildings include resource-specific building chains in regions, special capital buildings for various cities, and much more. This will receive its own preview in the future, for now here is a taste of the concept:
    Spoiler Alert, click show to read: 



    Future scenario mods/submods
    - Since this startpos will be made using the Assembly Kit, the files that are used to construct it will be provided. This will allow others to take these files and edit them as they want. They can create small changes, basic submods, or even whole new scenario submods for DeI.
    - I will also create a tutorial for how to create a DeI startpos using the kit so anyone can try their hand at it. Hopefully this opens up the possibility of even more user-created content and submods in the future.


    Credits
    - A huge thanks to the Ancient Empires team for so much help, especially with the new IA map files and emergent factions!
    - The R2TR team for their historical year message script.
    - Idraeus for his strategic map overlay.
    Last edited by Dresden; November 20, 2016 at 03:12 PM.

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  2. #2

    Default Re: [PREVIEW] 1.2 New Grand Campaign


  3. #3

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Looks really awsome, can't wait to see this in action ^_^

    Will there be events for emergent factions to rise or create some rebel armies in some particular areas?

    e.: Is it possible to add more building slots to smaller cities like Pergamon?

    I can't wait to see the custom buildings and the new economy system, thats the most exciting thing for me

    Keep up the good work guys!
    Last edited by Tyiallyradil; September 15, 2016 at 11:44 PM.

  4. #4

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Pergamon is a provincial capital so its not exactly small, but from what I can tell we can't add new slots reliably.

    Emergent factions will be active, whether or not we have some sort of scripted events is questionable. Its better to have it occur naturally and not become repetitive/expected in a campaign.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  5. #5

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Thanks for the good and hard work! This is amazing! One question, what dlc will be needed in order to play the new factions?

  6. #6

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    I should have been more clear. DLCs won't be required for the new playable factions - its just that in general DLCs are required for various playables.

    Edit - removing that line from the preview as it was confusing.

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  7. #7
    Vardan the Great's Avatar Campidoctor
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    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Great job. It is sad that Armenia will have a city from IA (Tigranocerta) which did not exost by that time and it will be the capital. I hope at least we could change its name.

    Sent from my SM-N930F using Tapatalk
    "An unexpected death is a death, an intended death - immortality"
    (c) Vardan Sparapet, before the Battle of Avarayr

  8. #8

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Quote Originally Posted by Vardan the Great View Post
    Great job. It is sad that Armenia will have a city from IA (Tigranocerta) which did not exost by that time and it will be the capital. I hope at least we could change its name.

    Sent from my SM-N930F using Tapatalk
    I would reserve judgement on city names and capitals until you see the map. Tigranocerta is not on the map for us, many cities are different.

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  9. #9
    Vardan the Great's Avatar Campidoctor
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    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Quote Originally Posted by Dresden View Post
    I would reserve judgement on city names and capitals until you see the map. Tigranocerta is not on the map for us, many cities are different.
    yes, sure I am, cuz I am from that region))) But can you change the city/capital locations?
    Cheers.

    Sent from my SM-N930F using Tapatalk
    "An unexpected death is a death, an intended death - immortality"
    (c) Vardan Sparapet, before the Battle of Avarayr

  10. #10

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    I didn't mean any offense, its good to have a focus! Anyway, we can't change city locations, we can change capitals and city names.

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  11. #11
    Vardan the Great's Avatar Campidoctor
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    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Quote Originally Posted by Dresden View Post
    I didn't mean any offense, its good to have a focus! Anyway, we can't change city locations, we can change capitals and city names.
    Hah. It is neither bad nor good. It is just a matter of taste. ))
    And it is really cool that capitals can be changed. Plus (just to remind) check the diplomatic relations of Armenia with Selucids by that time. It must be more negative.


    Sent from my SM-N930F using Tapatalk
    "An unexpected death is a death, an intended death - immortality"
    (c) Vardan Sparapet, before the Battle of Avarayr

  12. #12
    Hjalfnar_Feuerwolf's Avatar Civis
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    Default Re: [PREVIEW] 1.2 New Grand Campaign

    I must say, I have been absent as community moderator for DeI at the strategie-zone.de for quite some time, because I lost my interest in the game and the mod...it got repetitive. Well. You got me hyped. xD Mission accomplished! Looks great, I can't wait to play Rome again, time for some phyrric victories!
    Checking out games for historical accuracy: http://bit.ly/HiGaVFYD
    Let's Plays: http://bit.ly/HjalfFeuer

  13. #13
    Julio85's Avatar Biarchus
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    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Wooow seems Great!

  14. #14
    Caius Bingerus's Avatar Tiro
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    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Congratulations on this preview! DeI 1.2 will be really a complete overhaul for sure, time to change tactics, finally! Cannot wait to read through historical information, that's a nice addon!
    ...the duty of a soldier ends only with his death...


  15. #15

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Lovely <3
    One question: new factions freed by another faction when they conquer a city will still have a full stack? I've found that thing a bit awkard, especially when it's small faction vs another small one: if you conquest and free a city , whit its full stack you have already won the war.

  16. #16

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Thank you DEI team. Great preview one again.

  17. #17

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Simply amazing.

  18. #18

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    I dont kown if relations are moddable but will we see something like war wear? Trying to avoid cases like this http://www.twcenter.net/forums/showt...hp?729200-Idea

  19. #19

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    Excellent work DeI team! This looks incredible! Thank you so much for your dedication and hardwork to continuing modding Rome 2, this mod is the sole reason I return to Rome 2 every couple of months. =)

  20. #20

    Default Re: [PREVIEW] 1.2 New Grand Campaign

    My god this is beautiful!
    I remember back when Rome 2 released 3+ years now believe it or not.... and if we look today you guys are still here improving it and making it more awesome. I just wanted to say thank you for all theses years of amazing work, this game would have been dead and forgotten before the first year if it wasn't for DEI

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