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Thread: *STATE OF THE MOD*

  1. #21

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Keep on truckin' guys!

  2. #22

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Take your time and release AE when the team is confident it will work out. This mod might be worth the long wait.
    2 fractions is a good start to let the community work out what is lacking for the campaign.
    Last edited by rohirrimelf; December 18, 2017 at 10:25 AM.

  3. #23
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17



    Keep going, Rome wasn't built in a day

    Have to give credit to you guys for slogging on this, most others wouldn't, so it shows your dedication.

    If I'm permitted to make a prediction, this mod will be released around Jan-Feb. Not too hopeful, but a somewhat...optimistic guess.
    Last edited by The Wandering Storyteller; December 18, 2017 at 12:52 PM.





















































  4. #24

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    best of luck to you guys, we all hope to see your work one day

  5. #25

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    FORWARD....ENGAGE.....RELEASE!

  6. #26

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    I think the mod will release after the berlin airport "willy brandt" was opened.
    I bought the game last year, after the "release" video.
    Take your time and marry christmas all, the next decades.

  7. #27
    Kal-El's Avatar Foederatus
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    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Thx for the update. Merry Christmas everyone!
    When you can't make them see the light, make them feel the heat.

  8. #28

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Well..i know what i want for xmas. All the best team

  9. #29
    UMCenturion's Avatar Ducenarius
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    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Great progress has been made - Not going to promise anything at the moment, but Rome and Carthage are ready for a full complete test.

    Some detailed items i am working on the next fews days:
    - continued polishing of aor system.
    - fixing garrisons for Iberian factions
    - Completing Chapter and Victory conditions for other factions not named Rome and Carthage
    - completing some missing building icons.
    - Complete implementing the work of San Felipe, for barbarian building descriptions.
    - Learn/Figure out how to implement dilemmas and minor missions/events

    Petelius is working on naval combat to complete this as well.

    Mod Lead - UI/2D Art - Custom Map Editing

  10. #30

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Awesome news. Glad to see that you're making progress.

  11. #31

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Quote Originally Posted by UMCenturion View Post
    Great progress has been made - Not going to promise anything at the moment, but Rome and Carthage are ready for a full complete test.

    Some detailed items i am working on the next fews days:
    - continued polishing of aor system.
    - fixing garrisons for Iberian factions
    - Completing Chapter and Victory conditions for other factions not named Rome and Carthage
    - completing some missing building icons.
    - Complete implementing the work of San Felipe, for barbarian building descriptions.
    - Learn/Figure out how to implement dilemmas and minor missions/events

    Petelius is working on naval combat to complete this as well.
    Terrific news! Thank you very much for the update.

  12. #32

    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    Quote Originally Posted by UMCenturion View Post
    Great progress has been made - Not going to promise anything at the moment, but Rome and Carthage are ready for a full complete test.

    Some detailed items i am working on the next fews days:
    - continued polishing of aor system.
    - fixing garrisons for Iberian factions
    - Completing Chapter and Victory conditions for other factions not named Rome and Carthage
    - completing some missing building icons.
    - Complete implementing the work of San Felipe, for barbarian building descriptions.
    - Learn/Figure out how to implement dilemmas and minor missions/events

    Petelius is working on naval combat to complete this as well.

    great.
    i want to make those tests :-D

  13. #33
    Kreissig's Avatar Laetus
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    Default Re: STATE OF THE MOD - A.E. - PROGRESS UPDATE 14.12.17

    This is great to read guys! I have been lurking this thread for some time, and I also bought Attila only for the mod possibilities.

    All the best...

  14. #34

    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    If you guys need an extra tester, I'll do my part

  15. #35

    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    Just saw the screenshots... man oh man.. the navy looks lit! Anyway we can get aquaduct, Roman Collosiem etc to show on the map in Rome?

  16. #36

    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    Quote Originally Posted by Totalknight View Post
    Just saw the screenshots... man oh man.. the navy looks lit! Anyway we can get aquaduct, Roman Collosiem etc to show on the map in Rome?
    Aqueducts already show up on the campaign. Colleseum shouldn't be a problem.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  17. #37
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    Quote Originally Posted by Nochyan View Post
    If you guys need an extra tester, I'll do my part
    Me too. Wouldn't mind testing Carthage - because their roster is absolutely ********* beautiful. And seeing them besiege Rome? Double awesome.

    The first faction I'll play is either Nabetea or Parthia when this is released - would love to see how they play out on the map. Parthia will dominate the world...except it won't be Parthia, it'll be Persia Glory to Ahura Mazda! Strike down those barbarians!

    However...if I choose Egypt, then expect Egyptian cities dotted around the map!

    Might even save the screenshot as a background wall paper

    Can't remember if there's a Persian faction in the mod.

    The last screenshot reminded me of a film...like Sinbad or something.

    The desert....never forgets.

    Great progress!!!!!!!!

    Happy New Year to all, and make your predictions. When will it be released? When?????!!!!

    I give it Jan 23rd.

    If not, then Feb.
    Last edited by The Wandering Storyteller; December 31, 2017 at 08:15 AM.

  18. #38
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    Do most of the battle maps have siege escalation and can the naval ships land properly on the beach?
    Last edited by The Wandering Storyteller; December 31, 2017 at 10:20 AM.





















































  19. #39
    UMCenturion's Avatar Ducenarius
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    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    Quote Originally Posted by San Felipe View Post
    Do most of the battle maps have siege escalation and can the naval ships land properly on the hbeac when you besiege a port city?
    Only the custom ones. The majority of settlements are ported from Rome 2 - which are not perfect, but definitely a better feel. The custom ones do have escalation. Once this mod is out and in decent shape, i plan to go strictly to maps and make many more custom maps for the future.

    Mod Lead - UI/2D Art - Custom Map Editing

  20. #40
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: STATE OF THE MOD - ANCIENT EMPIRES

    Quote Originally Posted by UMCenturion View Post
    Only the custom ones. The majority of settlements are ported from Rome 2 - which are not perfect, but definitely a better feel. The custom ones do have escalation. Once this mod is out and in decent shape, i plan to go strictly to maps and make many more custom maps for the future.
    As long as they work then that's the only thing you can do I suppose. I think it'd be worth getting this done and pushing through the campaign. You're close. Get that done. Release. Take a break. Then start doing the fun stuff - test battle maps. That's just my suggestion.

    A fun suggestion. Take a cue from W2 when it comes to the Tomb Kings siege maps which will have level 3 tier cities. How about having level 4 cities - with each Egyptian city having four layers? It'd be so fun to see fantasy style Egyptian cities instead of the Greco-Roman Egyptian style one.

    But then, it's only fantasy! And a cool suggestion..

    However, hearing the custom ones work fine is very good





















































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