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  1. #1

    Default Extended Realism mod for 1.9 or not?

    Hi XR mod team,

    I just wanted to ask, since Marcus Camillus IS releasing PE: 1.9, if you are releasing a 1.9 version of the XR mod or not OR if M.C. is utilizing the current XR mod build to modify it for RTR: PE 1.9?

    Thank you, ladies and gents!

    Antio, hellas1

  2. #2
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    We definitely intend to release a 1.9 version.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  3. #3

    Default Re: Extended Realism mod for 1.9 or not?

    What about adding some of Metro Naval Mod's features? Under Macedon's permition of course

  4. #4
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    Hadn't thought about it. What features do you have in mind?
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  5. #5

    Default Re: Extended Realism mod for 1.9 or not?

    Quote Originally Posted by Quinn Inuit View Post
    Hadn't thought about it. What features do you have in mind?
    Just the ones that are unique to that mod, with some minor adjustements of course, especially concerning the "wall mod".
    Last edited by numerosdecimus; June 03, 2007 at 06:33 PM.

  6. #6
    Greno Zee's Avatar Foederatus
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    Default Re: Extended Realism mod for 1.9 or not?

    Gee, all of them?
    Seriously, it would be just awesome if you could merge Extended realism with with MNM.
    I haven't played for a while so I don't remember what features are MNM unique but here are some I believe are:

    - new farming income concept.
    - separation of naval and commercial port building lines
    - new warship units
    - loyalty
    - restrictions on walls (even though there are settlements that can't build any type of wall which I changed in my install - I think every village should be able to bring up palisade or even wooden wall)

    I'm sure you yourself would find many interesting features in the list in Macedon's post

  7. #7
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    Well, to be honest, I don't really like the economy of the MNM mod, although I think it does have a lot of other strong points. (I'm not trying to insult the mod, it's just a personal preference thing.) And I'd love to institute loyalty and named legions, but I have no idea how to do so. I'm tempted to implement stone wall restrictions, though.

    Feel free to make add-on mods for the ExRM, though. I don't mind. Or, if you want, put something together and, unless it heavily alters the economic balance, I'll try to integrate it into the ExRM.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  8. #8

    Default Re: Extended Realism mod for 1.9 or not?

    How about adding one of another feature from MMM that doesn't change the economical nature at its base but would mostly increase the challenge and/or add more realistic settings.

    For instance, could you put those small villages scattered all around the campaing map, just to give the idea the campaing isn't that void?

  9. #9
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    I'd be up for that.

    I agree that those villages are cool. But what are they? I don't remember what they do now, or how to make them appear.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  10. #10

    Default Re: Extended Realism mod for 1.9 or not?

    What kind of economical changes(only that would make the game more chalenging and/or realistic) would you accept from MNM?

  11. #11
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    Nothing that changes the relative balance of the territories. I see you as having three main sources of income: land trade, sea trade, and farming. I'd prefer not to make any one of those sources more or less attractive relative to the other two than they are now.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  12. #12

    Default Re: Extended Realism mod for 1.9 or not?

    Understood.

    Yet I thought that resource diversity could perhaps make the game more dymanic concerning resource influences with every faction.

  13. #13
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    It's not diverse enough now? I thought the resources were reasonably spread out.

    How would you like to change it?
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

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  14. #14

    Default Re: Extended Realism mod for 1.9 or not?

    I've never played the Metro mod. How different is the economy?


    One thing I like about EB are the buildings that are extremely costly (like 30,000 or more) . They give you something to spend your money on once your treasury reaches obscene levels, and you can no longer hope to keep it under 50,000 to avoid bad traits for you family members.


    I would very much like to see loyalty in ExRM. Not only for Rome, but for the true "empire" faction that historically had parts break off. Carthage (Numidia), Seleucids (Bactria), Ptolemy (not sure what its called; occurred after they were forced to train native Egyptians in the Macedonian style of warfare to combat Antiochus and the Seleucids....the Machmoi troops).

    Religion would also be very welcome. I realize that there is a cap of 3 religions, but I think it would be possible to get by with that.

    Religion #1 would be the Classical Greek/Roman gods. Rome, Greek States, Macedon, Seleucids, Ptolemic Dynasty, Pontus, Bactria, Epirus

    #2 would be the western barbarian factions of Iberia, Gaul, Germania, Briton, but also Thrace, Galatia, Illyria, and Sarmatia

    #3 would be a bit trickier. BI uses Zoroastrianism, which suits Parthia perfectly, but I would use this slot as sort of "everything else. Armenia, Carthage, Numidia. Carthage had their own gods, which were very distasteful to everyone else. Since they typically fight only Rome or Iberia in their games, having a religion different from either would reflect this and make conquering territory more difficult. The chances of computer controlled Carthage ever coming into contact with Parthia or Armenia are nil, so that would never be a factor.

  15. #15

    Default Re: Extended Realism mod for 1.9 or not?

    Quote Originally Posted by Darviathar View Post
    I've never played the Metro mod. How different is the economy?




    #3 would be a bit trickier. BI uses Zoroastrianism, which suits Parthia perfectly, but I would use this slot as sort of "everything else. Armenia, Carthage, Numidia. Carthage had their own gods, which were very distasteful to everyone else. Since they typically fight only Rome or Iberia in their games, having a religion different from either would reflect this and make conquering territory more difficult. The chances of computer controlled Carthage ever coming into contact with Parthia or Armenia are nil, so that would never be a factor.

    actually, Darviathar, your suggestion for #3 would work, since the Carthaginians are the descendants of Phoenician explorers (queen Dido), so you could call the #3 religion Mesopotamian/Eastern, since the different Eastern cultures' Gods basically correspond to each other (except for Judaism and also not as closely as the Greco-Roman Gods do), IIRC the Cartaginian Gods are just slightly renamed versions of Phoenician deities.

  16. #16

    Default Re: Extended Realism mod for 1.9 or not?

    Quote Originally Posted by Quinn Inuit View Post
    It's not diverse enough now? I thought the resources were reasonably spread out.

    How would you like to change it?
    More diverse mines for instance. This is the main example I'm remembering at the moment. However, other minerals are already on the campaing map, so in the end turns out to be a matter of "taste".

  17. #17
    Quinn Inuit's Avatar Artifex
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    Default Re: Extended Realism mod for 1.9 or not?

    That's right, AFAIK. The Carthaginians worshiped the same deities as the Near Easterners did, with slightly different names.
    Quote Originally Posted by numerosdecimus View Post
    More diverse mines for instance. This is the main example I'm remembering at the moment. However, other minerals are already on the campaing map, so in the end turns out to be a matter of "taste".
    Ok, well, if you come up with anything, let me know.
    RTR Platinum Team Apprentice, RTR VII Team Member, and Extended Realism Mod Team Coordinator. Proud member of House Wilpuri under the patronage of Pannonian

    The ExRM forum: come for the mod, stay for the Classical History discussions. Or vice versa.

    My writing-related Twitter feed.

  18. #18

    Default Re: Extended Realism mod for 1.9 or not?

    Quote Originally Posted by hellas1 View Post
    Hi XR mod team,

    I just wanted to ask, since Marcus Camillus IS releasing PE: 1.9, if you are releasing a 1.9 version of the XR mod or not OR if M.C. is utilizing the current XR mod build to modify it for RTR: PE 1.9?

    Thank you, ladies and gents!

    Antio, hellas1

    I spoke with Marcus yesterday. He is currently playtesting 1.9 and will be releasing it very, very soon.

  19. #19

    Default Re: Extended Realism mod for 1.9 or not?

    Candy!

    Thank you. For a while I thought you had said "Screw RTR."

    Nice to hear from you! hellas1

    P.S. Freakin great news!

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