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  1. #1

    Default Questions on RS2 Changes

    Hey, guys, I had something on my mind, and I wanted to ask whether you could consider/are considering adding

    a) New events (and possibly specific ones for each faction)
    b) New buildings

    I know your main focus must be on creating lots of different units, but it would add a lot to the longevity of the Mod if each faction had their own unique building trees as well as different special events that are highlighted. Y'know, giving people a bit of historical knowledge together with a great game.

    Perhaps you could open threads asking RS users for ideas on what buildings/events they would like included.

    Anyhoo, thanks in advance.

  2. #2

    Default Re: Questions on RS2 Changes

    Quote Originally Posted by EternalSlayer View Post
    Hey, guys, I had something on my mind, and I wanted to ask whether you could consider/are considering adding

    a) New events (and possibly specific ones for each faction)
    b) New buildings

    I know your main focus must be on creating lots of different units, but it would add a lot to the longevity of the Mod if each faction had their own unique building trees as well as different special events that are highlighted. Y'know, giving people a bit of historical knowledge together with a great game.

    Perhaps you could open threads asking RS users for ideas on what buildings/events they would like included.

    Anyhoo, thanks in advance.
    If you think RS2 will just consist of new units, you're seriously mistaken. I'm not going to list everything for you though, you'll have to search for it yourself. The RS2 sticky thread may be of some help to you, even if it seems a bit unit-centered. If you're interested in buildings, check out the ,discussion on economy issues'-thread. There's a bit of everything in there, and I've had some good discussions with Gotthard about buildings for barbarians, for instance (p. 10 and further). The team seems quite open to suggestions, you just should be remotely aware of the limitations of the RTW engine.
    Last edited by The Sloth; June 07, 2008 at 05:34 PM.

  3. #3

    Default Re: Questions on RS2 Changes

    Never mind, feel free to throw cakes at meh.
    Last edited by EternalSlayer; June 07, 2008 at 06:42 PM.

  4. #4

    Default Re: Questions on RS2 Changes

    OI. the man was trying to be helpful. we're adding quite a few new buildings - I'm sure DVK and Squid can explain a lot better than I can, though...
    'Ecce, Roma Surrectum!' Beta Tester and Historian
    Under the proud patronage of MarcusTullius

  5. #5

    Default Re: Questions on RS2 Changes

    In that case, feel free to close the thread. I was just unsure whether these things had been in consideration as there is no direct thread relating to it.

  6. #6
    pseudocaesar's Avatar Campidoctor
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    Default Re: Questions on RS2 Changes

    use the rs2.0 discussion thread for these questions

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