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Thread: Welcome mat thread

  1. #81
    Carados's Avatar Senator
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    Default Re: Welcome mat thread

    Quote Originally Posted by Carados
    Quote Originally Posted by Quinn Inuit
    He's just saying that 'cause we added KLA's Amazons. (j/k)
    *snickers*


    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

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


  2. #82

    Default Re: Welcome mat thread

    Hello

    DBX here,
    its taken me a while to get around to ExRM but here I am.
    So far just had a look around some of the factions without a campaign.
    nice work.
    Looking forwards to getting stuck into a campaign proper.
    have been playing RTR since a few months after you released it.
    great mods, wish I had the graphics skills to join in.

    Thanks for all the work and also the support time you put into these forums.

  3. #83
    Quinn Inuit's Avatar Artifex
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    Default Re: Welcome mat thread

    You're welcome. I'm glad you're enjoying it, and welcome to the forums!

    For the record, I had nothing to do with the earlier releases of RTR. (Besides RTRPE, with which I helped a small amount.) That was amazing modding work, and I don't deserve credit for any of 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

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

    My writing-related Twitter feed.

  4. #84
    Caesar Augustus's Avatar Senator
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    Default Re: Welcome mat thread

    Welcome, I hope you enjoy your time here
    Please leave your name if you rep. It will be returned




  5. #85

    Default Re: Welcome mat thread

    Hi, Gaius Caudius Nero here. Iam a long time addict of ancient warefare and alternative history. I was hugely disappointed that the vanilla game didn't live up to the use made of the engine in BBC's Time Commanders, so finding peolpe actually did communty mods for it was very pleasant. I am having to rebuild my install as my main PC died a shortwhile ago. I am having problems with the installer at the moment. Probably a good thing, I haven't played ExRM very much, so there is everry likelihood it would be completley eating the holidsys and my shouting at the screen would keep my neighbours awake! How many people work on it? Thanks to you all, I have had hours of pleasure from the various mods, this one looks particularly challenging. The short cominings of the original do show up rather statlingly at times though. I've read hours of threads and and the insight has been eye-opening. Respect to one and all and I look forward to enjoying the forums as much as the game.
    Ciao, GCN

  6. #86
    Carados's Avatar Senator
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    Default Re: Welcome mat thread

    Quinn Innuit and myself do the bulk of the work. Mogan and Caesar Augustus do a couple of bits and bobs here and there. We also get help from a couple of other guys from around the TWC forum, usually for more specialised tasks like... adding javelins to a model.
    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

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


  7. #87
    Caesar Augustus's Avatar Senator
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    Default Re: Welcome mat thread

    Welcome GCN I look forward to seeing you around here more often. Have a little rep, just because

    As Carados said, he and Quinn Innuit do the lion's share of the work on the mod, but Mogan and I chip in to do various bits and bobs here and there in the mod.
    Please leave your name if you rep. It will be returned




  8. #88
    Quinn Inuit's Avatar Artifex
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    Default Re: Welcome mat thread

    I'm glad you're enjoying this so much, and welcome to the boards.

    If you want some real mod history, dig out the original ExRM thread, the one from before we had a forum. Then ignore all the posts at the beginning about bugs.
    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.

  9. #89
    Tiro
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    Default Re: Welcome mat thread

    Yes, I'm more like beta-tester with basic knowledge of EDU, DMB and all the basic stuff in the world folder. With a severe lack of time due to my music-related interests.
    ExRM grunt modder and player.
    Historical discussions & modding Rome: Total War. How much better can it get?

  10. #90

    Default Re: Welcome mat thread

    I've been away from RTR in all its glorious forms for about a year now but I've acquired a major urge to get back at it. The version I was playing for quite some time was Imperator II, which I loved. Now, however, I see that there are some more versions available and I'm just starting to try to come up to speed on them. The variety is, as always, bewildering at first glance, so any guidance from the gurus at large would be most appreciated.

    Panzer

  11. #91
    Carados's Avatar Senator
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    Default Re: Welcome mat thread

    There hasn't actually been any new additional mods since you left. There is only Fortuna Orbis that has been added but that is a still in it's infancy.

    The RTR mods that I am aware of are as follows:

    Rome Total Realism 6 Gold (RTR6)
    Rome Total Realism Platinum Edition (RTRPE)
    Imperator II
    Metro Naval
    AqD's Mod
    Extended Realism 3.5.3c (ExRM)
    The Iberian Conflict (TIC)
    Fate of Empires (FOE)
    Rome Total Realism VII (RTRVII)
    Fortuna Orbis (FO)
    Extended Realism 4.0 (ExRM)

    Rome Total Realism 6 Gold (RTR6)
    This is the original modification that everyone is familiar with. This is a completed modification and likely no more work will ever be done on it.

    Rome Total Realism Platinum Edition (RTRPE)
    A Fan-based modification of RTR6 using the mechanics of Barbarian Invasion. This is also a completed modification however it is frequently used as a base for minor modifications and is the base for several of the major modifications in the RTR genre.

    Imperator II
    You already know about. It is a Roman Campaign mod base on RTR and is intended to make Roman Faction campaign harder featuring name and numbered Legions.

    Metro Naval
    Metro-Naval is the combination of Metropolis Mod and also Naval Mods for RTR6 and upgraded for RTRPE. Don't really know much about either of these or Imperator II to be honest.

    AqD's mod
    This is a RTRPE modification that involves new battle mechanics including 3hp units. The main focus are the eastern powers of Parthia, Bactria, Armenia, the Seleucid Empire and the Bosphoran Kingdom. Along with ExRM 3.5, these are not only the latest but probably also the last modifications of RTRPE.

    Extended Realism 3.5.3c (ExRM)
    A modification based on RTRPE that continues the original RTR teams pursuit of realism. 3.5.3c is the latest version and, along with AqD's mod, is one of the last modifications using the original RTR as a base.

    The Iberian Conflict (TIC)
    The last release by the RTR6 team. This is a mini-campaign featuring only two playable factions, the Republic of Carthage and the Celtiberians. It is centered around Hamilcar's Iberian campaign leading upto the 2nd Punic War. Though the map and factions are very limited, the gameplay is entirely unique and innovative. The units in battle all have severly reduced lethality statistics leading to more intense battles.

    Fate of Empires (FoE)
    The successor to TIC. Developed by a different team, it is an extension of TIC and encompases the whole of the Western Mediterranean. The campaign starts in 280BC and centres around the initial invasion of Italy by Pyrrhus of Epirus and the subsequant struggle between the Republics of Rome and Carthage. The mod involves innovative campaign mechanics including the major- and mini- region concept. The AoR concept has also been expanding upon with the development of different kinds of governments that you can introduce to your settlements thus giving a far greater variety to the units one can recruit from their conquered settlements.

    Rome Total Realism VII (RTRVII)
    A different concept to the grand campaign of the original teams RTR7. This is the next and final step of the current RTR team using the RTW engine. The map will be extended to the greater part of Gaul and to Ionia in Asia Minor. The modification will include no less than five major factions in Greece with a minor and major prescence of a further two factions. This will be the ultimate RTR experience.

    Fortuna Orbis (FO)
    A modification currently in it's initial development stages. Caligula Caesar uses his modification for ExRM 3.4 as a base in developing his own modification using ideas from both ExRM and FoE. His map is double the size of the RTR6 map and extends from Scotland to Ethiopia and from Spain to West India. The modification will start at the beginning of the 1st Punic war and thus some of the factions present in existing RTR modifications will give way to the Kingdom of Pergamon and the Mauryan Empire of India. Along with ExRM 4.0, these will be the closest modifications to the idea of RTR7.

    Extended Realism 4.0 (ExRM)
    The next version of 4.0 currently in development. This modifcation further develops the ideas behind 3.5 whilst making use of Caligula Caesar's excellent map. The modification will also introduce a completely different set of battlefield mechanics that will reflect what ancient battles were really like. Along with FO, these will be the closest modifications to the idea of RTR7.
    Last edited by Carados; December 31, 2010 at 07:04 AM.
    Developer for the Extended Realism mod for RTR Platinum.
    Developer for RTRVII and protégé of Caligula Caesar

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


  12. #92

    Default Re: Welcome mat thread

    Hi folks,
    Grendell here! I'm a big fan of Roman history ,and that is the reason why i approached the glorious experience of this mod.
    I really appreciated the effort you did to create this game (i'm talking of RTRPE and ExRM).
    But can not be all gold..
    I need help for a CTD that is driving me crazy!!

  13. #93
    Quinn Inuit's Avatar Artifex
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    Default Re: Welcome mat thread

    Ahoy, mate! I'm glad you're enjoying it so far. Why don't you post the details of your CTD in the bug thread and we'll see if we can help you work through 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

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

    My writing-related Twitter feed.

  14. #94

    Default Modify mercenary frequency and cost

    Hi, I'd like to know wether if it's possible to change the stats in the mercernaries description so that mercenaries can be more frequent and cheaper. If it can be done, then I'd be very glad to know how, I've already tried modifying the stats in the file "c:\Games\Rome Total War\ExRM\Data\world\maps\campaign\imperial_campaign\descr_mercenaries.txt" but the stats stay the same anyway

    Regards,

    Monteiro76

  15. #95
    Quinn Inuit's Avatar Artifex
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    Default Re: Welcome mat thread

    Welcome to the boards, Monteiro!

    Almost the right file there, but not quite. You want the descr_mercs in /campaign/barbarian_invasion. Also, that isn't a savegame-compatible change, so you'll need to start a new game.

    Before you do, though, I would consider it carefully. The reason mercs are so expensive and slow to regen is that, if given the opportunity, the AI would purchase them constantly and unbalance the game. We've balanced the costs and recruitment times on units to throttle stack growth, but the AI loves to circumvent that with mercs. Unless it's really bugging you, I would leave it as-is. You may not notice much difference in your campaigns against the AI, but it really changes things in the AI vs. AI fights that are taking place further away from you.
    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.

  16. #96

    Default Re: Welcome mat thread

    Hey mate!!! I am back. Contact me asap!!! here or on FB! :-)

    PM sent. -Q.I.
    Last edited by Quinn Inuit; February 27, 2011 at 06:59 PM.

  17. #97

    Default Re: Welcome mat thread

    Jst wanted to say "Hi" and a little thanks to the modders.
    I've been enjoying EXRM immensly for quite some time now and am eagerly anticipating version 4

  18. #98
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Welcome mat thread

    Quote Originally Posted by anandus View Post
    Jst wanted to say "Hi" and a little thanks to the modders.
    I've been enjoying EXRM immensly for quite some time now and am eagerly anticipating version 4
    And me, I will second that motion

  19. #99
    Quinn Inuit's Avatar Artifex
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    Default Re: Welcome mat thread

    Thanks, guys! The beta for v4 is coming along well.
    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.

  20. #100

    Default Re: Welcome mat thread

    Hi all, Quinn, will 4.0 version have vanilla music or new music. Looking forward and playing your mod. The changes that you have mentioned, sounds great. THANKS!

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