That is because you have many more cityes than generals, the game offer you adoption so you could manage your cityes insted of that the player whould have to wait.
Sorry for the gramatical and spelling erors. (writhing from my phone)
That is because you have many more cityes than generals, the game offer you adoption so you could manage your cityes insted of that the player whould have to wait.
Sorry for the gramatical and spelling erors. (writhing from my phone)
Son of Legio
Father of Paedric & RemlapRoma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer
Mundus Bellicus - TWC - ModDB - Discord - Steam
Ok, first impressions: Right off the bat I gotta say the units are flat out beautiful, some of the best I have seen. Yall did a great job. The campaign map is very well done with lots a detail, great job on that as well. The combat system seems to work well, heavy infantry slowly grind against rather than tear thru each other. This makes flanking movements very important.
So on a 5 point scale I'd have to give an overall 4.5 on the map, units, and combat system. Another plus is the very nice faction descriptions. I really enjoyed reading them and the amount of time, effort and research it took to come up with those is not to be dismissed.
On the down side I have two major complaints so far. First of all I think the population growth rates are way too high. Growth rates of four, five even six percent on normal tax setting.....with no farms, traders or sewers built. Thats just way too high. As campaigns advance excess population is going to be a real problem. These growth rates need to be cut in half, in some cases even cut by two-thirds.
My second major complaint is the lack of happiness buildings. You are only allowed to build one temple per town, and it seems it can only be upgraded twice. This make no sense to me given the number of choices available, I've never seen so many in a Mod. I didnt actually count them but I bet there are at lest a dozen or more temple choices per faction. This need to be cut down to three or four maybe, and then make all temples buildable.
To give even more help to a cities happiness barracks and acadamies need to be given some sort of law bonus. These two drawbacks, rapid pop growth and lack of happiness buildings are going to have a negitive impact on long campaigns. A negitive impact that will only grow worse the longer a campaign runs. So with all things factored in I'd give the mod to date a rating of 2.5 out of 5.
I hope I dont sound too negitive because I really do think we have a diamond in the rough here and the mod team is to be commended on what they have done so far. If improvements can be made to pop growth and happiness then I can see this becoming one of the classic mods.
Thankyou for your efforts so far and I look forward to seeing what changes you make in the future.
Last edited by Arkhan; August 29, 2008 at 10:29 AM.
EEEK!!!I really wanna play this, but as soon as I try, it says 'Failed to inisialize 3d audio' I think I've installed it wrong, what to I do?!?
Formerly Tyrtaeus
You should read carefully the installation instructions here:
http://www.twcenter.net/forums/showthread.php?t=188380
Okey guys, came back now - it took me longer then I anticipated. Anyways, let's start answering the posts!
Great Benz282! You delivered what you promised so one more +REP for you (have to spread some more to be able to give it to you againI've started changing the faction colors and for the most part, it makes the map look better. However, there is little distinction between certain factions, and the color palette is limited. In a way, I guess that is a plus given that most factions of the period were relatively barbaric and that uniforms/clothing were limited to natural colors, but when you cannot tell one faction's settlement from another without scrolling over it, that's a bad thing.)!
You don't actually have to make colors similar to M2TW version especially not because M2TW is still much in WIP state - they might change. I see your previewed work as good by itself so you can leave it as it is. Below i will make 3 notes about it though:
- globally the map looks a little to much greyish and thus kind'a sad
- I don't like Etruscan color you previewed - it makes them kind'a barbaric. Etruscans were very refined and had affinity for purple and red colors which was worn by the elite class so you might want to give them something in that regard - be careful not to make it to similar to Roman color though!
- Samnites hava a color that is similar to much to Roman one - make it more pronounced from their neighbur! After all samnites were the toughest foe to Romans!
Otherwise very good done. Thank you so much Benz! hope to see your work implemented in next patch!
Maxim Victor you can't be more right!I most give some extra creed to Garve, these 70 songs are pure master pisces.
They made this already awesome mod even better.It's fantastic to have Garve in the team!
I am also partially to be credited for the music part though![]()
Excellent point Nullified, I'm glad you mentioned it! All those things you mentioned can be changed anyway you like. A whole philosophy can be behind the values. True Real Combat system that I adopted from Point Blanks work is only present in PI for M2TW. EDU stats in this open beta have a different philosophy behind it but in a way work similar. Maybe we can ask Luciano B to open a new thread regarding edu values that were used in this beta for you guys to see the background of it. Luciano?Just a question, I don't know how feasible it is, could be impossible. You have the real combat adaption, now a point I'm stuck on, is the real combat adaption part of BI as well? Because then would it be possible to scale not only the attack and defense of units based on the armor they wear, but could you link cost to that as well. Therefore a units cost could be based on its armament like real life, it would have to be tweaked and balanced but I think if it was possible it could streamline the initial costs for units and be realistic at the same time. The upkeep costs would have to include morale, skills, etc. But again I'm not a modder so I don't know the inherent difficulties and impossibilities of these ideas.
Unit recruitment costs are based on unit cathegory, class, mount effects, attributes, formations, weapons used, armor worn, shield type, defensive skill, morale, discipline, training and bonuses the unit has on different battlefield grounds. Only Luciano can give you exact values for that since it's his job.
I totally agree with you that upkeep values should have a story behind them similar to recruitment values also to make a campaign game more tactical. Luciano was in hurry to release the beta so he hasn't changed the upkeep values and set them at 150 for infantry and 300 for cavalry. Hope that guy who volunteerd for this task actually does that.
Chariots will be fixed in next patch Rorarii and thanx for kind words! Yeah, Luciano might need to tone horse units down a bit more. No problem about not having the time for the upkeep.Chariots are a problem .. they don't skirmish with javelins? is this correct? In one battle, a unit of general's chariots charged downhill into a unit of moving light axemen, knocking most down .. but they all got up again and destroyed the chariots!... but i think that's a RTW feature.
...
Horse archer units look excellent, like early etruscan horse archers .... but units are far too large .. 60+ horsemen trying to keep formation and evade etc etc. only a small point though.
I didn't know that
I rely enyojing the mod but I've been having some problems to activate the script, still a great first preview of what to come in turn of gameplay and map.
http://www.twcenter.net/forums/showthread.php?t=177575
http://www.twcenter.net/forums/showthread.php?t=182831
http://www.twcenter.net/forums/showt...49#post3563849
http://www.twcenter.net/forums/showt...59#post3515659
Those are my previewed songs, I and Arn is hard working on many more and seeing that you have done these 70 super song with some help from Hister is astonishing.![]()
Son of Legio
Father of Paedric & RemlapRoma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer
Mundus Bellicus - TWC - ModDB - Discord - Steam
Does this tutorial for script activation help?:
http://www.twcenter.net/forums/showthread.php?t=188491
Son of Legio
Father of Paedric & RemlapRoma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer
Mundus Bellicus - TWC - ModDB - Discord - Steam
Ive been waiting for this for so long. Great work guys![]()
Upkeep suggestion: a blanket 10% of the recruit cost for that unit. Almost as simple to implement as what you've got, but gives much more variety.
Can't wait to get back home and try this out, I've been stoked for this since day one!
Installation and configuration:
- Copied the PI folder next to the BI folder.
- I decided not to install the BI folder as the only thing in it is the intro video that does not work. Couldn't play it with either Windows Media Player, nor VLC player.
- The shortcut that comes with the installation is designed for the newer sega version, so had to tweak the paths in the target line and starting directory. Also, had to set the icon for the shortcut manually.
- As many people have already said, the main menu was extremely laggy. I added -nm to the target line
- Also, since I play at the same resolution as my desktop, I added -ne for faster alt-tab switching
- Edited preferences.txt to disable background fvm, cut scenes, green triangles on battle field, and tweaked a bunch of other things so it's what I'm used to
Haven't actually had the time to play it yet, but I started a new campaign as SPQR and took a quick look around. First impression: There is still much left to be done.
- 4tpy script - It works, but there are better ways to start it. Link to scripting tutorials: http://www.twcenter.net/forums/forumdisplay.php?f=353 (PM'd Luciano)
- unit cost balancing - everything costs the same
- movement points should probably be reduced to prevent steam-rolling 2-3 settlements per turn with a signle army
- economy - There is too much money. Look at ExRM with how much more challenging it is because of how careful one has to be with their faction funds.
- unit cards - It's kinda hard to tell the units apart. Perhaps, tweak them so each has a slightly different perspective?
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Thus i surrender to thee!=)))
I promise it wont be the Reds against everyone else....=PPPPPP
BTW any screenshot thread around?
Are the new Animations in game? like the standard bearers? i've been trying to find me some bearers to kill and drool over them standard animation featured in the previews, but i cant find standard bearers=(
Last edited by Iberus_generalis; August 29, 2008 at 03:55 PM.
On a side note, I know how to change sea color and the clouds that reflect off it. I can make the sea darker, lighter, and even give it an apocalyptic look. It really makes the strat map look better and adds a lot of atmosphere if done correctly.
The only mods I know of that edits these files are EB (with the realistic clouds, etc) and EoD (but to a much lesser extent).
If you guys are interested, I can try cooking up something for PI.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator