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Thread: IB2 VANDALORVM II DISCUSSION/FEEDBACK

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  1. #1
    Fresco's Avatar Semisalis
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    But this Script(present in Campaign Script)?
    ;
    ; Campaign script
    ;
    script
    ; ---------------------
    ; counters

    declare_counter Huns_Sirmium
    ;;start

    restrict_strat_radar false
    ;;Hunnic Invasion In Campus Quaddi/Hungary
    ;-- hunnic invasions --
    monitor_conditions I_TurnNumber = 4
    add_events
    event emergent_faction mongols
    date 0
    region Sirmium_Province
    end_add_events
    ;;Spawn Hunnic armies
    spawn_army
    faction mongols
    character Attila, named character, age 30, x 282, y 178, family
    traits SteppeFactionleader 1 , GoodCommander 2 , Bloodthirsty 2 , HunnicFearsomeness 4 , Loyal 2
    unit Hunnic Warlord exp 6 armour 0 weapon_lvl 0
    unit Bulgar Infantry exp 6 armour 0 weapon_lvl 0
    unit Bulgar Infantry exp 6 armour 0 weapon_lvl 0
    unit Bulgar Infantry exp 6 armour 0 weapon_lvl 0
    unit Bulgar Infantry exp 6 armour 0 weapon_lvl 0
    unit Bulgar Infantry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Onoghur Cavalry exp 6 armour 0 weapon_lvl 0
    unit Hunnic Heavy Cavalry exp 6 armour 0 weapon_lvl 0
    unit Hunnic Heavy Cavalry exp 6 armour 0 weapon_lvl 0
    unit Hunnic Heavy Cavalry exp 6 armour 0 weapon_lvl 0
    unit Hunnic Heavy Cavalry exp 6 armour 0 weapon_lvl 0
    unit Hunnic Heavy Cavalry exp 6 armour 0 weapon_lvl 0
    end
    terminate_monitor
    end_monitor

    wait_monitors
    end_script
    CAMPIONI del MONDO!!!!!

  2. #2
    Arto's Avatar Praefectus
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    How come I random get barbaric cities revolting for my faction?
    Knowledge is a deadly friend, if no one sets the rules. The fate of all mankind I see, is in the hands of fools - King Crimson's Epitaph.
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  3. #3

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    Quote Originally Posted by ♥Ŝåƒϊ♥ ٭τЋєąŧї View Post
    How come I random get barbaric cities revolting for my faction?
    Hi ♥Ŝåƒϊ♥ ٭τЋєąŧї,
    It depends on who is the faction creator of that province at the stat of the game. In most cases even the the barbarians start off in in a province as lets say Tolosa Region, the provinces will have a strong Roman influence for it was either built by or Romanized by the Romans through several hundred years of history. This is the case for most of the games current cities on the map with the exception of the Moor cities. In 429ADThe Barbarian Vandals Suebi, and Visigoths were still seen very much as Foederati, settled in Roman lands. Also you may have seen the Roman shadow faction rebel. Sometimes as they used to, the Romans may rebell against each other. The result is another Roman faction appearing as a Rebellion.

    Quote Originally Posted by 2-D Ron View Post
    thanks bud but i've managed to write a list of all the settlements.

    When you click on a Priest and roll over a Region or when you check out the Percentage of Religion in a region you get ex. "235556554232235545" instead of ex. 56%
    ALSO you can't convert the populace or all the Religion Slots aren't accounted for in a Settlement.

    These are the regions i've found...

    Tingis (Thanks Sir Figgin )
    Tolosa
    Colonia Narbo Martius
    Messana
    Aquincum
    Olissipona
    Roma
    Portus Magnus
    Ludunensis Prima
    Cathargo

    ALSO

    I've noticed in Battle the Romano Gailic Units don't have Skins, they look like Liquid Metal.
    K thanks for.. this Will look at it again.
    Last edited by Riothamus; March 20, 2009 at 02:25 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  4. #4
    Studpuffin's Avatar Tiro
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    I've noticed that after I attempt to upgrade the armor or weapons of some units (namely the Roman General's Cavalry) they disappear from horseback completely. If they didn't have skins I thought they turned into the metal guys???

    I noticed this with the Cnihtes of the Vandals and Visigoths as well.

  5. #5

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    It looks like there are no skins for the milites fielded by the minor factions. Also, any time the minor factions are on walls the towers don't show flags to indicate that they are manned (not sure if that's an error or something that can be changed).

    For balancing, the onagers are underpowered. It takes all the ammo that two of them can muster just to bust through one section of wall.

    As always, though, I have to say thanks for your work on this. It looks very nice and I look forward to future work on the mod.

  6. #6

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    Quote Originally Posted by Studpuffin View Post
    I've noticed that after I attempt to upgrade the armor or weapons of some units (namely the Roman General's Cavalry) they disappear from horseback completely. If they didn't have skins I thought they turned into the metal guys???

    I noticed this with the Cnihtes of the Vandals and Visigoths as well.

    Hi Studpuffin,
    This is currently being worked on. It was known to us but being a beta it wasn't vital to incorporate the upgraded textures.

    Quote Originally Posted by Byz View Post
    It looks like there are no skins for the milites fielded by the minor factions. Also, any time the minor factions are on walls the towers don't show flags to indicate that they are manned (not sure if that's an error or something that can be changed).

    For balancing, the onagers are underpowered. It takes all the ammo that two of them can muster just to bust through one section of wall.

    As always, though, I have to say thanks for your work on this. It looks very nice and I look forward to future work on the mod.
    And we thank thank you for the kind words Byz
    -Flags I'm sure they will be added
    -The onagers we will look at
    Last edited by Riothamus; March 22, 2009 at 07:58 PM.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  7. #7

  8. #8

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    MMM I see the Auxilia Illyricani,in this game is a poor infantry unit,and his main weapons is missile.Now,I know that the Roman Empire bring his best soldiers from Balkans,the Illyricum,and I ask:maybe this troops should be stronger and like Auxilia palatinae or Auxilia Cohors?

  9. #9
    Phunkracy's Avatar Senator
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    I dunno why, but the campaign map runs terribly slow (1-5fps), and loading battles takes good few minutes. I've got pretty decent computer, I had no such problems with other mods (SS runs very smoothly, with XVII century mod I even managed to run a battle with 12000 troops with average of 25fps). Also, I've noticed a bug: when you upgrade manubalistae's armour, they loose their crossows and get shields and javelins instead... Also, their purpose is to damage enemy walls (if I understood well), yet they cannot attack walls.




  10. #10
    Imperial Fist's Avatar Libertus
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    First of all, congratulations guys! Thats how a late anitquity mod has to look like. The units are looking amazing(rome: clone war is over), and like i know you, you will improve them with time even more. Details like mud on the shields and palatine units' faces looking more germanic or auxilia infantry wearing simple cloths or at some point a lorica hamata, make the mod a great experience.
    The romans( i only played them yet ) are now not that killing machines they used to be in ib(which makes the battles more of a challenge). Some auxillia cohors can not just kick goth veterans' asses, at least not that easy.
    Actually i didn't think you could improve the cav. I now know i was wrong.
    Hell yeah, they don't spread around the map like freakin maniacs like in other mods.
    I can't even imagine how the mod will look like when u release it with a big europe map and the other factions, but what is already there on the strat map makes me smile.
    My question is, do u plan to include a voice mod or sth like it? I'm only asking because i play the german version of medieval 2 and the voice there are disgusting. Whats also on my mind is, whether u will restrict the recruitment of heavy units like comis and palatine ones, or heavy cav for some cities and whether you plan to give roman units from different regions of the empire different appearance?

  11. #11
    Irishmafia2020's Avatar Senator
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    The Western Empire seems a bit overpowered. With a bit of micromanaging I had the Roman economy rolling - and therefore the Roman military machine. I haven't gotten to far into the campaign yet, so I'll know more soon. Also, the Barbarian factions could use more units - the impressive Roman unit selection was why I tried that faction first. I thought I was playing Rome TW because of the map and the city/unit card styles. That was a cool feeling.

    Good Job guys!

  12. #12

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    My initial impressions of the beta:

    The un-uniformed look should almost certainly be kept for lower tiers of units, but as they get progressively higher less and less unit variety should be allowed. For example, your average comitatenses or psuedo-comitatenses should *all* be armored, with a few maybe making do with bare heads or caps while a Palatine unit would be completely crisp as far as equipment payload goes. Sure, there can be different varieties of helmets, but I really don't want to see a guy in the Palatine Guard who looks like they just pulled him off the farm, you know?

    Whenever I looked at my legionaries it just bothered me seeing one or two guys completely lacking armor - I feel like yelling at them and demoting them to auxilia. I think that's the general consensus, though so hopefully those changes will be forthcoming.

    Secondly, alot of depth is lost in the game now that the BI named legion system is presumably axed. Every effort should be made to, where possible, add variety to the types of legionaries. Possibly even to the level of Roma Surrectum, if there are models and unit slots to spare.

    All of that said congrats on another job well done, and I am truly looking forward to the release of this great mod. My interest in the late Roman-period was basically nil until I played this mod, and now its probably one of my favorite in history. That my friends, is a big compliment to your work.

  13. #13

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION



    i used to have about 120 infantry, 60 cavalry, and 150 spearmen in each unit, but because of downloading this, i now am back to vanilla numbers.

  14. #14
    midnite's Avatar Citizen
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    Quote Originally Posted by kingman1337 View Post


    i used to have about 120 infantry, 60 cavalry, and 150 spearmen in each unit, but because of downloading this, i now am back to vanilla numbers.

    With the patch, on average you should get approx 180 inf, 90 cav and 225 spear with huge settings.
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

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  15. #15

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    I have just downloaded the beta version but for some reason the shortcut doesn't seem to work, what would i have to rename the path to, or is there an issue with it? Thanks

  16. #16

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    Quote Originally Posted by andrewmc View Post
    I have just downloaded the beta version but for some reason the shortcut doesn't seem to work, what would i have to rename the path to, or is there an issue with it? Thanks


    Hi andrewmc,

    Short cut start up:

    Target:
    "C:\Program Files\SEGA\Medieval II Total War\mods\IB2\IB2.bat"

    Start In:
    "C:\Program Files\SEGA\Medieval II Total War\mods\IB2"

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  17. #17
    Reverend Scott's Avatar Senator
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    The more I play- the more I love this mod!!
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  18. #18
    Seleukos Megas's Avatar Foederatus
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    Congratulations to all developers, impressive work - my favored timeframe is now on Kingdoms TW engine, impressive battles, excellent textures of late roman army and barbarians. Keep up the good work!

  19. #19

    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    several things have to be taken into consideration
    1. working on these campaigns for RTW would have a possibility of lets say 85% that it can be done, BUT by the time we're finished, the game would probably be so obsolete that only the die-hard fans of the late era would DL them, if at all.
    2. working on these campaigns for M2TW I am not really sure about the chances of doing all this. Instead of thinking of grand campaigns I am actually thinking of mini-campaigns building up to at least one grand campaign, with each mini-campaign adding to the completeness of the final mod.
    my thoughts are these:

    a. Campaign 1 - The Vandal invasion of Africa, 3 factions- Vandals, WRE, Berbers, u can actually add in the Alamanni representing the Swabian contingent of the Vandals (did they also go to Africa?) or the Alans (I do not plan to make the VAndals in Spain as separate factions (Vandals/Alans/Swabians) as I am sure that would mean war between them but an Alan faction in the CAucasus wouldn't be bad. why Africa? I doubt it would be very interesting especially with those who aren't in the know but finishing the campaign u would have already almost finished the Romans and the Germans (plus Sarmatians) w/c would be about 1/2 of the factions in the grand campaign. PLUS, this would simply be the lower left corner of the map in the grand campaign, so map coordinates wouldn't even need to be changed.

    b. Campaign 2 (this could be campaign 1, if necessary) the Saxon invasion of Britain, I think this would be popular. think of it as a mini- Arthurian Total War, especially since Agraes does not plan on making an ATW for M2TW - with only 4 factions - RB, Saxons, Gaels, Picts. I do not intend to separate Angles, Saxons, Frisians, and what not as I believe that would be too many factions in that part of the world for the grand campaign.

    c. Campaign 3 (The Hephthalite invasion) 4 factions? Kidarites, Sassanids, Hephthalites, Guptas?
    d Campaign 4? (with Huns? the rise of the Hunnic empire? the consolidation of Eastern Europe by the Huns?)
    after having finished these campaigns it would only be a small matter of adding in factions that haven't been finished (Lakhmids, Ghassanids, Armenians, etc...)

    One other possibility is (somewhat similar to what Narses/Elrond was mentioning some time ago) some of us could work on the campaigns for RTW version (julianus heraclius comes to mind) while the others could work on the M2TW version.

    So regarding Aurelain campaign:
    Gaiten, give me a short description of the Roman units you proposed, esp regarding weapons, armor so I can start modelling them and be finished with them ASAP. for the meantime we shall call them hastati/principe/triarii and would probably retain that for internal name. The discussion on what to call them can be continued and when it is finally decided then it can easily just be changed in the descr_units.txt file. julianus heraclius' opinion has a very strong weight as he will mostly be the one to be building the campaign, but we cannot/should not allow such a minor thing as what to call them hinder the progress of the campaign. Again since it would be jh doing a lot of the work, it is his call to use RTW engine or BI engine. btw, does anybody know if Marian reforms really do not work in BI? or is it simply the matter of adding a marian reforms entry?

    RE: Exporting cas to milkshape, where did u hear of this? if u know the program/ script todo so can u point it to me?

    cheers
    Are you also planning to do 1 big campain who includes all?

    small thing on texture some horses texture are a bit low (also shield in arms ect wenn mounted), inf units look great though also there is way to mush heritic spam and you cant really read on many provinces what the % of religion (example - 213233123424)

    + perhaps make the ram damage a bit less cause dont like if the gate goes after 5 punhes down. Still really fun mod and the patch makes it even better


    Also if you kill the roman shadow faction it dont come back if there is again a revolt
    Last edited by firekiller; April 12, 2009 at 09:08 AM.

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  20. #20
    midnite's Avatar Citizen
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    Default Re: INVASIO BARBRORUM 2 RELEASED BETA DISCUSSION

    There has been talk about expanding IB2. Ramon would be the best person to ask.


    EOR is working on an Eastern empire mod which will include the sassanids.
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

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