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  1. #1
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    Default Rome Total War: Imperium Romanorum.

    I am getting a team together to build a new mod, this mod is called Rome Total War: Imperium Romanorum.

    Imperium Romanorum is an an mod focused on the complete improvement of RTW through graphics and gameplay. The final objective being a game that will pass as Rome II.

    I have many things that will be put into this mod, and I will post these when I get a forum or on this page. However I still need a team. If anyone would like to be part of my team, would like to lend support, or just ask questions; post under here or contact me.

    If I do not get a forum space for this mod soon, I will start posting the info of the mod under this post.
    Last edited by ZT Strike; November 05, 2009 at 02:40 PM.

  2. #2
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    Default Re: Rome Total War: Imperium Romanorum.

    In Imperium Romanorum, there are two divisons of the mod that will be worked on, these two combined will cover almost all of the game. I will go into greater detail on other posts.

    1) Campaign: I plan only redoing or refitting almost every part of the campaign. First off depending what what map you play, vrs game or mod, you will play with about 100 to 120 provinces. I plan to change that radically, this campaign will be much more in depth, and will have about 250 provinces. Next is the population. Population will be completely redone, there will not be pops of simple thousands but usually of hundreds of thousands per each region. Also the population will be divided into 3 classes: Citizens, Freeman, and Slaves. All will have different effects that will be useful per settlement and on the total campaign. Next, the factions will be redone, Rome will be one faction, while adding Eprius, the Mauryans, and the Barbarians. There is also be a civilization factor that will effect the campaign as well as many more changes.

    2) Battle: I plan to refit a lot of the battle structure in the game. First I will be changing the unit scale, all scales available will be double what they were before. So if you are playing huge units, and you have a cohort, you will be playing with 322 units instead of 162 (officers are the 2). Also I will be doing a major remaking of units. Units will be as historically actuate as possible as long as the game is fairly balanced. Finally I will be amping the graphics, I hope to bring the graphics to par with Medieval II. also there are many other things that I will change or refit.


  3. #3
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    Default Re: Rome Total War: Imperium Romanorum.

    This post is for editting purposes.

  4. #4
    Kylan271's Avatar Domesticus
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    Default Re: Rome Total War: Imperium Romanorum.

    The unit scale has me concerned as game lags for me too much,so I am happy with 'normal' and easier in settlement battles. I think settings as are enough. Graphics like MTW2 would be wonderful,but beyond my scope. Good luck anyway.


  5. #5

    Default Re: Rome Total War: Imperium Romanorum.

    Dude, half the things you want is not even possible :

    1) Campaign: I plan only redoing or refitting almost every part of the campaign. First off depending what what map you play, vrs game or mod, you will play with about 100 to 120 provinces. I plan to change that radically, this campaign will be much more in depth, and will have about 250 provinces. Next is the population. Population will be completely redone, there will not be pops of simple thousands but usually of hundreds of thousands per each region. Also the population will be divided into 3 classes: Citizens, Freeman, and Slaves. All will have different effects that will be useful per settlement and on the total campaign. Next, the factions will be redone, Rome will be one faction, while adding Eprius, the Mauryans, and the Barbarians. There is also be a civilization factor that will effect the campaign as well as many more changes.
    There's a max amount of regions in RTW, and that is 200, sea included. Hundreds of thousands population is also pretty impossible on RTW or MTW2 -> revolts, population decrease with perhaps 15%, probably CTD's , etc... And how will you divide them ? Heavy scripting and coding ? I'm pretty sure it's impossible if even if you were the best at both things. And how will that civilization thing work ? the closets thing i can see is religion in BI.

    2) Battle: I plan to refit a lot of the battle structure in the game. First I will be changing the unit scale, all scales available will be double what they were before. So if you are playing huge units, and you have a cohort, you will be playing with 322 units instead of 162 (officers are the 2). Also I will be doing a major remaking of units. Units will be as historically actuate as possible as long as the game is fairly balanced. Finally I will be amping the graphics, I hope to bring the graphics to par with Medieval II. also there are many other things that I will change or refit.
    Again, you don't seem to know the hardcoded limits of RTW. There's a reason that no mod whatsoever has more than a max of 242 units. 242 Units is the max you can have on RTW. Graphics bringing par to MTW2 is simply imposible, it's another "system". The best looking units for RTW are found in RS, LOTR-TW, CATW, and Blue Lotus. And even those aren't really the same level, and they are made by the very top of the modders. And even if it would work : 322 units with MTW2 graphics on RTW engine = extreme lag. Perhaps 3 framerates per second ? RTW doesn't make use of multiple cores, so even the best systems wouldn't be able to play it.

    Seeing that you don't know all this, I doubt you'll ever be able to make this mod on such a scale, all by yourself.

    i'm really sorry to bring you down like this man, but it's reality. No way to get around that

  6. #6
    ♔Gollum♔'s Avatar Decanus
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    Default Re: Rome Total War: Imperium Romanorum.

    if we just could...

  7. #7
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    Default Re: Rome Total War: Imperium Romanorum.

    Quote Originally Posted by Kylan271 View Post
    The unit scale has me concerned as game lags for me too much,so I am happy with 'normal' and easier in settlement battles. I think settings as are enough. Graphics like MTW2 would be wonderful,but beyond my scope. Good luck anyway.
    Well, the thing about this is that CA needs get off its ass to do this. But since they won't I want to try. However I have information that says I won't be able to get much done. Shame...

    Quote Originally Posted by Mr.Blackadder View Post
    Dude, half the things you want is not even possible :

    There's a max amount of regions in RTW, and that is 200, sea included. Hundreds of thousands population is also pretty impossible on RTW or MTW2 -> revolts, population decrease with perhaps 15%, probably CTD's , etc... And how will you divide them ? Heavy scripting and coding ? I'm pretty sure it's impossible if even if you were the best at both things. And how will that civilization thing work ? the closets thing i can see is religion in BI.

    Again, you don't seem to know the hardcoded limits of RTW. There's a reason that no mod whatsoever has more than a max of 242 units. 242 Units is the max you can have on RTW. Graphics bringing par to MTW2 is simply imposible, it's another "system". The best looking units for RTW are found in RS, LOTR-TW, CATW, and Blue Lotus. And even those aren't really the same level, and they are made by the very top of the modders. And even if it would work : 322 units with MTW2 graphics on RTW engine = extreme lag. Perhaps 3 framerates per second ? RTW doesn't make use of multiple cores, so even the best systems wouldn't be able to play it.

    Seeing that you don't know all this, I doubt you'll ever be able to make this mod on such a scale, all by yourself.

    i'm really sorry to bring you down like this man, but it's reality. No way to get around that
    Thanks for the info, shame really. Though I was recruiting for help on this mod, by the sounds of it, a team can't do all this either. If only CA would realize that it is sitting on a gold mine. I could wright up the game manual and most of the stats for the game, all they would have to do is take the old engines used, amp them, then fix what else is left. I could go into detail on the ideas, but if no one will listen to them then I don't see much point, thanks again for the help.

    Quote Originally Posted by gollum View Post
    if we just could...
    No kidding...

  8. #8

    Default Re: Rome Total War: Imperium Romanorum.

    Quote Originally Posted by ZT Strike View Post
    Thanks for the info, shame really. Though I was recruiting for help on this mod, by the sounds of it, a team can't do all this either. If only CA would realize that it is sitting on a gold mine. I could wright up the game manual and most of the stats for the game, all they would have to do is take the old engines used, amp them, then fix what else is left. I could go into detail on the ideas, but if no one will listen to them then I don't see much point, thanks again for the help.
    That's very true, and it is a great shame

  9. #9
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    Default Re: Rome Total War: Imperium Romanorum.

    Quote Originally Posted by Kylan271 View Post
    The main hassle as pointed out is hardcoded limits from CA,it would be nice if as you say this 'gold mine' was amped,and limits broken,but we are nerfed by this limit. There are tutorials on this problem. Modders here try and 'amp' things by using a better engine,ie BI or porting to ALEX which has better engine and limits raised. Look at these areas first and then consider your concepts. Cheers.
    I will do that, but I can't get enough attention to try, if I could get help, that would be great.
    Quote Originally Posted by Mr.Blackadder View Post
    That's very true, and it is a great shame
    Which part, that they have all the restrictions or that they won't listen to my opinions?

  10. #10

    Default Re: Rome Total War: Imperium Romanorum.

    That there are restrictions and CA doesn't do anything anymore.

  11. #11
    Kylan271's Avatar Domesticus
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    Default Re: Rome Total War: Imperium Romanorum.

    The main hassle as pointed out is hardcoded limits from CA,it would be nice if as you say this 'gold mine' was amped,and limits broken,but we are nerfed by this limit. There are tutorials on this problem. Modders here try and 'amp' things by using a better engine,ie BI or porting to ALEX which has better engine and limits raised. Look at these areas first and then consider your concepts. Cheers.


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