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  1. #1
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Roma Surrectum Multiplayer Guide

    Hi all Roma Surrectum II Multiplayer players. To get a balanced MP mode for their mod, the Roma Surrectum team offered me (Galvanized Iron) and Roam to work on and test this part of the mod. Due to the (usually) higher intelligence of a human player and for inter-faction variety, several changes have been made from how units behave in the campaign part. Therefore I’ve put together this little guide, which also includes a few game play hints.

    Getting started:
    1) Instead of selecting a faction in the drop down menu: choose multiplayer.
    2) Select the Rome engine.
    3) Press start, certain special grapic setting will be forced to default to ensure compatibility.
    4) Make sure that you have "Unit Shaders" turned ON in the graphics menu, otherwise the game will crash if you zoom in on one of the highly detailed Roman units.

    Setup:
    The Multiplayer mode is balanced to be played at 10 000 denarii, at normal unit sizes and with no rules (yes actually no rules). Playing at lower denarii works, but playing at higher denarii will unbalance the game as it will allow for elite unit and cavalry spam. Increasing the unit sizes will result in longer battles and cavalry will be slightly less effective.

    Terrain modifiers are the same as in campaign mode, units have been balanced and playtested on neutral ground such as grassy flatlands and the steppe maps. Cavalry based factions would be very weak in a thick Germanic forest and "barbarians" are at a big disadvantage in deserts.

    Multiplayer has been thouroughly tested by me and Roam, but should you notice any odd stats or any possible exploits, then please send a PM to me and I will look over it.

    General Changes:

    • Morale levels have been tweaked down by a large margin, this will not be noticed much when infantry meet head to head, but being flanked is now much more dangerous to morale and may cause chain routs.
    • Prices are changed a bit as to favour lighter units and regular units over elite units in terms of bang for the buck.
    • A few factions have deliberately been chosen to be weaker, to provide a handicap for more experienced players.
    • Exotic units such as elephants and chariots will be usable, but they come at a high cost and must be used with caution and with careful timing. Having more than 1 set of these units in your army would be a bad idea as these units require a lot of support.
    • Combined arms are intended to always triumph over single-unit spams.
    • Fatigue is a major factor in battles, since mêlées between most factions will drag out on time. It's a good tactic to bring many units so a portion of your army can be kept in reserve until the enemy has exhausted himself against your frontline troops.

    Cavalry:

    • Cavalry are put in much larger, but also more expensive unit. This is simply made to prevent unnatural stacking of for example 8 cavalry units occupying the same spot.
    • Charge values are lower, this is because 1) the main factor of cavalry charge is the mass value of the mount, which is a hidden attribute and 2) with overall lower morale values cavalry are capable enough of breaking infantry without inflated charge values.
    • Wedge formation is removed from most cavalry due to the devastating effect that formation has in the hands of a skilled player. The only cavalry to keep this extremely powerful formation is the Companion cavalry, but they are also priced thereafter.
    • "Intimidate Nearby Infantry" was removed from cavalry units who had this due to the lower morale stats.
    • Elephants and chariots will have more armor and fewer hit points than in Campaign mode, requiring more specialized units such as spearmen and skirmishers to deal with them. Archers will ineffective against them, but fire arrows may still amok elephants.

    Infantry:

    • A few non-hoplite spearmen have had their secondary sword attack removed due to them often switching to swords whilst still under cavalry charge.
    • Phalanx units have been taken to their edge by being much more deadly in the front, but with much weaker defence. Do not expect your lightly armored Bastarnae to live long if they make frontal contact with a phalanx.
    • The power of hand thrown javelins is overall increased.


    Skirmishers:

    • Having these will be essential to most armies as an army without a meat shield of skirmishers in front risks being decimated by projectiles or being trampled by elephants.
    • Skirmishers are essential in combating phalanx units and elephants, they are also very cost effective.


    Archers:

    • Archers are low cost and most of them got a good range, but their ammunition is lower than in campaign mode. This is done to shorten the missile phase of a battle and to make hit-and-run tactics less viable for archers.
    • Archers will be very useful against light infantry, skirmishers, light cavalry, other archers and particularly against barbarians. They should however not be expected to cause much casualties among heavy infantry, that is the skirmishers job.
    • Archers have the lowest morale of all unit categories, most of them will not stand in the face of an advancing enemy army.
    • Slingers have longer range and an armour piercing attack, but their ranged attack is lower than that of the archers, making them ineffective against units with large shields.

    Factions:

    Romans: Infantry: +++++ Cavalry: + Archers: ++ Slingers: - Skirmishers: +++
    Fields the most cost effective and versatile infantry, with focus on heavy armour, good morale and excellent stamina. Main weakness is their lack of reliable cavalry. Should the battle turn into an infantry grind down, Roman victory is assured.

    Rebels(Black): Infantry: +++++ Cavalry: + Archers: ++ Slingers: - Skirmishers: +++
    An exact clone of the Roman faction. Units will have different names and skins, but all units will have an equivalent somewhere in the Roman roster.

    Belgae: Infantry: ++++ Cavalry: +++ Archers: + Slingers: +++++ Skirmishers: +++
    Belgae is a very well rounded faction that does not excel in any particular field, except slingery. When facing the Belgae, remember that low/medium-tier Belgae units are extremely vulnerable to missiles and that Celtic chariots can eat their way through most cavalry.

    Scythia: Infantry: ++ Cavalry: +++++ Archers: +++++ Slingers: +++ Skirmishers: +++
    Excellent archery, excellent cavalry and decent infantry. The Scythian faction is unmatched in cavalry and archers, when facing Scythians an army of heavily armoured spearmen is the best way to nullify their advantage, even then one needs to look out for Scythian Hoplites and Royal Guard.

    Boii: Infantry: +++ Cavalry: ++ Archers: +++ Slingers: +++ Skirmishers: +++
    The Boii are probably the weakest of the Celtic factions, but when facing other barbarians they are at an advantage due to their superior archery and Bastarnae back-up. Vulnerable to missiles.

    Macedon: Infantry: +++ Cavalry: ++++ Archers: ++ Slingers: - Skirmishers: ++++
    Macedon has access to much cheaper phalanx and hypaspist troops than the other Diadochi Kingdoms, their weakness is their lack of heavy swordsmen which means they will have to rely completely on their cavalry to win battles against enemies with such units.

    Ptolemaic Empire: Infantry: +++ Cavalry: ++++ Archers: +++ Slingers: - Skirmishers: +++
    Main strength of the Ptolemaic is that they are able to combine the versatility of their Roman clone legionaries with excellent cavalry. It’s a very well rounded faction that can tackle most situations, but does not excel in any particular field.

    Seleucid Empire: Infantry: +++ Cavalry: +++++ Archers: ++ Slingers: - Skirmishers: +++
    The most versatile faction of them all, can adapt to any type of enemy, but unlike the other Diadochi Factions, they do not have any discounts on any particular type of unit.

    Carthage: Infantry: ++++ Cavalry: ++++ Archers: +++ Slingers: +++++ Skirmishers: ++
    Good in every field. Like the previous 2 factions, Carthage will need to use a combined arms force to outmatch more specialized factions. Carthage do however have access to an excellent shock force in their Iberian Cavalry.

    Parthia: Infantry: + Cavalry: +++++ Archers: +++++ Slingers: +++ Skirmishers: +++
    Similar to Scythia, but their infantry is weaker and cheaper, making them more suitable to keep an enemy busy whilst their cavalry delivers the fatal blow.

    Pontus: Infantry: ++ Cavalry: ++++ Archers: ++++ Slingers: - Skirmishers: -
    Pontus is a weaker faction, whilst it got a few good units such as Cappadocian Cavalry, the roster lacks effective swordsmen and skirmishers to protect the army.

    Arverni: Infantry: +++ Cavalry: +++ Archers: + Slingers: +++ Skirmishers: +++
    Similar to the Belgae, but instead of chariots the cavalry of the Arvernia are more powerful than among the other Celts. Vulnerable to missiles.

    Cimbri:
    Infantry: +++++ Cavalry: +++ Archers: + Slingers: +++ Skirmishers: +++
    Cimbri fields the most destructive infantry in the game with focus on fierce attacks, causing fear and ambushes. When facing the Cimbri it’s essential to ensure good morale in your army, if not, your army will flee at the sight of the Cimbri. Their weakness is a complete lack of armour and their low defence should they fail to break the enemy quickly.

    The Greek Cities: Infantry: +++ Cavalry: ++ Archers: ++ Slingers: - Skirmishers: +++
    A weak faction that will be vurnable to all enemies that are simply not content to walk straight into their phalanx.

    Armenia: Infantry: ++ Cavalry: +++++ Archers: ++++ Slingers: +++ Skirmishers: -
    A very dangerous faction, their mace armed Nakharar Cavalry are certain to make short work of their Parthian peers and their axe armed Azat Light Cavalry will be a terrible thorn in the side of any enemy. Their focus on high quality armored units is also their weakness as the Armenian army is very expensive and they lack light ranged support units.

    Dacia: Infantry: ++++ Cavalry: +++ Archers: +++ Slingers: +++ Skirmishers: ++++
    Got a much better missile output than other “barbarians” and their shock infantry is very powerful. Their line infantry is more heavily armoured than that of other "barbarians" and they even field their own type of hoplites. When facing them its essential to conserve archer ammo so you can shoot down their unarmored Falxmen, before they kill you.

    Sparta: Infantry: +++++ Cavalry: + Archers: ++ Slingers: - Skirmishers: ++++
    The only faction to combine the steadfastness of the Romans, with the dread of the Germans. When facing the Spartans remember to keep good morale and that their weakness lies in their support units. Their main strength is and always has been their reputation, that puts fear into the heart of even the bravest warriors.

    Pergamon: Infantry: +++ Cavalry: ++++ Archers: + Slingers: - Skirmishers: +++
    A weaker faction, but Pergamon got good melée potential thanks to their unique combination of superb barbarian infantry and cataphracts. However their lack of of phalanx units and terrible archers is a major Achilles heel.

    Sarmatia: Infantry: - Cavalry: +++++ Archers: +++++ Slingers: +++ Skirmishers: -
    Sarmatia is weakest of all factions, whilst they do field the best of all shock cavalry, their infantry and skirmisher force is non-existent. They do however have their place in a team game.

    Gallaeci: Infantry: +++ Cavalry: ++++ Archers: ++ Slingers: +++++ Skirmishers: +++++
    The strength of the Gallaeci lies in their supporting arms, they are in that respect the opposite of the Spartans. When facing the Gallaeci, it’s essential to protect yourself from their javeliners in any way possible, preferably from a distance as the Gallaeci are lacking in armour.
    Last edited by |Sith|Galvanized Iron; August 12, 2010 at 09:25 AM. Reason: Removed some double information from faction descriptions
    Also responsible for the Roma Surrectum II Multiplayer mode
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  2. #2
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    This is just a first draft of the guide, I probably forgot to write out a lot of things, but it will be updated later.
    Also responsible for the Roma Surrectum II Multiplayer mode
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    Forward to Victory Great Leader Assad!


  3. #3

    Default Re: Roma Surrectum Multiplayer Guide

    Looks great. Technically speaking, the Sarmatian roxolani nobles aren't cataphracts - best to just call them heavy cavalry


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  4. #4
    Velico's Avatar Biarchus
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    Default Re: Roma Surrectum Multiplayer Guide

    Just some grammatical fixes I noticed. I'll bold and put the correct in parentheses so you can edit quickly. Sounds fun though, I'm excited to try some MP with your changes

    Quote Originally Posted by |Sith|Galvanized Iron View Post
    Hi all Roma Surrectum II Multiplayer players. To get a balanced MP mode for their mod, the Roma Surrectum team offered me (Galvanized Iron) and Roam to work on and test this part of the mod. Due to the (usually) higher intelligence of a human player and for inter-faction variety, several changes have been made from how units behave in the campaign part. Therefore I’ve put together this little guide, which also includes a few game play hints.

    Setup:
    The Multiplayer mode is balanced to be played at 10 000 denarii, at normal unit sizes and with no rules (yes actually no rules)(this is confusing). Playing at lower denarii works, but playing at higher denarii will unbalance the game as it will allow for elite unit and cavalry spam. Increasing the unit sizes will result in longer battles and cavalry will be slightly less effective.

    General Changes:

    • Morale levels have been tweaked down by a large margin, this will not be noticed much when infantry meet head to head, but being flanked is now much more dangerous to morale and may cause chain routs.
    • Prices are changed a bit as to favour lighter units and regular units over elite units in terms of bang for the buck.
    • A few factions have deliberately been chosen to be weaker, to provide a handicap for more experienced players.
    • Exotic units such as elephants and chariots will be usable, but they come at a high cost and must be used with caution and with careful timing. Having more than 1 set of these units in your army would be a bad idea as these units require a lot of support.
    • Combined arms are intended to always triumph over single-unit spams.

    Cavalry:

    • Cavalry are put in much larger, but also more expensive unit. This is simply made to prevent unnatural stacking of for example 8 cavalry units occupying the same spot.
    • Charge values are lower, this is because 1) the main factor of cavalry charge is the mass value of the mount, which is a hidden attribute and 2) with overall lower morale values cavalry are capable enough of breaking infantry without inflated charge values.
    • Wedge formation is removed from most cavalry due to the devastating effect that formation has in the hands of a skilled player. The only cavalry to keep this extremely powerful formation is the Companion cavalry, but they are also priced thereafter.
    • "Intimidate Nearby Infantry" was removed from cavalry units who had this due to the lower morale stats.
    • Elephants and chariots will have more armor and fewer hit points than in Campaign mode, requiring more specialized units such as spearmen and skirmishers to deal with them. Archers will ineffective against them, but fire arrows may still amok elephants.

    Infantry:

    • A few non-hoplite spearmen have had their secondary sword attack removed due to them often switching to swords whilst still under cavalry charge.
    • Phalanx units have been taken to their edge by being much more deadly in the front, but with much weaker defence.
    • The power of hand thrown javelins is overall increased.


    Skirmishers:

    • Having these will be essential to most armies as an army without a meat shield of skirmishers in front risks being decimated by projectiles or being trampled by elephants.
    • Skirmishers are essential in combating phalanx units and elephants, they are also very cost effective.


    Archers:

    • Archers are low cost and most of them got a good range, but their ammunition is lower than in campaign mode. This is done to shorten the missile phase of a battle and to make hit-and-run tactics less viable for archers.
    • Archers will be very useful against light infantry, skirmishers, light cavalry, other archers and particularly against barbarians. They should however not be expected to cause much casualties among heavy infantry, that is the skirmishers job.
    • Slingers have longer range and an armour piercing attack, but their ranged attack is lower than that of the archers, making them ineffective against units with large shields.

    Factions:

    • Romans: Fields the most cost effective and versatile infantry, with focus on heavy armour, good morale and excellent stamina. Good skirmishers, decent archers and weak cavalry. Should the battle turn into an infantry grind down, Roman victory is assured.
    • Rebels(Black): An exact clone of the Roman faction
    • Belgae: Good infantry, good cavalry, good slingers, good skirmishers and weak archers. Belgae is a very well rounded faction that does not excel in any particular field. When facing the Belgae, remember that low/medium-tier Belgae units are extremely vurnable (vulnerable) to missiles and that Celtic chariot can eat their way through most cavalry.
    • Scythia: Excellent archery, excellent cavalry and decent infantry. The Scythian faction is unmatched in cavalry and archers, when facing Scythians an army of heavily armoured spearmen is the best way to nullify their advantage, even then one needs to look out for Scythian Hoplites and Royal Guard.
    • Boii: Good infantry, decent cavalry, decent slingers, good skirmishers and good archers. The Boii are probably the weakest of the Celtic factions, but when facing other barbarians they are at an advantage due to their superior archery and Bastarnae back-up. vurnable (vulnerable) to missiles.
    • Macedon: Excellent cavalry, good infantry, decent archers and excellent skirmishers. Macedon has access to much cheaper phalanx and hypaspist troops than the other Diadochi Kingdoms, their weakness is their lack of heavy swordsmen which means they will have to rely completely on their cavalry to win battles against enemies with such units.
    • Ptolemaic Empire: Good infantry, excellent cavalry, good archers, good skirmishers. Main strength of the Ptolemaic is that they are able to combine the versatility of their Roman clone legionaries with excellent cavalry. It’s a very well rounded faction that can tackle most situations, but does not excel in any particular field.
    • Seleucid Empire: Good infantry, excellent cavalry, decent archers and good skirmishers. The most versatile faction of them all, can adapt to any type of enemy, but unlike the other Diadochi Factions, they do not have any discounts on any particular type of unit.
    • Carthage: Good in every field. Like the previous 2 factions, Carthage will need to use a combined arms force to outmatch more specialized factions. Carthage do however have access to an excellent shock force in their Iberian Cavalry.
    • Parthia: Excellent cavalry, excellent archery and weak infantry. Similar to Scythia, but their infantry is weaker and cheaper, making them more suitable to keep an enemy busy whilst their cavalry delivers the fatal blow.
    • Pontus: Very good cavalry, very good archers, good infantry, lacks skirmishers. Pontus is a weaker faction, whilst it got a few good units such as Cappadocian Cavalry, the roster lacks effective swordsmen and skirmishers to protect the army.
    • Arverni: Good infantry, good cavalry, good slingers, good skirmishers and weak archers. Similar to the Belgae, but instead of chariots the cavalry of the Arvernia are more powerful than among the other Celts. vurnable (vulnerable) to missiles.
    • Cimbri: Excellent infantry, good cavalry, good skirmishers, good slingers and weak archers. Cimbri fields the most destructive infantry in the game with focus on fierce attacks, causing fear and ambushes. When facing the Cimbri it’s essential to ensure good morale in your army, if not, your army will flee at the sight of the Cimbri. Their weakness is a complete lack of armour and their low defence should they fail to break the enemy quickly.
    • The Greek Cities: Good infantry, decent archers, weak cavalry, decent skirmishers. A weak faction that will be vurnable (vulnerable) to all enemies that are simply not content to walk straight into their phalanx.
    • Dacia: Very good infantry, fairly good cavalry, good archers, excellent skirmishers, decent slingers. Got a much better missile output than other “barbarians” and their shock infantry is very powerful. When facing them its essential to conserve archer ammo so you can shoot down their unarmored Falxmen, before they kill you.
    • Sparta: Excellent infantry, decent cavalry, decent archers, decent skirmishers. The only faction to combine the steadfastness of the Romans, with the dread of the Germans. When facing the Spartans remember to keep good morale and that their weakness lies in their support units, do not underestimate the fear impact a Spartan hoplite has on your army.
    • Pergamon: Good infantry, excellent cavalry, good skirmishers, weak archers. A weaker faction, but Pergamon got good mêlée potentional (potential) thanks to their unique combination of superb barbarian infantry and cataphracts. However their lack of of phalanx units and terrible archers is a major Achilles heel.
    • Sarmatia: Excellent cavalry, excellent archers, weak infantry. Sarmatia is weakest of all factions, whilst they do field the best of all cataphracts, their infantry and skirmisher force is neglectable (negligible).
    • Gallaeci: Good infantry, very good cavalry, decent archery, excellent slingers and excellent skirmishers. The strength of the Gallaeci lies in their supporting arms, they are in that respect the opposite of the Spartans. When facing the Gallaeci, it’s essential to protect yourself from their javeliners in any way possible, preferably from a distance as the Gallaeci are lacking in armour.
    Don't run, you'll only die tired.
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  5. #5

    Default Re: Roma Surrectum Multiplayer Guide

    I would start by explaining how to start the multiplayer mode, and that settings are automatically set to a default state to ensure compatibility.

    Also, maybe use grades out of 5 or 10 as right now most factions seem good at everything.

    Otherwise, great job.

  6. #6
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    Quote Originally Posted by Paedric View Post
    I would start by explaining how to start the multiplayer mode, and that settings are automatically set to a default state to ensure compatibility.

    Also, maybe use grades out of 5 or 10 as right now most factions seem good at everything.

    Otherwise, great job.
    Yes well:

    1) Select multiplayer in the drop down menu.
    2) Select the Rome engine.
    3) Press start, certain special grapic setting will be forced to default to ensure compatibility.

    Some factions got the weak comment, but I guess I could make it clearer. I'd started another interface with ratings between 1 to 5 or a - if the faction don't have the unit type.
    Last edited by |Sith|Galvanized Iron; July 14, 2010 at 05:48 AM.
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  7. #7
    Visarion's Avatar Alexandros
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    Default Re: Roma Surrectum Multiplayer Guide

    I don't know about hoplites not changing to secondary weapons... or was that applied only to spearmen that use short spears!?

  8. #8

    Default Re: Roma Surrectum Multiplayer Guide

    Yeah, there are arguments both for and against both aesthetically and strategically. Ultimately it's one of those personal preference type choices. I prefer the way that hoplites charge when they don't have a second weapon, but I like seeing them draw swords.


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  9. #9
    Visarion's Avatar Alexandros
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    Default Re: Roma Surrectum Multiplayer Guide

    you guessed my thoughts tone... in Europa Barbarorum they had the same issue and ultimately chose not to include secondary weapons for hoplites which was efficient but not very aesthetically pleasing... they also gave javelins for Thureophoroi and Thorakitai troops to compensate the secondary weapon attack and that was pretty good but I like the Thorakitai Hoplites of Roma Surrectum better! I honestly prefer secondary attack because it is better against infantry and thus troops are more flexible! Even if their number is reduced by few cavalry with powerful charge the economy and cash flow is good so they can be retrained easily... and some cavalry should be efficient against hoplites too right!? cataphracts for instance... but in MP it's probably a good choice as people are interested in winning! In campaign though I think they're good the way they are because winning is not everything!
    Last edited by Visarion; July 14, 2010 at 06:16 AM.

  10. #10
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    You can relax people, the hoplites have kept their secondary weapons. I wrote: "removed secondary attack for some non-hoplite spearmen"

    Sarmatian cavalry are now simply referred to as shock cavalry and spelling has been fixed where pointed out.
    Last edited by |Sith|Galvanized Iron; July 14, 2010 at 05:33 AM.
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  11. #11
    Visarion's Avatar Alexandros
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    Default Re: Roma Surrectum Multiplayer Guide

    oh love the army description you made for each faction by the way!

  12. #12
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    Quote Originally Posted by Visarion View Post
    oh love the army description you made for each faction by the way!
    Thank you, hopefully they will be added on when I got the time, the ideas or from player feedback
    Also responsible for the Roma Surrectum II Multiplayer mode
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  13. #13
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    Now the layout ought to be clearer
    Also responsible for the Roma Surrectum II Multiplayer mode
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  14. #14
    Visarion's Avatar Alexandros
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    Default Re: Roma Surrectum Multiplayer Guide

    nice! I see you started to class them as well! neat ideea! it's good that in campaign we have the possibility to recruit AOR and mercenary troops and compensate the flaws of each faction... it very realistic too because that's what mercenaries were for!

  15. #15
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    Default Re: Roma Surrectum Multiplayer Guide

    Fixed a minor speling issue.
    Good work mate.
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  16. #16
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    Thanks Apple I am bumping this so it will be easy for you to find the thread on release. Also added a note about archer morale and who to PM if bugs are found. Will I be able to edit this thread also after release?
    Also responsible for the Roma Surrectum II Multiplayer mode
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    Forward to Victory Great Leader Assad!


  17. #17
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    B.U.M.P.
    Also responsible for the Roma Surrectum II Multiplayer mode
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    Forward to Victory Great Leader Assad!


  18. #18
    Marku's Avatar Domesticus
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    Default Re: Roma Surrectum Multiplayer Guide

    great guide, im impressed :-)

    +rep for you sir!

    "It's not always possible to do what we want to do, but it's important to believe in something before you actually do it"

  19. #19

    Default Re: Roma Surrectum Multiplayer Guide

    I've updated the release thread with the new version, since it used the old one.

    EDIT : I thought I saw it there, well, it seems it's not, so we'll post it alone, ignore what I posted above.
    Last edited by Paedric; August 23, 2010 at 11:33 AM.

  20. #20
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    Default Re: Roma Surrectum Multiplayer Guide

    GI post a new thread for this and I make sure to move it to the RS 2 forum as a stickie.
    Son of Legio
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