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  1. #1
    drecie14's Avatar Decanus
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    Default Re: Ancillaries question

    this sounds like a great idea...

    i took a peek in SPQR mod's export_descr_ancillaries file...
    i found out that the ancillary was linked to a specific city...
    these were the conditions used...

    WhenToTest CharacterTurnEnd
    Condition EndedInSettlement
    and FactionType
    and IsGeneral
    and SettlementName
    and not FactionwideAncillaryExists

    but i think you have to ask permission from the creator of SPQR mod first before u use this

  2. #2
    drecie14's Avatar Decanus
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    Default Re: Ancillaries question

    no updates yet?
    don't give up now

    i tried adding it too
    here are some screenshots
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    I linked them to a specific city ex:Genoa=III Gallica, Bononia=XIII

    I know it needs more work...
    but it's gonna be great when it's done
    so I propose we both work on this submod

  3. #3
    GM207's Avatar Decanus
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    Default Re: Ancillaries question

    Quote Originally Posted by terzer View Post
    Hello,
    when l saw the Legion legatus retinue l decided that this retinue is a must in my campaign . I read several tutorials, l understand how it works, however l want to ask how to tell the game to trigger this retinue when certain unit is build (example: Legio l first cohort to trigger the First legion retinue). Also I'm not exactly sure where to add it (Leadership Ancillaries Section, Roman Leadership Ancillaries Section, Roman Offices Ancillaries Section?) Also l see there are some differences between the Ancillary Data and Trigger Data sections and the right order must be preserved, otherwise it will cause CTD.
    I know its hard, but l'm determined to do it!
    Thanks!

    edit:
    I managed to add the retinue.
    Spoiler Alert, click show to read: 


    edit 2:
    I edited the triggers, l'm not 100% sure if they are right


    The trigger question however still remains....
    Edit: however l don't see any kind of trigger commands, which can be associated with unit training. So maybe specific settlement for a specific number of turns (end in settlement), or to leave it the other way around, the characters to receive this retinue (when specific traits are met) and then the player to add them in the specific legion (when you'r general receives 10th legion retinue to give him command of the 10th legion stack, which is not good, because many generals will gain this retinue).
    Question, how where you able to manage to get the count of men to 402 in the units shown above???

  4. #4

    Default Re: Ancillaries question

    The mod is complete by Drecie14 and it can be found in THIS THREAD +rep!!!!

    GM207, more info for the unit scale HERE

  5. #5
    UMCenturion's Avatar Ducenarius
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    Default Spoils of War?

    Don't know where to post this. However, I know in EB they have a spoils of war submod. I was wondering if anyone has one or knows how to create one. If you are not familiar, it simulates an army gaining a little money after a battle as if they were taking from the dead or captured enemy. Thanks in advance. this would be a great addition to RSII!!!

  6. #6
    C-Rob's Avatar Primicerius
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    Default Re: Spoils of War?

    I'd be more interested in the supply lines of XGM XC but that sounds pretty cool.

    I hope someone finds the the time to do it.

  7. #7
    AspisPhalanx90's Avatar Senator
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    Default ancillaries help?

    hey guys,

    Im trying to add another set of ancillaries to my seleucid submod, but any ancillary i try to add is resulting in a "return to campaign menu" bug. Everything appears to be formatted the right way, just like the other ancillaries. anyone know what is causing this?
    Flavius Julius Constantinus, adopted Patrician, 30

  8. #8
    apple's Avatar Searching for 42
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    Default Roma Surrectum 2 Sub mod Questions & Idea's

    Post all Sub mod Questions & Idea's here.
    Son of Legio
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    Roma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer

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  9. #9
    AspisPhalanx90's Avatar Senator
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    heres a copy of my ancillary entries, if anyone can find a problem

    Spoiler Alert, click show to read: 
    Ancillary strategos_argyraspides
    Image silvershield.tga
    ExcludeCultures barbarian, nomad, carthaginian, eastern, egyptian, roman
    Description strategos_argyraspides_desc
    EffectsDescription strategos_argyraspides_effects_desc
    Effect Influence 2
    Effect Management 1
    Effect TroopMorale 2
    ;------------------------------------------
    Trigger strategos_argyraspides
    WhenToTest CharacterTurnEnd
    Condition FactionType seleucid
    and EndedInSettlement
    and IsGeneral
    and not FactionwideAncillaryExists strategos_argyraspides

    AcquireAncillary strategos_argyraspides Chance 100
    Flavius Julius Constantinus, adopted Patrician, 30

  10. #10

    Default RTW battles for RS

    Has anyone made a submod that makes the RS battles as short as vanilla RTW battles
    if not is anyone planning to?
    i find the battles still to long and easy
    ,and after fighting a long battle after another i feel a bit tired
    infantry nvr brakes when charged by powerful calvary like in RTW and tho the battles are suppose to be realistic in length i think it gives up realism in the process
    it would be nice to see ai own me once in a while n since they love to charge head
    on i think it would be more challenging if it went back to RTW stats
    but if no one is making or has a submod of this kind then id like to make one
    but is there an easier way to lower all units stats without doing it individually on the descr unit txt?
    cuz that would take really long
    Thanks i would appreciate the help

  11. #11
    NightEye's Avatar Ordinarius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    I'm currently open for suggestions to what new unit or an existing unit from another faction to give to the Seleucids in my Seleucid Expansion mod

    I have some pretty good ideas such as the Judean "Hundred Fighters" and Galatian Champions but I'm somebody out there with better historic knowledge can pitch something better. Suggested ought to have at least some historical backing to them to make into the submod.
    War... War never changes
    Made in Heaven
    Every time you think you've seen it all, life decides to toss several WTF moments at you all over again.

    [RS 2.1a] Seleucid Unit Expansion V2

  12. #12

    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Hello guys, hi Spartan: I would want to install your Mods:
    1) RS II Four Turns per Year v1.1 -UPDATED WITH BATTLE FIX

    2) [RS 2.1] RS II Campaign Map Tweaks v1.5

    But, I was wondering if he were preferibile, to install one before or the other, in order to avoid conflicts and harmful overlaps

    I have already installed some mods:
    - Ancillares
    - Roman V

    and I will install "New roman legion id cards for unit slots (rome 0turn and 1turn)"

    since I don't know well, both the game and the mods, hope to make all this in the just order. Always that,there are one...



    ops.......... I have confuse the 3d....
    Last edited by srdn; December 22, 2010 at 05:10 PM.

  13. #13
    TheRomanRuler's Avatar Campidoctor
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Where are optio(s)? You should add them.
    Apologies for anyone who's message i may miss or not be able to answer

  14. #14

    Default 12 Turns Per Year Sub mod with Historical Characters and time lines.

    I'm working on a 12 turns per year RS2 sub-mod that includes historical characters, and appropriate time lines for such things as the rebellions as well as when historical characters enter the game. However, to make this work I have to make the rebellions trigger on an exact date/ turn number. This leads me to a question about the traits that are linked to the rebellions in the background script.

    Below are a couple of RS2 triggers for the Caesar Rebellion Trait which is linked to the background script for the rebellion. Does this mean that there are two different Caesar rebellions? If so
    is this to simulate both the civil war that took place between Julius Caesar and the Pompious Magnus lead Republic forces in addition to the civil war that took place between Augustus and Mark Antony/Cleopatra? I need to know so I can assure that the appropriate characters are in each rebellion and so I can ensure that each rebellion occurs at the appropriate date. Thanks in advance for any light that you can shed on this matter!

    ;------------------------------------------

    Trigger Caesar_Rebellion2
    WhenToTest CharacterTurnEnd
    Condition CultureType roman
    and FactionType romans_brutii
    and IsFactionLeader
    and Trait Caesar_Rebellion = 1
    and I_NumberOfSettlements romans_brutii < 60

    Affects Caesar_Rebellion 1 Chance 100

    ;------------------------------------------

    Trigger Caesar_Rebellion1
    WhenToTest CharacterTurnEnd
    Condition CultureType roman
    and FactionType romans_brutii
    and IsFactionLeader
    and not Trait HouseCaesar = 1
    and not Trait Dictator > 0
    and I_NumberOfSettlements romans_brutii >= 85

    Affects Caesar_Rebellion 1 Chance 25

    ;------------------------------------------

  15. #15
    chris10's Avatar Primicerius
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    Default Re: 12 Turns Per Year Sub mod with Historical Characters and time lines.

    Quote Originally Posted by CPT Worsham View Post
    I'm working on a 12 turns per year RS2 sub-mod that includes historical characters, and appropriate time lines for such things as the rebellions as well as when historical characters enter the game. However, to make this work I have to make the rebellions trigger on an exact date/ turn number. This leads me to a question about the traits that are linked to the rebellions in the background script.
    Below are a couple of RS2 triggers for the Caesar Rebellion Trait which is linked to the background script for the rebellion. Does this mean that there are two different Caesar rebellions? If so
    is this to simulate both the civil war that took place between Julius Caesar and the Pompious Magnus lead Republic forces in addition to the civil war that took place between Augustus and Mark Antony/Cleopatra? I need to know so I can assure that the appropriate characters are in each rebellion and so I can ensure that each rebellion occurs at the appropriate date. Thanks in advance for any light that you can shed on this matter!

    In short: For your conecpt there wont be "light" never ever

    Dont take it to bad but what you trying to do is simply not possible due to engine limitations.
    I feel that you are in desperate need of studying the Tutorials (especially those in CODING and SCRIPTING) and hardcoded limts.

    http://www.twcenter.net/forums/showthread.php?t=195838

    but beforehand let me tell you this...
    1. 12 turns per year would make the game an 7656 turn agony...this is..well...no comment..let alone the summer/winter change in the engine...gameplay wise this setting is catastrophic
    2. You simply can NOT create historical characters to enter the game when YOU want. Only way doin it would be per script but this would lead for sure to a campaign breaking Clone-Character CTD later. Forget about it
    3. Appropiate timeline for Rebellion ????........are you kidding ???...assuming that the Ceasar Civil War took place around 48bc this would mean that In-Game the Rebellion would take place after roughly 2028 turns...aaawwweeeee mate...Players are done with the game after 250-450 turns at most...
    there are numerous additional factors who are clearly working against your setting but the ones I stated should be enoguh for a brief answer.

    I really dont think that this is a concept which could work in any way.

  16. #16

    Default Re: 12 Turns Per Year Sub mod with Historical Characters and time lines.

    Chris10,

    While I appreciate the fact that you replied to my post I would have appreciated it even more if you would have at least tried to answer my question. In any case, many of the thoughts you expressed I have previously rolled around in my head, and some of them are valid points, at least to an extent, whereas others are not so much.

    Quote Originally Posted by chris10 View Post
    I feel that you are in desperate need of studying the Tutorials (especially those in CODING and SCRIPTING) and hardcoded limts.
    I have studied many tutorials including coding, scripting, and hard coded limits. Believe it or not you are not talking to a complete newb. The only part of this game that I have no experience modding is CAS models, textures, and animations. I don't have the money for 3DSMAX which is the software necessary for model creation. I guess we will agree to disagree about what is possible, and in the end the results of my sub-mod will decide who is correct. Note my sub-mod will only work with alex.exe due to the fact that I am using more unit models than the 255 that RS2 came with. As we both know only alex.exe allows you to use more.

    Quote Originally Posted by chris10 View Post
    1. 12 turns per year would make the game an 7656 turn agony...this is..well...no comment..let alone the summer/winter change in the engine...gameplay wise this setting is catastrophic
    It is actually 3,815 turns of agony, but to each their own. I happen to like it and I'm sure there are other players, perhaps only a few, that would like it as well. I've already got that part working with no issues other than the fact that it makes for a very long game. The script I'm using even tells you what year it is in AD or BC along with which month it is via the export_advise.txt file.

    Quote Originally Posted by chris10 View Post
    2. You simply can NOT create historical characters to enter the game when YOU want. Only way doin it would be per script but this would lead for sure to a campaign breaking Clone-Character CTD later. Forget about it
    I have and you can. It is called using the console_command kill_character in your script. RS2 even does this for their revolts. Look at the RS2 background script. I'm starting to feel that maybe you need to study some scripting. Have a look here: http://www.twcenter.net/forums/showthread.php?t=221683 . If you still have doubts maybe you should talk about it with HouseofHam or DVK901 as they both do this.

    Currently I have already added Gaius Julius Caesar, Spartacus, Crixus, Oenomaus, Castus, and Gnaeus Pompeius Magnus via script. The toughest part is deciding on which starting traits each character should have based on their historical profile. I'm also working to add the following historical characters:

    • Marcus Porcius Cato Uticensis
    • Marcus Tullius Cicero
    • Marcus Licinius Crassus
    • Marcus Junius Brutus
    • Gaius Julius Caesar Augustus
    • Agrippa
    • Marcus Antonius


    Quote Originally Posted by chris10 View Post
    3. Appropiate timeline for Rebellion ????........are you kidding ???...assuming that the Ceasar Civil War took place around 48bc this would mean that In-Game the Rebellion would take place after roughly 2028 turns...aaawwweeeee mate...Players are done with the game after 250-450 turns at most...
    You are close on the number of turns. In fact, 48bc in my 12tpy script is turn number 2,052. I have looked at this matter and considered using a 4tpy script instead. Another option I've been considering is changing the time-line to make it from 99bc to 14ad. In any case, I realize not all players enjoy very long games, but there are a few of us out there whom do. In order to make average players willing to play that long I feel that it is necessary to make player expansion much more difficult.

    In closing, my mod is very doable. This is not the fist time I have undertaken such an endeavor. However, some of the traits in RS2 and how they are intended to work with the background script do puzzle me. This is why I asked the question above, and I would still be very grateful if someone were to provide the answer.

  17. #17
    chris10's Avatar Primicerius
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    Default Re: 12 Turns Per Year Sub mod with Historical Characters and time lines.

    Quote Originally Posted by CPT Worsham View Post
    Chris10,
    While I appreciate the fact that you replied to my post I would have appreciated it even more if you would have at least tried to answer my question. In any case, many of the thoughts you expressed I have previously rolled around in my head, and some of them are valid points, at least to an extent, whereas others are not so much.
    I have studied many tutorials including coding, scripting, and hard coded limits. Believe it or not you are not talking to a complete newb. The only part of this game that I have no experience modding is CAS models, textures, and animations. I don't have the money for 3DSMAX which is the software necessary for model creation. I guess we will agree to disagree about what is possible, and in the end the results of my sub-mod will decide who is correct. Note my sub-mod will only work with alex.exe due to the fact that I am using more unit models than the 255 that RS2 came with. As we both know only alex.exe allows you to use more.
    It is actually 3,815 turns of agony, but to each their own. I happen to like it and I'm sure there are other players, perhaps only a few, that would like it as well. I've already got that part working with no issues other than the fact that it makes for a very long game. The script I'm using even tells you what year it is in AD or BC along with which month it is via the export_advise.txt file.
    I have and you can. It is called using the console_command kill_character in your script. RS2 even does this for their revolts. Look at the RS2 background script. I'm starting to feel that maybe you need to study some scripting. Have a look here: http://www.twcenter.net/forums/showthread.php?t=221683 . If you still have doubts maybe you should talk about it with HouseofHam or DVK901 as they both do this.
    Currently I have already added Gaius Julius Caesar, Spartacus, Crixus, Oenomaus, Castus, and Gnaeus Pompeius Magnus via script. The toughest part is deciding on which starting traits each character should have based on their historical profile. I'm also working to add the following historical characters:

    • Marcus Porcius Cato Uticensis
    • Marcus Tullius Cicero
    • Marcus Licinius Crassus
    • Marcus Junius Brutus
    • Gaius Julius Caesar Augustus
    • Agrippa
    • Marcus Antonius

    You are close on the number of turns. In fact, 48bc in my 12tpy script is turn number 2,052. I have looked at this matter and considered using a 4tpy script instead. Another option I've been considering is changing the time-line to make it from 99bc to 14ad. In any case, I realize not all players enjoy very long games, but there are a few of us out there whom do. In order to make average players willing to play that long I feel that it is necessary to make player expansion much more difficult.
    In closing, my mod is very doable. This is not the fist time I have undertaken such an endeavor. However, some of the traits in RS2 and how they are intended to work with the background script do puzzle me. This is why I asked the question above, and I would still be very grateful if someone were to provide the answer.
    yeahh..no hard feelings...

    1.yeah...sloppy mistake... 3815 turns...just an average of 5 minutes of each turns would make this
    19075 minutes / 60 = 317,9 hours without considering any time spent on battles...c'mon you cant be serious

    2. I dont need confirmation from somebody else...you did not have done your homework,mate...Spawning Generals with Armys and use kill_character is not the same as these "persons" are not named characters anymore with traits and ancillarys...just dumb captains...you got this totally wrong...if you spawn a character and you kill him per console he is dead.
    If you would have paid attention you would have noticed that all named characters spawned by Backgroundscript in RSII have been killed in RSII 2.1 due to the fact that they will cause a clone CTD...so..NO named characters anymore and no need to bother with traits and ancillarys.
    I warn you....If you spawn named characters and let them alive they will break your campaign for sure,thats not an option if you maybe considering it.

    3. Just one example of the dozens why your setting will not work. The AI tends to form superfactions and only can be hold in place for a relative short while but at a certain point one AI faction WILL steamroll its area and form a superfaction. Imagine it is Parthia and you have planned Cleopatra to appear on 60bc but by this date parthia already destroyed egypt and all that work was useless....
    of course you can do it with roman characters only but Iam afraid that by the time you spawn Caesar there will be only one !!! AI faction left on the map becasue it steamrolled all others.

    I coud tell you a long list of more downsides but I feel you would not listen so I only can wish you good luck...
    Last edited by chris10; December 29, 2010 at 12:02 PM.

  18. #18
    apple's Avatar Searching for 42
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    I actually think Dvk managed to make spawned characters for the player work but not for the AI. You guys should ask him.
    Son of Legio
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    Roma Surrectum II, Ages of Darkness II, Rome Total Realism & RTR: Imperium Surrectum Developer

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  19. #19

    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Chris10,

    I have been running tests, and unfortunately for my desired mod features you are correct when it comes to scripting named characters for the AI. However, as Apple suggested above I also tested 20 scripted named characters for the player faction without issue. I got each named character to be adopted via "man of the hour" and then I shipped them off to a watery death. No clones nor any CTD occurred. Hence, scripting named characters for the players faction is doable, but it certainly would be nice to be able to script a few historical enemies for the AI factions as well yet not possible.

  20. #20
    chris10's Avatar Primicerius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by CPT Worsham View Post
    Chris10,
    I have been running tests, and unfortunately for my desired mod features you are correct when it comes to scripting named characters for the AI. However, as Apple suggested above I also tested 20 scripted named characters for the player faction without issue. I got each named character to be adopted via "man of the hour" and then I shipped them off to a watery death. No clones nor any CTD occurred. Hence, scripting named characters for the players faction is doable, but it certainly would be nice to be able to script a few historical enemies for the AI factions as well yet not possible.
    Well...with LocalFaction characters you have at least something...
    as for starting characters in the descr_strat.... I think they must have a subfaction or will cause the CTD too...you should reread dvk's posts in the thread we talked about.
    anyway difficult enough what you like to do as players expand so different and the AI factions are so unpredictable in what they do... I think these things are the main reasons that in all these years there where no serious attempt to tie a bigger amount of historical persons into any RTW mod (except the ones who are coming at the beginning in descr_strat), either they will be off date of off historical expansion and if you make their appearance a condition of both these things then most probably they will never appear...its very difficult no matter what you do...however...good luck with your project....I have just finished my own one and started a alpha test campaign...
    ahhh...and happy new year...

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