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Thread: Roma Surrectum 2 Sub mod Questions & Idea's

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  1. #1
    ♔DARTH LEGO♔'s Avatar Vicarius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Just 2 humble suggestions from an avid RS player
    1. Darth and other modders have always had sweeping success IMHO in adjusting the way units meld in battle, i find that i can only achieve this by placing engaged units under AI assistance once contact has been made, would it not be a complimentary feature to try and feature some Darthesque BAi goodies in a future release..?
    2. One of the features i enjoyed in Empire (very few i know) was the faction 'evolving' element, i will cut it short sorry, is there a mechanic that can make a swop in the Roman faction when going from Republic to empire ie change from red flags etc to purple and even more so ( greedy i know) enabling a trigger or even that can reinstate or dissolve the senate?

    other than that your mod as in the past has bought me many hours of sheer enjoyment thanks you for all the hard work and support in this MOD....you guys rock!

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

    Quote Originally Posted by ♔BayonetFodder♔ View Post
    Jis there a mechanic that can make a swop in the Roman faction when going from Republic to empire ie change from red flags etc to purple and even more so ( greedy i know) enabling a trigger or even that can reinstate or dissolve the senate?
    other than that your mod as in the past has bought me many hours of sheer enjoyment thanks you for all the hard work and support in this MOD....you guys rock!
    1. Only Reform event is the Hardcoded Marian Reform...but not sure this can be tied to a change in banners and colours...
    2. You can have the senate in game and then destroy the Faction like in vanilla but no way making it dissapear without destroying the faction...

    engine is veeeery old...

  3. #3

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

    DELETE
    Last edited by CPT Worsham; January 10, 2011 at 03:49 AM.

  4. #4
    AspisPhalanx90's Avatar Senator
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Regarding the script....where is the financial stuff? I want to make the Roman Rebels playable, but their income is ridiculously high...needs to be lowered to compensate for the easy recruitment areas
    Flavius Julius Constantinus, adopted Patrician, 30

  5. #5
    chris10's Avatar Primicerius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by AspisPhalanx90 View Post
    Regarding the script....where is the financial stuff? I want to make the Roman Rebels playable, but their income is ridiculously high...needs to be lowered to compensate for the easy recruitment areas
    money stuff starts in line 8968 up to line 9380
    but this is not for the general income...its just cap money and add money if a faction is short or has to much
    Last edited by chris10; January 11, 2011 at 07:32 PM.

  6. #6
    AspisPhalanx90's Avatar Senator
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by chris10 View Post
    money stuff starts in line 8968 up to line 9380
    but this is not for the general income...its just cap money and add money if a faction is short or has to much
    thats what i was afraid of...its into the EDB I go, and hopefully everything gets inputted correctly so no CTDs
    Flavius Julius Constantinus, adopted Patrician, 30

  7. #7
    chris10's Avatar Primicerius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by AspisPhalanx90 View Post
    thats what i was afraid of...its into the EDB I go, and hopefully everything gets inputted correctly so no CTDs
    lol...what ?...
    you can not edit tax income or trade income...its hardocded in the exe...
    although you can edit the trade value of ressources like gold,silver etc and with that influence the trade income in an indirect way ...but dont forget if you get less then the others will get less too

  8. #8
    AspisPhalanx90's Avatar Senator
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by chris10 View Post
    lol...what ?...
    you can not edit tax income or trade income...its hardocded in the exe...
    although you can edit the trade value of ressources like gold,silver etc and with that influence the trade income in an indirect way ...but dont forget if you get less then the others will get less too
    well yeah, there are specific buildings for factions though that grant an increase in money (the cultural or treasury buildings, i forget which). in fact, its only for the player that i want to lower income, its ridiculously high in roman rebels
    Flavius Julius Constantinus, adopted Patrician, 30

  9. #9
    GM207's Avatar Decanus
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Hey guys,
    Does anyone have any plans for new spartan skins with corinthian helmets, at an earlier time period for RS2?

  10. #10

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

    Let me begin by saying that I was very excited to see the effort you put into this mod: its graphics and its accuracy. But on playing the mod, I found that it lacked one crucial element that I have come to love in Rome-- the unit lethality. A body of good Roman cavalry charges the flank of a unit of Slingers who are wearing little or no clothing let alone armor instead of riding through them, hacking them to pieces as they would in Rome. They stop and begin a melee that lasts nearly 5 minutes and ends with 3 units of cavalry beaten to hell fleeing the field. I am guessing that since you used Medieval II instead of Rome as an inspiration you believed this was necessary.

    I propose a simple alternative: an optional patch for the mod that reduces the defense stats of all units by some factor. I have no experience in modding this game and do not know how this would be done. I will be happy to do the work if someone would point me in the direction of the correct tools and give me advice on how to do the work.

  11. #11
    Spartan198's Avatar Protector Domesticus
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by Coladro View Post
    Let me begin by saying that I was very excited to see the effort you put into this mod: its graphics and its accuracy. But on playing the mod, I found that it lacked one crucial element that I have come to love in Rome-- the unit lethality. A body of good Roman cavalry charges the flank of a unit of Slingers who are wearing little or no clothing let alone armor instead of riding through them, hacking them to pieces as they would in Rome. They stop and begin a melee that lasts nearly 5 minutes and ends with 3 units of cavalry beaten to hell fleeing the field. I am guessing that since you used Medieval II instead of Rome as an inspiration you believed this was necessary.

    I propose a simple alternative: an optional patch for the mod that reduces the defense stats of all units by some factor. I have no experience in modding this game and do not know how this would be done. I will be happy to do the work if someone would point me in the direction of the correct tools and give me advice on how to do the work.
    This thread will shine light on the Roman cavalry situation.

    http://www.twcenter.net/forums/showthread.php?t=420844

  12. #12

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

    Quote Originally Posted by Spartan198 View Post
    This thread will shine light on the Roman cavalry situation.

    http://www.twcenter.net/forums/showthread.php?t=420844
    Hey, thanks! However, I was only listing the Roman cavalry as an example. I'd like such a rebalancing patch to be comprehensive: probably lower all defense skill (Sparta being an exception to some degree). Many of these were press-ganged peasants, not Tai-Chi grandmasters.

    Yes, I'm into realism. Well, that and I think this patch would help speed up the gameplay. I'm a little tired of three-hour sieges, thank you.

  13. #13
    chris10's Avatar Primicerius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by Coladro View Post
    Hey, thanks! However, I was only listing the Roman cavalry as an example. I'd like such a rebalancing patch to be comprehensive: probably lower all defense skill (Sparta being an exception to some degree). Many of these were press-ganged peasants, not Tai-Chi grandmasters.

    Yes, I'm into realism. Well, that and I think this patch would help speed up the gameplay. I'm a little tired of three-hour sieges, thank you.
    Lowering defense is not going to solve this..the game has been balanced during a long time and a lot of people where involved into this process. I wonder like every once in a while somebody comes by claiming that this is all so unbalanced and that he has the ultimate solution and on top wants his personal preferences be made into a, special according to him, designed patch without even fully understanding the mechanics and the reasons things are as they are...thats sounds a bit weird doesnt it?

    Lethality is what it is to make the battles more realistic and a bit longer...the vanilla battles are absurd as the enemy usually starts routing after 10 seconds. Lowering certain stats without adjusting others may result in totally off balanced results.
    I use Roman Cavalry extensively and have no whatsoever problem with them...
    When I use them I rip your slingers into pieces and if employed in the right form rout heavy infantry too.
    There is no problem with Roman Cavalry just with Players who dont know how to use them correctly.
    You have to follow 2 basic rules with Roman Cavalry if they are any less than 2 silver chevron with silver weapon/silver armour.
    1. Hit and Run
    2. Pursue to kill
    Anything else will result in get them slaughtered and its ok that way. If you are into realism you would appreciate that as Roman Cavalry was pretty useless no matter against whom.
    More realism means less lethality and longer battles
    As well it depends highly on the difficulty level:
    H= +4 morale +4 attack/defense for AI
    VH=+7 morale +7 attack/defense for AI
    and on a units experience (every chevron +1 attack/+1 defense) and possible armour/weapon (+1 attack/defense each level) upgrades.
    If you sent a zero chevron Equites without upgrade against a one silver chevron slinger with silver armour upgrade the charge will not cause much casualties and in the following melee the slingers will rip most likely the Equites into pieces, no surprise.
    On the other hand 2 silver chevron Equites with silver weapon and gold armour upgrade are a formidable adversary in battle and their charges are devastating.

    As for siege battles...just autoresolve..I dont like them to much either but nobody forces you to play them...
    Last edited by chris10; January 26, 2011 at 04:38 AM.

  14. #14

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

    I would still like directions to any modding tools you could suggest for Rome I am interested in trying this for my own use if nothing else as well as work on my own mod ideas.

  15. #15

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

    O one more question. Is it alright if i use some of the work you did in this mod (specifically graphics) for an unrelated project? If i do publish it i will give credit where it is due of course.

  16. #16
    Boustrophedon's Avatar Grote Smurf
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    maybe a rather late question but in the OP the unit size is HUGE like 400 guys...how do you do that??

  17. #17
    Ferdiad's Avatar Patricius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Photoshop?I think that you can get bigger than 240 men in historical battles, maybe thats a spawned army?Idn really.

  18. #18
    chris10's Avatar Primicerius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by Boustrophedon View Post
    maybe a rather late question but in the OP the unit size is HUGE like 400 guys...how do you do that??
    Quote Originally Posted by Ferdiad View Post
    Photoshop?I think that you can get bigger than 240 men in historical battles, maybe thats a spawned army?Idn really.
    NO..the maximum unit size is 243 men...
    As for the bigger units:
    Somebody altered the exe and removed the check for max 240 men +3 officers from the source code which allowed for bigger units..however..this is copyright infringement and anyway this setting prooved to be highly explosive and unstable as it caused massive battle CTDs (most probably due to pathfinding errors/issues )
    Last edited by chris10; February 26, 2011 at 07:37 PM.

  19. #19
    Delysid's Avatar Tiro
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Would people be interested in a Brigante faction? I've done a little personal mod converting the Belgae into the Brigantes. Mainly just changing starting settlements, faction names, family tree, colours and a few unit tweaks.
    Britons ftw
    Caledonian Campaign submod for RS2.5 CLICK HERE!

  20. #20

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

    Would somebody be interested in modding the rome campaign so that provinces held and on map armies for rome were reduced to 1 (Namely Rome as the province). Giving the other provinces/cities to Free peoples or Carthage or something?

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