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  1. #1

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

    12 tpy?

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

    Don't know, exceedingly early stages, teaching myself. Still looking for help, if you have any skills? Perhaps could offer 6, 4 and 12 optional

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

    It would be absulutly(sp?) awesome to see a sub mod focusing on Grecon-Bactrian and Greco-Indian kingdoms, their rise to power and fall to natives/barbarians and others. It would also be nice to conquer the European world as some Indian kingdom , all this in RSII style epic enviroment and endless stacks- style!




    Those, who don't eat, are eaten - Egor
    I do not steal victory - Μέγας Ἀλέξανδρος

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    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Yes, it would, but that would mean a new map

  5. #5

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

    Hello guys! Please tell me where i can download new intro movies for RSII! I can't find them... Thank you,

    Os, maybe some of you have others ides of what i can download to make the game more interesting??

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

    Answered in the other thread you made.

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    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    I have played your mod, and love it ! But what we proposed was starting at beginning of Principate . with the correct enemies -and friends- at that time.

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

    Quote Originally Posted by Demetrius I Poliorketes View Post
    I have played your mod, and love it ! But what we proposed was starting at beginning of Principate . with the correct enemies -and friends- at that time.
    ...making a RSII Barbarian Invasion...well...the effort and amount of work to be invested would be huge to say at least...personally I would consider there is little chance of pulling this out without having very skilled and profesional working individuals on team...
    Just as a comparison...I spent 300 hours on FGE and had no artwork to create neither I had to recode entire files like traits/ancillarys and could use to nearly full extend all existing texfiles (and there is lots of them), existing factions, assets, map and the initial descr_strat.txt and and and and...
    not going into to much detail but let me say that for your scenario there would be the need to create entirely new settings for lots of things and that the required amount of work maybe would surpass the motivation and time available of making this scenario...sorry...dont wanna sound brutal...its just...hey...let me copypaste an article for you which personally I found very interesting...maybe its of some use and helps to put some things into right context...anyway best of luck
    Quote Originally Posted by Professor420
    "So you want to make a mod, eh?"

    Let me preface this article by saying, every single gamer on the entire planet has a great idea for a game, or a mod of their favourite game. Their ideas are always superior to all other ideas, and unique to all other ideas. And sometimes, they are. But the ingenuity of an idea, or the greatness of a concept, is irrelevant. What matters, as someone starting the mod, is YOU. YOU will run the mod, fuel it, push it, not the other way around. This is the first fundamental mistake people make. Ideas are worthless, and with few exceptions (Lord of the Rings, Star Wars, etc.,) no one will be as excited about your idea as you are, and you will get no talented recruits based on an idea alone. What matters, is YOU.

    Are you able to start a successful mod? Likely not. Have you ever worked on a successful mod before? Have you ever led a mod? Do you currently possess all the skills required to complete your idea (art and coding)? These are vital questions that most people do not ask themselves when they start a mod. Because, honestly, its depressing. But they are questions that hold true, in example after example. Now, it will be very easy to ignore this advice. There is nothing to stop you from posting it anyway and looking for team members. So let me try to convince you why it is in your best interest to not start your glorious mod idea.
    • Is your idea REALLY that good? World War II/III? Comon. Deadly virus outbreak? Comon... Post-apocalypse? Warcraft? Generic fantasy? No matter how good, and how nuanced, your idea is, on the surface, it is extremely generic. ALL ideas are, there are very few 'original' ideas. And if you think yours is original, it is likely because you do not have enough experience as a designer. On the other hand, all ideas are unique. But the unique aspect is always second to the generic aspect, until you create something so people take more time to peer into your concept.
    • Is your idea copyrighted? Is it based on Star Wards, Lord of the Rings, Wheel of Time, etc? I don't give a care to intellectual property infringement as far as mods/nonprofits go. But if you do not possess the skills to start a mod otherwise, what gives you the right to start a mod based on a pop-culture concept? Leave it to the experienced people to start the mod, then you can work on your favourite franchise, and learn, at the same time. Starting a mod based on these franchises takes zero skill, and even less originality. Just because you will automatically attract more talented people, does not mean the mod will be healthy. YOU will be its initial driving force, and if you aren't able to drive, you are going to steer the ship off course or crash it entirely.
    • What will you do? Unless you are able to produce assets of production quality, or have a good amount of coding knowledge to implement the mod's important features, you don't serve a purpose. You hold no practical power or authority as the founder, as the leader, as the manager, "web-guy," or designer. I have met only a handful of skilled designers, and I have never met a designer that formed the team and led it. Design is an auxiliary role, and if designers are leaders, it is because they have inherited a team, are extremely skilled and respected at what they do, and the team has proven they can get things accomplished beyond design.
    • Can you create a decent product if you are by yourself? For artists, this means, can you create enough art to push the mod past the starting line, and after that, most of the art for the entire mod? For coders, this means, can you set up the gameplay systems and features on your own, as the only coder? Things such as maps, sound, design, etc., are auxiliary, and do not create an entire mod in and of themselves.
    • What do you have to gain from starting a mod? Are there any other mods similar to yours? Why not join one of these mods, to contribute to a product, develop your skills, and aid others? If your mod is "Dinosaurs vs. Smurfs," your concept is likely too unique to find another mod similar enough to be interested, but on the other hand, too unique to find anyone with a similar interest or passion to help you with the mod. As I said before, ideas mean nothing. If you can do the work, you can make people excited for your Dinosaur/Smurf game.
    • If you had your dream skills, would you be content working at the whim, or even at the same level, as the former-you? Why would anyone who possesses great skills work for/under someone who lacks any real skills? Do not expect to find people much more talented than yourself. And do not expect them to work on your project. They will often naturally come along to 'pop culture' projects such as Star Wars or Lord of the Rings, but it is highly unlikely a skilled artist will sign up for a mod that has skins made in MSPaint.
    • Finally: You need skills to make games. A lot of skills. Mad skillz. You are much better served spending your time learning and 'doing,' rather than struggling to create your own team. Then, once you've blossomed, you can start your own project will experience, confidence, and skills. If you lack the fortitude to invest the time required to build your skills, you will never be able to create your own mod. And I hope, after reading this, you won't think you can convince other people to make your mod for you..
    Last edited by chris10; January 07, 2012 at 07:54 AM.

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    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Sadly your right, just have to hope one day- somebody who can do the job does so

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    Jezza93's Avatar Centenarius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    I'd like a submod that would make the barbarian factions less aggressive,I want the Gauls to stay in Gauls,attacking my borders constantly obviously but nowhere else,I want the spaniards to stay in spain,the dacians to stay in dacia and the other smaller barbarian factions to stay put,I want to fight them in the same place as the Romans did not have the spanish controlling all Gaul and Germany,the dacians controlling all of russia.


    Though the Parthians,Macedonians and Carthaginians should rightly expand.

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

    Quote Originally Posted by Jezza93 View Post
    I'd like a submod that would make the barbarian factions less aggressive,I want the Gauls to stay in Gauls,attacking my borders constantly obviously but nowhere else,I want the spaniards to stay in spain,the dacians to stay in dacia and the other smaller barbarian factions to stay put,I want to fight them in the same place as the Romans did not have the spanish controlling all Gaul and Germany,the dacians controlling all of russia.


    Though the Parthians,Macedonians and Carthaginians should rightly expand.
    the AI behaviour of factions is hardcoded in the exe ...to do these kind of things (and I guarantee every RTW mod would love to do so) the source code has to be rewritten in parts and be compiled into a new exe which obviously is not going to happen

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    Jezza93's Avatar Centenarius
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by chris10 View Post
    the AI behaviour of factions is hardcoded in the exe ...to do these kind of things (and I guarantee every RTW mod would love to do so) the source code has to be rewritten in parts and be compiled into a new exe which obviously is not going to happen
    Oh well guess I'll just KBO.

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    el Cid's Avatar Campidoctor
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Hi there, I read through this thread and was thinking about the legion ancillary problem. Has this been solved? Because if not I might have a possibility. It could be possible to have each legion have its own "unique" recruitment building which gives out this ancillary. I don't know if this is possible, but it could work. One only develops a few cities into recruitment centres so it shouldn't cause much trouble, especially if it's coded so that there can only be one such ancillary ingame at the same time.

    Thoughts?

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

    Quote Originally Posted by el Cid View Post
    Hi there, I read through this thread and was thinking about the legion ancillary problem. Has this been solved? Because if not I might have a possibility. It could be possible to have each legion have its own "unique" recruitment building which gives out this ancillary. I don't know if this is possible, but it could work. One only develops a few cities into recruitment centres so it shouldn't cause much trouble, especially if it's coded so that there can only be one such ancillary ingame at the same time.

    Thoughts?
    Legion Ancillary Problem ?...I wasnt aware there was a real problem. They work pretty well in FGE and as ancillarys can be passed from one character to another by drag and drop in RTW any further limitation on the trigger woul be absurd neither it woul hold any gain gameplaywise spoken...
    and btw...the hardoced limit for building trees in RTW is 63...no way considering to waste 28 trees just for different roman recruitment buildings...

    errr..seems Iam making a habit of being the party buster in this topic...ahhh...nevermind...why would somebody shoot the messenger or what ?
    Last edited by chris10; January 09, 2012 at 12:20 PM.

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    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by chris10 View Post
    errr..seems Iam making a habit of being the party buster in this topic...ahhh...nevermind...why would somebody shoot the messenger or what ?

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    el Cid's Avatar Campidoctor
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Quote Originally Posted by chris10 View Post
    Legion Ancillary Problem ?...I wasnt aware there was a real problem. They work pretty well in FGE and as ancillarys can be passed from one character to another by drag and drop in RTW any further limitation on the trigger woul be absurd neither it woul hold any gain gameplaywise spoken...
    and btw...the hardoced limit for building trees in RTW is 63...no way considering to waste 28 trees just for different roman recruitment buildings...

    errr..seems Iam making a habit of being the party buster in this topic...ahhh...nevermind...why would somebody shoot the messenger or what ?
    Well it was said they couldn't figure out a good way to do them? And about the 28 different building trees, wouldn't it be just a lot of options in 1 tree? Anyway I just thought I might share my thoughts on the subject.


    On a related topic, is there a map of where to recruit which legions?

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

    Quote Originally Posted by el Cid View Post
    Well it was said they couldn't figure out a good way to do them? And about the 28 different building trees, wouldn't it be just a lot of options in 1 tree? Anyway I just thought I might share my thoughts on the subject.


    On a related topic, is there a map of where to recruit which legions?
    ancillarys are done and working in Five Good Emperors Roman Campaing since 1 year ..

    well...each building tree can have up to 9 level but you wont use the levels do you ? cause to get building for legion XXII fretensis on level 7 for example you would have to build the 6 levels of the building before ...?..naaaahh...not working pretty well

    legion map...goto RTW/data/IMPPORTANT_STUFF/maps...there is a numbered legion recruitment area map..its about 20mb

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


  19. #19
    el Cid's Avatar Campidoctor
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    Default Re: Roma Surrectum 2 Sub mod Questions & Idea's

    Ah ok well, haven't really looked into any submods yet, but thank you for sharing. . Well I figured there was a tree for those buildings and that those specified buildings would merely mean another option in the tree.


    Thank you for directing me to the map guys. And thanks for answering my questions so fast.

  20. #20

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

    I'd like to ask, if somewhere is a mod allowing me not to pursue the fleeing enemies to death on the battlefield, but at least some % of them to capture, enslave (like with city) and sell them to improve my imperial budget.

    Any ideas?

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