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Thread: RSII "Five Good Emperors" Questions, Suggestions & Discussion

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  1. #1
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Quote Originally Posted by MarcusTullius View Post
    Looking very good! Like to see more!
    thnx......very kind
    working like crazy but Iam on my own and the coding is soooooo slow...code,implement,test--CTD--check--fix--implement--test---if you lucky--working--if not..CTD--check--and so on...the hours are just flyin away....

    see more ?...coincidence that I just have something new at hand ...Interactive Campaing Messages



    so nobody can whine later that he has not be warned before he got his ass kicked....

    Quote Originally Posted by |Sith|2|Lazyo View Post
    Omg Nice work there mate!! But why is there an Arverni resurrection in Germany? Or ca nit be different factions?
    ...
    Cant reveal to much but this was a test only...It is not only/or necessarily Avernii

    Quote Originally Posted by bigmilt16 View Post
    Will the AI have to deal with the reinforcements if they take a capital as well? That would definitely help the AI from blitzing as well, which they are notorious for.
    Great job!
    thank you...
    as for your question...The entire setting only works for or against the Player...a script working in any direction including the AI would be longer than from earth to moon
    Last edited by chris10; December 22, 2010 at 07:47 PM.

  2. #2
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Can you make the mod fix the "coward" problem? Now I have dozen of cowards under my command.



  3. #3
    Visarion's Avatar Alexandros
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    interesting...

  4. #4
    drecie14's Avatar Decanus
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Great job with the scripts...
    A great way to reenact the turmoils during the later days of the Roman empire
    I noticed that you managed to include a Spartacus one...
    too bad there aren't gladiator units
    Interesting...perhaps you could add the Jewish Rebellions?
    Don't know how many times they rebelled but that could give the player more challenges for his late game/empire...
    My Submods
    Invasio Romanum - TATW
    Realistic Portraits and Eventpics - RS 2
    Legion Ancillaries - RS 2




    Titus Antonius Brutus - 30 - Plebeian - Senator

  5. #5
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Quote Originally Posted by drecie14 View Post
    Great job with the scripts...
    A great way to reenact the turmoils during the later days of the Roman empire
    I noticed that you managed to include a Spartacus one...
    too bad there aren't gladiator units
    Interesting...perhaps you could add the Jewish Rebellions?
    Don't know how many times they rebelled but that could give the player more challenges for his late game/empire...


    wow..woow..wooow......easy now....
    once I get everything together I just hope that the game will not lag to death...
    dont forget that the original backgroundscript is still there too...and with the garrison script, counterattack script, the barbarian insurrection, the eastern uprise, spartacus and the campaign messages the entire campaign script will be pretty long already...
    also there is a hidden invasion if a certain condition is met ...I wont say anything until somebody will post someday something like this: "holy crap,when I took xxxxx from xxxxx....suddenly there where all these bonecrushing xxxx around and annihalated my precious border legions"


    you dont have to worry for a challenge...there will be a few of them...especially in the later game ...obviously only if certain conditions are met...
    I did not wanted it happen all the time no matter what..that would be to static so I set a few conditions but if they are not met nothing happens...

    Quote Originally Posted by MarcusTullius View Post
    With the addition of all the scripts, whats the loading times/ lag like? Hopefully not too bad!
    I really dont know...once I have everything implemented I will run an alpha..if its unacceptable slow I will have to take things out...

    The truth is that now Iam scared. In the beginning I only wanted a garrison script and found myself forced to take that matter into my own hands...and now Iam here trying to wring a whohle new experience out of the Rome Campaign which will either end in a gleamy success or in an epic fail...
    Last edited by chris10; December 23, 2010 at 06:04 AM.

  6. #6

    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Quote Originally Posted by chris10 View Post
    I really dont know...once I have everything implemented I will run an alpha..if its unacceptable slow I will have to take things out...

    The truth is that now Iam scared. In the beginning I only wanted a garrison script and found myself forced to take that matter into my own hands...and now Iam here trying to wring a whohle new experience out of the Rome Campaign which will either end in a gleamy success or in an epic fail...
    Well we are all here to help when it needs to be tested! And no doubt it will take RSII to another level!

    **RS Dev Team***Reciprocal Repper!* RIP Calvin- you will be missed

  7. #7

    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    With the addition of all the scripts, whats the loading times/ lag like? Hopefully not too bad!

    **RS Dev Team***Reciprocal Repper!* RIP Calvin- you will be missed

  8. #8
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Quote Originally Posted by MarcusTullius View Post
    With the addition of all the scripts, whats the loading times/ lag like? Hopefully not too bad!
    Cant imagine that because the anticipated size of the combined script (Including RSII vanilla background) wont be any bigger than 2,5 Mb, maybe less....
    When now having in mind that EB´s backgroundscript was 6 Mb and other mods run scripts of 10 Mb I cant see any serious impact on the performance with this one...

  9. #9
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Well,basicly I have most of the stuff finished.
    Iam observing a campaign at the moment and try to look into the "Faction destroys Faction problem" as local superfactions appear pretty early.
    1. Spain smokes Carthage in a pipe in every Campaign
    2. Egypt kicks Seleucid ass and rolls into asia minor
    3. Avernii kick Belgae becoming a gaul superfaction sending endless stacks against the player (In 1 Turn this is pretty nasty!)
    4. Macedonia kicks Dacia,Skythia and Boii if the Player does not maintain pressure on them.
    5. Armenia is chewing Pontus up...
    and all that before 600 AUC.

    Iam experimenting with the introduction of strongholds which are only helping the AI against the AI and it does not look bad at the moment
    Example: Once Gallaeci take Tingi and they are at war with Carthage every 2 turns there will spawn a 2/3 army until Tingi has been retaken by Carthage. Same goes the other way round if Carthage would advance in Spain..if Carthage takes Baikor every 2 turns a 2/3 Gallaeci Army will spawn helping to hold the front and to retake the city as long as the 2 factions are at war with each other.
    So the war can go back and forth but will not end in the steamrolling of one of the opponents
    By selecting the right points for the strongholds the factions may survive a longer time and give the Player a chance to fight them as it is more fun to fight a greater diversity of enemys.
    I will do the coding for Faction Strongholds and their possible owners and will include it, not sure it will dot he trick though
    I really hope that it will prevent that factions die out early.
    Last edited by chris10; December 27, 2010 at 09:52 AM.

  10. #10
    drecie14's Avatar Decanus
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    I'm sure it will turn out right
    My Submods
    Invasio Romanum - TATW
    Realistic Portraits and Eventpics - RS 2
    Legion Ancillaries - RS 2




    Titus Antonius Brutus - 30 - Plebeian - Senator

  11. #11

    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    My roman 1turn campaign is stopped because of this. It just has to work.
    Can't wait to start a new one with all these nice additions!

  12. #12
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    I think it's a bit useless to have some happiness bonus when the same time MUST have an even more amount of penalty. So bonus for what?



  13. #13

    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    your mod looks awesome! good job and keep going.

  14. #14
    mgabor27's Avatar Tiro
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Hello!

    First of all congratulations for xour ideas sounds very good especially the counter attack for me
    I would have 1 questions. Which factions will be in the mod?

  15. #15
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Quote Originally Posted by mgabor27 View Post
    Hello!
    First of all congratulations for xour ideas sounds very good especially the counter attack for me
    I would have 1 questions. Which factions will be in the mod?
    Quote Originally Posted by military tribune View Post
    your mod looks awesome! good job and keep going.
    thnx guys...this is a lot more difficult Rome 1Turn Campaign...
    Its finished pretty soon but I have a terrrible flue at the moment which has knocked me out

  16. #16
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Maybe the mod will be release before 2011?
    Wah. wait until next year.
    You don't need to add too many things.
    Sorry to hear about the flu. Poor you. You must work too hard for the mod. An enthusiastic man.



  17. #17
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    UPDATE 31.10.2010

    I implemented all scripts and features and started to run an alpha test campaign !



  18. #18

    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Good news indeed. Hope everything goes smoothly!

    P.S. the uprising idea is a simply great.

  19. #19

    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Hey!

    This mod looks great!

    I have a question, though. If player attacks a capital, from what I hear, garrison will be increased as the male population of the city will join to defend homeland. Cool, very nice idea.

    What happens if player retreats? will the male population go back to doing their job?
    Will the units be un-trained? If not, it would be a kind of big on the economy of the AI, as he has unneeded troops, pays higher upkeep etc and it would be a little unrealistic.

    Also, does the population of the settlements gets reduced by the number of soldiers that joined the army?

    Last question. I am a 0-turn player. Will some of the really cool stuff be used for the 0-turn campaign as well? (Spartacus uprising, Legion Ancillaries etc)

    Thanks, good work again!
    Chris

  20. #20
    chris10's Avatar Primicerius
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    Default Re: Announcement/Preview/Discussion: Play Rome 1Turn Unofficial Expansion "Five Good Emperors" RSII 2.1a

    Quote Originally Posted by dl_iepurasu View Post
    Hey!
    This mod looks great!

    1. I have a question, though. If player attacks a capital, from what I hear, garrison will be increased as the male population of the city will join to defend homeland. Cool, very nice idea.
    What happens if player retreats? will the male population go back to doing their job?
    Will the units be un-trained? If not, it would be a kind of big on the economy of the AI, as he has unneeded troops, pays higher upkeep etc and it would be a little unrealistic.

    2. Also, does the population of the settlements gets reduced by the number of soldiers that joined the army?

    3. Last question. I am a 0-turn player. Will some of the really cool stuff be used for the 0-turn campaign as well? (Spartacus uprising, Legion Ancillaries etc)
    Thanks, good work again!
    Chris
    thnx for your words

    1 and 2. well..there are lots of unrealistic things in RTW due to engine limitations...Towns with 400 people are one of them because the AI recruited all population or undefended Towns ( one of the most annoying things). Garrisons are there to help the AI and to avoid the Player steamroll in a even more unrealistic manner. In 0Turn this is not much of an issue as the AI can train a complete army in 1Turn in another city but in 1Turn this is a big problem. Just because there pops up a Garrison the AI will not go bancrupt as the AI trains units anyway and the script helps the AI with + money should it go into the negative at end turn.
    To assure that the Garrisosn will pop up they will not be deducted from the population (how you wanna make 12 units pop up if the Town is down to 400 pop ?) neither it is possible to un-train them (that would make the script far to long)...Player should pay attention every time he gets near a city he will give the enemy half an army...

    3. Legion Ancillarys will come with patch 2.2 as a default. As for the other features. This expansion has been developed for 1Turn to adress the two main flaws of 1 Turn : The lack of resistance and pressure on the Player. In 0Turn there is plenty of pressure and tension and Iam not sure that more pressure would make the game better.

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