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Thread: why was RS2 made for R:TW engine?

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  1. #1

    Default why was RS2 made for R:TW engine?

    wouldn't making it with the medieval 2 system better? because it seems this mod could have been 10x better if it was so. so what exactly was the reason the team decided to stick with the old engine instead of the new one?
    Last edited by Toho; March 23, 2011 at 06:16 PM.

  2. #2
    Jakethe_Snake15's Avatar Ordinarius
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    Default Re: why was RS2 for R:TW engine?

    (I am assuming this...) A) RSII is a overhaul that is for Rome:Total War...(Specific I know) B) Medieval 2's engine is simply a heavily enhanced/modified version of Rome's engine.
    As it is however, how would MTW2 made RSII (wow...lots of acronyms) 10x better?
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  3. #3

    Default Re: why was RS2 made for R:TW engine?

    well the game runs much more smoother in M2:TW when you compare it to R:TW, the graphics of the campaign map and the resolution for the game can also be much higher. its like playing an Xbox 360 on a 1970s TV instead of the new flat screen HD televisions.

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    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by Toho View Post
    the graphics of the campaign map and the resolution for the game can also be much higher.
    Not true at all. The only really changes are features like castles and cities, multiple walls, multi unit textures and a few more faction slots.

    Why we didn't choose MTW2 is quite simple actually. RS 2 took around 3 years to make and thus MTW2 wasn't that modable compare to RTW when we started. Heck you couldn't modify the cities just a few months ago. Would we have choose MTW2 if we started RS 2 today? Maybe, but RTW was the best engine at the time.
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  5. #5

    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by apple View Post
    Not true at all. The only really changes are features like castles and cities, multiple walls, multi unit textures and a few more faction slots.
    Don't forget the moddable unit recruitment, probably the one M2 gameplay feature RTW and its mods could really benefit from.

    But except for that and visuals there's little reason to use the M2 engine over the RTW one.

  6. #6
    Dahoota's Avatar Miles
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    Default Re: why was RS2 made for R:TW engine?

    Can the M2TW version of the engine run on more than one core? For me that has been the biggest weakness of RSII being on the RTW engine.

    I have a pretty high-end 8 core machine and RSII is still difficult for me to run, especially in large battles. Awesome mod. Just excruciatingly slow sometimes.

  7. #7
    chris10's Avatar Primicerius
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    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by Dahoota View Post
    Can the M2TW version of the engine run on more than one core?
    Quick and painless

    NO !

    Both only run on 1 core and both wont adress more than 2 gb ram anyway

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    Jakethe_Snake15's Avatar Ordinarius
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    Default Re: why was RS2 made for R:TW engine?

    Oh well, I still haven't had a chance to play it ...grappling with install and Win7...and Vicks PM cough/cold/flu stuff.
    But still the mod looks FANTASTIC considering that it looks like they pulled off MTW2 level visuals with the RTW iteration of the engine...
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    Ferdiad's Avatar Patricius
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    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by Toho View Post
    wouldn't making it with the medieval 2 system better? because it seems this mod could have been 10x better if it was so. so what exactly was the reason the team decided to stick with the old engine instead of the new one?
    The medievil animations are , the team is used to RTW modding, only recent devolopments in Modding have ment that you could change settlements in the battlemap.The mod has been in production for several years before hand so no, they couldn't have made it for M2TW and have it out in the same timescale.

  10. #10

    Default Re: why was RS2 made for R:TW engine?

    The Med 2 base is awful (and med 2 was the worst total war imo). Not that there aren't some great mods for it...
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    NerZhulen's Avatar Ordinarius
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    Default Re: why was RS2 made for R:TW engine?

    m2tw has terrible terrible battles... just look the Stainless steel mode, in campaign mode its epic yea, but battles? unplayable...

  12. #12

    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by NerZhulen View Post
    m2tw has terrible terrible battles... just look the Stainless steel mode, in campaign mode its epic yea, but battles? unplayable...
    lol

    I gotta agree with you.

    Cavalry units in SS are pathetically unbalanced to my opinion (yes my opinion, im no historian so dont begin.) all you gotta do is have more cavalry than the AI and thats it. it doesnt matter if you got only five units and the enemy has 20.

    lul.

    and the MIITW battlemap maybe smoother and stuff but hell, the units are simply slow as $%&@.
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  13. #13
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    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by lolzillaXD!!! View Post
    lol

    I gotta agree with you.

    Cavalry units in SS are pathetically unbalanced to my opinion (yes my opinion, im no historian so dont begin.) all you gotta do is have more cavalry than the AI and thats it. it doesnt matter if you got only five units and the enemy has 20.

    lul.

    and the MIITW battlemap maybe smoother and stuff but hell, the units are simply slow as $%&@.
    SS battles are an exact example where realism is completely prefered to gameplay thus making the play horrible.
    M2TW battles are quite fine but not as good as in RTW, I dont like that everything is so dark and hard to distinquish

  14. #14
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    Default Re: why was RS2 made for R:TW engine?

    The mod is just too cool........the Computer wants to play it also......it is just too cool!!!
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    Ferdiad's Avatar Patricius
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    Default Re: why was RS2 made for R:TW engine?

    Nobody has mentioned this, AI is quite moddable.

  16. #16

    Default Re: why was RS2 made for R:TW engine?

    I'm glad it was made with the RTW engine as I'm not a fan of the recruitment system in Medieval II compared to Rome. It just slows everything down waaaay too much for me, especially retraining.

  17. #17
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    Default Re: why was RS2 made for R:TW engine?

    Quote Originally Posted by xsithspawnx View Post
    I'm glad it was made with the RTW engine as I'm not a fan of the recruitment system in Medieval II compared to Rome. It just slows everything down waaaay too much for me, especially retraining.
    Completely moddable.

  18. #18
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    Default Re: why was RS2 made for R:TW engine?

    Just look at what Tone (and the other developers) managed to do with the enviroment in RSII with the R:TW engine.

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  19. #19
    Bull3pr00f de Bodemloze's Avatar Occasio mihi fertur
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    Default Re: why was RS2 made for R:TW engine?

    While I find both the RTW and M2TW engine to be equally easy to mod, I prefer Rome for the feeling it gives. No mod on Med2 can change that. It's something, but I can't put my finger on it.

  20. #20
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    Default Re: why was RS2 made for R:TW engine?

    RSII was built on the RTW version 1.5 (BI\Alex) versions mainly for one very important reason....the time frame. M2TW has Medieval buildings.......or, at the very best one might squeeze a 700's AD Roman mod into it. But a Republican Roman mod? IMHO, it would've looked out of place...even stupid, to have an early Roman mod in that game. There were also animation problems, and culture problems that would've taken an extreme amount of work to overcome. Also, in investigating M2TW, we found that that it was essentially a 'jazzed up' RTW. The environment had been 'finished' (whereas it was left in a very rudimentary state in RTW), and the presence of old RTW files even in the M2TW install suggested that it was built on the RTW engine to start with, and then enhanced beyond it.

    So, we took as much as we could in terms of information and ideas from M2TW and 'upgraded' RSII with them. RSII even uses M2TW shaders. There are things M2TW that would've been nice to have, but it was\is still very limited in terms of the number of regions on the map, the number of units and models, resources, hidden resources, etc, etc. So although we considered it, we rejected the idea because there was not much to be gained.

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