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Thread: RTRPE II (1.1 Patch Released!)

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  1. #1

    Default Re: RTRPE II (1.0 Released!)

    Will new Units be added in the next version?

  2. #2

    Default Re: RTRPE II (1.0 Released!)

    Probably not in the patch but in the next version yes. I already have a list:
    Oscan Cavalry
    Etruscan Hoplites
    Sicilian Hoplites
    Bruttian Infantry
    Marsi Infantry
    Tarentine Hoplites

    And that's just for Italy!

    The cool thing is that every new unit will fit in with RTRPE. No KLA or Ferres models/textures, no RS2 units, no EB units. Just units that are similar to the RTRPE feel.
    Also a better version of the map could also make the next version but I wouldn't count on it.

  3. #3

    Default Re: RTRPE II (1.0 Released!)

    awesome, I shall patiently wait till then.

  4. #4

    Default Re: RTRPE II (1.0 Released!)

    This is great! I got my files but how do I installs em? I cant find any sort of mod manager or anything to interface it??


    HELP!

  5. #5

    Default Re: RTRPE II (1.0 Released!)

    I just discovered that Armenia, Numidia, Parthia and Bactria also cannot get the highest barracks as they cannot build the highest missile building. So I have fixed them "temporarily" by changing the precondition to Armourer instead of Siege Engineer. And for barbarian factions, I changed the requirement of the highest barracks to Blacksmith instead of Hippodrome. Now all factions should be able to build the highest barracks...

    export_descr_buildings.txt

  6. #6

    Default Re: RTRPE II (1.0 Released!)

    @Sammich
    Do you have RTRPE v2.0 installed?

    @Prince Eugene
    Thank you, I think I fixed it as well, but your idea might be better. When I get home tonight, I will plug in your file and see how it works compared to mine.

    If there are any more issues post them here. I remember reading that the Greeks cannot train missile units, it might be possible that other factions are not able to train their units due to bugs in the EDB.

  7. #7
    z3n's Avatar State of Mind
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    Default Re: RTRPE II (1.0 Released!)

    Looks like it's coming together Might I suggest adding some new skies in? Maybe from RSII (I think Tone's the go to guy for that permission). Unless you/others enjoy the vanilla sky?
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  8. #8

    Default Re: RTRPE II (1.0 Released!)

    The RS2 sky is in already
    @Prince Eugene, I tested your EDB and it works wonderfully. I think that was a good setup even historically because you could not train and recruit troops until you had weapons and armor made for an army. Good job, I will use that as the base of the patch.

    Besides the Greeks, is there any faction that cannot recruit some of it's units?

    Also, what other bugs or issues are there? I would rather release one full patch, rather than a bunch of small ones that would end up confusing things. If I don't see anything myself and don't hear anything from anyone, I will assume the Greeks recruitment issue is the last thing going into the patch. The rest of the problems that are found will be addressed in the next version, so please find them now. I will set a deadline for Sunday evening for us to find anything that needs to be fixed for the patch, and hopefully most of the bugs will be fixed with this patch. Here is to happy bug hunting for all of us!

  9. #9
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: RTRPE II (1.0 Released!)

    Quote Originally Posted by ahowl11 View Post
    The RS2 sky is in already
    @Prince Eugene, I tested your EDB and it works wonderfully. I think that was a good setup even historically because you could not train and recruit troops until you had weapons and armor made for an army. Good job, I will use that as the base of the patch.

    Besides the Greeks, is there any faction that cannot recruit some of it's units?

    Also, what other bugs or issues are there? I would rather release one full patch, rather than a bunch of small ones that would end up confusing things. If I don't see anything myself and don't hear anything from anyone, I will assume the Greeks recruitment issue is the last thing going into the patch. The rest of the problems that are found will be addressed in the next version, so please find them now. I will set a deadline for Sunday evening for us to find anything that needs to be fixed for the patch, and hopefully most of the bugs will be fixed with this patch. Here is to happy bug hunting for all of us!
    Make sure to have the permissions for non RTR mods used unless they are part of the 'open source' release.


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  10. #10

  11. #11

    Default Re: RTRPE II (1.0 Released!)

    Fixed the Greek recruitment bug. It shows two different 'Prodromoi' one is the Greek version and the other is the AOR. Not a huge bug but it can probably be fixed. I will look to see if any other factions have the same issue the Greeks have. After that I will release the patch. EDIT: Patch has been released, check OP for download and description.

  12. #12

    Default Re: RTRPE II (1.1 Patch Released!)

    I wonder why does Tharcians have 2 different units of slingers in their army recruiting tree??
    Can it be fix??

  13. #13

    Default Re: RTRPE II (1.1 Patch Released!)

    ...and it will be great to erase the hoplitai (Levy) unit from the Thracians as well. I have been playing this game for years and they will do just fine without them. They never fought in phalanx formation in history anyway !!

  14. #14

    Default Re: RTRPE II (1.1 Patch Released!)

    One is the faction unit, and the other is an AOR unit. It may be able to be fixed in the future.
    Yes, I plan on totally reworking the Thracian faction. I plan on renaming them to the Getai.

  15. #15

    Default Re: RTRPE II (1.1 Patch Released!)

    Having liked older RTR PE version and having tryed newer one and scrapping it up quickly, Id say it would be good, if this mod, besides other changes played a little bit with unit stats and how different units interract together. It doesnt have to be the copy of EB, or RS 2, but these mods would earns the label realism much sooner in my eyes.

    As far as infantry is concerned, hoplites, or generally spear armed infantry losses extremely easily to sword based infantry in frontal clash, it would be fine, if they had an edge, but not if I can defeat hoplites with roman legionaires losing 5 men, given about the same unit quality. Perhaps they could be made units of two different qualities, for example hoplites with good charge and defence and swordmen with higher attack and maybe a little faster movement speed, all balanced out to make these units more even force to face, but better for either holding the line, or for more mobile role, attack enemies flanks and rear to overpower them quickly. Id say it would balance it out and make it more realistic for realism mod.

    I still dont understand why cataphracts were given bows with 2 arrows each, it fells completely wrong and useless. They either have functional secondary weapon to use in melee, or they have full quiver bow as their primaly, both are good given their horrendous price and limited use.

    Cavalry generally with zero/minimal defence is simply wrong, it should be the other way around to have the highest defence of all units. This game cant simulate the fact, that failed charge would generally end with horsemen running away, or around enemy infantry harmlessly, but it can get close to it, if cavalry can retreat well, but cant damage infantry that much in single charge, especially from the front. Melee proficient cavalry, that can survive close up for long time, but cant damage infantry that much one on one would also be good for single player battles, where AI is at severe disadvantage, if charge and retreat I can employ is countered by cavaly charging in and staying in close combat to be harmlessly massacred in 20 seconds by my men. (In other words I can automatically scrape any cavalry units of the enemy as useless nuissance, just like in rome 2)

    Pilas do way too much damage for my taste, they massacre huge chunks of units, it would be fine, if swordsmen werent already too strong in melee afterwards.

    It would be also good, if factions were given some reasonable rosters for custom/multiplayer battles and units were given reasonable prices to reflect their usefullness. RTRPE and its battles outside campaign are unplayable, as romans have really rich unit choices, with many cheap and string units, while others are mostly either completely deficient in adequate infantry, or have overpriced underpowered chioces. (I mostly played roman campaign and it really was highly relaxing experience on higher difficulty, compared to roman campaigns of EB, or RS 2, namely because roman pila plus gladius armed infantry can roll throgh anything with minimal losses)

    I wish only the best of luck with your mod to the future. ;-)

  16. #16
    Hanti's Avatar Semisalis
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    Default Re: RTRPE II (1.1 Patch Released!)

    Quote Originally Posted by DochtorGajo View Post
    (...)
    I still dont understand why cataphracts were given bows with 2 arrows each, it fells completely wrong and useless. They either have functional secondary weapon to use in melee, or they have full quiver bow as their primaly, both are good given their horrendous price and limited use.
    It looks like a simple ommision. Someone forgot to type 0 to the line when he copied cataphract's units.
    I suggest changing
    stat_pri 7, 32, arrow, 130, 3, missile, archery, piercing, none, 25 , 1
    into
    stat_pri 7, 32, arrow, 130, 30, missile, archery, piercing, none, 25 , 1

    Anyway my suggesting is increasing hitpoints of all units by 1 point and adding +50% missile ammo. Battles are fought more realisticly with 2 hp units (more hits, less deaths before units rout). And archers are less OP (not enough ammo to kill the same amount of enemies).

  17. #17

    Default Re: RTRPE II (1.1 Patch Released!)

    Did anyone notice the strange shield animation for some swordsmen units? for example gallic swordsmen or, I think, iberians units like scutari or similar...they hold their shieds unnaturally slanted (I am talking about units that use the oval shield, not round shield)

  18. #18

    Default Re: RTRPE II (1.1 Patch Released!)

    Thank you for the insight DochtorGajo, I will definitely look at unit stats to see if I can balance troops out better.

  19. #19

    Default Re: RTRPE II (1.1 Patch Released!)

    well I'm looking forward towards the changes of the Thracian faction then. North of Danube they where my ancestors called Getai by the Greeks but they called them self Dacians and their region Dacia. I think it will be more proper. It will be great if you could bring in Thrace as well south est of Danube instead of Bactria or other "boring" faction. Looks like you'll have a hell of work in front of you.. Good luck. Maybe i can help some way, cos I love this version of Rome total war. Just let me know...

  20. #20

    Default Re: RTRPE II (1.1 Patch Released!)

    What could you do? Even historical advice is good. If you are Romanian or Bulgarian, I am sure you know the history better there than an American like me does. The newest version has them named 'Dacians' and I have no problem with keeping it that way. As far as Thrace, I think it would be tough to bring them back. Maybe in the future but right now don't expect a Thracian faction.

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