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Thread: RTRPE II (1.1 Patch Released!)

  1. #81

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    Name changed! Thanks for the support

  2. #82

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    Okay just a little preview of the entire Roman Roster since I have not had much to update recently:

    Camillan:
    Accensi
    Leves
    Rorarii
    Hastati
    Principes
    Triarii
    Equites
    Pedites Extrordinarii
    Equites Extrordinarii
    **Allied Troops**
    Socii Skirmishers
    Socii Spearmen
    Socii Swordsmen
    Socii Hoplites
    Socii Equites

    Polybian:
    Velites
    Hastati
    Principes
    Triarii
    Equites
    Pedites Extrordinarii
    Equites Extrordinarii
    Funditores
    Sagitarii
    **Allies**
    Allied Velites
    Allied Hastati
    Allied Principes
    Allied Triarri
    Allied Equites

    Marian:
    Antesignani
    Legionary Cohort
    Legionary First Cohort
    Veteran Cohort
    Equites Alares
    Auxiliary Spearmen
    Light Auxilia
    Archer Auxilia
    Cavalry Auxilia

    That's how I have the Roman roster set up as of now, the Camillans are all pretty much made, it's just a matter of making/editing the rest. The Socii troops are the same units as the Italic Spearmen, Swordsmen, Skirmishers etc. The Extrordinarii troops are being made by Maraxus along with the Antesignani and Veteran Cohort units. I am questioning whether I should have general auxiliary troops like I have listed above or if I should wait to make specific Auxiliary troops for the AOR later. Let me know what your thoughts are, I'd like to get this thread buzzing

  3. #83
    Visarion's Avatar Alexandros
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    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    I like the map! how is progress!?

  4. #84

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    Thank you, the map is going to look a lot different once it is finished by Lethe1. Revamped settlements and regions and better geography along with the already implemented textures and strat map models. So expect a new map preview in the next few weeks. Also expect a new unit preview for the Romans within the next few days, as Maraxus is putting the finishing touches on some beautiful units!

  5. #85

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    RTRPE II
    Roman Roster

    Camillan


    Top Row: Accensi; Leves; Rorarii; Hastati; Principes; Triarii
    Bottom Row: Equites; General
    Camillan Allies

    Top Row:
    Socii Skirmishers; Socii Spearmen; Socii Swordsmen; Socii Hoplites; Pedites Extrordinarii; Socii Equites
    Bottom Row: Equites Extrordinarii

    Polybian

    Top Row:
    Velites; Hastati; Principes; Triarii; Equites; General

    Polybian Allies

    Top Row:
    Allied Velites; Allied Hastati; Allied Principes; Allied Triarii; Allied Equites


    Polybian Auxiliaries

    Top Row: Funditores; Sagitarii

    Marian

    Top Row:
    Antesignani; Legionary/First Legionary Cohort; Veteran Cohort; Equites Alares; Ballistas; General

    I have not decided what I want to do for Marian Auxiliaries. I am leaning on going toward both generic troop types and unique troop types. If I do, I will post the generic auxiliary troops up with this post and save the unique ones for when I make AOR troops.





  6. #86

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    Updated the OP with the new Roman Unit Roster

  7. #87

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    Best of luck in making this mod!

    Keep up the good work.
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  8. #88

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    Thank you very much!

  9. #89

    Default Re: RTRPE II (A continuation of the Classic RTR mod)

    I have decided to release a small patch. RTRPE II v0.1. It is the same as my Minimod for RTRPE 2.0.

    You can find the link in the OP, but I will put it here too. It includes everything but the Roman units. I won't add units until I can find someone who can script in reforms

    http://www.gamefront.com/files/22664...PE+II+v0.1.rar

  10. #90
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    I'm no expert but can you not just copy a reform script from another mod? like the EB reform, just the number of cities part....I'm sure there is more to it than that but the tutorial should help. Definitely more than I can

  11. #91

    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    I honestly do not know.. If it is possible I might try it, but I have no idea where to even begin. What tutorial? I cannot find one, if you could point me to one I could at least gain a basic understanding of the scripting.

    To me reforms should occur at a certain date, not requirement of cities of certain buildings because then when you play the AI they may never reach that amount.

  12. #92

    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    A small preview of what Carthage's unit roster will look like:

    ****CARTHAGINIAN ROSTER****

    Here is the blueprint to the Carthaginian roster. They are a unique faction because they recruited all over the western Mediterranean. I have stuck to the civic and African troops because these were the easiest to recruit. The Iberian, Numidian Gallic, and Italian troops can be made later when we make the AOR. So basically these troops below are available to Carthage only.

    Through my research the Carthaginian Roster went through three phases, from pre-punic wars to third Punic war. Some troop types remained but they changed through the wars in arms and armor, very similar to Rome. The numbers are there to represent what phase that they will be recruited in.


    ****CITIZEN TROOPS****
    Civic Militia (early) 1
    Civic Militia (late) 2-3
    Marines 1-3
    Civic Cavalry 1-3
    Sacred Band 1-3
    Sacred Band Cavalry 1-3

    ****AFRICAN TROOPS****
    Skirmishers 1-3
    Slingers 1-3
    Archers 1-3
    Libyan Theureophoroi 1-3
    Liby-Punic Hoplites (early) 1
    Liby-Punic Hoplites (late) 2-3
    Libyan Thorakitai 2-3
    Libyan Phalangites 2-3
    African Veterans 3
    Punic Peltasts (early) 1
    Punic Peltasts (mid) 2
    Punic Peltasts (late) 3
    Liby-Punic Cavalry 1-3
    African Forest Elephants 1-3

  13. #93
    dimnjacar's Avatar Civis
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    will this be playable with BI.exe? Also, would like to see something like RS2 environment (without dense forrest and large trees) and 4TPY (I'm a slow player )

  14. #94

    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    It should be aha. I have been thinking about adding RSII environments but we will see. I don't like all those trees either. Yes it already has the 4tpy mod installed

  15. #95
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    Looking good, mate!

    I'll wait until it's developed a bit further, but it looks nice. I especially like the Roman rosters.

  16. #96

    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    Thanks, the Carthaginian roster is currently being worked on, and I am hoping to be able to get the new map soon!

  17. #97
    Kylan271's Avatar Domesticus
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    EB uses various scripted requirements for Reforms,you have to look at their files and say RS2 also. I am no expert,sorry. Camillian/Poly/Marian all need separating somehow. Loom at AQD's mod also here. Got the pm thanks.


  18. #98
    CanOmer's Avatar Centenarius
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    Nice!
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  19. #99

    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    Okay sorry if this is a dumb question, but what files do I need to look at to view the scripts? I think ExRM has the best reform scripts and I wouldn't mind looking at each mods scripts to make mine, but what files would I need?

    And is scripting reforms easier than what it seems? Would I just have to copy/paste what I wanted and then edit it to my preferences? There are no tutorials on it, so it's very mysterious to me at the moment.

  20. #100
    z3n's Avatar State of Mind
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    In scripts\show_me. the scripts traditionally should be placed in there. (other than campaign scripts which are usually located in the maps\campaign\your mods campaign.

    As long as what's in the reform script is applicable to your mod. If it's buildings, settlements and such then you may want to double check if those are in your own mod or you will have to alter the commands to suit your own mod.

    Could be something basic like

    Code:
    	declare_counter reform_message
    
    	;;;;;;;;; Detect the reform conditions
    	monitor_event I_TurnNumber > 88
    		and Treasury < 20000
    				
    				console_command create_building Rome royal_barracks
    				
    		terminate_monitor
    	end_monitor
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;; Wait for turn to end, then start reform REPEAT THIS FOR MULTIPLE/ALL FACTIONS EX //SELEUCID!
    	monitor_event I_TurnNumber > 88
    		and Treasury < 20000		
    		and I_LocalFaction romans_julii
    				console_command create_building Rome royal_barracks
    				console_command control romans_julii
    				console_command capture_settlement Rome
    				console_command control romans_julii
    			provoke_rebellion Rome
    			set_counter reform_message 1
    		terminate_monitor
    	end_monitor
    Code:
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    	;;;;;;;;; Always Provoke a rebellion in Rome
    	monitor_conditions I_SettlementOwner Rome = romans_julii
    		and I_LocalFaction romans_julii
    			provoke_rebellion Rome
    		terminate_monitor
    	end_monitor
    	
    	;;;;;;;;; Make sure the player doesn't get revolt message
    	monitor_event FactionTurnStart FactionIsLocal
    		and I_CompareCounter reform_message = 2
    			console_command clear_messages
    			set_counter reform_message 0
    		terminate_monitor
    	end_monitor
    	
    	;;;;;;;;; Clear marius popup and Display reform message
    	monitor_event FactionTurnStart FactionIsLocal
    		and I_CompareCounter reform_message = 1
    			console_command clear_messages
    			console_command test_message disaster_fire
    			set_counter reform_message 2
    		terminate_monitor
    	end_monitor
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