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Thread: RTRPE II (1.1 Patch Released!)

  1. #141
    Foederatus
    Join Date
    Sep 2012
    Location
    North Carolina
    Posts
    34

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

    To answer my question it is the mod_0.pak inside data/packs folder. I replaced the v0.1 mod_0.pak with original RTRPE2.0 mod_0.pak and my unit pictures came back. I noticed this because v0.1 .pak file is 2800kb while the original RTRPE2.0 .pak file is around 30,000kb. Maybe a mistake something left out?

  2. #142

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

    the mod is dead or what because he looks awesome

  3. #143

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

    @BostaHistorian

    Gosh, I might have made a mistake.

    @ELKABEER SPQR

    It's dormant. I'm currently working on another mod, Mundus Magnus 6.0. I will continue this mod someday, but this mod requires a ton of time. Time in which I do not have. Also with some of the things that I am wanting to do with this mod, I do not have the experience yet.

    However, I do plan on continuing this mod some day.

  4. #144

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

    Battlefields look patchy. Help?

    http://screencast.com/t/nWMzOuxOk2zI

  5. #145

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

    I don't know how that could happen unless maybe you have an older computer?

  6. #146
    XxMSWShadowxX's Avatar Laetus
    Join Date
    May 2013
    Location
    Bristol, England, United Kingdom
    Posts
    22

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

    What operating system are you running on? and what type ? (example Windows 7 32bit)

  7. #147
    Civis
    Join Date
    Jun 2013
    Location
    Bulgaria
    Posts
    125

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

    new units and factions...???

  8. #148

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

    This mod has turned into the 'Blast from the Past & Future of RTR" thread on the main page of this forum

  9. #149

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

    Not sure if all the features of this mod installed correctly for me. I know some did cause the campaign map textures are updated. But I don't see a Epirus faction, Pyrrus is part of a Greek city state faction. Next there's a weird issue with the grass on the battle map, its colored white, I never had that before for any mod, had to turn off grass to play properly.

  10. #150

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

    Epirus was never added, it was just planned.

    Hmm I have encountered that. Try checking your descr_grass folder. There needs to be RTRPE in front of each 'data/' entry

  11. #151
    Raritу's Avatar Glück auf!
    Artifex

    Join Date
    Aug 2010
    Location
    Veltins Arena
    Posts
    2,464

    Default RTRPE II nominated for 2012 Modding Awards


    Hello RTRPE II Team,

    As an organizer of this event i would like to inform you that some players have nominated your mod in this year's event.
    Therefore i humbly invite you to come forward & nominate your work by creating a thread here in the Nominations sub-forum if you guys have updated or released some new work in the year 2012.

    Please use the form below & fill out the categories in which you think your work and you qualify:
    Spoiler for Form for RTW
    Code:
    [fieldset]
    [B]Rome Total War[/B]
    [B]Favourite Mod Awards[/B]
    Categories:
    ●All-time favourite:
    ●Battle gameplay:
    ●Strategic gameplay:
    ●3D Art & Design:
    ●2D Art & Design:
    ●Music & SFX:
    ●Historical or lore friendly:
    ●Sub-mod or Addons:
    
    
    [B]Favourite New Mod Awards[/B]
    Categories:
    ●New mod:
    ●New Sub-mod or Addon:
    
    
    [B]Favourite Modder Awards[/B]
    Categories:
    ●Coder:
    ●Scripter:
    ●Mapper:
    ●2D artist:
    ●3D artist:
    ●Composer:
    ●Videographer:
    ●Historical/Lore writer:
    ●Tool maker:
    ●Tutor:
    
    [/fieldset]



    You can read full details about the event & the categories it has (which are shown above in the RTW form) here in this thread. If you have any further questions then please don't hesitate to reply back.

    PS: The nomination phase ends in 11th of August, 2013.

    Regards
    Rarity (Modding Awards Committee)
    Honored filly of M and happily taking my glance over Milner and Diamat

  12. #152

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

    The project looks very good.
    How far are you with the project?

  13. #153

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

    It is on hold right now, as I work on another mod.

  14. #154

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

    Can you send me a link to the New Mode please?

  15. #155

  16. #156
    Libertus
    Join Date
    Apr 2011
    Location
    Internet, as far as you're concerned
    Posts
    64

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

    Sweet Lord...I've edited over 700 unit stats and added skins/changed anims/graphics to make an EB/RTR hybrid, more or less, because RTR Plat is so daggone GOOD.
    Now we have RTR Plat II...boy, this is going to be a buttload of work, but it'll be worth it.

  17. #157

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

    If you got permission you could release that mod

  18. #158

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

    Time to get this rolling again. I am working on RTH with Philadelphos but I cannot do anything until he sends me the completed files. On the side I will work on this. I am hopeful that this time I can STICK WITH IT and finish this mod. I have finished Mundus Magnus Elite and now it is time to finish RTRPEII while I help Philadelphos complete RTH.

    I have reinstalled RTW and cleaned out my computer but I still have all the necessary files to put this mod back together.

    Current Version:
    RTRPE 2.0 + My Mini Mod which includes new textures and city models for the campaign map.
    RS2 Environments
    Roman Cognomen Mod
    Marcus Camillus' 4tpy mod
    No Landblocks mod
    No torches for night battles mod

    Things to add:
    Philadelphos' RTH map (will require a lot of work dealing with the AOR)
    Old RTR units and new units from Mini Mods
    Pinarius Horses with RTRPE textures and Crest model combined
    Three new factions: Epirus, Hellenic Kingdoms (Sparta, Pergamum, Cyrene, Bosporans), Britons.

    I'm not going to set a timetable but I DO want to finish this because you all deserve it. And why should I start something and not finish it?

  19. #159

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

    A few small updates for today.
    Taken from Candelarius' Extended Realism mod, German units now have English names with their proto-germanic names in the description.
    All hoplite units now fight overhand and they are not all grouped together now.

  20. #160
    AngryTitusPullo's Avatar Comes Limitis
    Join Date
    Jan 2006
    Location
    Kuala Lumpur
    Posts
    13,018

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

    You can check my old Imperator mod thread and maybe take something there if you want to add name legions and some scripting ideas etc.


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