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Thread: RTRPE II (1.1 Patch Released!)

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  1. #1
    AngryTitusPullo's Avatar Comes Limitis
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    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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  2. #2

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

    Thanks, I will probably go through all the RTR mods and see what I can find

  3. #3

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

    After some thought, instead of switching maps I have decided to edit the current map. There is a lot of room for improvement so it should be fun reorganizing it.

  4. #4

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

    Update:
    All Pikemen now fight with two hands instead of one, and I have added a better looking radar map for the campaign

  5. #5
    CanOmer's Avatar Centenarius
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    Hi, can you use "RTR7's old and abandoned map" ?
    http://www.twcenter.net/forums/showt...-abandoned-map
    It is far better than RTR6's map IMO.
    My Submods For Europa Barbarorum II Clean Campaign Mini Map for EB 2.3 ;

  6. #6

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

    Hello CanOmer,

    I do not know if I will use that map. I am not a big fan of that sort of projection even though it would be realistic based off how our globe is.
    However, I will think about it, because it is a map that has not been used and the current map definitely needs to be upgraded.

    Right now I am leaning towards using the map that Ancient Empires Elysium uses. Check it out:
    http://s10.zetaboards.com/aeelysium/topic/7336776/1/

    It's a bigger version of RTR6's map.

    Like I said, I will take a good look at it because maps are what make or break a mod regardless of anything else.

  7. #7

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

    I would like to try v0.1 of this mini-mod but I cannot get it from gamefront as the site has blocked my country. Could you upload it to depositfiles instead?

  8. #8

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

    Okay here you go, sorry for the late response I have been busy with school.
    http://depositfiles.com/files/borhhv6vs

    Version 1.0 is ready, I just need to put all the new files together as I never separated them from RTRPE 2.0. I could just upload the whole thing but that would take forever. Does anyone know how to make an installer, similar to what RTRPE 2.0 has?

  9. #9

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

    Thanks Looking forward to the release of v1.0

  10. #10

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

    A release!
    Here is the link to 1.0
    http://depositfiles.com/files/sbzx90j0b

    And here is what is included in this version:
    - Added New Campaign map ground and water textures from Ancient Empires Elysium
    - Added new tree models for campaign map from M2TW
    - Added RS2 Environments for the Battle map
    - Added RTRVII's Settlement models for the Campaign Map
    - Added Resef's Combined Animations Pack which
    - Edited all Pikemen, they now fight with two hands and have their shield strapped to their wrist
    - Edited all hoplites, they now fight overhand and are not in the pseudo-phalanx formation anymore
    - Included Candelarius' German unit names. They are now translated into English.
    - Added Campaign Radar maps from AqD's RTR mod. They just look better.
    - Brought back vanilla Rebel symbols for the Rebel faction on the campaign map. (No more blank banners)
    - Edited Rome and Gaul's faction colors to be a little darker
    - Edited Rebels faction color to be one solid color to disable region lines on radar map
    - Included Marcus Camillus' 4tpy mod.
    - Included the No Landblock Mod
    - Included the no torches mod during night battles

    Simply place the data folder inside of your 'rtrpe' folder to play.

    To play you MUST have RTRPE v2.0 installed.

    I will take some screen shots tonight and make a preview soon.

  11. #11
    putoconcarne's Avatar Foederatus
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    Default Re: RTRPE II (A continuation of the Classic RTR mod) v0.1 released!

    Looking good! I'm loving the new campaign map.

  12. #12
    Civis
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    Default Re: RTRPE II (1.0 Released!)

    BRAVO!

  13. #13

    Default Re: RTRPE II (1.0 Released!)

    Glad all are enjoying it so far. Feel free to take screen shots and post them here for previews. I will be posting some from the following:
    Rome vs. Pyrrus battle
    Seleucid vs Rebel Syrian Army
    Seleucid vs Galatians
    A Few Campaign map Screens

  14. #14

    Default Re: RTRPE II (1.0 Released!)

    Screens are now up on the OP!
    Also Signature banners are also available in the OP
    Enjoy!

  15. #15
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: RTRPE II (1.0 Released!)

    Did you corrected all the EDB bugs ? The bugs where some factions could not build highest cavalry/missile buildings where make them unable to build higher tier barracks ? If yes then I can point to this thread for someone reporting bugs regarding this.


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  16. #16

    Default Re: RTRPE II (1.0 Released!)

    No I didn't even know that was an issue, what factions experience this? I'll go in an make the quick fixes and post a patch ASAP.

  17. #17
    putoconcarne's Avatar Foederatus
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    Default Re: RTRPE II (1.0 Released!)

    I noticed that dense forest terrain is shown as black patches on the ground. Seems like a bug to me, but I can't be sure.

    Here's a screenie:

    http://img194.imageshack.us/img194/1449/obxg.jpg

  18. #18

    Default Re: RTRPE II (1.0 Released!)

    I noticed that awhile back. Pretty sure it is a bug, but I'm not quite sure how to fix it.. Anyone have any idea? Luckily it seems like it is only an issue in that part of the map.

  19. #19

    Default Re: RTRPE II (1.0 Released!)

    Bug Hunting and fixing while I develop the next version.
    A lot of complaints have been about how the barbarians cannot reach their highest Barracks tier since they do not have access to the hippodrome. I have patched that up. Here is an example:


    Originally playing as Illyria, your capital has a Hall of Heroes so that you can train all Illyrian troops. The other three settlements only had Auxilia Phase III. However there was no option to build a Hall of Heroes because the Hippodrome was not available to them. I went in and changed the EDB to make the Hippodrome available to all factions. Now, in the building browser it still didn't show the Hall of Heroes upgrade. So I built the Hippodrome and surprise! Look what is available to build? Hall of Heroes. Notice that there is no proper icon for the Hippodrome, I will be looking to change that as I add in BI buildings to the barbarians.
    So, hopefully now every faction can have access to all of it's troops. Expect this in a small patch coming very soon!

  20. #20
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: RTRPE II (1.0 Released!)

    Quote Originally Posted by ahowl11 View Post
    Originally playing as Illyria, your capital has a Hall of Heroes so that you can train all Illyrian troops. The other three settlements only had Auxilia Phase III. However there was no option to build a Hall of Heroes because the Hippodrome was not available to them. I went in and changed the EDB to make the Hippodrome available to all factions. Now, in the building browser it still didn't show the Hall of Heroes upgrade. So I built the Hippodrome and surprise! Look what is available to build? Hall of Heroes. Notice that there is no proper icon for the Hippodrome, I will be looking to change that as I add in BI buildings to the barbarians.
    So, hopefully now every faction can have access to all of it's troops. Expect this in a small patch coming very soon!
    Yup. This is what I have no time to finish with. Same goes for most if not all barbarian factions I think.


    CIVITATVS CVM AVGVSTVS XVI, MMVI
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