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Thread: Roma 2: Imperium Aquilarum

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  1. #1

    Icon6 Roma 2: Imperium Aquilarum






    Imperium Aquilarum is a mod going through development for the Creative Assembly title, Total War: Rome 2. It is designed
    to give players the most historically accurate, realistic gaming experience possible with the Rome 2 game engine. We will be
    making use of the massive possibilities of the Rome 2 engine to hopefully offer an unbeatable experience, unaccomplished in
    previous Total War games. Realism is our primary goal. People say realism isn't fun? We believe it's the way realism is portrayed,
    some things simply can't be done due to the fact that it is a game, and people have limits of the patience. This goal of this
    mod is not to slow the battles down to a agonizingly slow rate so that they take hours. This accomplishes nothing gameplay or realism wise.

    Imperium Aquilarum, translated to "Empire of Eagles", first started it's development one month after Total War: Rome 2
    was announced, and is the first mod ever for Rome 2. This mod was organised because there were already signs of The Creative
    Assembly sacrificing to much historical accuracy for gameplay, and we already had a feeling of the general direction that CA
    had taken in the development of their game. Despite the quality, and massive possibility's Rome 2 has to offer, it appears to
    have the same arcade feeling as Shogun 2. We plan to offer an alternative design and experience to what CA will offer, and
    in our views, a much more enjoyable realistic experience.


    [COLOR=Black]Obviously a placeholder

    The scope of this mod is to try and follow in the footsteps of the great Rome Total War, and Medieval 2 Total War mods such as
    Roma Surrectum, and Europa Barbarorum, and prove that these mods are not dead,
    and that Total War is still extremely moddable.

    In pursuit of great realism and thus great gameplay, we first needed to go about polishing up the rough edges, features in the game
    clearly added simply for very very causal gamers who care neither for realism or historical accuracy. Some of these include the
    ridiculous projectile trails, and random in battle buffs. Next we will be diving into the battle mechanics, which currently are slightly
    too fast paced and unrealistic. (More to come here later)

    Some of the more specifics to our mod (please note this is not even close to being finished, even the already written stuff will be edited)

    Factions Rosters: Are a huge part of historical accuracy, and there is a lot to get right. First off,
    the units themselves, did they really exist? what weapons did they carry? what armor did they
    wear? How good where they? What where their tactical formation sizes? what was there individual
    unit spacing? And then the monumental task of skinning all of them with historically correct colors,
    and making the 3d models for there weapons and armor.

    Campaign mechanics: Will be dramatically overhauled to provide a much more realistic, in-depth,
    and immersive experience. The economy will be reworked to fit the new recruitment system and
    unit sizes (more on this later). We also plan on reworking the pirate mechanics, and introducing a
    few more via scripts (more on these later). A area of recruitment system will be introduced that is as
    accurate as possible, because as CA themselves have said, when the player starts playing nothing is 100%
    accurate anymore, along with reworking the mercenaries. (more on campaign mechanics to come)

    Visuals: In order to give this mod a sense of a total overhaul we will be redoing the standard stuff,
    like new menu and start up videos, loading screens, and artwork. On top of this however we have
    some unique ideas which we will not be sharing just yet...

    Audio: Credit where credit is due here, CA have done a fantasitic job with the audio of Rome 2,
    however we have still managed to find something to make a bit better. First off we will be
    experimenting with changing the marching audio. As seen here, the marching sounds are great, but they
    are out of time with the troop's feet. This is most likely because this a a group formation sound.
    To counter this we will be experimenting with turning these sounds down/off while turning the
    individual units footstep sounds up, which should alleviate this "problem". Also, for thoughs of you
    out there who still want the nostalgia of Rome 1, we will be making a Rome 1 sound pack, with all the
    original music, and some of the more iconic sounds such as "Rome has conquered".

    More on the AI, and naval battles to come.

    Specific mod changes: I will update add specific features as they are implemented so that you can see
    what we are up to, and follow the progress of this mod. For now, I will have descriptions of the general
    ideas that we are trying to achieve. Please feel free to post your own ideas on this thread, they will be
    copied to a ideas thread that we have in our twcenter group, and then
    if it works in the mod, added to the plan thread.

    The website (linky) is nowhere near finished, and some of the pages are still place holders. Suggestions for the mod and the website
    are welcome. To contact us, PM General George S. Patton via TWC. Thank you

    We are currently recruiting people of all skills (see website for positions).
    We are in particular need of Skinners for 2D Textures

    Imperium Aquilarum Development Group Members

    Spoiler Alert, click show to read: 

    General George S. Patton - Founder, General Modder, Website Developer, Esf editor
    GERULA666 - 2D Artwork
    Man of West Gondor - 3D Models
    Zolneirz - Scripting
    aztec - Weather, lighting
    Sheridan - Battle mechanics
    AveMetal - Textures, research, unit icons


    If you have any questions, or are interested in in joining, please contact General George S. Patton via pm.
    Thanks for your time reading this, regards, IA Dev Team
    Last edited by General George S. Patton; February 12, 2014 at 11:19 AM.

  2. #2
    Biggus Splenus's Avatar Primicerius
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    Default Re: Roma: Imperia Antiquitas

    Me and Chosen Man Lt. Richard Sharpe are the founders of the mod, and so far we got 19 members

    We need more though, so please contact us if your interested
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  3. #3

    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by Splenyi View Post
    Me and Chosen Man Lt. Richard Sharpe are the founders of the mod
    Though I believe it was my idea...

  4. #4

    Default Re: Roma: Imperia Antiquitas

    What if Rome 2 ended up being "historically accurate" and very "realistic"?
    ...Hypothetically speaking.

  5. #5

    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by katsusand View Post
    What if Rome 2 ended up being "historically accurate" and very "realistic"?
    ...Hypothetically speaking.
    Well then in view of your sig we are out of a job. But they already said themselves that its not going to be 100% historically accurate, + we will have other game-play and visual enhancements just like other mods

  6. #6
    Biggus Splenus's Avatar Primicerius
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    Default Re: Roma: Imperia Antiquitas

    DELETED...
    Last edited by Biggus Splenus; August 11, 2013 at 05:02 AM.
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  7. #7

    Default Re: Roma: Imperia Antiquitas

    So, we have the first mod for Rome 2. I think it's the first time we have a mod announced before the release of a Total War game.

  8. #8
    Biggus Splenus's Avatar Primicerius
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    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by totaltotalwar View Post
    So, we have the first mod for Rome 2. I think it's the first time we have a mod announced before the release of a Total War game.
    Bask in its glory
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  9. #9
    |Sith|Galvanized Iron's Avatar Protector Domesticus
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    Default Re: Roma: Imperia Antiquitas

    It's all very well and all, but since you have no game at hands it seems like your modding so far must be quite limited...

    Quote Originally Posted by totaltotalwar View Post
    So, we have the first mod for Rome 2. I think it's the first time we have a mod announced before the release of a Total War game.
    It's not...
    Also responsible for the Roma Surrectum II Multiplayer mode
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  10. #10
    Holger Danske's Avatar Comes Limitis
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    Default Re: Roma: Imperia Antiquitas

    I really love all these pointless mod threads. How about waiting to see if Rome II will even be modable?

  11. #11

    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by Holger Danske View Post
    I really love all these pointless mod threads. How about waiting to see if Rome II will even be modable?
    This is why I added "Please note; good quality research take a lot of time, so where starting early so we can get a head start when the game comes out " to the op. Actually I had something much longer about trolls and pessimists, but Spenyi said we didn't need it. We are 99.99% sure that rome 2 will be modifiable in at least some way. And like we said above good research takes time.

    Oh and please show me these alleged other pointless mod threads.

    Btw thank you everyone who is being positive and supportive, I really was actually expecting more posts like that.

  12. #12
    Biggus Splenus's Avatar Primicerius
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    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by Holger Danske View Post
    I really love all these pointless mod threads. How about waiting to see if Rome II will even be modable?
    A Total War game has never been un-moddable, and why would CA make their Rome 2 un-moddable when they have actually been trying really hard to keep this modding community going and even supplying their own modding kit? It's an obvious answer; it's because CA actually like people modding their games (why wouldn't they) and they want to keep it going.

    Please everyone else, avoid pointless post like this
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  13. #13

    Default Re: Roma: Imperia Antiquitas

    Any idea how much we can do with R2: TW without toolset or will some of the toolset released work with it? I haven't been paying attention the results of mod conference. Primarily map I hope since if its the same engine underneath we'll have to see how much the map changed.

  14. #14
    alQamar's Avatar Citizen
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    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by Ichon View Post
    Any idea how much we can do with R2: TW without toolset or will some of the toolset released work with it? I haven't been paying attention the results of mod conference. Primarily map I hope since if its the same engine underneath we'll have to see how much the map changed.
    come get some

    a comprehensive official wiki across all TW games and most of all modding tools are up to come.

    Thanks Craig and guys for taking care about that!

    http://wiki.totalwar.com/w/Main_Page


    also thankfully Jack Lusted posted some links on my request
    http://www.twcenter.net/forums/showthread.php?t=564628

    where we can find more information about the modding summit.
    reads very very interesting though it is much too read

    > Steam Workshop integration will come for
    existent
    TW games ! that is really a great news!
    NEW: Total War Saga: Britannia benchmark thread - last update: 10.05.2018
    HOW-TO-step-up-from-MBR-CSM-LEGACY-BOOT-to-UEFI-GPT
    Many of my past contributions in the time from 2011-2017 will contain content that now show broken links. Unfortunately I had to delete all pictures linked on TWC that were hosted on imageshack.us. Read why
    If you are missing anything of interest, please let me know. Sorry for any inconvinience caused.

  15. #15
    Biggus Splenus's Avatar Primicerius
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    Default Re: Roma: Imperia Antiquitas

    No, a lot of specifics are not clear yet. But we are doing our research now, and then when these specifics become clear, we will decide how to implement them
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  16. #16

    Default Re: Roma: Imperia Antiquitas

    I'm not sure their skin color is all that important, I don't want anyone to go over there and get the wrong impression. Other than that, interested to see if there is anything I can do.
    FREE THE NIPPLE!!!

  17. #17

    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by Slaytaninc View Post
    I'm not sure their skin color is all that important, I don't want anyone to go over there and get the wrong impression. Other than that, interested to see if there is anything I can do.
    Skin color isn't but race is. I hate it when popular culture misrepresents people's history for PC reasons and essentially strips them of their heritage. Popular depictions create misinformation all the time.
    Bactrians will be Big 8. "Farther East" means Bactria.
    After the Iceni reveal expect the unexpected.

  18. #18
    Biggus Splenus's Avatar Primicerius
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    Default Re: Roma: Imperia Antiquitas

    yeah, I put that skin colour thing there because I was trying to go into more depth with the information on the people, but then changed my mind, and forgot to remove that bit, thanks for pointing it out

    PS. Your avatar is gross

    EDIT: Website updated
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  19. #19

    Default Re: Roma: Imperia Antiquitas

    Quote Originally Posted by Splenyi View Post
    PS. Your avatar is gross
    My avatar is an American icon. She will remain in place.
    FREE THE NIPPLE!!!

  20. #20

    Default Re: Roma: Imperia Antiquitas

    It seems like you guys have alot on ur plate at the moment, my advise would be to work close with CA so you can have the knowledge needed to make a large scale realism mod. im hoping to see realistic unit names like europa barbarourm did, and historically accurate uniforms and colours, so the carthaginians wont be all white like we have seen so far. maybe even some more settements and different music, like i said work close to CA good luck and cheers to you guys for taking this beast on!

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