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Thread: What Would You Like to be Modded in R2TW? And How? State Your Reason.

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  1. #1
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    Default What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Yep, And How...This means You have a Reason to presume that The aspect, based on previous Warscape Total War games, are Moddable.
    I mean, not just "R2TW Sucks" or "Warscape are Not Moddable!" Comments...
    No, that's not what we want to hear...you have to state the reason why that might be moddable or not...

    You know, assessing the game and planning for Plausible Mods are better Things to do than whining...
    So Modders of TWC, Share Your Ideas! Surely some uh, noted incredibly vocal Modders in this Subforum have some Words...

    As for me, I'll wait until The Game Released and see...but why not discuss this?:

    LIKELY PLAUSIBLE

    >Siege Engine Projectile and Physics.
    How:
    Assuming it won't be very different from previous games:
    -Minimize explosion radius. Stones don't simply explode, and Incendiary Pots 'o Oil don't make shockwaves at Impact...
    -Make main damage be dealt by impact not explosion: Add small bounceability similar to ETW-NTW cannonballs(if still there); Increase collision radius;
    -Make area damage be dealt by shrapnel not explosion: Make shrapnel projectiles that shot out from impacts to simulate it, either stone chippings and gravel or incendiary trail effects.

    MAYBE PLAUSIBLE

    >Charge Impact Physics.
    How: Probably reduce battle entity collision radius and Mass. However, there are possibility of special "Can Fling" attribute in Chariots and Elephant Batlle Entity of Unit Stats; just like "bullet-resistant" or "body piercing" stat in Shogun 2

    >Variable Weapon in a Unit.
    How: Rome 2 Screenshots shows Every Man in a Unit have Different Shield with Different Pattern Each per Unit...why stop there? It shows that all unit equipments will use variant system, shields are, and weapons are grouped in equipments too in previous warscape games... As long the equipment uses the same animation, it may be plausible that more than one weapon can be used by one unit.
    For Instance: Xiphos and Kopis/Axe and Club in a Single Unit...since the animations are not too different.

    NOT SURE

    >Great Cities without Siegemaps
    How: Not Sure. However, there is a possibility of assigning a Settlement's Siegemap into Other Settlements. In Shogun 2, there is a Settlement with special Siegemap: Kyoto,The Old Capital of Japan. It is possible to assign the siegemap to other settlement, as assigning Kyoto siegemap into Osaka and Odawara has been done.

    For Instance, Let's Say Syracuse would not yield a Siegemap...then some other Settlement Siegemap can be assigned into Syracuse, making Syracuse a "Copy" of the original one...But all of this is just a speculation...All of this rests on the assumption that minor cities will have its own map...maybe minor cities will not be counted at all, Thus have no "minor_city_region_general_battle_template" at all but just an field battle...

    >
    Last edited by weirdoascensor; June 13, 2013 at 02:27 AM.

  2. #2
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Unit names. I want to change Shield Bearers to Hypaspist and Oathsowrns to some unpronouncable names ala EB.


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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Quote Originally Posted by LestaT View Post
    Unit names. I want to change Shield Bearers to Hypaspist and Oathsowrns to some unpronouncable names ala EB.
    Ah, That certainly plausible...Why can I forgot about Hypaspists...
    ...Heh, Not sure I'll understand what "Boatroas" or "Somatophylakes Strategou" at first glance though...

  4. #4

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    I haven't played much of Shogun 2 but I assume both games would be similar in terms of what you can and can't mod.

    But, personally, I would rather enjoy:

    - Remove arrow trails ( should be possible? ).
    - Buff up defence stats of units so battles last longer ( again, should be possible, right? )
    - Tone down artillery explosion radius and physics.
    - Change colours of units so Roman units aren't all red and Gauls aren't all green.

    Would this be possible given Shogun's 2 modding history?

  5. #5
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Yeah, If just that from previous games all of it are Plausible.

  6. #6

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Unit and building cards.

  7. #7

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Units and buildings cards plus unit names too

  8. #8
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    From the screens it shows the name of the general as Gaius Caesar. I'm sure something like the Cognomen Mod like the one for RTW/RTR will come out later.


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  9. #9

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Very speculative but based mostly on the last few games and the little we can infer from screens and vids:
    -Slow movement and reduce damage so battles last longer and give more room for tactics.
    -Get rid of projectile trails
    -Bump up army size to 40 units (i've found that this works really well without any other rebalancing as it concentrates forces and adds variety due to armies having a wider range of sizes rather than just automatically 40 becoming the new 20 = more varied battles)
    -Increase unit size multiplier
    -Change unit cards (just not liking the current but given this will take time I may get sed to them before a mod comes out)
    -Chariot impact toned down
    -Alter spacing of some units to give trained units a more solid formation

  10. #10

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Quote Originally Posted by weirdoascensor View Post
    Yep, And How...This means You have a Reason to presume that The aspect, based on previous Warscape Total War games, are Moddable.
    I mean, not just "R2TW Sucks" or "Warscape are Not Moddable!" Comments...
    No, that's not what we want to hear...you have to state the reason why that might be moddable or not...

    You know, assessing the game and planning for Plausible Mods are better Things to do than whining...
    So Modders of TWC, Share Your Ideas! Surely some uh, noted incredibly vocal Modders in this Subforum have some Words...

    As for me, I'll wait until The Game Released and see...but why not discuss this?:

    LIKELY PLAUSIBLE

    >Siege Engine Projectile and Physics.
    How:
    Assuming it won't be very different from previous games:
    -Minimize explosion radius. Stones don't simply explode, and Incendiary Pots 'o Oil don't make shockwaves at Impact...
    -Make main damage be dealt by impact not explosion: Add small bounceability similar to ETW-NTW cannonballs(if still there); Increase collision radius;
    -Make area damage be dealt by shrapnel not explosion: Make shrapnel projectiles that shot out from impacts to simulate it, either stone chippings and gravel or incendiary trail effects.

    MAYBE PLAUSIBLE

    >Charge Impact Physics.
    How: Probably reduce battle entity collision radius and Mass. However, there are possibility of special "Can Fling" attribute in Chariots and Elephant Batlle Entity of Unit Stats; just like "bullet-resistant" or "body piercing" stat in Shogun 2

    >Variable Weapon in a Unit.
    How: Rome 2 Screenshots shows Every Man in a Unit have Different Shield with Different Pattern Each per Unit...why stop there? It shows that all unit equipments will use variant system, shields are, and weapons are grouped in equipments too in previous warscape games... As long the equipment uses the same animation, it may be plausible that more than one weapon can be used by one unit.
    For Instance: Xiphos and Kopis/Axe and Club in a Single Unit...since the animations are not too different.

    NOT SURE

    >Great Cities without Siegemaps
    How: Not Sure. However, there is a possibility of assigning a Settlement's Siegemap into Other Settlements. In Shogun 2, there is a Settlement with special Siegemap: Kyoto,The Old Capital of Japan. It is possible to assign the siegemap to other settlement, as assigning Kyoto siegemap into Osaka and Odawara has been done.

    For Instance, Let's Say Syracuse would not yield a Siegemap...then some other Settlement Siegemap can be assigned into Syracuse, making Syracuse a "Copy" of the original one...But all of this is just a speculation...All of this rests on the assumption that minor cities will have its own map...maybe minor cities will not be counted at all, Thus have no "minor_city_region_general_battle_template" at all but just an field battle...

    >
    There is already a thread .


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  11. #11

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Unit names, capture points removal in land battles...

  12. #12
    Meraun's Avatar Decanus
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    wtf... talk about modding when the game is out....

    all we have seen is 3 Videos plus Pictures! Its extremly arrogant to say waht has to be modded the current state. Give CA a change. They will do great.
    i trust them. ( and if played ever single TW game. i think it gets better and better)

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  13. #13
    Murfmurf's Avatar Primicerius
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    @Meraun, some stuff we can happily speculate about. And nothing has to be modded; it's all subjective.

    If possible (I haven't modded any TW games after M2TW) I'd want to do an aesthetic only mod first, changing:


    • Unit Cards/Building Cards if they stay in their current state. They're just not my cup of tea at the mo!
    • Unit names into EB style historically accurate native names. Hypaspists, etc.
    • Drastically reduce faction colouring on battle-map units: you can still make a faction look distinct without colouring every single piece of cloth in sight the same colour.
    • Non-faction coloured shield designs, and more detailed ones too.


    I'm no coder but I'd like to see the speed of the battles reduced if they turn out to be comparable with Shogun.

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  14. #14

    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    So many things, but 2 things strike me as important, while being VERY moddable.

    - Get rid of that Yellow from the Roman Banners... or at least from the unit stacks

    - Make mercenaries wear more drab and less uniformed uniforms
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    Quote Originally Posted by PROMETHEUS ts View Post
    Ah Yes, Prom...I'll quote some Interesting posts from there.
    Quote Originally Posted by PROMETHEUS ts View Post
    1 ) I would try to see if it coul dbe possible to Enlarge the map , rescale the provinces and regions and adapt to the Islands the proper siege maps ( that according to CA the map is too small to be able to place a siegeable map in )
    2 ) Then ofc 2-4 turns per year if it will be possible to implement seasons of course and we are not stuck with one everpresent summerwinterautumnspring type of map
    3 ) Then if possible Enlarge and twist the Map dimensions in order to Include much of India
    4 ) If possible add the new Faction of Maurya and some nomads of the steppes north of Bactria
    5 ) implement possibly also Scandinavia
    6 ) Make all of the settlement siegeable
    7 ) implement a better subdivision of the regions eventually splitting more the macro regions by tribes inhabited
    8 ) Add Reins !
    9 ) Eventually reshape the map to proper mountains in proper places and not game labyrinth mountain feast .
    10 ) Implement special new Battlefield siege maps for special places Like Syracuse and other famous Cities or fortresses.
    But most probably all of that won't be moddalbe so ... We will have to stick with what we get .
    1,3,4,5,7,9> Gotta ask spartan_warrior or uanime5 for that when the game's released...well, If it works like S2TW or CA released Modding Tools...
    2> That depends on how Season Change works, agreed.
    8>Uh, How? what I think it needed is a model converter, fanmade or official...
    6 and 10> Like my hopes in OP, it depends on how siege maps are generated.
    Quote Originally Posted by wangrin View Post
    1. Turn per Year :
    The 1TPY was a cruel disillusion.
    I hope it will be possible, not only to mod the number of TPY (CA said it will be possible), but to create graphic environment and stats (movement point modifier, attrition, weather/climate, etc.) for seasons
    2. Campaign map : Fortification and siege
    The new system use to limit siege battle is a new disillusion.
    I hope it will be possible to modify siege ability for cities and not be limited to one siegeable city per province.
    I also hope it will be possible to create fort/limes.
    3. Campaign map : size and regions
    I hope it will be possible to increase campaign map size and add new regions.
    If CA provide tools equivalent to S2TW modding tool pack, I'm pretty confident here.
    4. Faction :
    Possibility to add new factions as well as new cultures
    Possibility to create new CAI personality and behaviour (possible in ETW/NTW, maybe in S2TW)
    5. Battle map :
    Ability to create and add new battle map, without limit.
    6. Units
    Possibility to add new skeletons (hardcoded in ETW/NTW/S2TW/FotS) and, of course, new animations related to new skeletons.
    Possibility to create new buildings (garrisonable and ungarrisonable) and ships. This need converter of course, but also documentations and possibility to mod models_building and models_naval tables (or theirs equivalent)
    Possibility to create and add (not only replacing) new deployable items
    7. Unit formation
    Possibility to modify/create/add new formations for units
    8. UI
    Possibility to mod User Interface. This need documentation.
    It is already possible to mod UI in previous ETW/NTW/S2TW games, but it's a nightmare and modification are quite limited (if someone know how to edit/decompile uied.template...)
    Of course, some features will be probably impossible to mod.
    I dream of a supply system, but it's only a dream as CA seem to focus on "epic hollywoodian battles" and not on tactic and strategic depth.
    1,5>Agree, even if most likely it would not be moddable to that extent...
    2>Like my hopes in OP, it depends on how siege maps are generated.
    3>Yup.
    4>Uh-huh.
    6>Damn Sure.
    7>Dunno, Is there any way in ETW/NTW?
    8 and Supply System> We all can dream...and should...

    Cards, names, movement speed, trails, missile lethality, spacing, faction coloring applied though masks are well-understood on S2TW, NTW, and ETW...

    Well, I think rather than whine, If we dont like something, just try find a way to change it yourselves. That's the spirit that made this Forum great...Maybe you tried to publish your changes and find someone else like it...If you can't or don't have the expertise to do that, maybe other people have just that...But it takes a real, concrete knowledge and willpower; not just bunch of dreams...That's why I made the question: And How? Do you think it moddable? Would you try to find a way and mod them?


  16. #16
    kamikazee786's Avatar Senator
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    first and foremost the UI cards and then hopefully a little tweaking the physics so that people don't go flying skyrim style XD
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  17. #17
    SamueleD's Avatar Campidoctor
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    Default Re: What Would You Like to be Modded in R2TW? And How? State Your Reason.

    I'll play the game or at least a demo before answering this question. But better unit cards will probably be part of my answer, unless something changes.

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