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  1. #1

    Default Questions about the future (future versions of this mod)

    Hello, first of all, this is an amazing mod, the best IMO for all the Total War games, right above Third Age and some others

    Since the Questions & Answers thread is lost in the pages of the forum, I just have some questions about the future of this mod

    1. After Rome TW 2, will the team move forward to that game once the mod-kit gets released?
    2. Have you guys reached the limit for new factions and settlemets on the game (wondering about an expansion on the map)?
    3. I read on the mod description that the mod has an unique campaing for every faction, Are there specific events for each factions, like the reforms in rome, on the mod or you guys are planning on expand them?


    Thanks a lot =) Congratulations on the mod

  2. #2

    Default Re: Questions about the future (future versions of this mod)

    1. No. dvk901 (One of the devs) said that this won't happen. They don't have the time for that and he said Rome 2 is not good in his opinion. So, they rather put their efforts into RSII in future versions, so that this mod gets perfect.

    2. Yes, the faction limit has the mod reached. But in the 2.5 version of the mod there are 6 alternative factions, called "Swap factions. These are: Massalia, Bosphoran Kingdom, Capua, Galatia, Bithynia and Syracuse. With the map I don't know right know.

    3. Not exactly. The same events happens to all factions (but not the 2 rebellions for Rome and the reforms). Every faction is unique because of it's unit roster, starting position, it's history and often the building roster. So every factions feels different.

  3. #3
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    Default Re: Questions about the future (future versions of this mod)

    Bane pretty much summed it up, but I'll offer something else, yknow, Rule of Two n all that...

    1. Rome II seems as if it will not be moddable, or if it will, to nowhere near the same extent as the pre-Empire TW games. It's an engine thing. The team would not be able to transform Rome II in the same way they did Rome TW, even if they did have the time. RS 2.6 is expected soon (just waiting for a team member to get the installer ready) and I believe there are already things that will be released in a later version. The mod is, however, all but completed, short of bugfixes and a few other changes. I would guess that there'll be a final, version 3.0 type thing that will probably be it.

    2. Faction and settlement limits are reached, and cannot be expanded upon. There may be map changes or submods which change the map in future versions, but it is unlikely. Bane already mentioned the swap factions, which there may (but again, unlikely) be more of in the future.

    3. Campaigns are different depending on who you play as. Playing as Rome will give you a certain experience, if you then play as, say, Carthage, you will see that the Rome faction has a different experience to the one you had when you played it, and so on. If that makes sense. There aren't faction specific events per se, but each campaign is tailored to the player.

  4. #4

    Default Re: Questions about the future (future versions of this mod)

    Has any thought has been given to releasing different starting points for RSII? As someone said, you could spend a year playing RSII just to get to the second rebellion. Even if it was like some kind of save game or something, it would be great not to have start from the beginning every time, particularly if there was a different challenge at another date.

    I know there's a second rebellion, but maybe something different.

  5. #5

    Default Re: Questions about the future (future versions of this mod)

    Quote Originally Posted by Kenny Works View Post
    Has any thought has been given to releasing different starting points for RSII? As someone said, you could spend a year playing RSII just to get to the second rebellion. Even if it was like some kind of save game or something, it would be great not to have start from the beginning every time, particularly if there was a different challenge at another date.

    I know there's a second rebellion, but maybe something different.
    The first and the second rebellions are both scripted. But there's a problem with the second rebellion. It doesn't end. There's a bug causing this in the 2.5 version. Will be fixed in the next version. But to your question, it would be possible. That can be made over the script. I have seen that one LOTR Mod for RTW uses a lot of scripting. So challenges for factions would be possible. But for different starting settings are other edits in the right text files for the faction needed.

  6. #6

    Default Re: Questions about the future (future versions of this mod)

    Quote Originally Posted by Darth Bane1 View Post
    The first and the second rebellions are both scripted. But there's a problem with the second rebellion. It doesn't end. There's a bug causing this in the 2.5 version. Will be fixed in the next version. But to your question, it would be possible. That can be made over the script. I have seen that one LOTR Mod for RTW uses a lot of scripting. So challenges for factions would be possible. But for different starting settings are other edits in the right text files for the faction needed.
    I wasn't actually thinking of a scripted event necessarily .. but wait:

    Are you telling me there's an unplayable bug in 2.5 that I won't be able to get around? What do you mean the "second rebellion" doesn't end?

  7. #7
    Josura's Avatar Foederatus
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    Default Re: Questions about the future (future versions of this mod)

    Quote Originally Posted by Kenny Works View Post
    I wasn't actually thinking of a scripted event necessarily .. but wait:

    Are you telling me there's an unplayable bug in 2.5 that I won't be able to get around? What do you mean the "second rebellion" doesn't end?
    There is rebelion bug. You can solve it either by waiting for 2.6 or you can simply use this fix by our amazing mighty ur-Lord Tedric. You can find the fix here:
    http://www.twcenter.net/forums/showt...t=rebelion+fix

    Good luck and enjoy your campaign! :-)

  8. #8

    Default Re: Questions about the future (future versions of this mod)

    Quote Originally Posted by Josura View Post
    There is rebelion bug. You can solve it either by waiting for 2.6 or you can simply use this fix by our amazing mighty ur-Lord Tedric. You can find the fix here:
    http://www.twcenter.net/forums/showt...t=rebelion+fix

    Good luck and enjoy your campaign! :-)
    Thank you! You just saved my campaign.

    Have some rep!

    Edit: So that basically removes the rebellion altogether by delaying it until you've conquered the map?
    Last edited by Kenny Works; August 07, 2013 at 04:13 PM.

  9. #9

    Default Re: Questions about the future (future versions of this mod)

    Thanks a lot

    Some interviews with the Total War team said that there was going to be a better functionality to implement mods

    I never knew about the swap factions function D= I need to try it

    I just want 2.6 RIGHT NOW!!!

  10. #10
    Sertorio's Avatar Domesticus
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    Default Re: Questions about the future (future versions of this mod)

    The second rebellion is supposed to start when you conquer 85 settlements and end when you regain control of the empire. Problem is that it has been reported about rebellions starting all over again. That is the bug. To get around it you can search for Tedric's post about how to edit the script but i think you must do so before the rebellion.
    Texture works by Sertorio, banner courtesy of Joar

    My AAR for VGRII-AQUILAE

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