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Thread: Announcement : The Rome 2 Total Realism Team would like to introduce itself to you!

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  1. #1

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by Duffeldof View Post
    I have never used mods in TW but with R2 I'm gonna try them. This one I will try for sure.
    If you haven't used mods in a TW game, you haven't truly played a TW game.

    Good luck to the RTR team. I know you guys will do a great job.

  2. #2

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    So...Do you think you guys could have this mod ready by say, Friday?

  3. #3

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Please RTR Team make the hoplite shields well done. Not the lazy CA team did......

  4. #4

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    I hope you bring walls back to large cities like Jurusalem and Syracuse! remove/replace Iceni and add seasons with at least 2 turns per year...

  5. #5

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Thanks for posting this! I did hear the rumour a few months back, but I could not get it confirmed. RTR for TWR2 will make me buy the game. I wish you all the best of luck, but you probably don't need that with the team you have gathered.

  6. #6

    Default Re: Announcement : The Rome 2 Total Realism Team would like to introduce itself to you!

    I'm curious about this one. And once real progress is made i'm certainly going to try it given the Total Realism one in Rome 1.

  7. #7

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    awesome news guys well done for getting it together ,some great modders in that list ,, good luck cant wait

  8. #8
    Foederatus
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!



    Awesome guys

  9. #9
    GussieFinkNottle's Avatar Domesticus
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Requests for the Mod:
    On the realism side
    -please remove gladiators, burning pigs and Amazons
    -please give Carthage back the territory held by its vassals, and perhaps the same for the Seleucids (though current satrapies might work)
    -please increase the max number of legions to 30
    -please allow individual units to move out of legions without needing a new general and to walk around the map without taking up one of the legion slots - there are many uses for small 1-3 unit armies
    -please bring in Celtic hill forts, to work the same way as Roman forts
    -much larger units (e.g. cohort of 480, as an option for those with powerful computers, smaller options remain), but not more units please, I can't co-ordinate more than 40, and that's a bit of a stretch

    On the gameplay side
    -please put the number of men alive (not the artwork) back on the unit cards
    -please reinstate cityview if at all possible
    -please bring back trade region diplo option


    However,
    Please don't dismiss anything CA has put in out of hand. They did a lot more research this time, and they may have found things you don't know about. There will probably be a huge number, perhaps the majority, of CA-designed models and skins that you can keep

    Also please do your best to keep dilemmas and storylines and good internal politics mechanics in the game
    Last edited by GussieFinkNottle; August 31, 2013 at 07:33 AM.
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  10. #10
    Primicerius
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by GussieFinkNottle View Post
    Requests for the Mod:
    On the realism side
    -please remove gladiators
    -please give Carthage back the territory held by its vassals, and perhaps the same for the Seleucids (though current satrapies might work)
    -please increase the max number of legions to 30
    -please allow individual units to move out of legions without needing a new general and to walk around the map without taking up one of the legion slots - there are many uses for small 1-3 unit armies
    -please bring in Celtic hill forts, to work the same way as Roman forts

    On the gameplay side
    -please put the number of men alive (not the artwork) back on the unit cards
    -please reinstate cityview if at all possible
    -please bring back trade region diplo option


    However,
    Please don't dismiss anything CA has put in out of hand. They did a lot more research this time, and they may have found things you don't know about

    Also please do your best to keep dilemmas and storylines and good internal politics mechanics in the game
    While I agree with most of your requests please remember that you cannot have 1-3 man units apart from an army. Why? Because the AI will start doing the same thing they did in previous games all over again. Yes, they could be useful but it kind of defeats the purpose of the army cap which is to make battles more meaningful. Historically, winning or losing a battle could actually decide the fate of an empire and I want to see that portrayed in R2TR.

    It would be very hard to implement the trade region diplomatic option. You'd also have to make it work properly. I don't want AI factions just giving away their valuable territory. It seems like the player could exploit the AI through this option.

    One for thing I'd like to add to your list. Capture points. I don't think they should be removed entirely but I do believe they should be reworked/removed from certain scenarios.

  11. #11
    GussieFinkNottle's Avatar Domesticus
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by Dan113112 View Post
    While I agree with most of your requests please remember that you cannot have 1-3 man units apart from an army. Why? Because the AI will start doing the same thing they did in previous games all over again. Yes, they could be useful but it kind of defeats the purpose of the army cap which is to make battles more meaningful. Historically, winning or losing a battle could actually decide the fate of an empire and I want to see that portrayed in R2TR.
    Why not lift the small army restriction on the player but not the AI factions? That keeps dynamism without breaking the campaign AI
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  12. #12
    Primicerius
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by GussieFinkNottle View Post
    Why not lift the small army restriction on the player but not the AI factions? That keeps dynamism without breaking the campaign AI
    Because I'm pretty sure it's meant for both parties and cannot be used for just one. Besides, removing the army cap for the player would give the player a huge advantage over the AI. Ancient battles were often decisive. Look at the Battle of Raphia or the Battle of Phillipi. It almost sounds as though you don't want to be challenged. I can agree with actually increasing the maximum amount of armies you can have.

  13. #13
    Shigawire's Avatar VOXIFEX MAXIMVS
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by Dan113112 View Post
    While I agree with most of your requests please remember that you cannot have 1-3 man units apart from an army. Why? Because the AI will start doing the same thing they did in previous games all over again. Yes, they could be useful but it kind of defeats the purpose of the army cap which is to make battles more meaningful. Historically, winning or losing a battle could actually decide the fate of an empire and I want to see that portrayed in R2TR.

    It would be very hard to implement the trade region diplomatic option. You'd also have to make it work properly. I don't want AI factions just giving away their valuable territory. It seems like the player could exploit the AI through this option.

    One for thing I'd like to add to your list. Capture points. I don't think they should be removed entirely but I do believe they should be reworked/removed from certain scenarios.
    Agree wholeheartedly. If anything, the Army Limits should be even further restricted. There are already far too many cases where my battles get autoresolved. The reason is that the AI builds tons of tiny peasant armies that I wipe out. If the AI was limited (just as the player would be limited) to say.. 2 armies, it would be forced to make those 2 armies the best that they can be. Battles are not supposed to be an endless series of tedious chores.. a battle is supposed to be the epic climax that you have studiously prepared for!
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  14. #14
    AngryTitusPullo's Avatar Comes Limitis
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    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by Shigawire View Post
    Agree wholeheartedly. If anything, the Army Limits should be even further restricted. There are already far too many cases where my battles get autoresolved. The reason is that the AI builds tons of tiny peasant armies that I wipe out. If the AI was limited (just as the player would be limited) to say.. 2 armies, it would be forced to make those 2 armies the best that they can be. Battles are not supposed to be an endless series of tedious chores.. a battle is supposed to be the epic climax that you have studiously prepared for!
    In our current build the army is certainly restricted. I'm sure some would not like that but then RTR is most famous with mini-mods and I'm sure many mini-mods will come out once the main mod is released.


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  15. #15

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Hear hear! Repetition is this franchises biggest threat. Battles should not occur every turn but demand a longer and more thorough build-up of armies and also be more desicive IMO.
    Last edited by Tordenskjold; November 11, 2013 at 03:29 AM.
    Less is more

  16. #16

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by GussieFinkNottle View Post
    Requests for the Mod:
    On the realism side
    -please remove gladiators, burning pigs and Amazons
    -please give Carthage back the territory held by its vassals, and perhaps the same for the Seleucids (though current satrapies might work)
    -please increase the max number of legions to 30
    -please allow individual units to move out of legions without needing a new general and to walk around the map without taking up one of the legion slots - there are many uses for small 1-3 unit armies
    -please bring in Celtic hill forts, to work the same way as Roman forts
    -much larger units (e.g. cohort of 480, as an option for those with powerful computers, smaller options remain), but not more units please, I can't co-ordinate more than 40, and that's a bit of a stretch

    On the gameplay side
    -please put the number of men alive (not the artwork) back on the unit cards
    -please reinstate cityview if at all possible
    -please bring back trade region diplo option


    However,
    Please don't dismiss anything CA has put in out of hand. They did a lot more research this time, and they may have found things you don't know about. There will probably be a huge number, perhaps the majority, of CA-designed models and skins that you can keep

    Also please do your best to keep dilemmas and storylines and good internal politics mechanics in the game
    i laughed at 480 cohorts.

    i have the BEST gaming cpu you can buy i 5 3570k overclocked to 4.6 ghz and the game lags with extreme units.

    the "best" cpus out there can barely run the game

  17. #17

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    like thoise flaming javelins, they are believe it or not, historicly accurate but them since gameplay balance is more important, like with fire arrows on bowcav it doesnt fit game balance.
    Last edited by LordVarius; October 01, 2013 at 05:25 PM.

  18. #18

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Quote Originally Posted by LordVarius View Post
    like thoise flaming javelins, they are believe it or not, historicly accurate but them since gameplay balance is more important, like with fire arrows on bowcav it doesnt fit game balance.
    They did exist but they were an uncommon weapon used in siege situations, not a regular battlefield option so not historically accurate at all. There are references to their limited use by some Iberian peoples ('falarica') and one reference to their use by Britons by Caesar (they were used against buildings during a siege). I would have them in the game, but only as an option for some Spanish units- this would bring us back to realism and increase faction/unit diversity at the same time. Edit: some Iberians used them for anti-personnel but a rare and unusual weapon generally.

  19. #19

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Here are two mods currently doing historically-based work along RTR lines, both of which I've been (unofficially) testing:

    1) Aeministus's Naval Mod:
    http://www.twcenter.net/forums/showt...t-version-1-5)

    2) Epirote Expansion Project:
    http://www.twcenter.net/forums/showthread.php?621565

    Oh, and when you guys get your first alpha together count me in for the testing crew.

  20. #20

    Default Re: [Announcement] The Rome 2 Total Realism Team would like to introduce itself to you!

    Woohooo!

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