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Thread: RS2's Future and Mod Ideas:

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  1. #1

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by Seht-N-Stone View Post
    .......................
    The skirmishers, especially javelin bearers, are ineffective at skirmishing. There is little point to screening battles as they had in history because of the lack of danger that skirmishing units pose. They work fine as flanking units, and archers have and impact without dominating the battlefield, but everything else provides no danger to the enemy's front or your own. .............
    Dealing with just the skirmishers first - for you raise a few other points...

    What is your historical evidence that skirmishers should be more effective? What is it you think skirmishers are for? It's not for damage dealing I assure you.

    They certainly work perfectly well as a screen - and will both absorb missile damage without much loss and keep the enemy skirmishers away. They are also brilliant at semi-deterring the enemy from maneuvering as they are pretty damn good from the flanks as you note.

    Overall, why do you think (more evidence) that light javelins fired into the front of well armoured and shielded troops should cause much if any damage?

    Finally I will note that classic (ie from the Greek Tactical manuals) psiloi (light infantry skirmishers) pretty much go out of fashion not long into our period.....and there's a reason for that.

    For my money, the skirmishers we have are pretty damn good at performing their functions - screening the main line and threatening the flanks.

    Overall - addressing your main idea full on - if 'missile fire' in general (particularly from the rear when 'panic' would have even more effect) - were increased further, flank and rear attacks would become really stupid!

    Having tried and tested - Shields were increased to lower the effect of bowfire, but not that much, and they are only effective front and left flank and, luckily, shields are not affected by the upgrades. Armour is where the balance is drawn, to make the fights decent and keep ridiculous damage down. AP would only increase damage and negate that - panic is just as bad as above.

    Interestingly - addressing the other point - reducing charge bonus for cavalry, and maybe unit size, could be balanced if cavalry caused a bit more panic.......

    Being a bit of a purist - I'd like to see ALL the Late Auxilia Roman cavalry be missile armed like the Batavians and Pannonians - with the exception of the HA (rare) and the Kontos-armed for an option.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Still working furiously on RS2 settlements...just an update so you know I haven't quit.

    New palaces and colonnades in Rome:


    Updated an enhanced Forum Romanum:


    New Basilica added to Rome:


    Redone Roman tenament building:


    Rome is finished. The Roman settlements that will be used in Italy and Sicily are all finished (town to huge city).
    The default Roman large and huge city is done....working on the Roman city level which will include a fort on a hill surrounded by the settlement. It currently looks like this, but it's not finished:


    This particular settlement 'set' will progress from a town with a complete fort in it (styled after archaeological reconstructions as much as possible), that grows through stages where the fort walls are all that's left at the city level, and then gone at the large city and huge city level. The intention is to better represent the 'colonization' of the Romans around forts and fortifications.

    When the Romans are finished I will start on the Greeks, because I need to know what I will have available to use in Eastern and Egyptian settlements. I basically had to step back and plan all this out a bit better, because I was getting too confused and excited about all the things I could do....and the things I WANT to do.

    Reposted here since I originally put it in the wrong place.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  3. #3

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    Still working furiously on RS2 settlements...just an update so you know I haven't quit.

    New palaces and colonnades in Rome:


    Updated an enhanced Forum Romanum:


    New Basilica added to Rome:


    Redone Roman tenament building:


    Rome is finished. The Roman settlements that will be used in Italy and Sicily are all finished (town to huge city).
    The default Roman large and huge city is done....working on the Roman city level which will include a fort on a hill surrounded by the settlement. It currently looks like this, but it's not finished:


    This particular settlement 'set' will progress from a town with a complete fort in it (styled after archaeological reconstructions as much as possible), that grows through stages where the fort walls are all that's left at the city level, and then gone at the large city and huge city level. The intention is to better represent the 'colonization' of the Romans around forts and fortifications.

    When the Romans are finished I will start on the Greeks, because I need to know what I will have available to use in Eastern and Egyptian settlements. I basically had to step back and plan all this out a bit better, because I was getting too confused and excited about all the things I could do....and the things I WANT to do.

    Reposted here since I originally put it in the wrong place.
    how wonderful.

  4. #4
    Miszel's Avatar Domesticus
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    Default Re: RS2's Future and Mod Ideas:

    Are u planning to use the possibilities unlocked by memory editing?
    You already have readdy additional factions, like Bithynia, Massalia, Pergamon, Galatia etc, would be amazing to put them all together in one campaign.

  5. #5
    tungri_centurio's Avatar Senator
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    Default Re: RS2's Future and Mod Ideas:

    great idea to build the roman settlement around the fort.maybe thats an option also for roman towns, walled fort in the midddle holding the square and unwalled settlement around it.
    and only the stone wall shoud be buildable from large city onwards?so you have an unwalled settlement when town,large town and city.

    iv played the new RTR project recently and they have a verry nice wooden wall model,it looks perfect to use as fort walls and for the fort like you used inside the settlement.
    maybe ask permission to use it. gonna take a picture from it and post it here....
    Sleepysmoo and florin80 for their Wall Mod.they made the mod i believe


    [IMG][/IMG][IMG][/IMG][IMG][/IMG]
    Last edited by tungri_centurio; June 04, 2014 at 12:06 PM. Reason: adding pictures and names of makers
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

  6. #6
    Stath's's Avatar Protector Domesticus
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    Default Re: RS2's Future and Mod Ideas:

    Great work!!


  7. #7

    Default Re: RS2's Future and Mod Ideas:

    I have played XC a lot and it also had those wooden walls.
    They are very fun to play with but they didnt have animations for collapse of sections/towers.
    Not sure if thats hardcoded or if it was a problem with the mod.


    I think it would be interesting to add them to the mod since we wont have large and epic walls anymore.
    They are not too tall and they could be the second level wall.
    Pelisade>Wooden Wall>Stone Wall
    It would also give barbarians more choice in walls(not just fence or stone).

  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    New Roman fort:



    Actually found the barracks buildings for this fort (the long ones that are lined up in rows) existent in the game...though they were never used anywhere. Pictured you will see the Preatorium in the center, the Principium behind it, a cavalry barracks in the far left corner, and a couple granaries.

    I'm thinking of using this layout as the default 'Roman Town'....adding a few buildings so as to follow the theme that Roman settlements were often built up around existing forts.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  9. #9
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    New Roman fort:



    Actually found the barracks buildings for this fort (the long ones that are lined up in rows) existent in the game...though they were never used anywhere. Pictured you will see the Preatorium in the center, the Principium behind it, a cavalry barracks in the far left corner, and a couple granaries.

    I'm thinking of using this layout as the default 'Roman Town'....adding a few buildings so as to follow the theme that Roman settlements were often built up around existing forts.
    Is there a way of replacing "wooden palisade with wooden walls" for the fort?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  10. #10

    Default Re: RS2's Future and Mod Ideas:

    Now that's very nice! And whilst I look at it and think of those little arrow towers - can I make a little plea when you are looking at your towns and the early wooden walls? For there often seems to be a massive distance between towers and/or just missing or in the wrong places - and it would be nice if they did cause at least a few casualties.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  11. #11
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by ur-Lord Tedric View Post
    Now that's very nice! And whilst I look at it and think of those little arrow towers - can I make a little plea when you are looking at your towns and the early wooden walls? For there often seems to be a massive distance between towers and/or just missing or in the wrong places - and it would be nice if they did cause at least a few casualties.
    I'll check them out.....it may be just a limitation in how the walls are put together by RTW, but I'll see what I can do.

    Speaking of forts, I have an idea I want to run by people before I actually DO it, because it's a bit of radical change from what people are used to regarding forts. LT1956 explained to me not long ago why the AI doesn't attack forts the way it should...this was a 'bug' actually introduced by patch 1.3. Apparently, there is a discrepancy between how many turns the AI 'thinks' it needs to wait in order to attack the fort during a siege, and the actual number of turns it DOES have to wait. The AI 'thinks' it has to wait three turns, but the game says it has to wait two turns...the result is that the AI will never assault a fort. You just end up waiting two turns, and then you go to the battlefield and you have to sally out of the fort to attack the AI...it will not attack you.

    I often wondered why that was, but had no explanation. What I propose to fix this would fix two things, actually. First, it would allow forts to have stone walls....which they cannot now have (as the AI will never have the right equipment to attack them anyway). BUT....if I set the stone walls in place already, and use the 'borders' from another settlement layout, there can be stone walls, but the gates will always be 'open'. In this case, the AI will likely attack a fort quickly (within the one or two turn limit), and would need no siege equipment. I haven't tested this, but I think it would solve this problem.

    What do people think? I think it would make forts a bit more interesting, and not force the player to always have to sally forth to engage the AI. Instead, you'd have to defend the gates, and you could have men on the walls.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  12. #12
    High Fist's Avatar Vicarius
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    First, it would allow forts to have stone walls.... but the gates will always be 'open'.
    Hm, I'd like to see some pictures of that first. I don't think I like the idea, only because of the stone walls. They're bloody huge.
    The only self-discipline you need is to finish what you sta-

  13. #13

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by dvk901 View Post
    ...............
    Speaking of forts, I have an idea I want to run by people before I actually DO it, ...............
    What do people think? .............
    Ummm, I've never seen this and use a lot of forts. Now, whilst I tend to not have many fort battles (because I relieve those forts) I do have them and the AI will assault. In fact I will sometimes have the 'glitch' that the AI manages to assault the forts with 'instant' rams and manages to assault the turn it arrives and lays siege (which can certainly prove 'interesting'!).

    So, in short - I've not experienced this and am not convinced there is a problem. That said, there are instances when the AI will choose to lift the siege early.

    Given the comment that players may feel they have to sally forth to have the battle - then this may just be that the AI has decided that the player's forces are just too strong to assault (sensible AI perhaps?). Just about all my forts are 'border forts' and contain only one unit (often very weak) and the AI will assault just fine.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  14. #14
    High Fist's Avatar Vicarius
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by ur-Lord Tedric View Post
    Ummm, I've never seen this and use a lot of forts. Now, whilst I tend to not have many fort battles (because I relieve those forts)
    That's why you've never seen them. How could you see them starve the fort out if you relieve the siege before the fort surrenders?

    Trust me, they do it all the time. They'd only attack if they're a stack against one unit and there aren't any other armies around.
    The only self-discipline you need is to finish what you sta-

  15. #15
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by ur-Lord Tedric View Post
    Ummm, I've never seen this and use a lot of forts. Now, whilst I tend to not have many fort battles (because I relieve those forts) I do have them and the AI will assault. In fact I will sometimes have the 'glitch' that the AI manages to assault the forts with 'instant' rams and manages to assault the turn it arrives and lays siege (which can certainly prove 'interesting'!).

    So, in short - I've not experienced this and am not convinced there is a problem. That said, there are instances when the AI will choose to lift the siege early.

    Given the comment that players may feel they have to sally forth to have the battle - then this may just be that the AI has decided that the player's forces are just too strong to assault (sensible AI perhaps?). Just about all my forts are 'border forts' and contain only one unit (often very weak) and the AI will assault just fine.
    Quote Originally Posted by High Fist View Post
    That's why you've never seen them. How could you see them starve the fort out if you relieve the siege before the fort surrenders?

    Trust me, they do it all the time. They'd only attack if they're a stack against one unit and there aren't any other armies around.
    Hmm...if it is a matter of the strength of the garrison...then you are right....the AI will make a decision often not to attack. It could be that this 'bug' is in fact not a bug at all.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  16. #16

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by romanius24 View Post
    Do you see them use forts?I think i noticed 2 in my entire time playing RS2.
    Maybe C.Difficulty affects fort usage?
    When i say attack i mean assault the fort.90% of the times they just starve me out.
    They certainly don't regularly use forts - but I do and have seen them (bearing in mind FOW is normally on, so there's only a limited view). And they do attack forts.

    Quote Originally Posted by High Fist View Post
    That's why you've never seen them. How could you see them starve the fort out if you relieve the siege before the fort surrenders?

    Trust me, they do it all the time. They'd only attack if they're a stack against one unit and there aren't any other armies around.
    Well, the purpose of the forts (the way I play) is classically Roman and that's the reason for the rapidly moving legion reaction forces - and so they are relieved if I can get to them. Sometimes you cannot, however, and starving is not common - they will normally attack within two turns (often with multiple rams).

    One of the reasons, of course, why some players don't see the AI using forts is because they are playing on 0turn. 0turn is only for lots of battles and the campaign is pretty pants - for the AI spends all its money on armies and very little in infrastructure and won't leave any for forts. That's why settlements are often barely enhanced and there are precious few roads. If you want a decent campaign then play 1turn - which is the original vanilla design in any case.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

  17. #17

    Default Re: RS2's Future and Mod Ideas:

    Making towers more dangerous is an interesting idea.
    Capturing one would be a bigger deal in the first phase of an assault and since DVK is getting rid of Epic walls/towers that fire nukes they wont be as important(in their current state).

  18. #18
    dvk901's Avatar Consummatum est
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    Default Re: RS2's Future and Mod Ideas:

    As I suspected, you can't connect a tower section to another tower section...there needs to be a straight section in between them. I actually changed the wall layout by substituting a tower section for a straight, and the game just ignored it.

    The Romans are finished for now, anyway......on to the Greeks!!

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  19. #19

    Default Re: RS2's Future and Mod Ideas:

    I like your idea of improving the forts but i think the AI will get into a bottleneck at the gate.
    Maybe you can have the fort walls damaged a bit when the siege starts to give the attacker more options.


    To be honest i had no idea that forts in RS2 looked differently than vanilla.
    The AI never really attacks them and also never uses them.

  20. #20

    Default Re: RS2's Future and Mod Ideas:

    Quote Originally Posted by romanius24 View Post
    .............
    The AI never really attacks them and also never uses them.
    Definitely not true.
    "RTW/RS VH campaign difficulty is bugged out (CA bug that never got fixed) and thus easier than Hard so play on that instead" - apple

    RSII 2.5/2.6 Tester and pesky irritant to the Team. Mucho praise for long suffering dvk'.

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