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Thread: Constantine: Rise of Christianity - Main Thread and Download Link (Update April 16)

  1. #101

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    I think it looks great When are you going to release it?

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  2. #102

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    maybe the next week

  3. #103

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.1 (New Campaign Overhaul Scenario)

    I would like to play a scenario with rome at its greatest extent, trying to expand further.

  4. #104

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Quote Originally Posted by Dresden View Post
    I think it looks great When are you going to release it?
    but if you only want the units I can release it earlier

  5. #105

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    This is an awesome mod. What an earlier poster said is true, who needs DLC when you have Dresden? This campaign offers MUCH re-playability and feels totally different from vanilla! Amazing!
    "What? Men dodging this way for single bullets? What will you do when they open fire along the whole line? I am ashamed of you. They couldn't hit an elephant at this distance. " - John Sedgewick, Union General, his last words before being killed by a sniper.

  6. #106
    tungri_centurio's Avatar Senator
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    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    you guys are ammazing+rep
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. -Marcus Aurelius

  7. #107

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Great mod for additional and some quite fun and different playing time! Thank you Dresden for the invested time and effort.

  8. #108

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Just came to say that Dresden, you sir are my favourite Rome 2 modder. There are always going to be unit editors and DB stuff, but you're doing the best things to Rome 2 (aside from Lucifer's GEM) that can be done with the tools available.
    ♠ We Few, We happy few, We Band of Brothers
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  9. #109
    smoesville's Avatar Vicarius
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    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)


    I made a new livestock pip, i thought it fitted the style of the other icons a little better.
    Were there but a tree in this godforsaken place i would have hanged myself.

  10. #110

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Cool pip! I will have to include it in the next update if you give permission

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  11. #111
    smoesville's Avatar Vicarius
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    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    But of course, i wouldn't have put it up if i didn't want you to use it
    Were there but a tree in this godforsaken place i would have hanged myself.

  12. #112

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Definitely liking your idea Dresden, however I have some suggestions. I think the Lombards should be replaced by the Quadi as the Lombards didn't show up till after the fall of the West Roman Empire. Another important faction would be the Alemanni which would sit in between the Franks and the Quadi north of the Alps. And finally while not necessary, the Saxons could be placed north of the Franks.

    Oh and someone mentioned placing a Sarmatian tribe around the Dacia region...

    Good luck on your project my friend!


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  13. #113

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    I just have a great campaign going on. Best campaign i played with rome 2 actualy. I startet as the Romans in Macedonia and Greece, and with the initial attack of the Italian and the eastern roman factions i lost a few settlements to the enemys (first time in rome!) Now i counquerd italia and areready to take asia minor. Got a few real nice battles so far.

    One suggestion: Can you rename the roman Temples in something like: Church of St. Maria, Dome of Petrus, Chruch of the one god etc... And maybe you could change cultur to religion (latin = christian and barbarian = old goods or something like that)

    Oh and with my 8.1 beta version i got the "native" units of the factions in custom battles, not the romans

    Thank you for your Work so far!

  14. #114

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    I really want to incorporate Christianity in a way that actually has Romans choosing to be the original state religion or Christianity (since at this time it was still a struggle between faiths). However, there is no way to change your culture in game. Your idea of changing the temple names is a pretty interesting one, though. I was actually considering making Christian churches give certain bonuses but also give christian culture (which may cause public order problems). Anyway, if cultures become more moddable there would be some really interesting stuff to be done.

    With the custom battles, I haven't added that back in yet. I had it in the patch 7 version but I have been working on other projects and need to add it back in.

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  15. #115

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Update:
    - Custom battles now include proper factions/units.
    - Added Christian church options for Roman factions.

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  16. #116

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Quote Originally Posted by Dresden View Post
    Update:
    - Custom battles now include proper factions/units.
    - Added Christian church options for Roman factions.
    great! Thanks man!

  17. #117

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Quote Originally Posted by Dresden View Post
    Update:
    - Custom battles now include proper factions/units.
    - Added Christian church options for Roman factions.
    Are you aware of the problem where Constantine's faction can not build upper tier cultural buildings such as level four Shrine to Jupiter and Level four Gladiatorial games. I have not reached the ability technologically to build other level four tier buildings so I do not know if there is a problem for the other building too.

  18. #118

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    Are you referring to the resource requirement on those buildings? Or they just aren't showing up at all?

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  19. #119

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    It said that I had the resources for them but it would not let me build them. I had the resources and the tech for it but it would not let me for some reason.

  20. #120

    Default Re: Tetrarchy: Civil Wars 311 A.D. v0.6 (Patch 8)

    This is a very promising mod. Thanks for all the hard work. It really brings up the issue of civil war. It makes me want to experiment with scripting to see if I can get provinces to defect from one faction to another after a significant battle. Wars between Roman factions in that era were not decided by conquest of settlements, but by military victories in the field leading to changes of allegiance. This mechanism, if we could figure it out, would also be helpful in a bunch of other campaigns.

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