Page 2 of 5 FirstFirst 12345 LastLast
Results 21 to 40 of 86

Thread: Hidden Units

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Hidden Units

    To OP:

    You said you have modded some of these units into the game. Care to treat us with a picture or two, if possible?

  2. #2

    Default Re: Hidden Units

    Quote Originally Posted by Centurio Marcus View Post
    To OP:

    You said you have modded some of these units into the game. Care to treat us with a picture or two, if possible?
    Yeah, sure, will try to get some of them up a little later.

  3. #3
    SamueleD's Avatar Campidoctor
    Join Date
    Nov 2012
    Location
    Switzerland
    Posts
    1,555

    Default Re: Hidden Units

    Quote Originally Posted by crawe1 View Post
    Yeah, sure, will try to get some of them up a little later.
    Awesome, I'm really curious to see some of these hidden gems.

  4. #4
    Kraut and Tea's Avatar Campidoctor
    Join Date
    Apr 2013
    Location
    Home
    Posts
    1,550

    Default Re: Hidden Units

    Guess this means that the Garamantians and the Cimmerea will certainly be released in a DLC.

  5. #5
    Dude with the Food's Avatar Campidoctor
    Join Date
    Oct 2012
    Location
    Round the Corner.
    Posts
    1,800

    Default Re: Hidden Units

    Don't forget the Arab Noble Cavalry. Nabatea might become playable too.
    Spoiler Alert, click show to read: 
    I am me. You are not me. You are you. If I was you, I wouldn't be me.
    If you were me, I'd be sad.But I wouldn't then be me because you'd be me so you wouldn't be me because I wasn't me because you were me but you couldn't be because I'd be a different me. I'd rather be any kind of bird (apart from a goose) than be you because to be you I'd have to not be me which I couldn't do unless someone else was me but then they would be you aswell so there would still be no me. They would be you because I was you so to restore balance you would have to be me and them meaning all three of us would become one continously the same. That would be very bad.


  6. #6
    RedGuard's Avatar Protector Domesticus
    Join Date
    Apr 2009
    Location
    Telmachian mountain range
    Posts
    4,350

    Default Re: Hidden Units

    before I see a lenghty explanation from an apologist I think its safe to say not ALL units cut will be in future DLC but its likely that many will. Some things are left on the cutting room floor and left there for a reason. But units that are working and have a model have no reason to be.

  7. #7
    SamueleD's Avatar Campidoctor
    Join Date
    Nov 2012
    Location
    Switzerland
    Posts
    1,555

    Default Re: Hidden Units

    Quote Originally Posted by RedGuard View Post
    before I see a lenghty explanation from an apologist I think its safe to say not ALL units cut will be in future DLC but its likely that many will. Some things are left on the cutting room floor and left there for a reason. But units that are working and have a model have no reason to be.
    The camel cataphracts puzzle me, I mean, they were obviously in the game at some point (as the video proves), but why were they cut? If we exclude the evil corporate DLC hypothesis, maybe they were cut for balancing issues? After all, they are heavy shock cavalry that scares other cavalry... But, by looking at some clearly unbalanced unit rosters, it seems far fetched to say that they did much to balance them...

  8. #8

    Default Re: Hidden Units

    Here are the Dacian, Thracian, Numidian and Iberian units that I found. Note that I've altered the Thracian Gallo Infantry slightly for my own tastes - took the crest off the helmet, and altered the unit icon accordingly (different helmet and shield I think because it was looking too samey). Other than that, it's the same unit. The other units remain untouched.

    Also couldn't help but show off the unit icons for some of my hastily built new rosters . I'll give CA credit - for all R2's many flaws, creating new unit packs has never been easier. I remember what a headache it was in R1, fooling around with textures, models, text files. Here it's almost idiot proof. In fact, given how easy it is, I'm not sure we even need CA's half-baked DLCs - certainly not worth paying for. Which begs the question, if they knew the game was going to have so many problems, why didn't they at least give us some bells and whistles to play with, i.e. dazzle us with plenty of shiny new units, so as to sweeten the bitter reality a little? I mean, one guy working full time could churn out up to 40 new units in a week. It's not such a big problem for anyone playing the campaign, but these gaps in the roster must be a real pain and frustration for the multiplayer guys.
    Attached Thumbnails Attached Thumbnails Iberian Painted Warriors.jpg   Dacian Heavy Skirmishers.jpg   Dacian Noble Swords.jpg   Thracian Gallo Infantry.jpg   Numidian Legionaries.jpg  


  9. #9
    SamueleD's Avatar Campidoctor
    Join Date
    Nov 2012
    Location
    Switzerland
    Posts
    1,555

    Default Re: Hidden Units

    Quote Originally Posted by crawe1 View Post
    Here are the Dacian, Thracian, Numidian and Iberian units that I found. Note that I've altered the Thracian Gallo Infantry slightly for my own tastes - took the crest off the helmet, and altered the unit icon accordingly (different helmet and shield I think because it was looking too samey). Other than that, it's the same unit. The other units remain untouched.

    Also couldn't help but show off the unit icons for some of my hastily built new rosters . I'll give CA credit - for all R2's many flaws, creating new unit packs has never been easier. I remember what a headache it was in R1, fooling around with textures, models, text files. Here it's almost idiot proof. In fact, given how easy it is, I'm not sure we even need CA's half-baked DLCs - certainly not worth paying for. Which begs the question, if they knew the game was going to have so many problems, why didn't they at least give us some bells and whistles to play with, i.e. dazzle us with plenty of shiny new units, so as to sweeten the bitter reality a little? I mean, one guy working full time could churn out up to 40 new units in a week. It's not such a big problem for anyone playing the campaign, but these gaps in the roster must be a real pain and frustration for the multiplayer guys.
    I don't play MP, but from what I understand the main problem is pretty much the same since the beginning of: some factions are strictly better than others. This is why tournaments have rules and picks, so that more factions get to be used.

    As for unit packs, yeah, basically the hardest thing is creating the unit icons (if you don't know your way around GIMP or Photoshop), since all the equipment models are already there and interchangeable, then you only have to balance the new unit to fit in. For how easy it is, they could just throw some free units in with each patch.

  10. #10

    Default Re: Hidden Units

    Quote Originally Posted by crawe1 View Post
    Here are the Dacian, Thracian, Numidian and Iberian units that I found. Note that I've altered the Thracian Gallo Infantry slightly for my own tastes - took the crest off the helmet, and altered the unit icon accordingly (different helmet and shield I think because it was looking too samey). Other than that, it's the same unit. The other units remain untouched.

    Also couldn't help but show off the unit icons for some of my hastily built new rosters . I'll give CA credit - for all R2's many flaws, creating new unit packs has never been easier. I remember what a headache it was in R1, fooling around with textures, models, text files. Here it's almost idiot proof. In fact, given how easy it is, I'm not sure we even need CA's half-baked DLCs - certainly not worth paying for. Which begs the question, if they knew the game was going to have so many problems, why didn't they at least give us some bells and whistles to play with, i.e. dazzle us with plenty of shiny new units, so as to sweeten the bitter reality a little? I mean, one guy working full time could churn out up to 40 new units in a week. It's not such a big problem for anyone playing the campaign, but these gaps in the roster must be a real pain and frustration for the multiplayer guys.
    I decided to bump this so I could see if you ever made a mod pack with these units. I see several in the Dacian and Thracian lineup which I dont recognize.

  11. #11
    Yojimbo's Avatar Pig tail Sock
    Citizen

    Join Date
    Jun 2008
    Location
    Normandy Sr-2
    Posts
    7,628

    Default Re: Hidden Units

    CA should be very, very ashamed about this and i am sure this topic will be locked with a disclaimer about unlocking units cant be discussed. I don't think i can forgive them for locking away screeching women, my fave unit from RTW. This is such a disgusting and cheap sellout move to cheaply lock them like this, just so they can sell later what madders do for free. Revolting. I wasn't buying CiG already but i absolutely wont be buying it now.
    Last edited by Yojimbo; January 12, 2014 at 06:08 PM.
    Read my author bio!
    Like my Facebook page!
    New guides for ROTS and FOTS!
    Please post feedback in the thread!
    Professional mod disliker.
    Writer for Android Rundown.

  12. #12
    RedGuard's Avatar Protector Domesticus
    Join Date
    Apr 2009
    Location
    Telmachian mountain range
    Posts
    4,350

    Default Re: Hidden Units

    Quote Originally Posted by Caracala View Post
    I decided to bump this so I could see if you ever made a mod pack with these units. I see several in the Dacian and Thracian lineup which I dont recognize.
    you can find most of them on the steam workshop i saw the Harpax mod the other day

  13. #13

    Default Re: Hidden Units

    Quote Originally Posted by Caracala View Post
    I decided to bump this so I could see if you ever made a mod pack with these units. I see several in the Dacian and Thracian lineup which I dont recognize.
    I originally considered putting together a small unit pack, but then I got carried away and I ended up creating a far bigger unit pack for myself. Unfortunately, these 'hidden units' are scattered throughout. Since then, real life has caught up with me, so it may be a while before I get back to it. To be honest, there are so many great unit packs already out there, you really aren't missing much. It's just a shame that CA didn't release them in the first place (though I'm sure a Thracian/Dacian DLC is on its way). Also, once you familiarize yourself with PFM, it's really easy to add them in yourself, which I highly recommend. Check out these links:

    http://www.twcenter.net/forums/showt...teps-using-PFM
    http://www.twcenter.net/forums/showt...-unit-with-PFM
    http://www.twcenter.net/forums/showt...ideo-tutorial)

  14. #14
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Re: Hidden Units

    Can you show me OP how to unlock these units? I use the divide et imperial mod.





















































  15. #15

    Default Re: Hidden Units

    Quote Originally Posted by Marshall of France View Post
    Can you show me OP how to unlock these units? I use the divide et imperial mod.
    You need to download and use PFM. http://www.twcenter.net/forums/showthread.php?618353

    You should also go through the following threads about creating a mod pack, creating new units, and creating/modding variant mesh definitions:
    http://www.twcenter.net/forums/showt...teps-using-PFM
    http://www.twcenter.net/forums/showt...-unit-with-PFM
    http://www.twcenter.net/forums/showt...initions-files

    The above links are great, because once you get familiarized with them, you'll realize just how easy it is to mod existing units and create totally new units in R2 - to be fair, this is one of the things CA got right in this game. The great thing is that you won't have to rely on CA or a modder to fix things for you (especially useful given CA's sloppiness). In addition, official DLCs will become an irrelevance because you can create your own unit unique rosters just the way you want them.

    It's a bit tricky to answer your specific question without doing a full tutorial. However, once you get familiar with PFM, adding one of these units to the game shouldn't take more than 5-10 minutes given that the variant mesh and unit icon/mask are already present. For totally new units (i.e. no variant mesh and no unit icon/mask it takes about 20-30 mins per unit).

    Using PFM, you will need to create a small mod pack. Then, still using PFM, open up the models_rome2.pack file located in R2's Data file. You will need to locate the variant mesh definition for the unit that you want to add to the game (assuming it already exists) and extract it into your new mod pack. Next, again using PFM, you will need to open up the data_rome2.pack, which is also located in R2's Data file. There are several tables you will need to extract into your new mod pack, all listed in the "How to make a custom unit with PFM" link above. It is essentially just a case of copying and pasting an existing entry into a new line and then changing the new unit's name.

    I'm making it sound quite complicated, but trust me, it really isn't. I'm no super modder, just a normal player who has learnt a few basic modding tricks through trial and error.

  16. #16
    The Wandering Storyteller's Avatar Protector Domesticus
    Join Date
    Dec 2010
    Location
    I wash my hands of this weirdness!
    Posts
    4,509

    Default Re: Hidden Units

    Quote Originally Posted by crawe1 View Post
    You need to download and use PFM. http://www.twcenter.net/forums/showthread.php?618353

    You should also go through the following threads about creating a mod pack, creating new units, and creating/modding variant mesh definitions:
    http://www.twcenter.net/forums/showt...teps-using-PFM
    http://www.twcenter.net/forums/showt...-unit-with-PFM
    http://www.twcenter.net/forums/showt...initions-files

    The above links are great, because once you get familiarized with them, you'll realize just how easy it is to mod existing units and create totally new units in R2 - to be fair, this is one of the things CA got right in this game. The great thing is that you won't have to rely on CA or a modder to fix things for you (especially useful given CA's sloppiness). In addition, official DLCs will become an irrelevance because you can create your own unit unique rosters just the way you want them.

    It's a bit tricky to answer your specific question without doing a full tutorial. However, once you get familiar with PFM, adding one of these units to the game shouldn't take more than 5-10 minutes given that the variant mesh and unit icon/mask are already present. For totally new units (i.e. no variant mesh and no unit icon/mask it takes about 20-30 mins per unit).

    Using PFM, you will need to create a small mod pack. Then, still using PFM, open up the models_rome2.pack file located in R2's Data file. You will need to locate the variant mesh definition for the unit that you want to add to the game (assuming it already exists) and extract it into your new mod pack. Next, again using PFM, you will need to open up the data_rome2.pack, which is also located in R2's Data file. There are several tables you will need to extract into your new mod pack, all listed in the "How to make a custom unit with PFM" link above. It is essentially just a case of copying and pasting an existing entry into a new line and then changing the new unit's name.

    I'm making it sound quite complicated, but trust me, it really isn't. I'm no super modder, just a normal player who has learnt a few basic modding tricks through trial and error.
    Thanks Mate, I have PFM but that is an outdated version and I'm fed up of it as I've currently only got to grips with mods. It'll take me time, I was asking how did you unlock those hidden units the ones which you found? Copy and pasting? I see,m I'm on holiday now, but I'll email you when I get back so I can get some experince on modding from you. Thanks again mate, I would like to learn some experince in modding from you and that would be real great, thanks again!





















































  17. #17
    dom385's Avatar Senator
    Join Date
    May 2007
    Location
    Bristol, United Kingdom
    Posts
    1,158

    Default Re: Hidden Units

    In the db files there was a heavy auxiliary unit for the romans, which was a sword armed infantry unit. Don't know if there was actually a variant mesh file etc for them though.

  18. #18

    Default Re: Hidden Units

    Quote Originally Posted by dom385 View Post
    In the db files there was a heavy auxiliary unit for the romans, which was a sword armed infantry unit. Don't know if there was actually a variant mesh file etc for them though.
    Yes, there is: aux_heavy_infantry.variantmeshdefinition in the models_rome2.pack.

    Based on the corresponding icon, this is a sword unit. Another one definitely worth adding to the campaign if you like Romans (either playing them or killing them). There's also the aux_infantry spear unit, but from memory, I think this is already in the game, right?

  19. #19
    BalrogOfMorgoth's Avatar Decanus
    Join Date
    Jul 2013
    Location
    Around Etampes, France
    Posts
    526

    Default Re: Hidden Units

    Also, why did they change the arabian hats ? Before the realese, arabian camel riders had turban OR scarfs around the mouth and the heade.

    Now, it's just turban

  20. #20
    GussieFinkNottle's Avatar Domesticus
    Join Date
    Jun 2013
    Location
    Britain
    Posts
    2,239

    Default Re: Hidden Units

    Well it's good that they scrapped the Amazons, those were ridiculous. (and if you are one of those people who thought they existed, watch this:http://www.youtube.com/watch?v=Qow7RCAqHdc)
    But the rest could really do with being in the game. I guess screaming women, pigs and camel cataphracts just had too many complaints about their accuracy to make it into the game. The rest were probably a time thing
    A home without books is a body without soul - Marcus Tullius Cicero

    If you rep me, please leave your name. Thx

Page 2 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •