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?
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?
Guess this means that the Garamantians and the Cimmerea will certainly be released in a DLC.
Don't forget the Arab Noble Cavalry. Nabatea might become playable too.
Spoiler Alert, click show to read:
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...
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.
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.
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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)
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!![]()
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?
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![]()
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
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