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Thread: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

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    Default Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Announcement

    Introduction Today, the Rome 2 Total Realism team is bringing you three new releases. The first of these is a unique, new feature that will change the complete atmosphere of the R2 campaign: the very first RTR Music Mod! Secondly, we've created a preview for you which will explain the reasoning behind our Roman Mid-Republican units, which have been added to the (CORE) Pack Beta in our third release: verison 1.7190614! Lots of great stuff, which will be revealed to you all when reading on.


    R2TR Music Mod
    Today, our team is going to provide a first in the history of R2TW modding: the first non-RTW music mod! R2TR I MUSICA is a conversion by Mackles. This goes back to the RTR 6 music mod which was composed by Vlad Kuryluk. It was first released as an optional music mod for RTR 6.1 around September-October 2005 . The pack includes a mixture of his compositions and RTW's original music score. This mod is compatible with all mods except other music mods. However it's best used with Rome II Total Realism (CORE) Pack Beta, in which it will be optimized for the greatest possible immersion. It contains:

    Spoiler Alert, click show to read: 

    Campaign Music
    Ambient Roman:
    - Campaign Roman 1
    - Campaign Roman 3
    - Campaign Roman 4
    - Campaign Roman 5
    - Divinitus
    Ambient Greek:
    - Campaign Greek 1
    - Campaign Greek 6
    - Autumn
    - Melancholy
    - Lonely Strategos
    - Intro Egyptian
    - Intro Greek
    Ambient Eastern:
    - Campaign Eastern 2
    - Campaign Eastern 3
    - Campaign Eastern 4
    - Arabic Winter
    - Intro Carthage
    - Intro Eastern
    Ambient Barbarian:
    - Campaign Barbarian 1
    - Campaign Barbarian 2
    - Arabic Summer
    - Intro Barbarian
    Pre-Battle:
    - Campaign to Battle


    Battle Music
    Deployment:
    - Journey to Rome (Pt 1)
    - Caesar's Nightmare
    - Death Approaches
    - Drums of Doom
    Marching Roman:
    - Mobilize Generic 1
    - Mobilize Generic 2
    - Mobilize Generic 4
    - Journey to Rome (Pt 2)
    - Warrior March
    - Enemy is Near
    - Soldier's Chant
    Marching Greek:
    - Intro Greek
    - Intro Roman Brutii
    - Mobilize Generic 1
    - Mobilize Generic 2
    - Mobilize Generic 4
    - Mobilize Greek 2
    - Enemy is Near
    - Army of Drums
    Marching Eastern:
    - Mobilize Eastern 1
    - Mobilize Eastern 2
    - Mobilize Eastern 3
    - Mobilize Eastern 4
    - Mobilize Generic 1
    - Mobilize Generic 2
    - Mobilize Generic 4
    - Enemy is NearMarching Barbarian:
    - Mobilize Barbarian 1
    - Mobilize Barbarian 2
    - Mobilize Barbarian 3
    - Mobilize Barbarian 4
    - Mobilize Generic 1
    - Mobilize Generic 2
    - Mobilize Generic 4
    - Enemy is Near
    Battle:
    - Imperial Conflict
    - Mayhem
    - Melee Cafe
    - Romantic Battle
    - Battle 5
    - Battle 6
    Post-Battle Draw:
    - Battle Lose Minor
    Post-Battle Lose:
    - Lost Souls
    Post-Battle Win Roman:
    - Invicta
    Post-Battle Win Greek:
    - Battle Victory Crushing
    Post-Battle Win Eastern:
    - Game Win Arabic
    Post-Battle Win Barbarian:
    - Barbarian Victory


    Miscellaneous:
    Main Menu:
    - RTR Menu Music
    Loading Screens:
    - Frontend2 - Rome HQ
    Credits:
    - Forever (RTR)
    - Forever (Rome Total War)


    Credits


    - Vlad Kuryluk and RTR 6 team (this was before RTR 6 Gold team).
    - Marcus Camillus for the re-mix (and preserving the compilation, since the original link went down with the old RTR forum).
    - Mackles for porting it to R2TR.
    - CA & Wwise for releasing the tool.
    Announcement

    Roman Army Preview
    The second release is our Roman Army Preview, based upon research by Bucellarii and units created by Splenyi. Go on to read it HERE!


    R2TR (CORE) Pack Beta 1.7190614 & Beta 1.8220614
    Our third and final release is a new version of the (CORE) Pack.
    You will find the download link here at Steam Workshop. Just click the subscribe button (while logging in to your Steam account) and the build will be downloaded the next time you start the game.

    Features:

    Beta 1.8220614

    Morale system:

    - Changed attacked in flank and rear penalties. They are now same as being attacked in front (-15)
    - Reduced distance for unit detections, so enemy unit needs to get closer for flanking penalty to apply (75 -> 25).
    - Increased morale penalty for having flanks uncovered (both -35, single -25)
    - slightly increased morale penalties for being fatigued

    Unit stats changes:

    - Greek Hoplites were moved one-two levels down ( from 55 to 45 morale).
    - Pikes stats adjusted, reduced pike wall attack bonus to x1.5 (previously x2), reduced pike bonus damage to 6 (from 10), reduced anti-cavalry and anti-elephants bonuses (still much higher than spears have).
    - Shield wall and shield screen got anti-cavalry and anti-elephant bonuses added with multiplier (x2) instead of fixed value
    - Spears anti-elephant bonus reduced to 8 (from 16)
    - Increased defense penalty for being attacked from rear (60 -> 90)

    Miscellaneous :

    - Reinclude vanilla Marian units from Rome custom battle.

    Beta 1.7190614

    - Patch 13.1 compatibility pack.

    - Script added to disable 'force march' button.

    - Italic unit pack added for custom battle.
    * Early Leves, Hastati, Principes, Triarii & Equites.
    * Polybian Hastati, Principes, Triarii & Equites.
    * Samnite Spearmen & Cavalry.
    * Campanian Javlinmen, Hoplites & Cavalry.
    : Disabled equivalent vanilla Roman units from custom battle.

    - Fix missing text (mainly related to new DLC entries).

    - Startpos overhaul.
    * Swap Carthage and Nova Carthago provinces. Carthage holds province in Africa while Nova Carthago in Spain.
    * Increase starting army/navy for all factions. Main army 1/2 stack and secondary army 1/4 stack except Athens which have 2 1/4 stack armies and main navy with 1/2 stack.
    * Pirates and Raiders culture pack factions enabled (for those who purchase the DLC).
    : Changes only affect newly started campaign. Save games will use data from previous startpos.

    Old Patch Notes

    Spoiler Alert, click show to read: 
    Beta Patch Notes
    Update: 2 Jun @ 12:48am
    Beta 1.6020614

    *Rome II Patch 13 Compatibility Pack*

    - Some animation adjustments to shield covering animation (it got removed due to the instant switch between ready and shield up animation), which also slightly increased responsiveness of units.
    - Modified javelin throw animation, removing reload delay, which makes javelins throw more consistent.

    Known issue : Getae and Pirates & Raiders Culture Pack disabled. Some text might be missing. This will be corrected in the next patch.

    Update: 24 May @ 1:03am
    Beta 1.5240514

    - Roman reforms reworked, old units now only upgradeable to Evocati, which cannot be recruited. Evocati upkeep is increased, while their base stats decreased to the same level of normal units (so their only advantage is experience they gained before).
    - Reduced base stats for Legionaries and Legionary Cohort (slightly higher than Hastati).
    - Veteran Legionaries renamed to Evocati, Evocati Cohort is their Imperial Reform equivalent.
    - First Cohort and Eagle Cohort were restricted to 18 units, which is maximum number of armies you can have in grand campaign (First Cohort in Caesar in Gaul is restricted to 10 units for the same reason).
    - Minor cities received barricades and stakes as a form of defense during city battles. Tier IV city will have standard walls (but sadly invisible on campaign map).
    - Slightly reduced amount of deployable (removed from fortified stance.
    - Fortified stance increases the replenishment.
    - Slightly increase damage for Slingers.
    - sling rocks now dont increase block chance of enemy shields for sucessor hits like other ranged projectiles, as they are harder to spot.
    - Rapid reload and precision shot are no longer restricted for short time period. their negatives were slightly increased to counter this.
    - Morale settings improved, keeping formation much more important (higher penalty for exposed flanks).
    - Fixed bug where confident, eager and impetuous stances were ignored.
    - Several adjustments to morale bonuses and penalties for different stances.
    - Hemiolia in no longer able to ram other ships. majority of factions received archer crew to their Hemiolias. Their hull strength was also decreased a bit, so they will be a bit more vulnerable to other ships ramming them.
    - Reworked occupation stances,Sacking settlement has smaller but long term effect on order, occupation of same culture causes less disorder. looting and razing gives you more money but destroys order in the province (slightly less than before though).
    - Small adjustment to faction specific monetary bonuses.
    - Reduced success chance and critical success chance for all agents.
    - Defender units in sieges received +50% ammo bonus.
    - Adjusted fatigue effects, slightly increased rates for exhausted, very tired and tired stance.
    - Reduced ignition threshold to gates, slightly decreasing time gates burn down. iron gates can now be burned down in around 10-15 minutes, so AI will eventually manage to breach them before timer runs out.
    - Tower occupation timer reduced,city center and gate timer increased.
    - Archers and javelinmens on chariots and elephants now use more accurate projectiles thanks to their height advantage.

    Update: 15 May @ 10:52pm
    Beta 1.4150514

    Campaign
    - small tweaks to campaign AI
    - small adjustments to difficulty levels
    - few changes for starting units for some factions (startpos)

    Combat
    - certain stats rebalance for Celtic and Germanic infantry
    - added first strike to spears simulating momentum for the first strike
    - cavalry abilities changed
    - torches replaced with fire pots
    - increased fire resistance of gates so they burn slowly
    - improved stats for heavy skirmishers (Peltasts,Thureophoroi, Celtic Skirmishers,Velites etc..)

    Misc
    - lots of small bugfixes
    - undocumented .loc files update

    Update: 9 May @ 12:35am
    Beta 1.3090514

    - Loading screens added back.
    - Carthage garrison revised.
    - Native unit names added for various cultures.
    - Germanic army names changed.
    - Starting units for Egypt replaced to Greek units. Ptolemaics did not use native units until late period (need new campaign to take effect).

    Update: 5 May @ 9:11pm
    Beta 1.2050514

    - BAI & CAI update. (JaM)
    - loc changes. (^OvO^)
    - new icons (Muizer)
    - new frontend screen (Mackles)

    Update: 29 Apr @ 12:30am
    Beta 1.1290414

    - campaign changes (ask JaM)
    - battle changes (ask JaM)
    - startpos changes (new new campaign start)

    Update: 26 Apr @ 3:27am
    Beta 0.9060414

    - Patch 11 update.
    - AOR stuff disabled. Need to be updated.
    - Long way to go.

    Update: 6 Apr @ 3:18pm
    Beta 0.9060414

    - Patch 11 update.
    - AOR stuff disabled. Need to be updated.
    - Long way to go

    Update: 28 Mar @ 12:16am
    Beta 0.8280314

    - Patch 10 update.

    Update: 14 Jan @ 1:13am
    Beta 0.7130114

    - latest pack updated.

    Update: 8 Jan @ 11:51pm
    Beta 0.6080114

    - loading screens and such.

    Update: 4 Jan @ 12:23am
    Beta 0.5040114

    - Update latest packs

    Update: 24 Dec, 2013 @ 6:24pm
    Beta 0.4241213

    - Update for campaign files, post patch 8
    - 4 turns per year with seasons (thanks Dresden)
    - Authentic auxilia units (check custom battle as Romans).

    Update: 11 Dec, 2013 @ 2:42am
    Beta 0.3111213

    - CAI adjustment and all unit and formation changes.
    - Misc stuff.

    Update: 2 Dec, 2013 @ 11:01pm
    Beta 0.2021213

    New version of Variant file. It contains:

    - Carthagian (late) Pikemen (Hamata armor)
    - Carthagian Late Hoplites (Hamata armor)
    - Libyan Infantry (lets rename them to African Infantry) - they got hamata, scutum, and gladius
    - Thorakitai Swordsmen (Hamata armor)
    - Thorakitai Pikemen (Hamata armor)
    - Thorakitai Spearmen (Hamata armor)
    - Gladiators with Pilum
    - Camilian Hastati
    - Camilian Principes
    - Italian Noble Infantry (with javelins)
    - Italian Spear Infantry (with javelins)

    Additional changes:

    - Iberian Swordsmen (Gladius Hispaniensis)
    - Iberian Scutarii (Gladius Hispaniensis)
    - Iberian Veteran Warriors (Gladius Hispaniensis)
    - Camilian Hastati with Xiphos sword
    - Italian Socii Hastati with Xiphos sword only

    Campaign -

    CAI pack which contains files that influence AI behavior.

    Update: 28 Nov, 2013 @ 4:03am
    Beta 0.1281113

    - pack merged.

    Spoiler Alert, click show to read: 
    Alpha Build Notes Update: 11 Nov, 2013 @ 1:03am
    Build 0.9111113

    - New Camillan Hastati (spear)
    - Optimization pack

    Update: 4 Nov, 2013 @ 11:43pm
    Build 0.8041113

    - R2TR_Campaign_EffectBundles / faction bonusses&penalties / DV and JaM (current DV)
    - R2TR_Campaign_Main / collection of base camp files / DV
    - R2TR_Campaign_Misc / attrition files ("Misc" to add more camp misc files) / JaM
    - R2TR_Campaign_Var / campaign_variables file (diverse impacts camp and battle) / DV and JaM (current JaM)
    - R2TR_Combat_05 / collection of base battle files / JaM
    - r2tr_core / startpos file (start situation) / LestaT
    - R2TR_Garrisons / garrison unit files / DV and JaM (current DV)
    - r2tr_loc / names and descriptions (texts) / LestaT, but shall be also DV and JaM and Beth (current DV)
    - R2TR_Naval_02a / naval unit files (camp and battle) / Beth (some naval files in camp_main, some battle file-sharing Beth & JaM); the "02a" file was done by me as for file compatibility of Beth's and JaM's files

    * the only kind of bug is with few ship names due to added ship entries by Beth (Naval_02a), which are not inserted in the loc file.

    Update: 1 Nov, 2013 @ 7:36pm
    Build 0.7011113

    - 3 turns per year.
    - Campaign pack updated.

    Update: 30 Oct, 2013 @ 1:01am
    Build 0.6301013

    - Change starting Roman generals from Triarii to Equites.
    - Change Roman admiral from Veteran Legionary to Principes.
    - Change Macedon generals from Foot Companion to Companion Cavalry.
    - Change Parthian starting units.
    - Other campaign & battle pack changes.

    Update: 27 Oct, 2013 @ 1:02am
    Build 0.5271013

    - Attrition pack added.
    - Optimization pack.

    Update: 26 Oct, 2013 @ 3:41am
    Build 0.4261013

    - Optimization pack.

    Update: 24 Oct, 2013 @ 10:50pm
    Build 0.3241013

    - Optimization pack.

    - Faction buffed.

    - Pontus is pretty weak with its start situation, no major settlement, but only the minor settlements. Thus the tweaks which we did for the recruitment and now again for garrisons don't fire for them unless they conquer a major hellenic settlement. However, they can now recruit pontiac peltasts at least from on 2nd minor settlement upgrade, and if they get a major hellenic settlement, then they are good (now even with royal pontic cavalry as garrison).

    - Now Carthage has elite garrison units in major settlements.

    - Macedon and Egypt got elite garrison units with major settlements (Seleucids are already buffed since CA patch, and other Hellenics got a bit improvement in garrisons with last update, but they shall not be buffed that relevant, or we would make them too strong in comparison to Macedon, for example).

    - Rome, now has actually nearly the whole roster as possible garrison units, we added a lot! ( also principes and even aux_extraordinarii ). In other words, Rome is pretty save now in Italy! One have reliable garrisons, and the more, settlements got upgrades.

    Update: 24 Oct, 2013 @ 10:25pm
    Build 0.2241013

    - Added an extract from buildings_effects file, buff's for Carthage (Baal temples) and very few for Macedon (nearly not mentionable, but Macedon has practically no specific faction buildings so we use the ones available for mini-tweaks); all those buff's are slight tweaks only, but should help Carthage a bit (once more).

    - The 1st aux_barracks tier needs now maniple research (like the 2nd tier main_barracks), because else, a roman AI would end up to build "only" (tendentially) aux_barracks, and then can't recruit their main roman units.

    - File campaign_handicaps, here the AI buffs now mere even for all difficult levels (some added to M and H which formerly were only on VH/Legendary).

    - Few and small culture conversion rate adjustments once more.

    - Some unit caps introduced again (certain elite romans), this is done to prevent a roman AI from creating ie. an Triarii-only army.

    - Aux_Infantry and -Cav, these units need now research, we took the cohort-orga to give this step a meaning, turns slightly shortended (their "uniform" suggests this anyway, and makes more sense for the whole aux recruitment and garrisons).

    - Roman garrison units is partly new ordered, ie. many former hastati-garrisons are now aux_infantry (this makes much more sense), and the difference between major and minor settlement garrisons is more significant.

    Update: 24 Oct, 2013 @ 1:47am
    First upload to Steam Workshop.
    Beta 0.1281113

    1. Update for campaign files, post patch7

    The zip contains the following 3 campaign packs: (short name)

    a. campaign_main
    b. effectbundles
    c. garrisons

    Changes

    General file name changes: All contained tsv's got r2tr_ prefix*

    a: Adjusted files for patch7; ie. Bactrian Peltasts and Bactrian Royal Guard earlier recruitable, further on for roman recruitment file adjustments for tech requirments, means, Polybian units, except Velites, are not visible (nor recruitable) in barracks or tech-research until the Tactical Drills is researched ... that was necessary for the Garrison file structure (i did something like that already in earlier versions, but removed those requirement in the meantime); 2nd, that step was also necessary for vanilla adjustment, as it seems, vanilla codes (here tech related files) shine through since we use r2tr_ prefix for every tsv! ... as for this, it's also up for testing if our roman reform changes work as intended and not in vanilla fashion).

    b. nothing, except file naming*
    c. minor changes, and file naming*
    (the garrison file is not updated to have Camillan units, as i tried that earlier, the game didn't reckognize those entries, imo. we can live but also without Camillan garrison units, still, vanilla rorarii unit must be adressed with a bearable unit name and possibly a model change).


    -> the other campaign related files like "Var, CAI, Misc" should be done by JaM.

    2. Update for CAM unit pack, post patch7
    (as excpetion here, not in Unit Packs thread)

    I attached here also the Camillan unit pack which we used recently (which was done by JaM, and afterwards adjusted by me for the recruitment order).

    The CAM pack works only with the according loc pack, means, an adjusted loc pack post patch7, just incl. Camillan unit rows integrated there (and must fit of course to vanilla patch7 version, ie. Bactrian unit added, i don't know for sure, if other units are added as well by CA aside to the Bactrians).

    What i did in the CAM pack is the following: Just added for every tsv the r2tr_ prefix (even when this is not necessary technically, it's just for identification and synchron file naming).

    *Combat pack.*

    As mentioned before, weapon will influence 25-30% of the final stat, unit quality will adjust another 25%
    There will be Unit type bonuses and penalties applied as well.

    So for weapons i have them all in these categories:

    slashing longsword:
    base attack 20, base defense 20

    - all sorts of long slashing weapons come here, like celtic swords, hellenic swords. Attack value is average, due to slower attack speed slashing weapons had, yet it has highest defense of all swords due to its better length.

    slashing shortsword
    base attack 20, base defense 10
    - in this category are swords like Kopis and Falcata. Similar attack value as with longswords was given due to same type of attack, but much lower defense due to its length

    thrusting shortsword
    base attack 26, base defense 10
    - all sorts of thrusting swords are here, gladius, xyphos and all possible generic swords. attack is the highest of all due to thrusting attack being the fastest, but again it gets limited defense due to its length.

    light spear
    base attack - 14, base defense 20
    - all barbarian spears are in this category, they represent universal spears that were suitable for thrusting but also for throwing. they have low attack value due to its length that made it less capable in close combat, but got good defense for the same reasons. Aditional defense bonus will be added with shield wall or spear wall

    heavy spear
    base attack - 16, base defense 24
    - Hoplite and Roman spears are here, they are a bit longer and heavier than Celtic spears, well suited for thrusting, therefore it got slightly better stats. Hoplites will get additional +10 to attack when formed in Hoplite Phalanx, while other heavy Infantry would get additional bonus to defense for shield walls or spear walls. (braced posture)

    lance
    base attack 20, base defense 14
    - Lance got higher attack due to being used in both hands, yet even because of its lenght it was quite problematic in close combat therefore it has reduced defense.

    pike
    base attack 20, defense 10(20)
    - Pike is a bit complicated, as it also has to correlate with short swords (kopis),therefore it has identical stats as kopis, but with activated Pike Phalanx, unit will receive additional +10 defense to benefit from length of pike.

    axe
    base attack 30, base defense 2
    - both celtic and eastern axes are here, they have highest attack, yet the worst defense of all weapons due to short length and very bad capabilities of axes to block or parry any attacks

    club
    base attack 26, base defense 2
    - similar reasons as with axes, but also made a bit less likely to score hit


    If you have suggestion about these stats, feel free to post some info backing your opinion and i will consider/adjust it.


    Next category is Unit Quality. So far i have divided all units into several groups, and each will guarantee certain bonuses to base stats:

    Peasants/Mobs -4 attack,-4 defense (all sorts of mob/scum/cannon fodder units)
    Peasants/Levy 4 attack, 4 defense (low quality levy units)
    Levy/Militias 8 attack, 8 defense (Militia units)
    Average 12 attack, 12 defense (Regular units and Citizen Militia units)
    Superior 16 attack, 16 defense ( Veteran (citizen) units or specialist Mercenaries
    Elite 20 attack, 20 defense (Elite units, best soldiers faction can have)
    Exceptional 24 attack, 24 defense (unique units that are not necessarily elite, like Gladiators, Berserkers etc..)


    Third Category covers unit specialization. Here i tried to give bonuses based on unit type, to make a difference between specialist melee and ranged units.

    Melee Infantry: no penalties
    long range infantry: -8 attack, -4 defense - double proficiency penalty for long range weapon
    short range infantry: -4 attack -2 defense - proficiency penalty for javelins
    melee cavalry: -2 attack - penalty for being on horseback which was not stable without stirrups
    long range cavalry: -10 attack, -6 defense - double proficiency penalty for long range weapon
    short range cavalry: -6 attack -4 defense - proficiency penalty for javelins
    Crew: -8 attack -4 defense

    There are other tables still missing. I need to create Nationality proficiency table, which would handle faction weapon proficiency bonuses. Here I'm open for suggestions (as with all other tables), please post any ideas which factions should get which bonuses to stats. My intention is to have relatively small bonuses for units, so they wont jump over between unit quality ranks. (let say keeping bonuses/penalties at +-1 to +-6



    Conclusion
    That's a lot of news for one day! I'd like to thank the team for their hard work over the past months. We hope that you will enjoy our effort as much as we do creating the mod!

    Last edited by LestaT; July 19, 2014 at 03:58 PM. Reason: new link for music mod

    RTR: Imperium Surrectum Team Member
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  2. #2

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.7190614 Patch Notes.

    Is this music mod compatible with other mods?
    Thanks

  3. #3
    Mackles's Avatar Roma Invicta
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    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.7190614 Patch Notes.

    It'll work with anything except other music mods. Which, at the moment, is only the RTW music mod. Ofc R2TR is the only mod you could possibly want as well :p
    MacklesMod - A series of mini-mods that apply tweaks, changes or fixes to Rome II & Attila
    Sigs out of date, mods ain't!

    Patronized by Inarus. Constantly.

  4. #4

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.7190614 Patch Notes.

    Confirmed it's compatibility with DeI. Is such a masterpiece pack...I knew most of the songs
    Good job team

  5. #5
    KAM 2150's Avatar Artifex
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    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Now I'm simply staying at main menu screen
    Last edited by KAM 2150; June 24, 2014 at 04:30 PM.
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  6. #6
    Maurits's Avatar ЯTR
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    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Quote Originally Posted by KAM 2150 View Post
    Now I simply simply staying at main menu screen
    I've always had that feeling when playing RTR, too!

    RTR: Imperium Surrectum Team Member
    My AAR: For Glory and the Republic!

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  7. #7

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Quote Originally Posted by KAM 2150 View Post
    Now I'm simply staying at main menu screen
    Me to

    Were can i download the music mod if i dont want to use Steam?
    Last edited by Fedual; June 28, 2014 at 02:56 AM.

  8. #8
    LestaT's Avatar Artifex
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    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Nowhere.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  9. #9

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Hi

    I love this music mod, thanks for all your efforts!

    Will it be getting upgraded to be compatible with patch 17?

    thanks

  10. #10
    LestaT's Avatar Artifex
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    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Quote Originally Posted by HairyPict View Post
    Hi

    I love this music mod, thanks for all your efforts!

    Will it be getting upgraded to be compatible with patch 17?

    thanks
    It's ready. Just waiting for someone who have the time to be able to upload it on Steam.
    Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth. - Marcus Aurelius


  11. #11

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Quote Originally Posted by LestaT View Post
    It's ready. Just waiting for someone who have the time to be able to upload it on Steam.

    Lol know how you feel on that one. Spent 4 hours "uploading" a part of my mod, then gave up. I hate steam sometimes >_>

  12. #12

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    love the music mod

  13. #13

    Default Re: Announcement - R2TR Music Mod and (CORE) Beta 1.8220614 Patch Notes.

    Can we get this music mod updated?

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