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Thread: [Download] Authentic Ancient World 0.05

  1. #81
    Hetairos's Avatar Roma Surrectum II
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    Default admin test

    It is time for art!

    How to better begin our modification than with art? First, it was the UI design and now it is the music we are going to work on. First of all, the upcoming music update will be fine art with a dash of nostalgia. We have the permission and possibility to use Total War: Rome, Roma Surrectum II, Rome: Total Realism and the Europa Barbarorum soundtracks. Secondly, the awesome hollowfaith (RTR) and Elendil of Númenor (RSII) offered us to each compose a chosen compilation specifically designed for AAW. Those guys are just fantastic!

    We are looking to release a great and immersive experience for you people out there.

    Cheers
    Alec
    Last edited by Hetairos; June 11, 2014 at 04:41 PM.

  2. #82
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Announcements] News around Authentic Ancient World

    Hi guys,

    We will begin to work with our music department on our music modification and we will begin to work with everyone on our Roman overhaul. I've set up a thread for each of the projects in our public forum.

    Cheers
    Alec

  3. #83
    Hetairos's Avatar Roma Surrectum II
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    Default New Poll

    Here a first Tutorial about Music Modding:

    Default TWRII Music Trees


    Spoiler Alert, click show to read: 

    loading screens (plays during the loading screens / loading screen specific)

    front_end (plays during the menu screens / front end screens specific)
    > front_end_states (various screens)
    > historical_battle_sequence

    >> available states: front_end_state (several screens: e.g. starting screen, historical battles screen and such)

    campaign (plays during the campaigns / culture specific)
    > ambient
    > prebattle_barbarian
    > prebattle_barbarian_roman
    > prebattle_eastern

    (!) is ambient = roman_eastern? if not, why is roman_eastern missing and what is ambient instead? (!)

    >> available states: campaign_music_states (default, pre-battle and declare war)

    tension (plays when deploying and not fighting / culture specific)
    > barbarian
    > eastern
    > roman_eastern (hellenic)
    > barbarian_roman (roman)

    battle (plays when fighting / culture specific)
    > barbarian
    > eastern
    > roman_eastern (hellenic)
    > barbarian_roman (roman)

    >> available states: battle intensity (no idea what the states are and how this works right now...)
    >> available states: battle_state (probably tension and battle state)

    post_battle (plays after the battle / outcome specific)
    > win
    > loose

    Front_End (plays when credits are shown)
    > credits

    ---

    other states we do not know yet what they do or how they exactly work:

    >> music_key (defines the music oder or music path, how it exactly works is another story)

    >> music_culture (factions present in battle and faction / "faction you conquered" present in campaign, ???)

    >> encyclopedia_state (disabled OR enabled, ???)

    >> window_state (disabled OR enabled, ???)

    >> video_mute_state (mute OR unmuted, ???)

    >> game_mode (the default parent trees like battle, campaign, front_end, etc. - all clear)



    Default RTW Music Trees

    Spoiler Alert, click show to read: 


    In RTW we could do some of the following, so most soundtracks form the mods out there have:

    Front_End
    > for all the different campaign menu screens (which we now do not have anymore since with the new UI all menu's are displayed on the starting screen)

    Faction_intro
    > per faction!

    Campaign_music
    > per faction!

    Pre_Battle
    > per faction!

    Battle
    > deployment (deployment phase)
    > standing (standing still)
    > mobilize (start walking)
    > tension (approach enemy)
    > battle (start engaging)

    Post_Battle
    > Victory
    > Loose

    Credits


    wwise: Rome II Tutorial

    Spoiler Alert, click show to read: 
    Music modding guide for Total War : Rome 2

    This guide assumes a basic understanding of how to use Wwise.
    If you are new to Wwise it is best to first get familiar with it by following the tutorials provided by Audiokinectic at https://www.audiokinetic.com/resources/videos/ or reading its provided documentation.
    The 2 videos of most help would be "Creating Interactive Music Structures" and "Defining Interactive Music Transitions"

    Getting Started:
    1. Ensure you are running a version of Total War Rome 2 that includes patch 12
    2. Install Wwise version 2013.1.1 provided with the kit making sure to only install the options Authoring Data, Authoring Binaries 64-bit and SDK(Common)
    3. Extract rome2_music_wwise_project.zip to a suitable location
    4. Open rome2_music_wwise_project.wproj with Wwise version 2013.1.1


    Project Overview:
    The only location in the hierarchy that should need to be edited is the Interactive Music Hierarchy
    The provided project file includes what is needed to make a basic music mod with each area of the game divided up with placeholder silent segments
    It is possible however to completely recreated the hierarchy to suit the need of the mod by making use of the states outlined later below

    (NOTE 1) Do not edit the Master-Mixer Hierarchy as this could lead to the music volume being different between the game and previewing within the Wwise authoring tool
    (NOTE 2) All music should be set to streamed with the exception of loading screen music which the game is set up to load if needed to ensure it doesn’t stutter because of other harddrive access
    (NOTE 3) For the loading screens a piece of music will need to be assigned for each provided state so that they are correctly loaded
    (NOTE 4) The project is set up with some basic transitions. This may not be suitable for all locations depending on the music and what states are used.


    Simple Guide using existing hierarchy:
    1. Switch to the Interactive Music Layout(F10) within Wwise
    2. To add a new piece of music drag the music file into the Wwise hierarchy at the required location
    3. On the audio file importer just hit import
    4. Next the segment needs to be assigned to the playlist:
    For Loading screen segments assign it to the states that you wish it to play for
    For other segments assign it under the random continuous group of the playlist container (in the Interactive Music Hierarchy required location)
    5. You can test that it is hooked up correctly by selecting the playlist and hitting the space bar to play it

    (NOTE 1) All music imported into the hierarchy needs to be .wav files
    (NOTE 2) Delete the silence segments as they are replaced
    (NOTE 3) Click on the music file in the top left Panel (Project Explorer Panel) situated in the required location and click on the stream tick box in the Music Track Property Editor panel.


    Available States:
    The following states can be used:
    battle_intensity:
    Is determined by the percentage of units close to the camera that are in combat
    battle_state:
    Can be used to set different music for deployment, battle and postbattle phases
    campaign_music_state:
    Menacing is played for one track after war is declared, prebattle is set before a battle occurs otherwise it is set to standard
    frontend_state:
    Can be used to provide a different piece of music to many different front end screens
    music_culture:
    For battle this is set based on the factions present in the battle, for campaign this is decided upon your faction and the factions you have conquered
    music_key:
    This can be used to ensure that music in one key can only jump to a piece of music in an adjacent key


    Generating the files:
    1. In Wwise go to the sound bank layout (F7)
    2. Ensure both Global_Music and Music_Data, the windows platform and the English language are checked
    3. Hit the generate button above them and wait for the process to complete
    4. You will then have a GeneratedSoundBanks folder within the rome2_music_wwise_project folder that includes all the generate files
    5. Create a mod pack including Global_Music.bnk, Music_Data.bnk and all .wem files present in the GeneratedSoundBanks folder

    (NOTE 1) The files need to be in a folder called audio within the mod pack
    (NOTE 2) Do not include the Init.bnk file as it will not be used
    (NOTE 3) Wwise doesn't delete old files from the GeneratedSoundBanks folder so it is best to delete the folder before generating the files each time so that old unreferenced music files no longer exist
    Last edited by Hetairos; June 13, 2014 at 07:00 AM.

  4. #84

    Default Re: [Creative] Ideas around Authentic Ancient World

    As I discussed in PM, a rough and early outline of my Roman building chain. I'm not aware of the current plans and I'm new, so these are just ideas I came up with on my own. The goal is to create a realistic and unique experience for Roman expansion. It gives the player flexibility and real strategical choices to make (nearly every building and chain has its own drawbacks and advantages based on the situation), adds color and immersion, and it would be entirely unique from anything I've seen in a TW game, to be honest. I'm taking a holistic approach to the game with a lot of my ideas, so the building chains are sort of tied to those I have about recruitment and other areas of the game, as well. So, some of these concepts may seem odd, but have further balancing in other areas of the game meant to compliment them.

    This system would also allow for the maximum exploitation of the limited building slots and provide very unique cultural/faction differences which are currently absent from vanilla and the mods I've seen (just my opinion). They would immitate the society they represented, and how they would have realistically expanded while not removing the 'sandbox' and player choice.

    Roads-obviously big part of the Roman expansion. They were a massive reason for their military edge, but they were also a way to build a legacy for yourself and your family (I have other ideas for politics that would make this more sensible). I figure this would be a way to make politics more coherent. Roads were named after the political figure who designed them (it varried). For instance, the Via Appia/Appian way was named after Appius Claudius who started its construction during the Samnite Wars. These 'public' roads were built and maintained with private funds, but added to the legacy of who planned them. You also had 'private' roads which were funded by private citizens, as well, which were still open to the public.
    1. a. Viae Publicae (Public Roads)-Upkeep, +trade income, +gravitas for your political party, +movement points in a region/province, +replenishment
    b. Viae Privatae (private roads)-+movement points, +trade income, +replenishment, -gravitas for your political party (so, you don't pay for it with upkeep, but you lose political points), -public order (essentially, you are letting local elites take over which leaves them politically more 'independent' and prone to resist their subordinate position)
    c. Viae Militares (military roads)--Upkeep, +trade income, +movmeent points, +replenishment, +public order (I'm unsure about this line, as it would be a bit redundant - public order bonuses could be added to the other two to reflect that they allowed for the movement of troops, movement of people/trade, connected communities, and allowed for more security in general)
    2. a. Viae Praetoriae
    b. Viae Privatee II
    c. Viae Militares II
    3. a. Viae Consulares

    b. Viae Privatae III
    c. Viae Militares III
    4. a. Viae Privatae IV
    b. Viae Militares IV


    Farms/Colonies-
    Early colonies settled Latin and Roman settlers throughout Italy to develop the land and provide extra security and helped keep allies in check. They played a role in 'Romanization.' At the same time, they provided extra security against the ambitions of the Socii and, later, the subjugated provinces. In the mid to late Republic, the colonists gained citizenship status. You also had the issue of the large growth of Latifunda which eroded the military strength of the Roman Republic.
    1. Ager Publicus (Public land) (when the Romans took over a territory, they confiscated a portion of the land for public use)
    2. a. Coloniae Latinorum ("colonies of Latins") (Latins outnumbered Roman settlers 4:1, Latin rights/iura Latina)
    b. Coloniae Latinorum Maritimae (maritime colony, tied to port in settlement if possible, I haven't explored that in depth)-many settlements were estalbished in coastal areas to foster trade. +trade income, smaller food bonus, +garrison units, +cultural influence, -public order
    3. a. Coloniae Civium Romanorum ("colonies of Roman citizens")
    b. Coloniae Civium Romanorum Maritimae
    c. Latifunda (slave estates)-+slave income, -slave pop decline, -subsistence (large estates owned by the elite gained tax exempt status, and grew in size despite the law), -public order, +food (larger amounts than colonies/small estates represented above), +trade income, -morale upon recruitment (eroded the military capabilities of the Romans in the later Republic, hence the Marian reforms - they also required the state to start giving out handouts to those displaced by the wealthy buying up land). +growth, as well. Perhaps +political occurrence rate, as they created political instability, led to fierce compeittion between the elites, and even violence.
    4. a. Marian Coloniae (late in research tree), similar to colonies, only they provide a +morale bonus faction wide, Less or no public order hit, cultural influence.
    b. Marian Coloniae Maritimae-same as maritime colonies above, only with morale boost.
    c. Latifunda 2-Even larger food and trade bonuses, but also worsens the defects.
    5. a. Coloniae-Highest level of development. +public order (Romanization has taken route), +morale upon recruitment, +cultural influence, larger garrisons
    b. Coloniae Maritimae
    c. Latifunda 3-large boosts to food and trade, but public order, -morale, slaves, -income from subsistence

    Sanitation-Still need to develop. Public baths, aqueducts, and a few other ideas. Need to do a bit more research.

    Military shops-Needs to be developed still. I imagine these would be 'production' centers. The military buff chain, basically, only they would require the acquisition of rare metals to construct higher levels. The Romans improved their production capacity and their military equipment as they gained access to better materials. Would provide higher level garrison units or boosts to local garrisons. Also provide recruitment of siege equipment.

    Settlement-the Romans had a complex system of designations for governed territories. These buildings (the main settlement chain) provide fortifications, different types of income, different recruitment options ('recruitment' and military service in the ancient world, particularly in Roman society, was tied to land and citizenship-not a building such as barracks). They also add public order or take away depending on the status given to the population. Essentially, this is as close as the game can come to immitating the reality that even 'conquered' territories weren't suddenly pacified. The Roman Empire was really more a loose system of allies and subjugated people who paid dues to the Romans. The Romans couldn't simply exert their will over a country. They had to acculturate the area slowly over time, and they often faced backlash even from their closest allies and those most closely related to them (the Latin Socii).
    1. a. Provinciales-Provinciales were those persons who fell under Roman influence, or control, but who lacked even the rights of the Foederati, essentially having only the rights of the ius gentium. Base level. Non-citizens. -Public order, +cultural influence, small garrison, local auxilla recruitable, +income, +trade
    b. (foedus/foederatus) Municipium Cum Suffragio (self-governing city)-The designation given to the early Latin and Italian allies. +Roman cultural influence, +trade, +recruitment of Roman Socii units, -public order

    2. a. Socii Latini Municipium-recruitment of Socii units, less public order decline (jumps to number 4?) but still negative, greater income from trade
    b. Dediticii Civitates (tribute-paying cities)-Public order decline, large garrison, recruitment of auxilla, -morale upon recruitment, +largest income gains. Lands are being exploited as they are Romanized. These are conquered enemies given few rights. The frontiers, basically.
    c. Civitates Liberae (free cities)-Biggest public order bonus, shortest construction time, no recruitment ability, no garrison, medium income boost. These were cities like Massilla that remianed nominally free, but were assets of Rome. Allies given autonomy and fewer restrictions.
    d. Civitates Liberae et Foederatae (free cities with treaties) Smaller public order bump than free cities, short construction time, income boost. Free cities with treaties were exempt from paying tribute.
    3. Peregrini Municipium (non-citizens)-Essentially, these people remain non-citizens, but have gained the second highest level of designation in the Roman Empire behind Colonie status. +income, +trade, neutral or small public order hit, smaller garrisons than recently conquered territories. Recruitment of auxilla without morale hit.
    4. a. Cives Romani-Full citizens (reserved for Rome?)-Full Roman citizenship. I'm thinking Rome should have its own building chain for its settlement. This would give a province or regional morale boost for units, +public order, income, recruitment of Roman units
    b. Colonia-The highest designation given to the most pretigious cities in the Roman world. +income, +trade, -morale for auxilla (they are now civilized and dependent on Rome for protection), +public order, +Latin culture
    c. Civitas Optimo Iur Municipium (civitas optimo iure full citizens with voting rights)-The status gained by the Latin allies after the Social War. They gained the rights of Roman citizens. +public order, +Roman culture, recruiemt of Roman units, +income, +trade income

    I consider the above the lynchpin of my Roman building plan. It represents a more realistic style of expansion than just occupy and build up a settlement. You are granting levels of citizenship with varrying levels of control over a territory. You have a reason not to just build up your frontiers as it will weaken your garrisons and eventually your auxilla.

    Curia
    Civitates had a primary purpose of stimulating the local economy in order to raise taxes and produce raw materials. All this activity was administered by an ordo or curia, a civitas council consisting of men of sufficient social rank to be able to stand for public office. The Curia was the center of Romanization. I haven't worked out the specifics of this chain, but it would add culture and public order at a minimum.

    Slums/Vicus
    Vicus-haphazard towns settlements that developed without planning. These grew up around the Roman colonies established usually without planning. So, they could develop on the player in excess building slots, but unlike the current 'slums,' they wouldn't just be a drain or penalty because you forgot to build something when you hit end turn. The player could also construct them on their own. These would add income and trade at the expense of food. They would also add growth.

    Mines/Industry.
    Mining was an important technology to the Romans. They made massive improvements to the system. These would ideally work with the military production centers above and hopefully give the player a reason to target specific regions for their resources. The Romans didn't expand randomly. They targeted strategically important areas. That is currently poorly represented in game even with the improved 'resources' modders have given us.

  5. #85
    Barune's Avatar Miles
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    Default Re: [Melting Pot] The "Post your Authentic Ancient World..."-Thread

    Nice work! Parthians are one of my favorite factions!

  6. #86
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Creative] Ideas around Authentic Ancient World

    Fine work,

    Content, Research & Native Names: Awesome! Immersive! Keep up the good work.

    Concept Design: Top! This is the right direction, once you are ready you can carve it out even further to match AAW's principle of interesting decisions, longterm repercussions and clear trade-offs.

    Effects: Keep in mind that effects are very pesky pesky pesky to design modify... Here we will most certainly have to make compromises. (Quick plea here: Try to design repercussions and trade-offs AS LITTLE AS POSSIBLE through effects and as much as possible through basic game features (e.g. building times, costs, upkeep, casualties, recruitable units, unit caps and many many more fundamental game features). Use effects as little as possible for that kind of stuff, but rather use effects in that way: All effects (edicts, faction group and faction bonuses, building bonuses, tech bonuses and such) which belong to one single faction / culture should be build around a speciality of the faction e.g. deal with the same kind of aspect. For example the spartans were very dependent on their suppression of helots so I designed all effects, edicts and such to deal in one or the other way with slavery, servile unrest, public order. So you have multiple tools that you need to get in balance. You may be able to have a high slavery level which is good for economy, but have a lot public order due to repression. If you have a very good public order you may get less income due to less suppression of the helots and so on. Servile unrest is that one feature you can use for short term suppression but gain no advantage of any of the other effects and so on... I hope its more or less clear what I mean
    > Decision making, long term repercussions and trade-off game design = by classical or native game instruments and features
    > Faction, Culture Specific Leverage effects and short-term actions = by all sorts of different effects)

    Future work:
    - (!) If you do not have RSII or know where to get the buildings from RSII, please do install the game for a reference point. We need to use a few principles of RSII (once I have more time I will elaborate what exactly we need from RSII (it's few but crucial, but doesn't interfere with your system which I want to keep) and it would be handy if you can take a look yourself.
    - use this building tree pdf files for your work as well: Europa Barbarorum Building Trees (e.g. available Romani Tree)
    - Once I am on my other PC, I will post some of our work as well which might be of interest.

    Open Issues:
    - Limited Slots: We must take care about the limited slots. Even as I hope that CA will open up the slot restriction we now have to deal with 5 respectively 3 slots only. This requires some further elaboration. For now, keep working as if there is no restriction. It is easer to shrink something than expand something that is not there. Let's be optimistic that buildings might one day become unlocked
    - Building Models: Even more important than the slot system is that each building has a visual effect on the campaign map (city upgrades) and on the battle map (the actual building). So if we build a curia and a street and suddenly an odeon appears on the campaign and battle map than we are doing something wrong. Ok, alternatively one can make cities on the campaign map small so they do NOT expand visually, but the problem on for the battle map remains. If you have the time to conduct a important research to the topic and find out WHAT building models we have to link our buildings to, I would be very happy since when making concepts we must at the same time think about the possibilities and trade-offs of the actual implementation of the work. So we definitely need to make a concept where we already know which building we will attach to the existing vanilla battle map models.

    Buildings vs Roster:
    Buildings are essential and come before units. So if you are in doubt I can tell you that you have the freedom to decide which unit will be recruitable by which building and which technology is required. This just as a information for future reference.

    Alec

  7. #87

    Default Re: [Creative] Ideas around Authentic Ancient World

    I've been experimenting with the building slot system as well walled minor settlements. I've made some good progress that would open up some possibilities. Copy and pasted from a PM:

    I posted what I have on the Romans and I think it gives a good example of what I'd like to see from the building system, but it is closely related to some other ideas I have for the game such as recruitment and a way to show logistics. But I figure one thing at a time right now is best.

    I was hoping we could make a topic on the slot/walled city issue. I've made progress and figured I'd give you an update.
    -It is impossible to add fully functional building slots to cities without modifying the campaign map itself.
    -It is possible, however, to add stable extra buildings to any settlement that doesn't currently have 6 or the full 4 slots. These buildings can't be destroyed, damaged, or upgraded, however. They would need to be preplanned buildings in select settlements.
    -The buildings can be razed with no problem as the game handles that fine. So, a player who takes a settlement would be able to get rid of the building if they didn't want it, but would be stuck with them. Would need to be assigned through the startpos.esf.
    -The biggest drawback to the extra slot-the loot and sack feature would need to be removed, I believe. I'm not sure how you guys would feel about that. The game seems hardcoded to do at least a tiny bit of damage to all buildings when those options are used no matter what settings are set in the campaign_variables. It's odd, but unless CA adds new variables for them or I'm missing something in another table related to them, there's no way around it.

    -Most interesting to me, however, was that it is technically possible to add a limitless number of buildings to a settlement through this method. The issue with this, however, is the UI doesn't expand to show them. The bonuses from the buildings are present, however. I'm not familiar with the graphical side of the game, but I was hoping whoever is doing UI for the game could take a look at this and help me figure it out.

    One idea I had, for instance, would be to build an actual Roman Senate/Curia specific to the city of Rome. It would give certain bonuses from the start. Certain regions could have other things like special mines shown. Macedon and Iberia, for instance, had perhaps the most profitable in Europe and were huge reasons the Romans were keen to take over those areas. When Macedon was subjugated, its said Rome held two triumphs.

    Other ideas-Sparta would have something representing Laconian Helots, perhaps. If you are OK with adding the Aetolian League, the Oracle of Delphi could be another building. These are the sorts of ideas I have for it.

    -Walled settlements-not much new, but I have a tentative list of those that it would be possible to implement them. This would also require some tweaking to the major/minor city settlement lines, but nothing too difficult. I'm in talks with the creator of the More Cities mod on a way to get the walls to appear on the campaign map. It seems possible from what he said (haven't heard back in a few days after exchanging a few messages, he seemed interested), but no guarantees.

    I think this would add a great deal of flavor to the game and this mod. The extra settlement slots seem worth the drawback to me, but it's obviously your call.
    One other thing I forgot to mention above - natural disasters would also need to be disabled. They only seem to occur in the early game, anyway. I believe I've done this, but I need to test it to make sure. As I said above, it may be possible to implement more unique buildings with an expansion of the UI. I wish I could find work arounds for the drawbacks, but it doesn't appear possible. Losing loot seems minor to me personally. I never use the sack option and it is sort of gimmicky in game. You can sack, and then occupy the empty city right away if you want. But I like the idea of it.

    I will try and familiarize myself with RSII through the forums and such, but I don't currently have Rome 1. I lost the discs sometime back. Disclaimer-I stopped playing sometime around when EB launched their first full working mod. I worked on RTR a bit and also started the Megas Alexandros mod (which I believe someone else took over after I left). So, I'm not too familiar with how the mods developed from that point.

    So you have multiple tools that you need to get in balance.
    Yea, it's a rough draft. I figure balancing and game mechanics will limit some things or require tweaking. I developed this in the last few days, so it's still basic. I have some similar ideas for the Spartans and Hellenistic factions. Sparta would be a very unique faction to play how I imagine it.

    One thing I'm not sure about is the 'modular' aspect the project is going for. How its going to be implemented, mainly. It sounds very ambitious, and I understand it, but it seems like it will be difficult.

    Let's be optimistic that buildings might one day become unlocked
    The #1 issue from what I've seen has to do with the animations CA put on the campaign map. Literally, the little cranes and expansion of the cities. Those empty slots you see on the map are directly tied to the startpos.esf. That's why people had CTD's. The game goes to do the animation, but there's no spot to do it. One thing I'm interested with exploring with SteLLover is whether it would be possible to add a slot outside the cities themselves, but I'm not sure how much time or interest he has. Or if its even currently possible.

    There are also tables in the DB obviously related to this aspect of the game which I can't access or which are simply empty in what CA releases.

    So we definitely need to make a concept where we already know which building we will attach to the existing vanilla battle map models.
    I'll work on it. I'm admittedly still learning my way around the pack files.

  8. #88
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Melting Pot] The "Post your Authentic Ancient World..."-Thread

    Nice job on that research! I like the way you presented all this with RTW, RII and historical referances all in one.

  9. #89
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Creative] Ideas around Authentic Ancient World

    I like your research on all that. We can certainly work with the fact that one can set up a 6th or 4th building that remains permanent, except it destroys too much of the other aspects that are linked to it. But we can certainly work with this info. RSII had a bunch of buildings that could not get destroyed nor changed, so the spartan mora or specific faction buildings and temples could never be undone. It was awesome!

  10. #90
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: [Melting Pot] The "Post your Authentic Ancient World..."-Thread

    Thanks Barune and Alec although it's not quite finished yet, I will finish it off, and then do the Suebi/Epirus. Rome will take a while but that's a big one, I am to do am extensive research; so it will take some time. Last question; do you want me to post the research here or in the research thread? I am more than happy to post it where it is useful. And yeah, since this mod for me will be an epic nostalgia of RSII? Why not?





















































  11. #91
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Melting Pot] The "Post your Authentic Ancient World..."-Thread

    If you have off topic research this is the right place, if you have anything on rome, than do it in the roman research thread.

    If you can, just focus on rome now. We will than go one faction at a time until we reach your suebi and epirus work as well.

  12. #92
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default

    No problem

    Rome it shall be then. I shall make sure it is extensive enough so you can emulate it in terms of RSII style. Note it will take me some time, but the wait will be worth it. I will post on the Roman research after having it checked thoroughly; and everything is in place.

    Off topic research, that I shall do, though the statutes in ancient Greece/Rome were coloured. They lost their colours over the ages, think of the terracotta army of China. All colourful, and then their colours quickly faded away. Something to think about when CA releases their assembly kit.
    Last edited by Hetairos; June 06, 2014 at 06:58 PM.





















































  13. #93

    Default Re: [Creative] Ideas around Authentic Ancient World

    So, does that mean you aren't interested in using the buildings if it means giving up sacking/looting?

    I made a little edicts mod for DeI and vanilla based on the concept I mentioned in PM yesterday. Each faction gains 8 edicts. 24 in total in the game. Each has a strategic advantage and drawback from diplomatic penalties, to public order, to income loss/gains. Allows the player to set 'trade tariffs' as Carthage, and adjust income/tribute for all factions. Full description below. Not sure if you'll have any interest.

    So, this is something I put together for vanilla and DEI. My goal was to achieve two things. One, make edicts more than senseless buffs which require no more thought than which province you want to boost. Two, I wanted to implement some sort of 'provincial policy.' Each choice has drawbacks and advantages while giving the player the flexibility to dictate things left out of this game. It does the following things:
    1. Creates 24 new edicts in all (counting the overhaul of the basic edicts from vanilla).
    2. Each faction has 8 edicts in total (the max supported by the UI)
    3. Subcultures have unique edicts.
    4. The edict limit is set at 57 across the board. That's the max number of provinces in the Grand Campaign. This includes HaTG and CiG, as well.

    The following new edicts have been added:
    -Tax Increases levels 1 and 2 with public order and growth penalties.
    -Tax decreases levels 1 and 2 with public order and growth benefits.
    -Hellenization with public order hits.
    -Romanization (tweaked) with public order hits.
    -Cultural Tolerance
    -Cultural Repression
    -Bread and games/festivals now cost the player food and money in return for the public order boost.
    -Human sacrifice for some barbarian subcultures. This one may be controversial and I may change it to something like public terror. In return for a +5 public order bonus, you lose cultural influence.
    -Trade missions-player gets boosts to trade and diplomacy as well as small public order bump from increased trade. Your state is sending out embassies to promote trade.
    -Unsanctioned Punic trade-This is only given to the Celti-Iberians and Numidians at the moment. Essentially, they get a tax bump, but lose cultural influence. Also gain small public order bump from the influx of goods. Your government is turning a blind eye to trade.

    -Trade tariffs for Carthage. This gives them a bump or decline to their trade (15%) in return for either a moderate diplomatic penalty/bonus.
    -Total War-A desperate measure for factions. They get +2 recruitment slots in the province, -merc/recruitment costs, -upkeep at the cost of -12 food and cash each turn.


    I started off aiming to just allow the player more control over taxes on a provincial level and expanded it to include other options. I think its a good start to giving the player more control over their in game empire.

    Download link for Vanilla

    Download link for DeI

    To install, simply drop into your data folder. It should run first, but you probably want to make sure through the mod manager. This is compatible with any mod that doesn't edit the fame levels or edicts.

  14. #94
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Dev Blog] Upcoming Music Update

    Tomorrow is audition time!

    After getting access to all those needed copyrights out there now, it will be a pleasure to listen into those awesome authentic soundtracks.

  15. #95
    Hetairos's Avatar Roma Surrectum II
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    Default [Collaboration] AAW Logo and Signatures Still Missing

    Mate, we need you I would be very happy for your last draw and a pm with the PSD-files if possible.
    Last edited by Hetairos; June 08, 2014 at 09:24 AM.

  16. #96
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Creative] Ideas around Authentic Ancient World

    City take over options will be changed in our modification as well, so I cant tell for now exactly.




    Congrats on the edicts mod.


    I previously thought that only 6 edicts are supported. So, It's good to have your draw at hand. We will make faction edicts as soon as we reach that point. For now, I want to focus on buildings and rosters only for a good while. especially that one for the romans. 4 building trees and all playable factions rosters have to be made first so we can send all our texturers and modelers to work. Now all of them are just on hold and doing nothing. Once we give them something to work on we will start with everything around (which will probably months ahead, especially because of the roster research).


    So let me know as soon as you have researched the visual buildings on the campaign and on the battle map so we know how to proceed on the buildings end and which of your proposed buildings could be supported by buildings and which visuals would need to get lost.


    Cheers
    Alec

  17. #97
    Hetairos's Avatar Roma Surrectum II
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    Default [Archive] New Project: Authentic Ancient World

    Welcome to our New Forum!

    We are looking forward to a lot of good moments with you guys. Let's pursuit the legacy of Roma Surrectum II.

    All the best,
    Alec
    Last edited by Hetairos; June 23, 2014 at 02:23 PM.

  18. #98
    Hetairos's Avatar Roma Surrectum II
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    Default [Preview] UI Design

    Screens

    Start Screen
    Spoiler Alert, click show to read: 
    Campaign Screen
    Spoiler Alert, click show to read: 
    Battle Screen
    Spoiler Alert, click show to read: 
    80 Load Screens
    Spoiler Alert, click show to read: 
    Roma Surrectum II Faction Icon Frames
    Spoiler Alert, click show to read: 

    Fixed Military Emblems
    Spoiler Alert, click show to read: 



    Concept

    Authentic Ancient World is looking for authentic, dark and unsaturated colors. We do focus on real life people screens rather than the existing comic-like artwork or in-game pictures. Instead of putting one single faction in the focus of Authentic Ancient World, I decided to go with the legacy of Alexander anno 217 BC and make our logo evolve with the addition of the superpowers of that time which were still fighting to become that one true hegemonial successor of Alexander.

    Features

    • New Skins
    • New Emblem
    • New Backdrops
    • 80 (!) New Load Screens
    • Roma Surrectum II Faction Icon Frames
    • Fixed Military Emblems

    Notes

    • the re-design of unit cards, building icons and such are part of the faction overhauls
    • the re-design of event pictures that suit the current theme are planned
    • feel free to provide us with load screen sub-modification
    • join our team as UI designer to re-design those Roman marble elements into culture and faction specific UI's (!)

    Download Links

    Download our new UI design from our Steam collection:

    Macedon Themed UI
    >> Alexander Load Screens 1
    >> Alexander Load Screens 2

    Feedback is welcome and don't forget to rate if you like our work.

    Cheers
    Alec
    Last edited by Hetairos; June 11, 2014 at 03:22 PM.

  19. #99
    Agrez's Avatar Civis
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    Default Re: [Dev Blog] Upcoming Music Update

    Well alec cant wait the time

  20. #100
    Hetairos's Avatar Roma Surrectum II
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    Default Re: [Creative] The "Post your Authentic Ancient World..."-Thread

    BTW, here are Gagonious Silver Shields from our previous forum, pretty nice work isn't it:

    Hey Fellas i wanted to say thanks to my very special friend Alec and wanted to share a preview of a Seleucid unit that will come after we will do the factions that are planned enjoy the Silver Shield Swords

    And this is a first draw of our cultures, respectively faction groups:

    • Diádokhoi
    • Rômaíoi
    • Sarmátai
    • Skýthoi
    • Héllênes
    • Germánoi
    • Galátai
    • Italoí
    • Anatolítai
    • Thrákioi
    • Kéltoi
    • Íbêroi
    • Karkhêdónioi
    • Prettanoí
    • Árabioi
    • Aphroí

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