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Thread: SOUNDMOD-Revolutions Info for IBRR 8.0

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  1. #1

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    Hmm.That can be easily done manually.Here it is.Install soundmod in to a folder "myfolder" eg.Than copy paste the "ibfd" folder and not the "data" folder.Because the new map textures are in "data" folder.And tada.You have the
    old map and soundmods other features.

  2. #2

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    Omg, why dont u say that before! :O Am I the only one who didnt know that u need to use 2d sound?! There isnt any hint in the first posting which explains the need of 2d sound usage. Maybe u can add this?

    My opionion so far:

    a)The first scream of charge1 is a bit too much. Ive reduced the volume from 80 to 70 in the charge file but still i need to test it. The problem is the screams sound like u are speaking via cheap microphone. Dont know the english word for that. (rauschen)
    b)Big ships look very good but the giant generals look odd compared to the ships and terrain and cities and everything. The new big ships + the old size of land troops would be my favourite.
    c) When i read uve changed the special abilities of the units i thought omg dont do that but i must say its a good work. Its better than before but i think the unit prize list needs gets more unbalanced as it was before. IB 8.0 fixes it anyway, right?
    d) I love the music tracks. EB and other mods use very original music from the timeframe which really sucks compared to what u have done.

    Anyway i dont think im going to play 7.03 campaign mode again. I really really hate the AI. Ive heard MTW2 has a very moddable AI compared to rome. My last hope so far. >_<

  3. #3

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    Quote Originally Posted by JackLong69 View Post
    Omg, why dont u say that before! :O Am I the only one who didnt know that u need to use 2d sound?! There isnt any hint in the first posting which explains the need of 2d sound usage. Maybe u can add this?
    Well you are right.I never thought about that before.Good point.

    Quote Originally Posted by JackLong69 View Post
    a)The first scream of charge1 is a bit too much. Ive reduced the volume from 80 to 70 in the charge file but still i need to test it. The problem is the screams sound like u are speaking via cheap microphone. Dont know the english word for that. (rauschen)
    I will add more and balanced cries in the future.But rauschen sounds are because of the games hardcored limits.The game wont let any more quality.It is 16bits mono pcm.

    Quote Originally Posted by JackLong69 View Post
    b)Big ships look very good but the giant generals look odd compared to the ships and terrain and cities and everything. The new big ships + the old size of land troops would be my favourite.
    Hmm i know it first looks odd.But i wanted to give a more strategy feeling and give the feeling of Mtw2.But icsn change it if i get more negative feedbaacks.

    Quote Originally Posted by JackLong69 View Post
    c) When i read uve changed the special abilities of the units i thought omg dont do that but i must say its a good work. Its better than before but i think the unit prize list needs gets more unbalanced as it was before. IB 8.0 fixes it anyway, right?
    When Ramon finds time to mod again, you will witness the greatest mod of all times.There will be tons of new features and surprises(and some will be the first and only enhancements ) ofcourse we will deal with it.

    Quote Originally Posted by JackLong69 View Post
    d) I love the music tracks. EB and other mods use very original music from the timeframe which really sucks compared to what u have done.
    I dont care much realistic music.I think if the music pulls you in the game and makes your blood flow faster thats it.I added the most powerful tracks from epic movies.Whenever i play the game i feel all of those movies again.

    Quote Originally Posted by JackLong69 View Post
    Anyway i dont think im going to play 7.03 campaign mode again. I really really hate the AI. Ive heard MTW2 has a very moddable AI compared to rome. My last hope so far. >_<
    Hmmm.Try to give sometime to it.I understand you.But for example in my saxon campaign it first started boring but than when i conquered the north and sail to britain with my boats it gave me a real good challange.And also please try the full scripts.Scripts make IBFD really realistic.If you play without scripts you cant really experience it.
    Thanks for your valuable feedbacks.

  4. #4

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    Welcome


  5. #5

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    You can play the saxon campaign with full scripts? I cant. D: When the extra troops at the british shore pop up the game crashes. With another faction, e.g. the british, the saxon troops pop up with no problems. U dont change anything in the script txt, do u?

    And i think the roman lime script is bugged. After a few years with a faction (no matter which one but the WRE) it causes ctd's. I need to reload the autosave and one turn later it will crash again and again. Teufelskreis!

    The goth script is strange somehow. Ive tried a WRE game long ago and the goths were marching arround and then they get beamed to france (1 or 2 were still near rome; maybe only the original full stacks move to france? Dont know.) but they move back to my lands to help the troops they left behind.

    Therefore im only using the 4 turn script.

    Forget what i said about the land troops size. Ive took a look at the WRE and the unit size seems to fit perfectly to the big roman cities with their big monster walls. Just the small babarian cities make the units look like titans from the greek mythology.

    You have cool smilies to chose from but there is no ugly smilie!

  6. #6

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    The limes script indeed get bugged after a few years becouse AI tries to command generals who had expired and crash the game; I hate the script which always gives the heathen Saxons Venta Icenorum after 425 no matter that I builded the stone walls there and got strong garrison. It's one of the only four provinces when i can recruit my British legionares so the better thing woud be to give them a new province at Kent like in RIO or summon the army in open field.




  7. #7

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    Yes limes script will be changed in v7.1

  8. #8

    Default Re: SOUNDMOD-Revolutions Released New Links (exe,rar formats)!!!!

    I am working on the enhancement patch for Soundmod-Revolutions.There will be alot of add ons.

    Which will be:
    - Extended latin voicemod (little left) %90
    - New buildings of Mylae will be fully implanted in. %100
    - New Forts for every culture which will make forts more useful and strategical. %100
    -Reworked unit cards and infos for naval mod.Also i will add Riczus stratmap ship models and also new naval buildings. %75
    -Some new voices will be added. %75
    -Hope to implant the fully finished diplomacy mod too. %75
    I will give you screenshots of the works finished.

    NEW FORTS FOR EVERY CULTURE






    More will come
    Please send your comments.........
    Last edited by Ihatemonday; May 14, 2008 at 03:00 AM.

  9. #9

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Looks lot better than originals from RTW but permament stone forts (in reality small castles) with defensible walls preplaced on strategic places in MTW 2 Kingdoms were the best for late empire limes defences. The vanila "forts" are just fortified camps the Roman army builded everyday on march. maybe they shud be automaticly erected for free (for the Romans only)? In late empire they were rebuilded with stone walls, toweres, gates, artilery positions etc... and many of them became cities after units got first settled and (western) Roman army was later formaly disbanded in V century.




  10. #10

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Quote Originally Posted by Draco Borealis View Post
    Looks lot better than originals from RTW but permament stone forts (in reality small castles) with defensible walls preplaced on strategic places in MTW 2 Kingdoms were the best for late empire limes defences. The vanila "forts" are just fortified camps the Roman army builded everyday on march. maybe they shud be automaticly erected for free (for the Romans only)? In late empire they were rebuilded with stone walls, toweres, gates, artilery positions etc... and many of them became cities after units got first settled and (western) Roman army was later formaly disbanded in V century.
    I tried stone walled forts but games hardcored limits wont let it work properly.But believe these new forts and obstacles for replacing archers in good position and ports on hills for barbarians gives the maximum advantage that can be in RTW

    Some New buildings and ship models



    I will also add a new building system only avalibe to germanic factions.It will be called "The Call of The Lord" What is it? Once you constructed the "Call of the lord" and your faction leader stays with that building for 10 turns will have a trait called "Lord of Warlords"
    This trait will give him an extra and cheap mercenary pool with all germanic faction units.You can quickly make a big army with your mighty general.Do yuo like the idea?
    Please i need feedbacks...
    Last edited by Ihatemonday; May 14, 2008 at 07:31 AM.

  11. #11

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Quote Originally Posted by Draco Borealis View Post
    Looks lot better than originals from RTW but permament stone forts (in reality small castles) with defensible walls preplaced on strategic places in MTW 2 Kingdoms were the best for late empire limes defences. The vanila "forts" are just fortified camps the Roman army builded everyday on march. maybe they shud be automaticly erected for free (for the Romans only)? In late empire they were rebuilded with stone walls, toweres, gates, artilery positions etc... and many of them became cities after units got first settled and (western) Roman army was later formaly disbanded in V century.
    Making forts free is a wonderful idea. Who needs denariis when everywhere is forestThis will give the game a real challange.And i will make the watctowers free too.

  12. #12
    Gäiten's Avatar Protector Domesticus
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    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Outstanding!

    Invasio Barbarorum: Ruina Roma Development Leader - Art made by Joar -Visit my Deviantart: http://gaiiten.deviantart.com/

  13. #13
    Jingles's Avatar Praefectus
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    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    If you're interested in trying to get stone forts to work, then perhaps it might be worth asking at the Rome Medieval Forums, they managed to get it to work (I don't know how though)


  14. #14

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Quote Originally Posted by Jingle_Bombs View Post
    If you're interested in trying to get stone forts to work, then perhaps it might be worth asking at the Rome Medieval Forums, they managed to get it to work (I don't know how though)

    If you look carefully to the collapsed walls you will se the wooden part of the real wall.I know how to to these forts,but the game wont let you a fresh made stonre fort.You put stone walls as a building on to the same coordinates of wooden walls(which cannot be removed)and these cuse bugs.But the forts you see above are fully playable have no bugs.Because Ramon and the team succesfully changed the wooden palidise models.And i think it is very clever.I created these forts with real walls.

  15. #15

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Those forts look great! I love them! When will that patch be ready to download, if I may ask?
    Can't the fort suggested by J_B be implemented, too? You know, the more the better.

  16. #16

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Quote Originally Posted by PSEUDO ROMANUS View Post
    Those forts look great! I love them! When will that patch be ready to download, if I may ask?
    Can't the fort suggested by J_B be implemented, too? You know, the more the better.
    I cant give an exact date.But it wont take long.

  17. #17
    Jingles's Avatar Praefectus
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    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    Well, if the forts from RM were implemented, it might be worth making them look a little less medieval and more roman, but having played siege battles with those big stone ones I can safely say they are ALOT of fun! against the AI even on medium you can get badly beaten when assaulting them, and if you do win I guarantee you won't come out of it without a bloody nose.

    the only issue is the pathfinding problems that sometimes occur with the central part of the fort.

  18. #18

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!





    Take a look at them friends.They look wondeful.I died to implant them fully and playable.Especially to give the feeling of Hadrians wall.But i am afraid these kind of forts are full of bugs and are not playable.They are nice to watch but for sure

  19. #19

    Default Re: SOUNDMOD-Revolutions Released See page 12 for news!!!!

    FoRTS FOR EVRY CULTURE(FINALIZED)






  20. #20
    julianus heraclius's Avatar The Philosopher King
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    Default Re: SOUNDMOD-Revolutions Released See frontpage for news!!!!

    I think the issue of permanent forts is a hard-coded issue. I managed to make stone forts but if you left abandoned them they would disappear like vanilla ones.

    Avatar & Signature by Joar

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