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Thread: [Feedback, Discussion & Bugs] Rome 2 Total Realism

  1. #341

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    AI gets extra food actually. Food only matters to player
    Last edited by JaM; March 09, 2017 at 04:10 AM.

  2. #342

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    But are Carthage suppose to have -17 food? or is this a bug.

    One thing is to start with -17 food, but no matter what I do the food keeps going in minus

  3. #343

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Food is now more about people satisfaction than anything else. Its main effect is to create disorder, if you have enough of it.. it doesnt impact your armies.. As Carthage, you have multiple provinces which can be made effective at food production, you just need to assess the situation right. Added difficulty is just to give Carthage player some challenge, otherwise it would be a walk in park..

  4. #344
    mAIOR's Avatar Senator
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Hello. Back to TW games and I must say this mod is amazing. Good job
    Only slight criticism I have is that battles are far too quick. Killing and movement speed should be halved imho for better experience. I find myself having to react frantically to enemy pushes and coubterpushes without time to breathe. Still, best combat mechanics for Rome 2 hands down.


  5. #345

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    dont forget trying new NER4.0 as well you might be surprised there too

  6. #346

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Please tell me. what is NER4.0?

  7. #347

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    its a mod for Napoleon Total War i has been working on before R2TR.. i just finished version 4.0 recently.

    http://www.twcenter.net/forums/showt...sm-4-Changelog

  8. #348
    mAIOR's Avatar Senator
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Quote Originally Posted by JaM View Post
    its a mod for Napoleon Total War i has been working on before R2TR.. i just finished version 4.0 recently.

    http://www.twcenter.net/forums/showt...sm-4-Changelog
    Cool. I will give it a go. Especially interested in your Naval battles as they are awesome.


    EDIT: just saw your Empire Realism new version is out as well. Might give that one a go first


    Cheers
    Last edited by mAIOR; March 18, 2017 at 02:05 PM.


  9. #349

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    NER4 is newer, im working on ER update with all changes from NER.

  10. #350
    mAIOR's Avatar Senator
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Hmmm. Did a battle against carthage yesterday and it was just right. I don't know what was different but managed to have my troops not run away. Might do a battle report with the replay as a showcase of this mod's potencial. Casualties still seem a tad too high (loser lost about 50% of their troops or something). Would you agree?
    One question, how can I make someone trade with me? No one seems to want to... everyone hates me...
    And Cartage is at war with me and won't take piece. I took two cities from them and they are just relentless. I can't seem to be able to give them a city to try and force peace. But they don'the attack me either... it's weird. Basically I can prepare my armies and attack at leisure without fear of repercussions.


    Cheers
    Last edited by mAIOR; March 20, 2017 at 08:39 AM.


  11. #351

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    releasing captives is good way how to improve relations.

  12. #352
    Artifex
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    I'm trying to port your combat mechanics to the current version of Rome II (also experimenting with Attila) and I've stumbled upon these issues:

    unit_attributes_to_groups_junctions

    Duplicate entry "guerrilla_deploy | missile_infantry_stealth"

    special_ability_to_special_ability_phase_junctions
    What's "far shot"? I can't find it in unit_special_abilities_tables where it should be defined

    special_ability_to_invalid_usage_flags
    cantabrian_circle | dismounted is missing. That shouldn't work while on foot, or am I wrong?

    projectiles
    You've added "medium" trajectory. Tried it in Shougun II Total Realism, but ashigaru still can't fire over allies. It seems to work in Rome II, doesn't it?
    And the entry scorpion_pot links to a non-existing audio file named "scorpion_pot". In vanilla, it's pot_large.

    land_units_to_unit_abilities_junctions
    Duplicate entries:
    Rom_Legionary_Cohort | use_the_whip
    Rom_Legionaries | use_the_whip

    units_to_grouping_military_permissions
    Duplicate entry:
    r2tr_Hel_Marines | ptolemaic_cyrenaica

    units_custom_battle_permissions
    Duplicate entries:
    r2tr_Hel_Marines | rom_athens
    r2tr_Hel_Marines | rom_macedon
    r2tr_Hel_Marines | rom_syracuse
    r2tr_Hel_Marines | rom_epirus



    Oh, and you should follow this thread:
    http://www.twcenter.net/forums/showthread.php?780656-More-building-slots
    Imagine having 8 slots for cities and 6 for towns...

    Last edited by Destin Faroda; May 30, 2018 at 04:08 PM.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  13. #353

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Serious question: how is removing unit experience considered realistic?
    Or am I misunderstanding the mod description somehow?

  14. #354

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    experience in game like Rome 2 is quite unrealistic, considering how wide time span game takes... you can literally have unit recruited in Turn 1, and keep it alive till the end of the game, 200 years later.... and over that time, unit would just gain XP up to the point they are unkillable demigods...

    Instead, i have removed the XP completely, rebalanced units based on typical XP men in those units would have (Principes were drafted from men 25-35 years old, with previous combat experience etc etc), so these units simulate the fact individual men are being constantly replaced, but overal unit effectivity is unchanged.

  15. #355
    cocobongoclub-DJ's Avatar Père fourmois
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Is this mod working ? I tried v3 and had an immediate crash when loading
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  16. #356
    Artifex
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Not right now. JaM needs to update it to the current version of Rome II which is a of work due to new patches and several new DLCs with lots of new units.
    My Mod:
    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  17. #357

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    I'm running this mod with Patch 17 on Steam, and the AI seems broken. I'm playing Rome in the grand campaign and was able to take Sardinia/Corsica and the complete Africa province without any response from Carthage apart from agent activities. I've run scouts west all the way to Gibraltar, and as far as I can tell this side has not build any troops at all. They've offered my side 160,000+ to make peace, so it seems that the AI is just banking income and not building anything. There was no garrison army at Carthage, and only a small fleet.

  18. #358

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Hello Guys, to anybody who still plays this mod - i have started working on a R2TR 4.0 recently.. Anyway, i've decided to rebuild the mod from scratch, use a bit different approach from what 3.0 had. Some units we had might not come back in 4.0, some will be added. overall campaign layer will be for now closer to vanilla as current game is quite huge in scope and it will take me some time to fully understand what changed in Rome 2 over the years... so in time, you might get a R2TR 4.0 LITE, with full focus on combat mechanics, and some of campaign mechanics that worked well in 3.0. Can't tell how long it would take to release it, i'm probably at 50% ready state right now, anyway some more complicated changes are still have to be implemented. Hopefully, i might be able to release LITE version before summer vacations. (fingers crossed!)

  19. #359
    Jake Armitage's Avatar Artifex
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    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    best luck man

  20. #360

    Default Re: [Feedback, Discussion & Bugs] Rome 2 Total Realism

    Great news.

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