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Thread: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

  1. #801

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Thanks all for the kind words.

    Just finished setting up all the tunics from that one bake I made before ZBrush and MDesigner expired.
    To alleviate the clone problem I decided to add stripes that I've seen in images before. The only issue
    is this:

    "Men of the equestrian class were entitled to wear a tunic with narrow stripes, in the color the Romans
    called purple but was more like a deep crimson, extending from shoulder to hem, while broad stripes
    distinguished the tunics of men of the senatorial class." (http://www.vroma.org/~bmcmanus/clothing.html)

    In my humble opinion, I don't feel plain stripes on tunics worn by the lower class is implausible. I think
    stripes with gold threaded imagery on silk to mark higher status would be more realistic. Anyway, I don't
    really have time to research this further and am just going with what I've created below. If it bothers
    people that much, they can easily go into PFM and remove the entries

    Screenshots of all tunics that will be worn by all units:













    Thanks again for the compliments
    Kaziel's pixels & vibrations
    under the patronage of Noif de Bodemloze

  2. #802
    paleologos's Avatar You need burrito love!!
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    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Great job as ever mate!

  3. #803

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    I am cryiiiinggg .
    Those tunics look perfect, they give life to those romans.

  4. #804

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Sorry Kaziel but I have a question.

    In your mod "Early Republic" In the triarii unit there is only one type of Apulo Corinthian helmet, but in the vanilla the are different type, maybe three
    Why did you choose just one type?
    Thank you in advance

  5. #805

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    This is so awesomeeeeee!

  6. #806
    Megasalexandros's Avatar Campidoctor
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    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Ok i resisted for months that question and i almost never ask that question because i know its irritating for the creators of those mods, but Kaziel would you be kind enough to inform as if and i said IF any calculations on the matter can be done, when those magnificent units are going to be released?
    Thanks in advance.
    MACEDONIA ETERNAL GREEK KINGDOM

  7. #807
    DramaBelli's Avatar Ministry of Silly Walks
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    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    WElcome back Kaziel

  8. #808

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Kaziel where are you?

  9. #809
    Maximus183's Avatar Senator
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    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Give him a break, the guys got a wife and kid(s), some health issues and a massively ambitious modding project going on. Just let him work on it in peace without having to check in here every other day for impatient people who can't just let the man do what he does. This is the bane of every modder, I swear.

  10. #810

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Fantastic mod!
    Top class work!
    Well done Kaziel!!!

  11. #811

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Is it at all possible to keep all the shields red? they're excellent skins but the shield variation is just too random for my tastes, kind of gives the roman army a sense of unprofessionalism when it comes to equipment.. any quick sub-mods or file editing I can do to remedy this?

  12. #812

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    In my opinion, in order some of the units to be more distinguished, blue shields are needed too. From what i see Kaziel make a unit with the same shield colour. Eg a whole unit with one shield colour. So if a whole unit have the same shield colour give perfectly the sense of professionalism.

  13. #813

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Quote Originally Posted by Thyra13 View Post
    In my opinion, in order some of the units to be more distinguished, blue shields are needed too. From what i see Kaziel make a unit with the same shield colour. Eg a whole unit with one shield colour. So if a whole unit have the same shield colour give perfectly the sense of professionalism.
    what? I was talking mainly about the Hastati/Principes. Either yellow or red would be fine for either, but the random mixture just seems unprofessional. I don't know about the specific legions or evocati, etc. they can have whatever decorations or colors they'd like on their shields, but Hastati and Principes don't need to be "distinguished"

  14. #814

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Quote Originally Posted by benevlan View Post
    what? I was talking mainly about the Hastati/Principes. Either yellow or red would be fine for either, but the random mixture just seems unprofessional. I don't know about the specific legions or evocati, etc. they can have whatever decorations or colors they'd like on their shields, but Hastati and Principes don't need to be "distinguished"
    Hastati, Principes, and Trairii were not issued standard equipment and were serving in service to rome. It wasn't until the marian reform that the profession was created. Their equipment was their own and you were divided into the three categories based on age, experience and wealth. So individuality, even for the hastati, was very much the case in the roman polybian army.

  15. #815

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Is this better than Lavrentivs Roman Reskin? I've been trying out different Roman reskins lately. I stumbled upon Legionaries Armies Mod, which is cool tho. I also tried Imperial Legions of Rome (which is a big mod) for me, it's awesome but they deleted the non-steam download so it's sad. I also tried Lavrentivs Roman Reskin, but after using Imperial Legions and Legionaries Armies Mod, I feel like there is something missing. I'm going to try this reskin now, but I want to know your own opinion if you find this better tan Lavrentivs. Or is there any other Roman reskin mods out there that is awesome.

  16. #816

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *



    WOW Kaziel, your latest WIP screens bring tears of joy to my eyes! The most impressive models and textures I have seen in Rome 2! So much so I have now given up my own work on making new armours as they suck in comparison.... I really hope to use an updated hamata on my auxiliaries one day. I hope you have a donations page when you release these!

  17. #817
    XIIICaesar's Avatar Senator
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    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Dude, Kaziel, those are awesome. I cannot wait for you to be complete and send it to the thread for download. I am truly not patient enough to see your new legions with my custom AOR shields. CANNOT WAIT!

    ***FOR EVERYONE*** --->Not trying to spam the thread. I apologise if I intrude with this Kaziel.

    I found a simpler work around. It's makes for very easy managment going forward with mod updates.

    Step 1
    Enable hidden files in windows explorer
    Step 2
    Navigate here
    C:\Users\*YOU*\AppData\Roaming\The Creative Assembly\Rome2. Right click the scripts folder and send a shortcut to the desktop. The shortcut to the desktop (makes it easier to access in future). Don't close this directory yet though.
    Step 3
    Open the scripts folder and open user.script. Leave the directory open though after as you'll need to access the file user.script again later.
    Step 4
    Open up your Rome II data directory
    C:\Program Files (x86)\Steam\SteamApps\common\Total War Rome II\data
    Step 5
    Look at the mods you wanna use. You don't have to rename any of them. Figure out which ones you're gonna use.
    Step 6
    Open user.script with that shortcut we created earlier. Mods you'll use need to be entered in this format
    mod "*MOD NAME*";
    mod "*MOD NAME*";
    mod "*MOD NAME*";

    so and so forth. Make sure you enter them in the load order you want them to load. Just like in Mitch MM the top priority mods will be listed first with mods being overwritten towards bottom of list. I'll post an example after the instruction are complete.
    Step 7
    Save your changes and close user.script. Then right click the file and set to READ-ONLY. This is so that the game can't change the mods being used or their load order anytime you load it.
    Step 8
    Play your game and enjoy.

    If you do it like this you don't have to use Mitch's unofficial MM or the official MM by steam to use your mods. In fact, right now I have all mods deselected in the CA Official MM and am playing DeI with my mod XIIICaesar's legions just fine. All mods are loading in the exact order I have them in user.script and no other mods. I had you create the shortcut so that if you want to change what mods you use you don't have to go back into app data and all the other directories. You just click on the scripts shortcut on the desktop and it'll take you straight to your user.script file. To change what mods you use or loading order right click on the user.script and turn off READ-ONLY then do your edits. Save, close, and turn READ-ONLY back on. Load th3e game again and your good to go like before. This takes renaming your mod packs out of the equations. Whereas with that method anytime workshop updated your mod you had to delete the old bersion and rename the new version again to keep your load order correct and what not, now you don't. Steam workshop will update your mod like normal and because the names stay the same you just load the game up after a mods update and keep playing like normal no more renaming or anything.

    mod "aztec-update-september.pack";
    mod "A_Younger_Caesar.pack";
    mod "pdguru_grass_rel_0-4mod.pack";
    mod "md_mod_seem_v1_6_insane.pack";
    mod "DeI script reform testing.pack";
    mod "@096hellenicromanvariants.pack";
    mod "@_____XIIICaesars_Legions_DeI.pack";
    mod "___divide_et_impera_010_part1.pack";
    mod "___divide_et_impera_release_part2.pack";
    mod "___divide_et_impera_release_part3.pack";
    mod "___divide_et_impera_release_part4.pack";
    mod "___divide_et_impera_release_part5.pack";
    mod "___divide_et_impera_release_part6.pack";

    My example. Everything loads in order. My legions overwrite DeI, univariations overwrite my legions and DeI, my script reform test pack overwrites those mods, and so on. I wanna change something I click the shortcut to the script folder, turn off READ-ONLY on user.script make my changes and save. Then close turn READ-ONLY back on and play the game. BOOMThis will work guaranteed on Rome II. I am doing it now and have another member that plays my mod doing it as well. CONFIRMED. No renaming, or worrying about what is enabled or disabled in Official CA MM anymore or Mitch MM not working.
    Last edited by XIIICaesar; November 16, 2015 at 06:30 AM.

  18. #818

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Any progress kaziel? Still eagerly awaiting release!

  19. #819

    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    I think this mod is dead, unfortunately.

  20. #820
    Dontfearme22's Avatar Campidoctor
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    Default Re: Kaziel's Romans: Early Republic * V.1.0 * (Updated: 1/10/2014) * LIVE *

    Kaziel has stated repeatedly he has a lot of irl concerns; he will return when he can, as he has done before.

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