Page 1 of 6 123456 LastLast
Results 1 to 20 of 114

Thread: Aurei Imperii (mod set at 150 BC)

  1. #1

    Default Aurei Imperii (mod set at 150 BC)


    Aurei Imperii is a mod set at 150 BC right before the 3rd Punic War, Achaean War, etc.

    I've redesigned this mod from scratch once again... This time for good I think lol I've already set up the starting position of all factions, added all the emblems everywhere, added the correct colours, added proper music and I've done all the menus stuff, this mod will have a similar design to Hellenika Total War in some things including the fact it will not have real time battles, so obiously it's not for everyone (I just don't have the time or interest for that).

    The mod is set at 150 BC as this is the ideal date for the design I want and at same time still having all interesting factions like Carthage, Seleucids, Pergamon, Achaean League, etc. There is a total of 16 factions 4 of them Roman, including the Senate. Roman family factions leaders: Julii: Sextus Julius Caesar - was the first of the Julii Cesares to become consul at 157 BC and an important statesman of the time; Cornelii: Publius Cornelius Scipio Aemilianus - leaded the final assault on Carthage; Caecilii: Quintus Caecilius Metellus Macedonicus - brought Macedonia into submission and turned it into a Roman province. Starting as leader of SPQR is Quintus Fabius Maximus Aemilianus, important statesman of the time and consul at 145 BC.

    Factions:

    - Romans (SPQR, Julii, Cornelii, Caecilii)
    - Achaean League
    - Rhodes
    - Attalid Kingdom
    - Ptolemaic Kingdom
    - Seleucid Empire
    - Pontic Empire
    - Carthage
    - Nabataean Kingdom
    - Bosporan Kingdom
    - Odrysian Kingdom
    - Dacia
    - Gallic Tribes
    - Numidia

    Cultures:

    - Roman
    - Hellenistic
    - Punic
    - Thracian
    - Celtic
    - Nabataean
    - Berber
    - Italic
    - Eastern

    A bit more info about the mod:

    - This is a semi-historical mod with some asynchronism, like for example the Marian reforms only happened around 105 BC while in the mod is if it already happened at 150 BC. And of course just have Roman territory divided into different families (like in Rome TW) isn't really historical.

    - The units and recruitment design is more factional focused rather than have alot of regional units. In general lower tier units are regional while higher tier units are factional (there are exceptions but it depends on the faction). Some factional units can only also be recruited from specific regions (for example elephants). Most units are known historical units but a few are debatable (for example romanized infantry from Seleucids and Ptolemies).

    - The factions, their controlled regions and their leaders are historical.

    - All recruitment besides ships come from government buildings and also the other buildings are tied to the government buildings. What government building you can build depends on the region. The implementation it's different depending on the faction. This shall make AI more effective recruiting and building (AI gives priority to buildings that have recruitment, this way it shall build with more variety). The government building is auto-destroyed when a region is conquered by another faction. Government buildings also spread the faction owner culture at the end of the year (the % depends on the government building tier).

    - City sizes are locked so some cities will always be more important than others (what you can build also depends on the city size) and no need to wait for a city to have a certain amount of population to build something new. This means the size a city has at the start of the game will remain until the end. There are only 3 different levels: City, Large City and Huge City and they all start underpopulated.

    I'll progressively post pics once more stuff is finished.

















    Last edited by MagusCaligula; January 11, 2020 at 10:01 AM.

  2. #2

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    reserved
    Last edited by MagusCaligula; December 09, 2019 at 08:35 AM.

  3. #3

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Hmm, seems like you chose the same timeline as most other antiquity mods, the 270s BC forward.

    Why not make a mod with a later start date for once, perhaps 170BC?

  4. #4

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    So I'm still working on stage 1 of the mod which is: factions campaign map banners and colours, factions interface and cultures, strat map icons, unit cards, factions starting positions, battle banners, etc. Only when I'm done with this I'll post in game screenshots. There might be a few name changes to the factions like the Arverni as it represents all the Celts so having a tribe name even if the most important isn't correct.

    Some features: big campaign map, 4 turns per year, AOR recruitment with government buildings depending on the regions, historical units and settlements, wonders of the world and other unique buildings. Some unique buildings you'll be able to build. A lot of efforth will be put in the campaign with scripts and art for a great gameplay (and roleplay) experience. A lot of attention to detail.

  5. #5

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Some more info about this mod and its progress:

    The mod is built on De Bello Mundi, units and battle scenes at worst will be the same (with editing to unit stats and balance) and at best there will be new ones, as of now I didn't think much about that as the ones from DBM are great already, but I'll probably look into adding in some areas where it's lacking maybe. I'll use some of its scripts, others don't and I'll add new ones. Some buildings will be replaced or removed and new ones added. There will be government buildings for each faction, which buildings you can build depends on the region and the recruitment in general is tied to them.

    I've finished already replacing towns and ports icons which are from Europa Barbarorum II as are the factions interface with the exception of unit cards background / borders, so all the credits to EBII.

    I'm now making new settlement flags (the ones you see over the settlements where there aren't any units in it) as there was an issue making some textures shining which was their case so I added different ones instead but now I solved that so I'll make the ones I originally intended so things a bit delayed.

    Factions are more or less placed already in their starting positions but need some tweak for balance reasons. Although there are "only" 20 factions there are more "sub factions" in the Eleutheroi (Independents) and they'll be also able to recruit units like normal factions and act aggressively.

    Big rivers are navigable and will give bonus to agriculture and trade, there will be reforms which will make new units available through time. I'll change the date to BC / AD instead of the AUC system as it would probably confuse most players.
    Last edited by MagusCaligula; October 29, 2018 at 09:11 AM.

  6. #6

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    So finally some in game screenshots:

    Campaign Map:


    Ptolemaioi:


    Romani:


    Roman Late Units:

  7. #7

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    I've reuploaded the campaign map pic as I forgot to finish the Seleucids starting territory, also pic of the Hellenic League showing the unit card border effect when selected as I've forgotten. I'll now look into add new intro videos and finish the unit cards (which might take a while). Then I'll work on the building icons and government buildings and others.




  8. #8

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    I've started making the unit cards from scratch to fit perfectly in the border frame, the new ones will look better. Unfortunately they still lose a bit of quality in game as the engine decreases size to fit the UI, the unit card itself looks much better but there is nothing I can do. In meanwhile I've also added videos for intros and wonders.

    EDIT:
    I manage the mostly solve the loss of quality in the unit cards in game so they'll look almost perfect now.
    Last edited by MagusCaligula; November 07, 2018 at 11:40 AM.

  9. #9

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Cool!

  10. #10

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    To the few interested in this mod: the work on unit cards is almost finished, they'll look much better, I'll also maybe need to use different UI and other stuff so everything you see atm in screenshots it's subject to change.


  11. #11

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    This honestly looks like a whole ton better and more refined then DBM! Reminds me almost of the rome total realism mods.
    Last edited by Star_destroyer; November 12, 2018 at 12:08 PM.

  12. #12

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Looks fun, keep it up.

  13. #13

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Thanks, it seems there is people interested in it afterall Yeah I'm starting by the cover as DBM is the base so I can focus 1st in polishing first the graphics part of it, but the gameplay will also be unique. I started it with some ideas inspired in EBII, but the more I design it in my head the more it turns unique and with some unique ideas. Most of DBM scripts will be preserved as I think they're nice.

  14. #14
    Civis
    Join Date
    Aug 2018
    Location
    Land of the Free, Home of the Brave
    Posts
    167

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Very interesting. I just hope that the first release is bug free. I’ve been keeping away from EBII because too many bugs atm.

  15. #15

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Quote Originally Posted by OJ33DA View Post
    Very interesting. I just hope that the first release is bug free. I’ve been keeping away from EBII because too many bugs atm.
    "Bug Free" in an ambitious Medieval 2 mod on its unpatched original release is a quest for a magical unicorn. At best, expect a fairly stable release that is refined with one or two matches. Bug free? tsk tsk...

  16. #16
    Razor's Avatar Licenced to insult
    Join Date
    Apr 2004
    Location
    Deventer, The Netherlands
    Posts
    3,854

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Quote Originally Posted by OJ33DA View Post
    Very interesting. I just hope that the first release is bug free. I’ve been keeping away from EBII because too many bugs atm.
    Quote Originally Posted by CommodusIV View Post
    "Bug Free" in an ambitious Medieval 2 mod on its unpatched original release is a quest for a magical unicorn. At best, expect a fairly stable release that is refined with one or two matches. Bug free? tsk tsk...
    Not to mention the fact that even vanilla M2TW sometimes just goes CTD for whatever reason.

  17. #17

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Well keep in mind this is a 1 man's project and it's impossible to me to do much test, I mean if you look at EBII which is a relatively big team with very experienced modders in Medieval II TW and with a lot of people testing it and as you said it still has bugs. That said I'm using DBM as base and I'm aware of some of the issues it has and ofc in this mod they shall be fixed and hopefully not introduce new ones xd

    My intention is to do the same as I did with my main mod for M&B Warband "Sands of Faith", releasing a first version hopefully as bug free as possible and based on the feedback fix all eventual issues and improve in all areas in the next. That mod is now almost bug free (but it was a 2 years work) and the only issues it has is related to computer performance due to the very high quality textures and some huge scenes (even the best computers struggle in town sieges), which is the reason computer performance is one of my priorities in this mod.

    Also it had many youtubers making LPs of the mod which was a huge help detecting bugs, obviously this game isn't as popular so players feedback will be even more important.
    Last edited by MagusCaligula; November 16, 2018 at 07:28 AM.

  18. #18

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    I'd be willing to test whenever you require some feedback.

  19. #19

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Quote Originally Posted by CommodusIV View Post
    I'd be willing to test whenever you require some feedback.
    Thanks, I don't think I'll upload a "special" test version though because of the file size, DBM itself is over 7Gb and the size with this mod will tend to get bigger, for example just replacing the intro and wonders videos increased the size quite a bit as the new ones are of higher quality and resolution. 7zip compresses like 3Gb in 1Gb but it's still something.

    But anyway things like events, reforms, recruitment for player, buildings, most scripts, etc, I can test myself as it's things that can be done at the first turns. But ofc things related to AI and game balance it's what is more complicated as require to actually play the game which is something I just don't have time. All my gaming time goes to make the mod and lately I didn't much to say the truth, still finishing the unit cards which are originally the ones from Normal's mod for Rome II ofc but the editing to fit perfectly the UI border/frame (and even just chosing the right one) takes some time.

    Also I'll need to change the culture UI and the towns/ports strat map models as the EBII team members aren't as helpful as you and other modders in the commmunity... So yeah it will probably take some time until some testing can be done

  20. #20
    Civis
    Join Date
    Aug 2018
    Location
    Land of the Free, Home of the Brave
    Posts
    167

    Default Re: Aurei Imperii (mod set at 278BC during Pyrrhus of Epirus campaigns)

    Quote Originally Posted by MagusCaligula View Post
    Well keep in mind this is a 1 man's project and it's impossible to me to do much test, I mean if you look at EBII which is a relatively big team with very experienced modders in Medieval II TW and with a lot of people testing it and as you said it still has bugs. That said I'm using DBM as base and I'm aware of some of the issues it has and ofc in this mod they shall be fixed and hopefully not introduce new ones xd

    My intention is to do the same as I did with my main mod for M&B Warband "Sands of Faith", releasing a first version hopefully as bug free as possible and based on the feedback fix all eventual issues and improve in all areas in the next. That mod is now almost bug free (but it was a 2 years work) and the only issues it has is related to computer performance due to the very high quality textures and some huge scenes (even the best computers struggle in town sieges), which is the reason computer performance is one of my priorities in this mod.

    Also it had many youtubers making LPs of the mod which was a huge help detecting bugs, obviously this game isn't as popular so players feedback will be even more important.
    Didn't mean to put you down.
    I'm just hoping that you'll release hotfixes as needed.
    Not trying to say that EBII doesn't do that but it seems they're focused on releasing Big updates instead of multiple small patches.

    I like many of the choices you made: the unit cards are fantastic, the choice of factions is interesting (unique rebel units) but how will Baktria be represented in the game when they have yet to gain independence from the Seleukids? Will they (the player) start as a protectorate of the Seleukid Empire? How powerful will the Seleukids be? I don't want the Seleukids to die off in less than 100 turns, as is common in RTW...
    Last edited by OJ33DA; November 27, 2018 at 12:15 AM.
    ----- ---------
    HACKING INTO THE MAINFRAME!!!

Page 1 of 6 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •