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  1. #1

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by juanplay View Post
    Does anyone know whate the requirements are for the hunnic alliance building?
    I believe it's determined by location ( hidden resources ) and are located in the Danube regions.

    Quote Originally Posted by Fresco View Post
    I would play with the Scripts,please resolve it!!
    P.S. The Persian Army are infinite!!!(I play with ERE)!
    We will look at the script, but we are focusing on bugs at the moment.


  2. #2

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by Joar View Post
    I believe it's determined by location ( hidden resources ) and are located in the Danube regions.

    Thanks, but what I mean is: what are the requirements for the level 2 hunnic treaty? the one that gives hunnic armoured archers:.

  3. #3

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by juanplay View Post
    Thanks, but what I mean is: what are the requirements for the level 2 hunnic treaty? the one that gives hunnic armoured archers:.
    Here's the "specs":

    Spoiler Alert, click show to read: 

    }
    foederati_settlement_huns requires factions { empire_east, empire_west, empire_west_rebels, } and building_present_min_level hinterland_foederati_treaties foederati_treaties1 and hidden_resource danube or hidden_resource sarmatian and not hidden_resource german
    {
    capability
    {
    happiness_bonus bonus -2 requires factions { empire_east, empire_west, empire_west_rebels, }
    law_bonus bonus -2 requires factions { empire_east, empire_west, empire_west_rebels, }
    recruit "hunnic foederati" 0 requires factions { empire_east, empire_west, empire_west_rebels, } and hidden_resource danube or hidden_resource sarmatian or hidden_resource steppes
    recruit "hunnic heavy cavalry" 0 requires factions { empire_east, empire_west, } and hidden_resource danube or hidden_resource sarmatian or hidden_resource steppes




  4. #4
    Gäiten's Avatar Protector Domesticus
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    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by juanplay View Post
    Thanks, but what I mean is: what are the requirements for the level 2 hunnic treaty? the one that gives hunnic armoured archers:.
    You need a Huge city.

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

  5. #5

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by Gäiten View Post
    You need a Huge city.
    Regarding this, as ERE the only city in which you can build the Hunnic Foederati buildings is Ratiaria, however It does not seem possible to build a huge city there. I have already reached over 27.000 inhabitants and the option to upgrade the city walls does not appear in that city´s building browser or in the building menu.

  6. #6
    Gäiten's Avatar Protector Domesticus
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    Default Re: RELEASED: RVINA ROMAE

    One thing I think I didn't notice in the previews during all these years is that the Saxons aren't in the campaign. Not a criticism, though, I think it's an interesting decision and makes a difference in RR in regards to other mods in the Invasio Barbarorum universe. I understand they and the Romano-British faction wouldn't have that much impact overall in the specific case of Ruina Romae, so I understand the decision.
    There is quite a number of unique Saxon units in the game.

    Quote Originally Posted by Fresco View Post
    P.S. The Persian Army are infinite!!!(I play with ERE)!
    Now you feel like the ERE had to feel when those hordes acame and came and came ....

    However, they can get defeated.

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

  7. #7

    Default Re: RELEASED: RVINA ROMAE

    Finally man, Finally man
    My name is John, Tribune of Legio Ripenses IX Tertiae Italica and loyal servant to the computer generated Emperor, Julianus Flavius Augustus "The Apostles". And I will have my vengeance again The Quadi tribes, barbarian scums who decimated half of my legio in Mediolanum City Siege almost a year ago and Gratianus Flavius "The Traitor", the former Caesar who convince a half of precious my legio to his petty scheme rebellion just 3 months ago in this save game or the next
    -----------------------------------------------------------------------------------------------
    IB:Restitutor Orbis Signature courtesy of Joar

  8. #8
    Magister Militum Flavius Aetius's Avatar δούξ θρᾳκήσιου
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    Default Re: RELEASED: RVINA ROMAE

    Congrats guys!

  9. #9

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by Magister Militum Flavius Aetius View Post
    Congrats guys!
    Thanks!


  10. #10

    Default Re: RELEASED: RVINA ROMAE

    Thank you both. Im really enjoying the mod, playing as ERE keeping the sassanids at bay is hard enough, however the danubian border is quite calm as most ostrogoths, visigoths and huns just pounced on WRE, cant see how anyone would win that campaign.

  11. #11
    Gäiten's Avatar Protector Domesticus
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    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by juanplay View Post
    Thank you both. Im really enjoying the mod, playing as ERE keeping the sassanids at bay is hard enough, however the danubian border is quite calm as most ostrogoths, visigoths and huns just pounced on WRE, cant see how anyone would win that campaign.
    Believe me, it is possible. Very a challenge, but it can be acieved.

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

  12. #12

    Default Re: RELEASED: RVINA ROMAE

    Everything looks amazing, but why is everyone loaded with full stacks? Every settlement on the map seems to be full.

  13. #13

    Default Re: RELEASED: RVINA ROMAE

    Due to my rapidly declining health, I never thought I would get to play this. Excellent job guys, all of you should be very proud. Now let's get Restitutor Orbis going!

  14. #14
    Sertorio's Avatar Domesticus
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    Default Re: RELEASED: RVINA ROMAE

    Many many congratulation on the release, specialy on a time it would be easy to cease working on a outdated-like platform like Rome I. For me at least although Rome I does not have the advanced graphics of Rome II, it still has a lot to give. I Have been absent from the forum and Total War games but it's a pleasure to return and be able to play this. Thank you!
    Texture works by Sertorio, banner courtesy of Joar

    My AAR for VGRII-AQUILAE

  15. #15
    Stath's's Avatar Protector Domesticus
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    Default Re: RELEASED: RVINA ROMAE

    It looks great!! Congrats!!


  16. #16
    Sigma's Avatar Ducenarius
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    Default Re: RELEASED: RVINA ROMAE

    So what is the difference between this and RRFD? I've noticed so far that Britain and its factions have been removed, and that there are pretty portraits, units, and more traits.

  17. #17

    Default Re: RELEASED: RVINA ROMAE

    Thank you all for your kind words!

    Quote Originally Posted by Sigma View Post
    So what is the difference between this and RRFD? I've noticed so far that Britain and its factions have been removed, and that there are pretty portraits, units, and more traits.
    Where to begin...

    - There are 3 new factions
    - All new units
    - Edited map
    - All new UI, and not a single vanilla ancillary, portrait, interface, event cards, buildings, banner in the mod.
    - Many new buildings such as mints, watermills, gardens, hunting, grain trade, wine trade, glass trade, pelt trade, amber trade, hillforts, historical buildings etc, etc.

    Here's an overview of the Roman building trees:

    Spoiler Alert, click show to read: 


    The music and the strat map textures are still vanilla, but that will probably change.
    Last edited by Joar; October 05, 2019 at 05:41 AM.


  18. #18

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by Joar View Post
    Thank you all for your kind words!



    Where to begin...

    - There are 3 new factions
    - All new units
    - Edited map
    - All new UI, and not a single vanilla ancillary, portrait, interface, event cards, buildings, banner in the mod.
    - Many new buildings such as mints, watermills, gardens, hunting, grain trade, wine trade, glass trade, pelt trade, amber trade, hillforts, historical buildings etc, etc.

    Here's an overview of the Roman building trees:

    Spoiler Alert, click show to read: 


    The music and the strat map textures are still vanilla, but that will probably change.
    Dear Joan and Team if you came to Bali, i am gonna buy you a lot of beer bintang. Your work is amazing


    Sent from my iPhone using Tapatalk
    My name is John, Tribune of Legio Ripenses IX Tertiae Italica and loyal servant to the computer generated Emperor, Julianus Flavius Augustus "The Apostles". And I will have my vengeance again The Quadi tribes, barbarian scums who decimated half of my legio in Mediolanum City Siege almost a year ago and Gratianus Flavius "The Traitor", the former Caesar who convince a half of precious my legio to his petty scheme rebellion just 3 months ago in this save game or the next
    -----------------------------------------------------------------------------------------------
    IB:Restitutor Orbis Signature courtesy of Joar

  19. #19

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by Johnadiw26 View Post
    Dear Joan and Team if you came to Bali, i am gonna buy you a lot of beer bintang. Your work is amazing
    Thanks!


  20. #20

    Default Re: RELEASED: RVINA ROMAE

    Quote Originally Posted by Joar View Post
    The music and the strat map textures are still vanilla, but that will probably change.
    Nice Don't know if you plan to add something new/built from scratch, but if not you have the cities' strat map models from SAI, or a little mod floating around here at the twcenter which adds a late roman/"byzantine" look for strat map cities/forts/towers, for Medieval 2, though.

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