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Thread: [Submod Plan] Rise of Rome 666 (WIP)

  1. #41
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    hit me in discord if you wanna contribute somehow
    can't really remember your name there

    also were you able to adapt DET's buffer state script, at the end?

  2. #42

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Ciao, ho visto che parli italiano, qualche novitá riguardo questa fantastica submod?

  3. #43
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    lenti ma costanti
    buttati dentro discord se vuoi che abbiamo una chat solo per italiani (siamo un 6/7)

  4. #44

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    va bene grazie millee

  5. #45
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Just passing by for saying that RoR666 development is fully ongoing (and with really good news...)

    TWC will be always used as a main repository (I'll see to update it soon)
    If you wanna join discussions or whatever, please join the discord channel, meanwhile: https://discord.gg/9GVd9Kc
    It has a separated channel so not to bother with DeI vanilla's one

  6. #46
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Great to hear of the progress Jake! This is a project I am really looking forward to.

    A Merry Christmas to you and the RRoR666 team.

  7. #47
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    thanks, you too

  8. #48

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Quote Originally Posted by Jake Armitage View Post
    thanks, you too
    Hello Jake. I have one question, I want to start a new campaign as Seleucids and is there any kind of submod that removes Roman AI's script to conquer an entire map? I just don't want to spill the Roman blood

  9. #49
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    testudo and age of hellenism are the 2 submods that have limited rome's conquering capabilities
    they change other things too, speaking of gameplay

    if you want to remain with dei vanilla then try by using this pack, which has testudo's autoresolve script (much more complex than dei vanilla's version)
    it should change something but don't expect really big changes, since best way for modding complex things is to mod them on many fronts (like testudo and aoh did)
    save game compatible, compatible with anything, not MP compatible
    https://www.mediafire.com/file/8q6qf...olve.pack/file

  10. #50

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Quote Originally Posted by Jake Armitage View Post
    testudo and age of hellenism are the 2 submods that have limited rome's conquering capabilities
    they change other things too, speaking of gameplay

    if you want to remain with dei vanilla then try by using this pack, which has testudo's autoresolve script (much more complex than dei vanilla's version)
    it should change something but don't expect really big changes, since best way for modding complex things is to mod them on many fronts (like testudo and aoh did)
    save game compatible, compatible with anything, not MP compatible
    https://www.mediafire.com/file/8q6qf...olve.pack/file
    Thank you.

  11. #51
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    I built a really first template for a complex/dynamic event system.
    Event is full crap, UI are crappy, texts are crappy, outcomes are crappy and are without a real gameplay interaction.
    It's just a conceptual template for testing technical things. And has a quite "primitively written" lua script.
    If you wanna check, use the pack with Ro2 vanilla Grand Campaign, any faction, click on a general admiral... and you can interact with it
    Spoiler Alert, click show to read: 

    Basically, I'm rolling dices to be added to random assigned rpgish stats Stats have different weights so to assign randomly from 1 to 11 Dice roll is a classic d12 If the sum is above 13 it's a success, otherwise a failure



    As a note: I see and built this for testing purposes only, it has nothing to do about how I will start building real gameplay systems.
    Give it a try, it may give you a first sensation about how these things could work

    Use this pack with Ro2 vanilla Grand Campaign, any faction, click on a general admiral
    https://www.mediafire.com/file/b4tjd...ILLA.pack/file
    Last edited by Jake Armitage; January 04, 2021 at 10:59 AM.

  12. #52
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Complete (and probably definitive) list of all RoR666 Factions.
    310 Factions divided into 22 cultures ("religions")
    And into these 7 types:
    - Starting Playable
    - Spawning Playable
    - Starting non Playable
    - Liberated
    - Spawning Historical
    - Spawning Borderlands
    - Spawning Tribal

    https://www.mediafire.com/view/ig2mn...500px.png/file

  13. #53
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    So... not sure how this thing will end but there might be the impossibility for having the more building slots feature.
    This depends if the CA will patch or not older games (a patch that will be done just for blocking a lua command).
    The patch will remove the possibility of executing external programs via lua, directly form the game. They'll surely do this for wh2 (which doesn't have more building slots problems btw) and any future tw game.
    If they'll do, it won't be for blocking the more building slot possibility but for avoiding some serious security flaws.
    It also depends if there is some other workaround for patching the dll.
    Which means we just have to wait and see.

    Except for what above, mod is going forward, slowly but steadily.

  14. #54

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Quote Originally Posted by Jake Armitage View Post
    mod is going forward, slowly but steadily.
    Keep this up.

    Mundus Bellicus - TWC - ModDB - Discord - Steam
    ~ Patronized by Gaius Baltar, son of the Great Family of imb39, of the House of Garbarsardar, of the Noble House of Wilpuri.

  15. #55
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)


  16. #56

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Quote Originally Posted by Jake Armitage View Post
    Hi! Still waiting for your mod. Sounds good.
    Question/suggestion: any mod/script possible/existing to make client state/satrapy/etc. armies stay home instead of wandering towards nowhere inside my huge empire? (there is no sense to see a Lusotannan army near the city of Rome - master faction).
    Probably by modifying something like that button on the strategic map that requires help from allies for sieging a specific settlement or simply by introducing my sovereign right to forbid entrance into my territories for one client state or another one via altered diplomacy?

  17. #57
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    sadly those things are hardcoded, there are some weights you can play with but both the movement behaviour and that button code are
    i have something in mind for that, not sure till what extent will work

  18. #58

    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Quote Originally Posted by Jake Armitage View Post
    sadly those things are hardcoded, there are some weights you can play with but both the movement behaviour and that button code are
    i have something in mind for that, not sure till what extent will work
    Now, I am using map editor to teleport allied troops back to their homeland. Maybe an automated script to teleport these troops back based on player preferences and some triggers would be a good idea?

  19. #59
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    yeah but the move_to lua function doesn't seem to work
    or it works through non logical (> hex) map coordinates which aren't easy to track down

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