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

  1. #21
    Nikron's Avatar Senator
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Wow! Really looking forward to this. Amazing mod and ideas guys.

  2. #22
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Thx, if any of you is interested into contributing, doors are open wide.
    Still too early now but if you think you'll have time in autumn then there will surely be some easy tasks to do.

  3. #23
    Legionario's Avatar Semisalis
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Sembra interessante,non faccio più modellazione 3D purtroppo (in passato ho fatto un pò di cose per diversi Mod di RTR) però se posso essere d'aiuto ben volentieri
    E fra chi lo ascoltò,alcuni erano buoni
    molti erano malvagi,
    e molti non erano niente,
    come tutti gli uomini...in qualsiasi luogo....

  4. #24
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    ottimo, ti scrivo in privato

  5. #25

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

    Oh Lord! I can’t believe that this day has come! Maybe I can be useful too.

  6. #26
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Sure thing

  7. #27
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    So what can we expect for the Gauls, specifically?

  8. #28
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Well, commonly intended "celtic" guys will be divided into 5 cultures, each one will be playable with at least 1 faction
    - celtic
    - raetic
    - celtoliguarian
    - ligurian
    - venetic

    Mardukammon is still preparing the first draft for the rosters (every culture should have its own, even if some will just have slight differences).
    I can't say much for now regarding strat map features, we'll have to build things step by step and make specific choices while going on.
    League system should also have slight differences depending on starting cultures though.

    Stay tuned.

  9. #29
    Dead*Man*Wilson's Avatar Campidoctor
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    So cool, man.

    I love how this is much more 'micro' as opposed to the 'macro' grand campaign. You really are modding into the subknown!

  10. #30
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Well, that's the plan, let's see what the future will bring.

  11. #31

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

    Very impressive Jake mate, may even make me buy the dlc just for this! Good luck!

  12. #32
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    Thx

  13. #33
    dogukan's Avatar Praeses
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    I look very forward to this. Hope it comes to fruitition
    "Therefore I am not in favour of raising any dogmatic banner. On the contrary, we must try to help the dogmatists to clarify their propositions for themselves. Thus, communism, in particular, is a dogmatic abstraction; in which connection, however, I am not thinking of some imaginary and possible communism, but actually existing communism as taught by Cabet, Dézamy, Weitling, etc. This communism is itself only a special expression of the humanistic principle, an expression which is still infected by its antithesis – the private system. Hence the abolition of private property and communism are by no means identical, and it is not accidental but inevitable that communism has seen other socialist doctrines – such as those of Fourier, Proudhon, etc. – arising to confront it because it is itself only a special, one-sided realisation of the socialist principle."
    Marx to A.Ruge

  14. #34

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

    THIS IS WONDERFUL!!!! I waited for a DeI based ROTR mod since ROTR was released and now I find this!!! I could not have asked for more! I’m not a modder, I’ve only tried to make some units with pfm (and failed) and I’m not an historian, though I’ve read a some things about ancient pre-Roman Italian history, but if I can help in any way, even as an humble beta tester please let me know. Also I’m Italian too.

  15. #35
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    you're in man

  16. #36

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

    Finally! Can’t wait!!! A really interesting time period and also one of my favorite! I can help with some pictures and informations about the latins/Roman. It’s all in German but maybe it can inspire and help

  17. #37
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    you're in man

  18. #38

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

    Let me know if there is anything I can do in terms of DB, startpos, or missions editing.

  19. #39
    Jake Armitage's Avatar Artifex
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    Default Re: [Submod Plan] Rise of Rome 666 (WIP)

    sure thing, I'll hit you in discord

  20. #40

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

    absolutely following this. I can't play DeI without Testudo now and this looks great!

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