Page 10 of 11 FirstFirst 1234567891011 LastLast
Results 181 to 200 of 207

Thread: Rome I Remastered.

  1. #181
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,377

    Default Re: Rome I Remastered.

    Doesn't have to be unlimited anyhow..

  2. #182

    Default Re: Rome I Remastered.

    Quote Originally Posted by SharpEyed View Post
    Doesn't have to be unlimited anyhow..
    Yeah if they can just up the faction limit count by 10 and the regions and units by a 100 that would be good enough to breath new life into the modding community.

  3. #183

    Default Re: Rome I Remastered.

    Definitely not going to Pre-order. That's my policy.

  4. #184

    Default Re: Rome I Remastered.

    Quote Originally Posted by NostalgiaFan View Post
    Yeah if they can just up the faction limit count by 10 and the regions and units by a 100 that would be good enough to breath new life into the modding community.
    If you want 30 factions, you can just play Medieval 2 Mods... I am hoping for at least +20 additional faction slots. The era Rome I Remaster is set in is known for a vast diversity of cultures, the last time Europe ever had so much of it (until the Romans unified many of them into their Roman culture). Rome II did only one single thing right - it brought a ton of factions on the campaign map because of this.

  5. #185

    Default Re: Rome I Remastered.

    Quote Originally Posted by Gäiten View Post
    Do they know if they will lift the Limits of Units numbers (EDU.file) and numbers of different 3d models in battle (DMB.file)?
    If you read the quote I linked before carefully you can observe that they totally avoided to answer about the unit caps, which to my eyes is another red flag. Concerning 3d models in battle we only know that they claim they've added thousands of new models. We'll see at release if this statement is true.

    Quote Originally Posted by Crociato78 View Post
    In fact, that's what I thought too.

    In my opinion they will try to increase different limits, I hope especially in the regions, units (EDU and DMB) and size of the map.
    I hope they remove the faction limit (or a major increase), if there is this limit increase / removal I'm curious to see how all the faction icons in the menu, campaign and custom battle will appear, will they add a vertical scroll bar? !
    I hope they remove the faction, region and unit caps too. In my opinion they have no place in a modern remaster released in 2021. Concerning the new faction picking menu, I'm interested to learn if it'll be moddable, as I'm not a fan of the new menu at all. The biggest dislike for me in that menu is that the faction map is now very small. I love how in vanilla the map is big enough to show the entire map and each faction's territory at the same time and therefore doesn't need to zoom in as in more modern tw games. I was hoping they would actually increase the faction map even further. Pity it's not the case. I also dislike that it's overall much smaller because of the side menu. And it doesn't keep the feel and style of the original either, which is another negative.

    Quote Originally Posted by SharpEyed View Post
    Doesn't have to be unlimited anyhow..
    Well, it doesn't have to be limited either. This is a 2021 remaster. In my opinion, faction, region and unit caps have no place in it.

    Quote Originally Posted by NostalgiaFan View Post
    Yeah if they can just up the faction limit count by 10 and the regions and units by a 100 that would be good enough to breath new life into the modding community.
    Quote Originally Posted by Ocyalos View Post
    If you want 30 factions, you can just play Medieval 2 Mods... I am hoping for at least +20 additional faction slots. The era Rome I Remaster is set in is known for a vast diversity of cultures, the last time Europe ever had so much of it (until the Romans unified many of them into their Roman culture). Rome II did only one single thing right - it brought a ton of factions on the campaign map because of this.
    Personally I don't think either 30 or 40 factions are enough to provide what I consider a historically authentic and immersive experience for that setting. The extremely small number of factions is one of the major reasons I can't go back to RTW or its overhaul mods anymore, especially after Rome 2 gave us hundreds of factions in the same setting.

    It seems I approach this from a very different angle than most people, as I don't see people talking about the rebel faction that much, if at all. I think the rebel faction only existed because of the faction caps. Back in 2004 they just had to merge all these factions and cultures into one rebel faction because they could simply not add any more factions but still had to cover the entire map. In 2021 both the rebel faction and the faction caps are very outdated and in my opinion should both be removed. And of course this change would be optional so people who don't want the remaster to change that much could simply turn it off. And if Feral is unwilling or unable to make such a change they should at the very least remove the faction caps completely to allow the modders to.

    I also wouldn't personally be satisfied with just an increase in region and unit caps. I don't see how having such caps can be acceptable in a 2021 release, even if it's a RTW remaster. I mean it would simply be outdated even at release, and wouldn't be able to compare or compete with Rome 2, especially now that a campaign map modding tool for the more modern TW games (including Rome 2) is being developed by the Rise Of Mordor modding team.
    Last edited by perifanosEllinas; April 17, 2021 at 12:46 PM.

  6. #186

    Default Re: Rome I Remastered.

    The Spiffing Brit shows that Rome Remastered is a perfectly balanced game with no exploits.

    https://www.youtube.com/watch?v=-FqUxeKGJ3k

  7. #187

    Default Re: Rome I Remastered.

    Quote Originally Posted by Ocyalos View Post
    If you want 30 factions, you can just play Medieval 2 Mods.
    I don't "want 30 factions" I simply said adding that much would breath new life into the modding community which it would since just having 10 more factions to add would be nice and allow more factions into mods like Realism and Barborum and Surrectum. If we get more it would be nice but I would be fine with them upping the limit at all. Try not to put words in my mouth next time.


    Quote Originally Posted by perifanosEllinas View Post
    Personally I don't think either 30 or 40 factions are enough to provide what I consider a historically authentic and immersive experience for that setting. The extremely small number of factions is one of the major reasons I can't go back to RTW or its overhaul mods anymore, especially after Rome 2 gave us hundreds of factions in the same setting.
    Personally I think you are far too stuck up with your standards on what is "immersive and authentic" if you can't have your 100 gazillion factions that are almost all copy pasted of the same culture type with almost no difference with the other. Rome 2 can have it's hundreds of factions because despite all those factions it's base game remains vapid as ever and it's mods barely change that. Immersion and authenticity are more than putting in every single faction during a time period no matter how obscure they are, it's making the game flow in a certain way that gives the player a feeling of building an empire and it's authenticity is using it's mechanics to portray the time period to the player enough to make them invested in it and like they are playing in a different time period. Mods made for Rome 1 have done this far better than anything I have seen in Rome 2 and it did not need 100s of factions to do it.


    Quote Originally Posted by perifanosEllinas View Post
    It seems I approach this from a very different angle than most people, as I don't see people talking about the rebel faction that much, if at all. I think the rebel faction only existed because of the faction caps. Back in 2004 they just had to merge all these factions and cultures into one rebel faction because they could simply not add any more factions but still had to cover the entire map. In 2021 both the rebel faction and the faction caps are very outdated and in my opinion should both be removed. And of course this change would be optional so people who don't want the remaster to change that much could simply turn it off. And if Feral is unwilling or unable to make such a change they should at the very least remove the faction caps completely to allow the modders to.
    Call it outdated all you want, it worked far better than Rome 2's handling of it's hundreds of factions that despite being tiny and irrelevant almost always ended up destroying the important factions of the era thanks to the crappy province and imperium mechanics which almost always happened around Rome 2's launch to the point people were complaining all the time about how Rome kept getting wiped out by minor factions before they could even face them. Don't know how much they managed to fix this or how mods made it less of a problem but it made me realize that at least the Rebels of Rome 1 and Med 2 worked in at least keeping the minor factions from toppling the important ones before you even had your fun with them.


    Quote Originally Posted by perifanosEllinas View Post
    I also wouldn't personally be satisfied with just an increase in region and unit caps. I don't see how having such caps can be acceptable in a 2021 release, even if it's a RTW remaster. I mean it would simply be outdated even at release, and wouldn't be able to compare or compete with Rome 2, especially now that a campaign map modding tool for the more modern TW games (including Rome 2) is being developed by the Rise Of Mordor modding team.
    Realism, Barborum and Surrectum all stomp any mod made for Rome 2 regardless of their "outdated caps" because the engine itself is not limited like Rome 2's is when it comes to total conversions and I'll still take even Vanilla Rome 1 over Rome 2 with it's garbage combat and collision physics, province system, General only armies, limited braindead building slots, and dull ass music. That "map modding tool" you like harping on about has yet to prove itself to be anything worthwhile which being that it is only now being said to be possible is embarrassing to even know since it took almost a decade to talk about it where as we were getting stuff like Rome Total Realism about a year after Rome 1 was released if not being planned before.
    Last edited by Abdülmecid I; April 23, 2021 at 04:15 AM. Reason: Personal.

  8. #188

    Default Re: Rome I Remastered.

    Quote Originally Posted by herne_the _hunter View Post
    The Spiffing Brit shows that Rome Remastered is a perfectly balanced game with no exploits.

    https://www.youtube.com/watch?v=-FqUxeKGJ3k
    Well I guess no one can say Diplomacy is useless in Rome 1 anymore.

  9. #189
    SharpEyed's Avatar Be Fair and Thankful!
    Join Date
    Oct 2013
    Location
    the Vale of Tears
    Posts
    3,377

    Default Re: Rome I Remastered.

    Well, that was fun

    Ironically, I never knew him before.
    TW player with 2 million subs huh
    Last edited by SharpEyed; April 18, 2021 at 07:14 AM.

  10. #190

    Default Re: Rome I Remastered.

    After I saw Spiffing Brits Youtubevideo about Rome Remastered, I now preordered the game a seconds time.

    I cannot wait to be an ancient scam artist in the field of real estate! Where some 250 years before Jesus and over 2000 years before Donald Trump I commit fraud and scammery by buying off lands and bullying my sellers afterwards.


    Because this is how Empires rose and fell. You don't need thousands and thousands of legions, steel and death, no. You need Quintus Papinius Vindex and Tertius Vitruvius Eulogius who will venture out to foreign lands, instantly buy their empires by promising to settle grievances and afterwards bullying their partners to go into debt!

  11. #191
    B. W.'s Avatar Primicerius
    Join Date
    Sep 2008
    Location
    Bayou country
    Posts
    3,501

    Default Re: Rome I Remastered.

    I'll be waiting on a seasonal mod.

  12. #192

    Default Re: Rome I Remastered.

    We simply don't know enough about the engine to determine just how programmable the faction number actually is. Should and could mean two entirely different things. Should they remove the faction cap or raise it to 40, 50, 100, whatever? Maybe, but can they? That's a great question. We don't really know what modifications Feral has been capable of making to the engine and there simply might be technical limitations that will disappoint some people. You have to decide for yourself if that would be a make or break for the game.

    Personally I don't think that turning say the rebel faction into individual tribes and kingdoms would be all that interesting if they're clones of each other and having them independent doesn't really do much for gameplay in my opinion. The vast majority of people would only play a Roman faction anyway. Mods aren't used by most of a games' player base and Feral isn't going to make huge changes to the campaigns beyond their emergent faction randomizer system.

    EDIT: To be clear I've made the point before, but I think it's really for the best if people don't assume Feral is going to do things they haven't really promised. Until modders get access to it and start going crazy I would take any sort of claims to be wishful thinking.
    Last edited by Slaytaninc; April 21, 2021 at 10:52 PM.
    FREE THE NIPPLE!!!

  13. #193
    Crociato78's Avatar Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,176

    Default Re: Rome I Remastered.

    We await the release to find out what limits they have removed and which ones they have increased.

  14. #194
    Huberto's Avatar Praepositus
    Join Date
    Jun 2008
    Location
    USA
    Posts
    5,303

    Default Re: Rome I Remastered.

    Reminiscing about RTW and other TW titles with two CA devs:

    https://www.idlethumbs.net/3ma/episodes/the-total-war-rome-remastered-interview



  15. #195

    Default Re: Rome I Remastered.

    Quote Originally Posted by B. W. View Post
    I'll be waiting on a seasonal mod.

    Yeah a remaster should at least have 4 seasons per year w graphical representation on campaign and battle maps.
    Classical World - overhaul mod for Hegemony 3 , Clash of The Ancients. The Real Time Grand Strategy equivalent of Total War
    https://www.moddb.com/mods/classical-world-5

  16. #196

    Default Re: Rome I Remastered.

    70 gigs hard space for this really. Well you can **** right off then and **** off some more


    Since I posted that it's good to see the specs have changed to something more reasonable. Pleased.
    Last edited by herne_the _hunter; April 30, 2021 at 03:51 PM.

  17. #197

    Default Re: Rome I Remastered.

    look at the face
    Last edited by argenti; April 28, 2021 at 02:56 PM.

  18. #198

    Default Re: Rome I Remastered.

    So we have some info...

    The initial release is focused on making sure the main game is polished and fun to play. However, the core features for modding are also in place, including:


    Workshop support
    UI to submit and update mods from the game
    Mod conflict warnings
    Support for mods in Multiplayer
    Support for the original -show_err and -ai modding commands

    Where feasible the previous engine limits will be relaxed to allow for more complex mods.
    Fixing issues that are reported as modders start to use the system.
    Some of the tools used to pack models, audio etc will be made available to the wider modding community.

    To ensure updates to expanded modding limits and other modding-related changes do not negatively affect the game, they will first be released on a beta branch to allow modders to test the feature and report any issues. Once fixes are confirmed as working and stable they will be merged into the next release of the game.


    Raising the limits can be complex to implement, and require significant code changes.



    Factions
    Original:21
    Remastered:31


    Faction limits will be increased from 21 to 31 factions. This matches the maximum number of factions that Medieval 2 supported and is the limit of the existing game engine. This change affects a number of areas of the game engine and so will need extensive testing.


    Regions
    Original:200
    Remastered:TBD*


    The region limits will be increased from 200. The exact increase is not yet confirmed, but will be substantial.


    Other Limits
    There are a number of other limits that have been highlighted by the community. These will be reviewed individually and increased where practical. Some of the most requested are:


    Unit Entries (EDU)
    Model Entries (DMB)
    Buildings (EDB)
    Mounts
    Religions
    Cultures


    Post release more details on updated formats, packing & unpacking tools will be provided, along with scripts to enable modders to make new content.


    Prior to release Feral has worked with modders, who have created some of the most popular Rome mods, to get feedback and allow them to test the functionality of the Remaster.


    We are happy to say that a number of alpha releases from these modders will be available in the Steam Workshop tomorrow. Thank you to all of them for their enthusiastic support and some impressively fast turnarounds.

    We are sure that there will be more questions once the entire modding community gets access to the Remaster, so we will be regularly checking the official discord as well as the wider community.



    The Medieval 2 faction limit is kind of disappointing and my main take away is this: the real work on other limits will begin after release. In any case, for everyone interested it would be the best if they become active on official Discord under Rome Remastered and Historical Feedback, and then post more ideas for other useful modding features and limits we would like to be raised/old modding bugs in need of fixing. Feral are always watching there and are willing to support modding post-launch so... worth a try

  19. #199
    Aexodus's Avatar Persuasion>Coercion
    Civitate

    Join Date
    May 2017
    Location
    NI
    Posts
    8,719
    Blog Entries
    2

    Default Re: Rome I Remastered.

    Where can I join this official Discord?
    Patronised by Pontifex Maximus
    Quote Originally Posted by Himster View Post
    The trick is to never be honest. That's what this social phenomenon is engineering: publicly conform, or else.

  20. #200

Posting Permissions

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