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Seasoned Alcoholic
12-30-2005, 20:03
Rome: Total Gameplay


RTG v1.0 EXE Installer (http://files.filefront.com/RTG_v1_EXE_Installerzip/;5362013;;/fileinfo.html) @ FileFront

RTG v1.0 EXE Installer (http://www.megaupload.com/?d=PTVDOKO0) @ Megaupload

RTG v1.0 Self-Extracting ZIP (http://files.filefront.com/RTG_v1_Self_Extracting_ZIPzip/;5361312;;/fileinfo.html) @ FileFront

RTG v1.0 Self-Extracting ZIP (http://www.megaupload.com/?d=VI0Q2DQJ) @ Megaupload

README for RTG EXE Installer version (http://www.twcenter.net/forums/showthread.php?t=57951)

README for RTG Self-Extracting ZIP version (http://www.twcenter.net/forums/showthread.php?t=57950)

Introduction

Rome: Total Gameplay (RTG) strives to improve many aspects of vanilla RTW. The mod focuses on areas such as gameplay balancing and improved battlefield experiences. It also incorporates the talented work of many members of the TW community.

Summary of RTG Features

Gameplay balancing, in particular to the AI.
Improved battles versus the AI that will now last greater periods of time, require more utilisation of tactics and skill.
Over 40 new, unlocked and replaced units.
Various factions and cultures can now construct more buildings, in particular Barbarian factions.
A modified campaign map, including over 50 new regions. Many exisiting regions have been relocated to roughly their historical locations, and some have been renamed.
Historical Battles now include the new / unlocked / replaced units accompanying this modification.
Some relevant bug-fixes.
Other general improvements.

NB: Regarding units, historical accuracy has been sacrificed to improve gameplay from its current state in vanilla RTW v1.5. However, the campaign map has been modified in an attempt to relocate / rename vanilla settlements to their historical locations. In addition, new settlements / regions will be constructed to keep the campaign map interesting.

RTG News

RTG v1.0 now available for download. EXE Installer version is around 115MB, whereas Self-Extracting ZIP version is around 150MB. Both installations require around 300MB uncompressed HD space.

Campaign Map

Here is the latest version of the campaign map and map_regions.tga:

https://img102.imageshack.us/img102/3817/map93qa.th.jpg (https://img102.imageshack.us/my.php?image=map93qa.jpg)https://img91.imageshack.us/img91/412/regions68nb.th.jpg (https://img91.imageshack.us/my.php?image=regions68nb.jpg)

You can download the RTG campaign map as a seperate download using this link (https://forums.totalwar.org/vb/showthread.php?t=65918). Depending upon whether you have night battles enabled in your own project or not, you may need to delete the NightBattleCapable traits from the accompanying descr_strat text file.

Developers Comments


Release date / current status: RTG v1.0 released.
Current total size of mod (estimated): compressed / zipped = around 115MB (EXE Installer), 150MB (Self-Extracting ZIP); uncompressed / unzipped = around 300MB.

This modification has been in progress since RTW v1.2, and has been continued since then. Its main aims are to improve single player campaign gameplay, and to provide some more variety to the original versions of RTW.

NB: These sections will be updated accordingly.

Rome: Total Gameplay (RTG) Credit Section

Modification Origins

Original Text File Structure & Related Files: The Creative Assembly
Concept: Seasoned Alcoholic
Creator & Developer: Seasoned Alcoholic

2D Artwork

Faction Symbols / Banners Research: Seasoned Alcoholic, Kaweh K
Faction Symbols, Buttons & Related Symbols: Kaweh K
Campaign Map Faction Banners: Kaweh K
Battlefield Banners & Standards: Kaweh K, KALI, webbird
Unit Sprites: Seasoned Alcoholic
UI Cards: Marly, Professor Spatula, webbird, LAca
Campaign Minimaps Per Faction: Seasoned Alcoholic
Faction Leader Portraits: Seasoned Alcoholic

3D Unit Artwork

Modding Legions Full Pack v1.3b
Roman Models & Reskins: ferres, GODzilla, Pinarius

Realistic Horse Mod Project
Horse Models & Reskins: Pinarius

Numidian Project
Wide Variety Of Numidian Models & Reskins: LAca

Greek Project
Phalangite Models & Reskins: LAca
Argyraspid Phalangite & Legionary Models & Reskins: LAca

Parthian Project
Parthian Reskins Pack: KALI

Carthaginian Project
Wide Variety Of Models, Reskins & Research: maximusminimus, Gaius Julius, Asterix, spartan_warrior

Xmasbox Pack
Celtic & Barbarian Models & Reskins: webbird
Reskin Selection Overview: webbird, maximusminimus, Warspite, JP226, Burebista
Carthaginian Reskins: maximusminimus
Iberian Reskins: webbird
Dacian Reskins: webbird, Burebista
Eastern, Mercenary & Additional Reskins: Warspite
Selected Greek Models & Reskins: webbird
Ptolemaic Reskins: webbird

Scythian Project
Scythian Models: webbird, RTR Team, Caius Brittanicus, AnastasioTheGreat
Scythian Reskins: webbird

Additional Model & Reskin Contributions
Greek Hoplite Sword Model: Professor Spatula
Extensive Dacian Reskins: Professor Spatula
Selected Mercenary, Greek, Carthaginian, German, Numidian, Gallic, Iberian, Thracian, Macedonian & Mount Reskins: Professor Spatula
Miscellaneous Reskin Requests: Angel, Alexanderthefantastic / Byzantine Emperor

Artwork Recommendations: Lusted, HunterKYA, The Spartan / The Lacedaemonian
CAS Model Lighting Effect Fixes: Lusted

Animations

Unit Animations Pack: SigniferOne

Battlefield AI

Battlefield AI Formations: Sinuhet, The New Trivium Organisation (NTO)

Battlefield Visuals

Skymod: Archer
Night Battles: DimeBagHo

Campaign Map

Modified Campaign Map & Related Files: Seasoned Alcoholic
New Regions & Related Coding: Seasoned Alcoholic
Regional Campaign Map Resources: Seasoned Alcoholic
Region Naming Convention & Settlement Placement: Seasoned Alcoholic
Advice For Alternate Campaign Map: IceTorque
Campaign Map Recommendations: GiantMonkeyMan, Professor Spatula, KonstantinosXI dragases1453, The Spartan / The Lacedaemonian, Carsten

ZOR / AOR Systems

Zone Of Recruitment (ZOR) System: Seasoned Alcoholic
Regional Mercenary Recruitment Pools / Area Of Recruitment (AOR): Seasoned Alcoholic

Unit Stat System Development

Modified Unit Stat Entries: Seasoned Alcoholic
Influences & Recommendations: Angel, The Spartan / The Lacedaemonian, Dukezer0, Dejan77

Faction Recruitment Capabilities

Reconstructed Faction Rosters: Seasoned Alcoholic
Recoded Rebel Armies: Seasoned Alcoholic

Faction Construction Capabilities

Extended Faction Construction Options: Seasoned Alcoholic

Siege Battles

Modified Siege & Wall Tower Aspects: Seasoned Alcoholic
Culture Specific Battering Rams: The Creative Assembly
Unlocked Culture Specific Battering Rams: Seasoned Alcoholic
Beta Testing: Seasoned Alcoholic
Recommendations: The Spartan / The Lacedaemonian

BI Style Victory Conditions

Modified Victory Conditions: Seasoned Alcoholic
Recommendations: Carsten

Movement Modifiers

Campaign Map Movement Modifiers: Seasoned Alcoholic
Battlefield Movement Modifiers: Seasoned Alcoholic
Beta Testers: Seasoned Alcoholic, The Spartan / The Lacedaemonian

Trait & Ancillary System

Original BI Traits & Ancillaries: The Creative Assembly
Modified RTW Traits & Ancillaries: Seasoned Alcoholic

Historical Battles

Modification: Seasoned Alcoholic
Recommendations & Testing: The Spartan / The Lacedaemonian

Battlefield Vegetation

Semi-Arid Palm Vegetation: Teleklos Archelaou, Shifty157

Marian Reforms Research

Marian Reforms Advice & Script Testing Recommendations: Ciaran
Script Elements Use For Beta Testing Purposes Only: Myrddraal, Epistolary Richard, player1

Naming Section

Renamed Factions: Seasoned Alcoholic
Renamed Units: Seasoned Alcoholic
Unit Name Recommendations: The Spartan / The Lacedaemonian

Modification Tools

X-Pak Extractor Tool: Vercingetorix (The Modding Godfather)
Trait & Ancillaries Validator: Malrubius
ExamDiff Comparison Tool: Monkwarrior
DDS Converter Tool: Kaweh K, lt1956

Historical Sources

Campaign Map: Wikipedia, Google
Historical References & Research: PseRamesses, Red Harvest, GiantMonkeyMan, The Spartan / The Lacedaemonian, Ciaran, Seasoned Alcoholic

Modification Support & Customisation

Minimod Author Of RTG: Angel

Testing

Beta Testers Including Extensive Analysis & Recommendations: Seasoned Alcoholic, The Spartan / The Lacedaemonian, Carsten, Murfios, Dukezer0, Angel, Cha0sMarin3, Dejan77

Additional Coding Areas: Seasoned Alcoholic

----------

All artwork featured in RTG is copyright of their respective owner(s). This artwork may not be re-used or distributed without the explicit written permission of the author(s).

My thanks to all those involved in every possible means with the development and progression of the mod.

If you feel I have missed you out of the credit section, or a certain section is inaccurate, please PM me to let me know which area(s) you felt you contributed towards.

Disclaimer

Rome: Total Gameplay is not supported or endorsed in any way by The Creative Assembly, Activision or Sega. All of the work included with this modification is my own, and has not been taken, borrowed or stolen from anyone. Credit has been given when and where necessary. Note that any infringements present are purely unintentional.

If you wish to use any part of this modification (i.e. my own work, not that of The Creative Assembly) in your own projects, please contact me in the form of a Private Message. Additionally, the work of other modders is included with this modification, so you will need to be given specific permission from the author(s) if you wish to use their work in your own projects. Please do not take my work without asking, the most frustrating thing for any modder is to have their own work used without permission elsewhere. Bear in mind that many hours / days / weeks / months have been spent developing and improving this modification.

cunobelinus
12-30-2005, 21:01
Lets hope this realeased soon looks good to me i would like to download and try it out.One thing you need to work on them unit cards.

Seasoned Alcoholic
12-30-2005, 21:50
Lets hope this realeased soon looks good to me i would like to download and try it out.One thing you need to work on them unit cards.

Thanks, I'm aiming to get v1.0 out early in the new year. Yeah I know the unit cards aren't the best, but I haven't got Photoshop or Paint Shop Pro (which makes editing them more simple than with The GIMP ~D) They could be done using the GIMP, but it would involve manually erasing every little detail from the background, and this could take a long time ~D.

I think the newer ones give a bit more atmosphere than the standard unit cards, but they do look a bit out of place compared to the originals. I'll post some more screenshots soon.

cunobelinus
01-01-2006, 15:55
i will do the unit cards as i am getting photoshop this month if u wont me 2 .

Scias
01-02-2006, 13:39
looking gd, finally a mod for rtw that meets my needs :) also is the gameplay going to be more like mtw/vi?

Seasoned Alcoholic
01-02-2006, 18:49
looking gd, finally a mod for rtw that meets my needs :) also is the gameplay going to be more like mtw/vi?

Haven't played MTW & VI (still brand new & sitting on the shelf ~D), but I've played Shogun: Warlord's Edition. From the tests that have been conducted so far, battles do play out considerably longer in duration, and are in someways similar to how battles fared in Shogun. For example, it may take a few volleys / rounds before your missile units start to bring down the opposition. They no longer kill a handful of men at a time (unless they are unarmoured, facing away from the direction of the misiles etc).

Expect routed enemy units to rally more frequently if they are not completely driven off the battlefield / disposed of. They will hastily rejoin the action given the opportunity. The same applies with your own forces. This is with captains as the battlefield commanders btw, with generals (family members) units should typically fight it out for even longer depending on the general's command ability (and battlefield morale improving retinue members).

Scias
01-02-2006, 22:04
sounds gd to me :) also will i still be able to play vanilla rtw 1.5 online?

Seasoned Alcoholic
01-03-2006, 01:04
The problem with installing any modification, no matter how small, is that you have to sacrifice Multiplayer gaming. This is because the files you have on your machine will be different from other people who play online. Only vanilla versions of RTW are compatible with online multiplayer servers.

That said, if you find someone else who has exactly the same version of a mod installed, you should be able to play online against them.

I decided to make this choice a while ago, as multiplayer gaming became a bit too repetitive IMO. You can always keep a backup copy of vanilla and use this to play online whenever you like, its always best to keep a vanilla version so you have something to fall back upon when the need arises.

cunobelinus
01-03-2006, 20:24
Just to say i will be doing all the work on photoshop if seasoned alcoholic agrees .We have already agreed on me doing the unit card but i will take part in other jobs if he says yes.

Seasoned Alcoholic
01-06-2006, 13:00
Since the first post is now overcrowded, I'll post the unit screenshots here (they'll be linked to the main post). There are a lot, so I'll use thumbnails to help load times - obviously click the thumbnail to see the larger version. Where the picture is small in size, I'll include the full version.

New / Unlocked / Replaced Unit Screenshots

Chosen Axes

https://img301.imageshack.us/img301/9486/axes22px.jpg

https://img301.imageshack.us/img301/7664/axes31uh.th.jpg (https://img301.imageshack.us/my.php?image=axes31uh.jpg)

https://img301.imageshack.us/img301/2002/axes48ns.th.jpg (https://img301.imageshack.us/my.php?image=axes48ns.jpg)

https://img478.imageshack.us/img478/5023/axes72fm.jpg

https://img478.imageshack.us/img478/4112/axes62bv.jpg


Briton Barbarian Cavalry

https://img301.imageshack.us/img301/443/barbcavbriton11la.th.jpg (https://img301.imageshack.us/my.php?image=barbcavbriton11la.jpg)

https://img478.imageshack.us/img478/9277/barbcavbriton43ww.th.jpg (https://img478.imageshack.us/my.php?image=barbcavbriton43ww.jpg)

https://img478.imageshack.us/img478/9264/barbcavbriton57rw.jpg


Carthaginian Archers

https://img150.imageshack.us/img150/5289/cartarch47ti.th.jpg (https://img150.imageshack.us/my.php?image=cartarch47ti.jpg)

https://img47.imageshack.us/img47/1289/cartarch58dr.jpg


Numidian Archers

Note that this is not a new unit as it appears in vanilla versions of RTW, but new unit and unit info cards will be created for it due to dictionary tag (or name) changes.

https://img96.imageshack.us/img96/6718/cartlightarch79ar.th.jpg (https://img96.imageshack.us/my.php?image=cartlightarch79ar.jpg)

https://img47.imageshack.us/img47/3815/cartlightarch65lu.th.jpg (https://img47.imageshack.us/my.php?image=cartlightarch65lu.jpg)


Macedonian Officer Core

https://img203.imageshack.us/img203/7818/macoff16li.jpg

https://img203.imageshack.us/img203/2226/macoff23ex.jpg

https://img203.imageshack.us/img203/2277/macoff31gt.jpg

https://img203.imageshack.us/img203/9016/macoff48ew.jpg


Thrace Barbarian Noble Cavalry

https://img203.imageshack.us/img203/7092/noblecavthrace19xz.th.jpg (https://img203.imageshack.us/my.php?image=noblecavthrace19xz.jpg)

https://img203.imageshack.us/img203/5454/noblecavthrace20zg.th.jpg (https://img203.imageshack.us/my.php?image=noblecavthrace20zg.jpg)

https://img203.imageshack.us/img203/8377/noblecavthrace37jv.th.jpg (https://img203.imageshack.us/my.php?image=noblecavthrace37jv.jpg)

https://img203.imageshack.us/img203/6480/noblecavthrace41fg.th.jpg (https://img203.imageshack.us/my.php?image=noblecavthrace41fg.jpg)


Pontus Scythed Chariots

https://img203.imageshack.us/img203/6331/pontussc10fi.th.jpg (https://img203.imageshack.us/my.php?image=pontussc10fi.jpg)

https://img203.imageshack.us/img203/4162/pontussc22kv.th.jpg (https://img203.imageshack.us/my.php?image=pontussc22kv.jpg)

https://img203.imageshack.us/img203/6695/pontussc39au.th.jpg (https://img203.imageshack.us/my.php?image=pontussc39au.jpg)

https://img221.imageshack.us/img221/7725/pontussc40kc.th.jpg (https://img221.imageshack.us/my.php?image=pontussc40kc.jpg)


Briton Raiders

https://img205.imageshack.us/img205/9339/raidersbrit33vz.jpg

https://img205.imageshack.us/img205/3416/raidersbrit46fo.jpg


Dacian Raiders

https://img205.imageshack.us/img205/9393/raidersdac59pj.jpg

https://img205.imageshack.us/img205/518/raidersdac68el.jpg

https://img221.imageshack.us/img221/7840/raidersdac33xe.th.jpg (https://img221.imageshack.us/my.php?image=raidersdac33xe.jpg)

https://img221.imageshack.us/img221/6052/raidersdac42kq.th.jpg (https://img221.imageshack.us/my.php?image=raidersdac42kq.jpg)


Scythian Raiders

https://img205.imageshack.us/img205/4986/raidersscy45jk.jpg

https://img205.imageshack.us/img205/1755/raidersscy59av.jpg


Spanish Raiders

https://img221.imageshack.us/img221/9941/raidersspa12yd.th.jpg (https://img221.imageshack.us/my.php?image=raidersspa12yd.jpg)

https://img375.imageshack.us/img375/8433/raidersspa26ma.th.jpg (https://img375.imageshack.us/my.php?image=raidersspa26ma.jpg)

https://img375.imageshack.us/img375/1735/raidersspa30nt.th.jpg (https://img375.imageshack.us/my.php?image=raidersspa30nt.jpg)


Sarmatian Heavy Cavalry

https://img375.imageshack.us/img375/6678/sarmhc16fq.jpg

https://img375.imageshack.us/img375/526/sarmhc25ou.th.jpg (https://img375.imageshack.us/my.php?image=sarmhc25ou.jpg)

https://img375.imageshack.us/img375/3213/sarmhc35iz.th.jpg (https://img375.imageshack.us/my.php?image=sarmhc35iz.jpg)

https://img375.imageshack.us/img375/5627/sarmhc41vw.jpg


Seleucid Officer Core

https://img205.imageshack.us/img205/232/seloff44ws.th.jpg (https://img205.imageshack.us/my.php?image=seloff44ws.jpg)

https://img205.imageshack.us/img205/8966/seloff59ia.jpg

https://img205.imageshack.us/img205/5108/seloff69ox.jpg


Seleucid Scythed Chariots

https://img203.imageshack.us/img203/8757/seleucidsc19ph.th.jpg (https://img203.imageshack.us/my.php?image=seleucidsc19ph.jpg)

https://img203.imageshack.us/img203/7654/seleucidsc22ho.th.jpg (https://img203.imageshack.us/my.php?image=seleucidsc22ho.jpg)

https://img203.imageshack.us/img203/433/seleucidsc30ww.jpg


Spartans

The official CA alternative Spartan Hoplite model.

https://img203.imageshack.us/img203/5719/spartan29hu.jpg

https://img203.imageshack.us/img203/6302/spartan32mv.th.jpg (https://img203.imageshack.us/my.php?image=spartan32mv.jpg)

https://img203.imageshack.us/img203/8865/spartan44do.jpg

Seasoned Alcoholic
01-06-2006, 13:04
Continued...

Thracian Officer Core

https://img203.imageshack.us/img203/7792/thraceofficer13jn.th.jpg (https://img203.imageshack.us/my.php?image=thraceofficer13jn.jpg)

https://img203.imageshack.us/img203/5666/thraceofficer29rg.jpg

https://img203.imageshack.us/img203/9891/thraceofficer31ch.jpg

https://img203.imageshack.us/img203/521/thraceofficer44it.jpg

https://img203.imageshack.us/img203/1681/thraceofficer57xh.jpg


Woad Berserkers

https://img203.imageshack.us/img203/2158/woad19eb.th.jpg (https://img203.imageshack.us/my.php?image=woad19eb.jpg)

https://img203.imageshack.us/img203/4401/woad27in.th.jpg (https://img203.imageshack.us/my.php?image=woad27in.jpg)

https://img203.imageshack.us/img203/5381/woad38na.th.jpg (https://img203.imageshack.us/my.php?image=woad38na.jpg)

https://img203.imageshack.us/img203/6622/woad49ts.th.jpg (https://img203.imageshack.us/my.php?image=woad49ts.jpg)


Dacian Woodsmen

https://img149.imageshack.us/img149/5179/wooddac46gt.th.jpg (https://img149.imageshack.us/my.php?image=wooddac46gt.jpg)

https://img161.imageshack.us/img161/7442/wooddac59tk.jpg


Scythian Woodsmen

https://img137.imageshack.us/img137/7393/woodscy42us.th.jpg (https://img137.imageshack.us/my.php?image=woodscy42us.jpg)

https://img509.imageshack.us/img509/8121/woodscy52es.jpg


Greek Officer Core

This texture and sprite has kindly been provided by professorspatula, many thanks :medievalcheers:

https://img478.imageshack.us/img478/3140/greekofficer19xf.jpg

https://img478.imageshack.us/img478/9127/greekofficer25lb.jpg

https://img478.imageshack.us/img478/7088/greekofficer38os.jpg

https://img205.imageshack.us/img205/8205/greekofficer45el.jpg

cunobelinus
01-07-2006, 12:52
unit cards will be done soon but are these alrite> https://i7.photobucket.com/albums/y283/littlegannon/britishraidercardcopy.jpg if not i will do it again with three others that have already done.

Seasoned Alcoholic
01-07-2006, 13:25
unit cards will be done soon but are these alrite> https://i7.photobucket.com/albums/y283/littlegannon/britishraidercardcopy.jpg if not i will do it again with three others that have already done.

Those are perfect mate, if you need any more screenshots just let me know! :medievalcheers:

cunobelinus
01-07-2006, 18:05
thnkz i will have them done soon than i thought then

cunobelinus
01-08-2006, 11:39
i have finished all the unit cards and will send them once u have replied on PM

killerxguy
01-09-2006, 14:15
I'll give you guys a very good tip i use for creating unit-cards, use 3ds max, yes 3ds max, import the models, then tick the helpers (the thing that makes the bones disapear) import the animation or play around with your model, then take a screenshot of him in max (grab viewport i think or something else) then edit it in PS so it can be as good as you want it.

I use this technique for our mod.

cunobelinus
01-09-2006, 17:38
how about photoshop it works the best it designed for it so 3ds max wont get best affect

Seasoned Alcoholic
01-10-2006, 19:13
Historical Battles

https://img207.imageshack.us/img207/2923/tf11mn.th.jpg (https://img207.imageshack.us/my.php?image=tf11mn.jpg)
Some of the default Historical Battles have now been modified

https://img207.imageshack.us/img207/4021/tf21pq.th.jpg (https://img207.imageshack.us/my.php?image=tf21pq.jpg)
There are now a few more surprises for the Romans in the Teutoburg Forest...

https://img207.imageshack.us/img207/9844/tf33ks.th.jpg (https://img207.imageshack.us/my.php?image=tf33ks.jpg)
Good luck...~D

Pontic General's Bodyguard Upgrade

https://img301.imageshack.us/img301/5379/pgb14po.th.jpg (https://img301.imageshack.us/my.php?image=pgb14po.jpg)
Pontic General's Bodyguards will now upgrade correctly after the Marius Reforms

Renamed Settlement on Strategy Map

https://img363.imageshack.us/img363/3937/ddd7jm.th.jpg (https://img363.imageshack.us/my.php?image=ddd7jm.jpg)
Domus Dulcis Domus has been renamed to Vicus Gepidae

Battlefield View of Stone Walls

https://img27.imageshack.us/img27/3005/stonewalls16ix.th.jpg (https://img27.imageshack.us/my.php?image=stonewalls16ix.jpg)
Barbarian factions can now construct Stone Walls for greater protection

Seasoned Alcoholic
01-15-2006, 14:56
I'm looking for someone to create additional Unit and Unit Info Cards for the mod. littlegannon has kindly created some already, but he now unfortunately has other commitments and has no spare time available.

If you are interested in participating in the mod by creating these unit & unit info cards, or require further information, please reply here or alternatively send me a Private Message. Obviously you will need the correct software to create the cards, preferably Photoshop, Paint Shop Pro or 3DS Max, and previous experience of creating unit cards would be helpful.

There is a tutorial on how to create unit cards using Photoshop in this topic (https://forums.totalwar.org/vb/showthread.php?t=51373).

I'm pretty much tied-up at the moment with Beta testing the imperial campaign, prologue and historical battles. Any help in creating the cards will be greatly appreciated, and you will receive credit in doing so.

cunobelinus
01-18-2006, 16:54
ive sent u the unit cards with changed names.unfourtnately it would not let me send them unzipped so i will have to put them on a download site if they dont work again.sorry again for not being able to finish them all.:shame:

Seasoned Alcoholic
01-24-2006, 11:02
I've been editing the campaign map, bascially to rename and relocate selected settlements to roughly their historical locations. As this is work-in-progress, items may be moved again until the final version is ready. Here are some screens:

https://img32.imageshack.us/img32/3367/r16lh.th.jpg (https://img32.imageshack.us/my.php?image=r16lh.jpg)
Side in Pamphylia, for more historical info click here (http://en.wikipedia.org/wiki/Side)

https://img32.imageshack.us/img32/5615/r24ed.th.jpg (https://img32.imageshack.us/my.php?image=r24ed.jpg)

https://img32.imageshack.us/img32/9893/r35do.th.jpg (https://img32.imageshack.us/my.php?image=r35do.jpg)

https://img32.imageshack.us/img32/7813/r49kz.th.jpg (https://img32.imageshack.us/my.php?image=r49kz.jpg)

https://img32.imageshack.us/img32/3856/r55jy.th.jpg (https://img32.imageshack.us/my.php?image=r55jy.jpg)

https://img32.imageshack.us/img32/344/r60gp.th.jpg (https://img32.imageshack.us/my.php?image=r60gp.jpg)

https://img32.imageshack.us/img32/5528/r71xa.th.jpg (https://img32.imageshack.us/my.php?image=r71xa.jpg)

https://img32.imageshack.us/img32/8584/r88sh.jpg

https://img32.imageshack.us/img32/2073/r91fm.th.jpg (https://img32.imageshack.us/my.php?image=r91fm.jpg)

Will post more screens as additional changes are made.

Seasoned Alcoholic
01-25-2006, 15:05
More campaign map changes:

https://img87.imageshack.us/img87/4356/r108qr.th.jpg (https://img87.imageshack.us/my.php?image=r108qr.jpg)

https://img87.imageshack.us/img87/8726/r113ik.th.jpg (https://img87.imageshack.us/my.php?image=r113ik.jpg)

https://img87.imageshack.us/img87/5683/r124kq.th.jpg (https://img87.imageshack.us/my.php?image=r124kq.jpg)

https://img87.imageshack.us/img87/9058/r131if.jpg

https://img87.imageshack.us/img87/650/r145lw.th.jpg (https://img87.imageshack.us/my.php?image=r145lw.jpg)

https://img87.imageshack.us/img87/5444/r191tc.th.jpg (https://img87.imageshack.us/my.php?image=r191tc.jpg)

Seasoned Alcoholic
01-26-2006, 21:22
Further campaign map additions / changes:

https://img224.imageshack.us/img224/4893/r215fw.jpg

https://img224.imageshack.us/img224/1331/r222ar.th.jpg (https://img224.imageshack.us/my.php?image=r222ar.jpg)

https://img224.imageshack.us/img224/5702/r237ie.jpg

https://img224.imageshack.us/img224/1880/r242kj.jpg

https://img224.imageshack.us/img224/3585/r255vx.th.jpg (https://img224.imageshack.us/my.php?image=r255vx.jpg)

https://img224.imageshack.us/img224/8325/r262ln.th.jpg (https://img224.imageshack.us/my.php?image=r262ln.jpg)

https://img224.imageshack.us/img224/7284/r274pt.th.jpg (https://img224.imageshack.us/my.php?image=r274pt.jpg)

https://img224.imageshack.us/img224/6729/r280zx.th.jpg (https://img224.imageshack.us/my.php?image=r280zx.jpg)

https://img224.imageshack.us/img224/2517/r294qj.jpg

https://img490.imageshack.us/img490/2858/r300pn.th.jpg (https://img490.imageshack.us/my.php?image=r300pn.jpg)

https://img518.imageshack.us/img518/2121/r318ew.th.jpg (https://img518.imageshack.us/my.php?image=r318ew.jpg)

cunobelinus
01-27-2006, 22:29
im just wondering do my unit cards work? i really need to know.

Seasoned Alcoholic
01-28-2006, 23:04
Yet more campaign map changes / additions:

https://img388.imageshack.us/img388/9061/r321rn.th.jpg (https://img388.imageshack.us/my.php?image=r321rn.jpg)

https://img388.imageshack.us/img388/8314/r333vy.jpg

https://img388.imageshack.us/img388/7749/r349tj.jpg

https://img388.imageshack.us/img388/1989/r355eu.th.jpg (https://img388.imageshack.us/my.php?image=r355eu.jpg)

https://img388.imageshack.us/img388/730/r368pn.th.jpg (https://img388.imageshack.us/my.php?image=r368pn.jpg)

https://img388.imageshack.us/img388/1692/r370pd.jpg

https://img388.imageshack.us/img388/3677/r384vz.th.jpg (https://img388.imageshack.us/my.php?image=r384vz.jpg)

https://img388.imageshack.us/img388/93/r399sj.th.jpg (https://img388.imageshack.us/my.php?image=r399sj.jpg)

https://img388.imageshack.us/img388/9852/r409pp.th.jpg (https://img388.imageshack.us/my.php?image=r409pp.jpg)

professorspatula
01-29-2006, 16:10
I think you win the award for most screenshots for a mod per one page of threads ~;p

Looking good though. I wish I could be so focused on my own mods instead of faffing about with the same old stuff, then getting fed up and playing something else instead.

Seasoned Alcoholic
01-30-2006, 19:11
I think you win the award for most screenshots for a mod per one page of threads ~;p

Looking good though. I wish I could be so focused on my own mods instead of faffing about with the same old stuff, then getting fed up and playing something else instead.
~D Tbh, I've been playing other games as well, and modding in between. Non-stop modding sessions can really burn you out in no time as you well know, so I just take my mind off the mod and play something else. You need to play other games anyway because you won't get much satisfaction from a BETA version of a mod ~D

Seasoned Alcoholic
01-30-2006, 19:47
Some more screens, including parts of North Africa, Egypt and a reconstructed Asia Minor:

https://img357.imageshack.us/img357/7061/r414za.th.jpg (https://img357.imageshack.us/my.php?image=r414za.jpg)

https://img496.imageshack.us/img496/2456/r426du.th.jpg (https://img496.imageshack.us/my.php?image=r426du.jpg)

https://img357.imageshack.us/img357/1645/r430gn.th.jpg (https://img357.imageshack.us/my.php?image=r430gn.jpg)

https://img496.imageshack.us/img496/5812/r447wn.th.jpg (https://img496.imageshack.us/my.php?image=r447wn.jpg)

https://img357.imageshack.us/img357/2756/r451py.th.jpg (https://img357.imageshack.us/my.php?image=r451py.jpg)

https://img357.imageshack.us/img357/7679/r463xd.th.jpg (https://img357.imageshack.us/my.php?image=r463xd.jpg)

https://img357.imageshack.us/img357/2020/r472jy.jpg

https://img357.imageshack.us/img357/5967/r482wt.th.jpg (https://img357.imageshack.us/my.php?image=r482wt.jpg)

https://img224.imageshack.us/img224/654/r492dz.jpg

https://img224.imageshack.us/img224/1575/r507nr.th.jpg (https://img224.imageshack.us/my.php?image=r507nr.jpg)

https://img224.imageshack.us/img224/5083/r513mm.th.jpg (https://img224.imageshack.us/my.php?image=r513mm.jpg)

https://img371.imageshack.us/img371/6677/r525ow.th.jpg (https://img371.imageshack.us/my.php?image=r525ow.jpg)

https://img371.imageshack.us/img371/8983/r538rr.jpg

https://img371.imageshack.us/img371/9122/r549hz.jpg

Seasoned Alcoholic
01-31-2006, 17:47
Reconstructed Britannia:

https://img469.imageshack.us/img469/8886/r556ot.th.jpg (https://img469.imageshack.us/my.php?image=r556ot.jpg)

https://img472.imageshack.us/img472/3721/r561on.th.jpg (https://img472.imageshack.us/my.php?image=r561on.jpg)

https://img469.imageshack.us/img469/1577/r573vt.th.jpg (https://img469.imageshack.us/my.php?image=r573vt.jpg)

https://img472.imageshack.us/img472/4455/r588jv.th.jpg (https://img472.imageshack.us/my.php?image=r588jv.jpg)

https://img472.imageshack.us/img472/5462/r593vy.jpg

https://img469.imageshack.us/img469/8763/r607nr.th.jpg (https://img469.imageshack.us/my.php?image=r607nr.jpg)

https://img469.imageshack.us/img469/7360/r612zy.jpg

Seasoned Alcoholic
02-02-2006, 19:21
Reconstructed Mesopotamia & Arabia, and added another region into North Africa:

https://img331.imageshack.us/img331/5476/r625rx.jpg

https://img405.imageshack.us/img405/871/r634ys.th.jpg (https://img405.imageshack.us/my.php?image=r634ys.jpg)

https://img331.imageshack.us/img331/1760/r643zy.th.jpg (https://img331.imageshack.us/my.php?image=r643zy.jpg)

https://img331.imageshack.us/img331/3916/r659vd.th.jpg (https://img331.imageshack.us/my.php?image=r659vd.jpg)

https://img405.imageshack.us/img405/9907/r665eg.jpg

https://img331.imageshack.us/img331/9647/r672bo.th.jpg (https://img331.imageshack.us/my.php?image=r672bo.jpg)

https://img405.imageshack.us/img405/7251/r680aj.jpg

https://img403.imageshack.us/img403/9549/r697ow.th.jpg (https://img403.imageshack.us/my.php?image=r697ow.jpg)

https://img403.imageshack.us/img403/5619/r701bv.th.jpg (https://img403.imageshack.us/my.php?image=r701bv.jpg)

https://img348.imageshack.us/img348/3079/r713jv.th.jpg (https://img348.imageshack.us/my.php?image=r713jv.jpg)

https://img403.imageshack.us/img403/457/r722nn.th.jpg (https://img403.imageshack.us/my.php?image=r722nn.jpg)

https://img348.imageshack.us/img348/3817/r730wt.th.jpg (https://img348.imageshack.us/my.php?image=r730wt.jpg)

https://img348.imageshack.us/img348/5060/r747zx.th.jpg (https://img348.imageshack.us/my.php?image=r747zx.jpg)

snevets
02-03-2006, 03:54
Good stuff. Your 'raiders' have a problem with their arms, whoever made the model forgot to remove the sleeves. BTW in all these screenshots of the map, are you just changing fertility and such? I see a few new cities but most of them are pre-existing.

Seasoned Alcoholic
02-03-2006, 10:51
Yeah, there are a couple of issues with the raiders model. This is because they use the warguard model, which is the one used for chosen swordsmen. I'd spent quite some time testing the raiders texture out on most of the existing models, but the warguard was the only one which the texture seemed to accept without becoming corrupt.

Just done a region count in descr_regions, so far 26 new regions have been added, the other ones displayed have either been renamed or relocated on the campaign map. Thanks :medievalcheers:

Seasoned Alcoholic
02-03-2006, 23:29
Added 2 regions to the southern tip of Sweden, my thanks to PseRamesses for the historical info! :medievalcheers:

https://img344.imageshack.us/img344/323/r750cz.th.jpg (https://img344.imageshack.us/my.php?image=r750cz.jpg)

https://img348.imageshack.us/img348/5823/r762gj.th.jpg (https://img348.imageshack.us/my.php?image=r762gj.jpg)

Seasoned Alcoholic
02-05-2006, 20:29
Reconstructed Pannonia, Illyria and Dalmatia (resources will be relocated at a later date ~D):

https://img384.imageshack.us/img384/4619/r775uh.th.jpg (https://img384.imageshack.us/my.php?image=r775uh.jpg)

https://img448.imageshack.us/img448/4886/r786sl.th.jpg (https://img448.imageshack.us/my.php?image=r786sl.jpg)

https://img530.imageshack.us/img530/5797/r795xi.th.jpg (https://img530.imageshack.us/my.php?image=r795xi.jpg)

https://img448.imageshack.us/img448/6184/r804xi.th.jpg (https://img448.imageshack.us/my.php?image=r804xi.jpg)

https://img448.imageshack.us/img448/5120/r818oz.jpg

https://img448.imageshack.us/img448/6650/r821ql.th.jpg (https://img448.imageshack.us/my.php?image=r821ql.jpg)

Seasoned Alcoholic
02-05-2006, 20:31
Reconstructed Mainland Greece (resources will be moved at a later date ~D):

https://img530.imageshack.us/img530/3268/r836bi.jpg

https://img151.imageshack.us/img151/508/r840tz.th.jpg (https://img151.imageshack.us/my.php?image=r840tz.jpg)

https://img530.imageshack.us/img530/2446/r852lg.jpg

https://img151.imageshack.us/img151/121/r868wz.th.jpg (https://img151.imageshack.us/my.php?image=r868wz.jpg)

https://img530.imageshack.us/img530/2329/r874bx.th.jpg (https://img530.imageshack.us/my.php?image=r874bx.jpg)

https://img530.imageshack.us/img530/4499/r882uh.th.jpg (https://img530.imageshack.us/my.php?image=r882uh.jpg)

https://img151.imageshack.us/img151/9110/r898rh.th.jpg (https://img151.imageshack.us/my.php?image=r898rh.jpg)

Seasoned Alcoholic
02-06-2006, 19:06
Added 2 regions for Moesia, tweaked Thrace / Paionia as a result:

https://img437.imageshack.us/img437/2640/r908to.th.jpg (https://img437.imageshack.us/my.php?image=r908to.jpg)

https://img437.imageshack.us/img437/6848/r915ci.th.jpg (https://img437.imageshack.us/my.php?image=r915ci.jpg)

https://img146.imageshack.us/img146/8418/r929sm.th.jpg (https://img146.imageshack.us/my.php?image=r929sm.jpg)

Seasoned Alcoholic
02-07-2006, 17:13
Reconstructed Pontus and Cappadocia:

https://img92.imageshack.us/img92/7765/r933jx.th.jpg (https://img92.imageshack.us/my.php?image=r933jx.jpg)

https://img92.imageshack.us/img92/1350/r945ua.th.jpg (https://img92.imageshack.us/my.php?image=r945ua.jpg)

https://img92.imageshack.us/img92/7270/r951uy.th.jpg (https://img92.imageshack.us/my.php?image=r951uy.jpg)

https://img92.imageshack.us/img92/3039/r964tu.th.jpg (https://img92.imageshack.us/my.php?image=r964tu.jpg)

Seasoned Alcoholic
02-08-2006, 23:11
Reconstructed Parthia, Atropatene & Armenia:

https://img95.imageshack.us/img95/7072/r978ek.th.jpg (https://img95.imageshack.us/my.php?image=r978ek.jpg)

https://img95.imageshack.us/img95/2881/r988sr.th.jpg (https://img95.imageshack.us/my.php?image=r988sr.jpg)

https://img266.imageshack.us/img266/5310/r995ub.th.jpg (https://img266.imageshack.us/my.php?image=r995ub.jpg)

https://img266.imageshack.us/img266/8161/r1003zn.th.jpg (https://img266.imageshack.us/my.php?image=r1003zn.jpg)

https://img95.imageshack.us/img95/5723/r1018zm.th.jpg (https://img95.imageshack.us/my.php?image=r1018zm.jpg)

https://img95.imageshack.us/img95/4774/r1021rm.th.jpg (https://img95.imageshack.us/my.php?image=r1021rm.jpg)

https://img154.imageshack.us/img154/965/r1031pn.th.jpg (https://img154.imageshack.us/my.php?image=r1031pn.jpg)

Seasoned Alcoholic
02-09-2006, 15:44
Reconstructed Dacia:

https://img224.imageshack.us/img224/7436/r1047xx.th.jpg (https://img224.imageshack.us/my.php?image=r1047xx.jpg)

https://img224.imageshack.us/img224/556/r1053ba.th.jpg (https://img224.imageshack.us/my.php?image=r1053ba.jpg)

Seasoned Alcoholic
02-09-2006, 18:17
Reconstructed Crete:

https://img142.imageshack.us/img142/4717/r1063mf.th.jpg (https://img142.imageshack.us/my.php?image=r1063mf.jpg)

Seasoned Alcoholic
02-10-2006, 16:00
Renamed and relocated German settlements & regions:

https://img450.imageshack.us/img450/5310/r1078du.th.jpg (https://img450.imageshack.us/my.php?image=r1078du.jpg)

https://img450.imageshack.us/img450/6999/r1085ck.th.jpg (https://img450.imageshack.us/my.php?image=r1085ck.jpg)

https://img450.imageshack.us/img450/7875/r1091cc.th.jpg (https://img450.imageshack.us/my.php?image=r1091cc.jpg)

https://img450.imageshack.us/img450/4483/r1102uz.th.jpg (https://img450.imageshack.us/my.php?image=r1102uz.jpg)

https://img450.imageshack.us/img450/1364/r1110ry.th.jpg (https://img450.imageshack.us/my.php?image=r1110ry.jpg)

https://img275.imageshack.us/img275/1567/r1127pq.th.jpg (https://img275.imageshack.us/my.php?image=r1127pq.jpg)

https://img450.imageshack.us/img450/324/r1134gz.th.jpg (https://img450.imageshack.us/my.php?image=r1134gz.jpg)

https://img450.imageshack.us/img450/8007/r1144gp.th.jpg (https://img450.imageshack.us/my.php?image=r1144gp.jpg)

Reenk Roink
02-10-2006, 18:44
Looks nice so far.

Say, do you have any plans for a new faction or replacement?

Seasoned Alcoholic
02-10-2006, 20:32
Looks nice so far.

Say, do you have any plans for a new faction or replacement?

To date I've renamed Spain to Iberia, and am thinking about renaming Egypt to the Ptolemaic Dynasty. I suppose the Roman factions could be renamed, the mods always open to suggestions ~D

Reenk Roink
02-12-2006, 03:10
I have two suggestions then: :beam:

(1) Less Provinces: I see on the campaign map that you have added some more provinces. I would advise against this unless it is necessary for historical accuracy, as more provinces means more meaningless battles and a repetitive game. Think RTW vs BI. Now in some areas of the map (Italy and the upper Balkans) it would be good to have more provinces, as these areas were historically difficult to control, and one battle wasn't enough to secure domination, but my suggestion would be not to split up places like Crete...

(2) This is more of a personal suggestion, but I would like to see a mod that begins 15-20 years before the vanilla start date. The reason for this is that there would be a more interesting situation at this time period with the diadochi. You could revamp Thrace into a hellenistic faction under Lysachimos, and include Epirus as a new faction. If you choose this road (I'm keeping my fingers crossed) I could be of help with the historical situation, and although my modding skills are elementary at best (I've only messed around with simple things like descr_strat, export_descr_unit, descr_names, etc...) I would try to help with some file editing and writing some descriptions.

Thanks for reading my suggestions :nice:.

Seasoned Alcoholic
02-12-2006, 21:35
(1) I see your point about less cities, therefore less battles, quicker campaign, keeps the interest etc. However, IMO the campaign map was 'empty' before the changes were made. You would see countless large provinces, with the next nearest settlement many tiles (and therefore turns) away.

Hopefully with more, closely-located provinces, the battles will be more crucial although perhaps more frequent. However, I've modded faction's core attitudes in diplomacy, so you should find that your rivals will be more willing to work with you.

From the latest screenshots of the map, you can see I've left many vanilla provinces unchanged, so some areas of the map will play as they always have.

(2) These ideas sound interesting. There's a hardcoded limit on the number factions - this is 21 in total, and these are all used at present. The problem with creating new factions is that you usually have to change many areas, such as faction banners, battle standards, units (models, textures, sprites, stats), test the results and so on. I'm a one-man team at present, and my hands are tied in other areas - currently relocating / adding resources to the campaign map.

However, if you think you'll be able to construct new units (you need the correct software for this, such as 3DS MAX, Photoshop, Paintshop Pro etc), design new banners, write historical unit descriptions, code the unit stats etc let me know! ~D

Reenk Roink
02-13-2006, 02:40
(1) Well, you have a point there too...:grin: I think it was a good idea splitting up Illyria and such, but areas such as the Seleucid territory are a bit to divided IMO...

(2) I know of the hardcode, and I know that it would be too much of a pain to have only one Roman faction and get rid of the senate system etc... So what I'm proposing is that if you were to start the mod a couple decades back, you could simply convert Thrace into Lysimachus's kingdom (Thrace has phalanx units anyway) and maybe change The Greek Cities into Epirus, leaving Sparta, Syracuse, Thermon, etc as strong rebel city states. I would be very willing to help you in this, especially with information and descriptions, though I could also try and lend a hand in text editing...

I do have Photoshop CS2, and have always been willing to learn how to skin, just never got around to it :tongue2:... Gonna check some of the tutorials here at the ORG...

Thanks

Reenk

The Spartan (Returns)
02-13-2006, 20:48
great! espically new things for barbarians new units its all good! q. will the movies in historical battle still be there?

Seasoned Alcoholic
02-13-2006, 22:01
Yeah, all the movies / intros to the Historical Battles are still there. You'll also see some of the new / alternate skinned units in these intros as well, as well as the officer(s) / standard bearers leading each unit of men into battle. I'd post some screens, but for some reason you can't capture screenshots whilst the intro movies are playing :wall:

professorspatula
02-14-2006, 17:42
Use Fraps chap.

www.fraps.com

Take as many screenshots as you like, when you like, and fill up your hard drive with them. I currently have about 8 gigs of screenshots and movies created with that program.

Seasoned Alcoholic
02-14-2006, 22:12
Thanks for the link PS, I'll check this site out. I'm running low on HD space myself, think my RTW .TGA folder is a few gigs which is probably to blame ~D

Seasoned Alcoholic
02-17-2006, 18:30
Beta Test Report: Prologue / Sons Of Mars

Factions Involved

* House Of Julii
* House Of Brutii
* SPQR
* Gauls
* Greek Cities
* Thrace
* Rebels

Victory Conditions (all factions)

* Domination: Hold 10 regions including Latium

Difficulty Settings

* Campaign Map difficulty: Very Hard
* Battlefield difficulty: Medium

Battlefield Timer Status

* No Time Limit

Unit Scaling

* Normal (Prologue default)

Comments

* Prologue scripts still work correctly, IE the campaign & battlefield advice from advisors
* Opening scripted battle (Julii & SPQR vs Gauls) still works correctly, although some default timings / cut scenes are slightly out
* Senate will issue various missions after you are instructed to take Tarentum
* Brutii (originally the Scipii) land their armies in Dalmatia, Illyria etc and war with the Greek Cities & Thrace
* Greeks reinforce their settlements on mainland Italy, usually around Tarentum / Croton
* Auto-generated Roman family members appear occasionally around Rome for SPQR
* SPQR will move to intercept Rebels in both their own and neighbouring provinces
* SPQR will support allies in times of need, EG:
(1) SPQR supported Julii when under siege from Gauls @ Tarqunii
(2) SPQR supported Julii when under siege from Greeks @ Bovianum
* Julii gained most public support first and took Rome (eventually ~D - lost a few BIG armies, needed more than one attempt due to strength of garrison @ Rome and support from Brutii)
* From the starting factions SPQR, Gauls, Greek Cities & Thrace were destroyed. The civil war happened between the Julii & Brutii
* Gauls made repeated incursions from Northern Italy, with some fairly powerful armies - there main target was Tarquinii on each occasion
* Greeks also fielded some decent armies, although were eventually driven from mainland Italy
* Thrace never really got going because: (a) they start with a single province, (b) their sole settlement is the first target of the invading Brutii / Greeks
* Most battles were interesting, I lost several powerful armies during both field battles and siege assaults. My armies consisted primarily of Hastati, Principes, Triarii, Equites & Roman Generals / Family Members, with some missile support
* Victory conditions worked correctly. After taking 10 regions and holding Latium, the victory message appeared (see screenshot, below), but there was no option present to continue play.

NB: these test results were encountered whilst playing the Julii on VH / M difficulties. These results may well be different on other difficulty settings.

https://img105.imageshack.us/img105/5134/prologuevictory5my.th.jpg (https://img105.imageshack.us/my.php?image=prologuevictory5my.jpg)

Seasoned Alcoholic
02-21-2006, 12:03
Renamed Factions

Spain have been renamed to Iberia. Character names have remained the same.

https://img101.imageshack.us/img101/2994/ib17gs.th.jpg (https://img101.imageshack.us/my.php?image=ib17gs.jpg)

Egypt have been renamed to The Ptolemaic Dynasty. Character names are now primarily Greek. Before, a combination of Egyptian first names were used with Greek surnames, which looked out of place. The name changes reflect Greek rulers on the Egyptian throne. The changes also apply to agents and admirals.

https://img156.imageshack.us/img156/5825/pt19ph.th.jpg (https://img156.imageshack.us/my.php?image=pt19ph.jpg)

Seasoned Alcoholic
03-01-2006, 11:43
Latest unit screenshots...

Numidian Camel Archers

https://img149.imageshack.us/img149/2499/numidiancamelarchers26yx.th.jpg (https://img149.imageshack.us/my.php?image=numidiancamelarchers26yx.jpg)

https://img161.imageshack.us/img161/874/numidiancamelarchers38qi.th.jpg (https://img161.imageshack.us/my.php?image=numidiancamelarchers38qi.jpg)

https://img47.imageshack.us/img47/2143/numidiancamelarchers18fv.th.jpg (https://img47.imageshack.us/my.php?image=numidiancamelarchers18fv.jpg)

Briton General's Bodyguard Early

https://img161.imageshack.us/img161/5956/britoncavbodyguardearly12de.jpg

https://img148.imageshack.us/img148/4430/britoncavbodyguardearly23vj.jpg

Briton General's Bodyguard

https://img140.imageshack.us/img140/4717/britoncavbodyguard16ll.th.jpg (https://img140.imageshack.us/my.php?image=britoncavbodyguard16ll.jpg)

https://img138.imageshack.us/img138/5246/britoncavbodyguard29xd.th.jpg (https://img138.imageshack.us/my.php?image=britoncavbodyguard29xd.jpg)

Ptolemaic Armoured Bodyguard

https://img148.imageshack.us/img148/9768/egyptcavbodyguard19zt.th.jpg (https://img148.imageshack.us/my.php?image=egyptcavbodyguard19zt.jpg)

https://img149.imageshack.us/img149/539/egyptcavbodyguard24tk.th.jpg (https://img149.imageshack.us/my.php?image=egyptcavbodyguard24tk.jpg)

https://img509.imageshack.us/img509/2860/egyptcavbodyguard30fi.th.jpg (https://img509.imageshack.us/my.php?image=egyptcavbodyguard30fi.jpg)

Seasoned Alcoholic
03-02-2006, 18:44
40 new regions have been added to the imperial campaign map, which are listed below. The names are in pairs: the ones on the left are the region names, and the ones on the right are the settlement names. Note that some factions’ original settlements have been given to the rebels. For more details, please refer to the latest version of the campaign map.

Rebels / Slaves
* Pamphylia Et Pisidia / Side
* Istria / Pola
* Northern Sardinia / Olbia
* Gallia Lugdunensis Secunda / Lutetia
* Raetia / Veldidena
* Tribus Helvetii / Aventicum
* Corsica / Aleria
* Tripolitania Prima / Oea
* Lydia / Sardis
* Caria / Halicarnassus
* Paphlagonia / Sinope
* Tribus Iceni / Venta Icenorum
* Tribus Cornovii / Deva Victrix
* Regnum Brigantes / Eboracum
* Damnii Valentia / Coria
* Mauretania / Cartenna
* Assyria Prima / Nineveh
* Sumer Et Akkad / Seleucia
* Arabia Petraea Secunda / Medeia
* Arabia Secunda / Dumah
* Scaneg / Scaneg
* Blecingaeg / Blecingaeg
* Dalmatia Prima / Scodra
* Lower Pannonia / Sirmium
* Northern Epirus / Dyrrhachium
* Boeotia Et Phocis / Thebes
* Illyria Prima / Vindonissa
* Moesia Prima / Sardica
* Moesia Secunda / Noviodunum
* Pontus Secunda / Trapezus
* Cappadocia Secunda / Melitene
* Astyages / Ecbatana
* Atropatene Prima / Gazaca
* Armenia Secunda / Thospia
* Crete Prima / Knossos
* Cyprus Prima / Paphos

Numidia
* Numidia Secunda / Lambaesis

Greek Cities
* Mysia / Pergamum

Dacia
* Dacia Prima / Sarmizegetusa

Seleucids
* Upper Mesopotamia / Thapsacus

WarHawk1953
03-04-2006, 02:31
How soon will this MOD be completed? Looks interesting. This might make v1.5 patch worth loading. Only using 1.2 now.

Seasoned Alcoholic
03-05-2006, 17:39
How soon will this MOD be completed? Looks interesting. This might make v1.5 patch worth loading. Only using 1.2 now.

Very soon I hope, there are a few more unit & unit info cards to be completed, and then that should be about that. I'm thinking of releasing the mod as an open beta because I don't really have the time to beta test the imperial campaign (after campaign map changes) in great depth.

There are still some issues in the mod, basically because these are the issues in v1.5 of RTW, so things like the siege tower bug against large stone walls will exist.

Seasoned Alcoholic
03-06-2006, 11:41
----------------------
#ROME: TOTAL GAMEPLAY#
----------------------

SHORT GUIDE TO RTG
Written By Seasoned Alcoholic

--------------------
--------------------

Rome: Total Gameplay (RTG) is a mod that attempts to improve several aspects of the original Rome: Total War (RTW). These include:-

* Gameplay balancing, in particular to the AI.

* Improved battles versus the AI that will now last greater periods of time, require more utilisation of tactics and skill.

* Over 40 new, unlocked and replaced units to recruit.

* Various factions and cultures can now construct more buildings, in particular Barbarian factions.

* A modified campaign map, including 40 new regions. Many exisiting regions have been relocated to roughly their historical locations, and some have been renamed.

* Historical Battles now include the new / unlocked / replaced units accompanying this modification.

* Some relevant bug-fixes.

* Other general improvements.

There are many more adjustments, changes, fixes etc of various sizes that have been implemented in RTG. For more details, please refer to the README text file.

----------

What to expect in RTG:-

* The gameplay has certainly changed from the vanilla (or unmodified) versions of RTW, you may need to spend time getting used to this feature. I would suggest using Custom Battles to practice before jumping straight into a new imperial campaign. Alternatively, try the Historical Battles, or Prologue (Sons Of Mars) provincial campaign.

* Battles will now last for longer periods of time, and you should expect to face more aggressive AI armies. You may find that you spend more time engaged in battles than before, so remember to stay alert and watch the AI's manouveres closely.

* Even if you preferred to auto-calculate battles in RTW, I would urge you to take a look at the gameplay in RTG, as this is the main focus of the mod. Auto-calc battles are useful when you have to fight many battles per turn, or when you have superior numbers to the AI.

* Many RTW gamers have complained about the inflexibility of phalanx-capable units. With your phalanxes selected, try turning guard mode off. You should now see your phalanxes shuffle forwards, backwards and from side-to-side to counter enemy attacks.

* Test results have shown that the player will now lose more units in combat than before, due to the extended length of melee. In some RTW battles, players would be able to gain victory after victory without losing many men.

* Your units will fight less effectively when they are exhausted, you may need to move your troops out of melee and let them recover their stamina for a while. Always keep fresh troops in reserve.

* You may experience more financially difficult situations than in RTW, such as near the start of a new campaign for example. This makes you think more carefully about how you spend your precious denarii, be it to train new units, construct superior buildings, retrain existing units, recruit agents and so on. Try increasing the tax rate early on if you are struggling for denarii.

* The AI should be more willing to cooperate with you in diplomatic negotiations. Previously in RTW, default diplomatic stances towards other factions were usually hostile. These have been changed in RTG to roughly neutral for most factions.

* Two of the default factions have been renamed. Spain has been changed to Iberia, whilst Egypt has changed to The Ptolemaic Dynasty.

* As in RTW, pirate vessels are common in RTG. This is in order to make naval battles more challenging. It is usually harder at the start of a new campaign to defeat the pirate ships, remember to move your own navies to a nearby port before the turn ends. However, as you progress though the campaign, you should gradually gain the upper hand over the pirates with your superior naval forces.

* Likewise, aggressive brigand / rebel armies are numerous at the start of a new campaign, again to make battles more challenging. They should however become less of a threat as take control of more and more provinces.

* The imperial campaign map has undergone lengthy modification. Take some time to learn where new settlements, regions and trade resources are located. Also familiarise yourself with the new region names, as these play an important part in faction specific victory conditions.

* New victory conditions have been created for each playable faction, make sure you know which settlements you must take and hold before undertaking lengthy and costly military campaigns. Also, as a further challenge, you will now not be able to see how much time remains for you to complete your victory conditions (HINT: imperial campaign ends in Summer 50 AD at present).

* Be aware that certain units can now only be trained and recruited in specific locations on the campaign map. You will no longer be able to retrain unit casualties in certain regions, bear this in mind before launching your campaigns. Use the building browser scroll to view which units are available to recruit in each region.

* Mercenary recruitment pools are now more varied than before. This should allow you to add more flexibility to your armies when it is most needed. Also, mercenary regeneration times are now shorter than in RTW. Watch out though, the AI-controlled factions (including rebels) will hire mercenaries frequently and use them against you!

* Certain infantry units (usually carrying spears) have their original mount bonus against mounted units. This will vary depending on the quality of the unit.

* Cavalry, Camels, Elephants and Chariots are still at a disadvantage when fighting against spear / phalanx units, so remember to keep them well away. Try repeated attacks to the rear of phalanx units, but don't let your mounted units become bogged-down by enemy spear infantry as they will be easy targets.

* Chariot generals were available for the Britons and Egypt in RTW. In RTG, these units have been replaced with general's cavalry bodyguards before and after the Marius Reforms event.

* Your generals (IE family members), agents and admirals should now gain a wider variety of ancillary / retinue members depending upon a number of factors.

Seasoned Alcoholic
03-09-2006, 20:13
SigniferOne's Animations Pack

SigniferOne has very kindly allowed me to use his fantastic Animation Pack in the RTG mod. I would like to give special thanks to him for generously contributing to the improvement of the RTG modification :thumbsup:

Previously, I had only ever experienced vanilla animations that CA had built. Now, however, I am truly amazed by the great work done by SigniferOne in his animations mod because all of the included unit animations have completely changed the way melee and distance combat is undertaken. It really does add a completely new dimension to combat, and provides greater depth to the battlefield. You are drawn in by the mouth-watering combat as your units slug it out in a more historically realistic manner than previously experienced in vanilla RTW.

If you have not looked into SigniferOne's animation mod yet, I seriously recommend that you do to revolutionise your battlefield experiences. More info available here:

SigniferOne's Animations Pack (http://www.twcenter.net/forums/showthread.php?t=27015)

GiantMonkeyMan
03-11-2006, 23:28
can you show us your map_regions.tga please... i am very interested to know where you are putting your new regions... thanks!

GMM

Seasoned Alcoholic
03-12-2006, 13:23
Here you go mate:

https://img484.imageshack.us/img484/9179/regions37kl.th.jpg (https://img484.imageshack.us/my.php?image=regions37kl.jpg)

There's a shortcut in the main first post as well ~D

Seasoned Alcoholic
03-16-2006, 11:26
New Campaign Descriptions, Faction Leader Portraits & Campaign Maps Per Faction

New campaign descriptions, faction leader portraits and campaign maps per faction have been created for all playable factions in RTG. Click the screens below for larger images (you may need to click the image to resize it):

https://img413.imageshack.us/img413/385/map18ee.th.jpg (https://img413.imageshack.us/my.php?image=map18ee.jpg)

https://img312.imageshack.us/img312/2493/map29ir.th.jpg (https://img312.imageshack.us/my.php?image=map29ir.jpg)

https://img312.imageshack.us/img312/7468/map39ll.th.jpg (https://img312.imageshack.us/my.php?image=map39ll.jpg)

https://img312.imageshack.us/img312/2249/map43wg.th.jpg (https://img312.imageshack.us/my.php?image=map43wg.jpg)

https://img312.imageshack.us/img312/5424/map57uc.th.jpg (https://img312.imageshack.us/my.php?image=map57uc.jpg)

https://img150.imageshack.us/img150/9640/map67hl.th.jpg (https://img150.imageshack.us/my.php?image=map67hl.jpg)

https://img150.imageshack.us/img150/9734/map71wm.th.jpg (https://img150.imageshack.us/my.php?image=map71wm.jpg)

https://img150.imageshack.us/img150/7516/map83is.th.jpg (https://img150.imageshack.us/my.php?image=map83is.jpg)

https://img104.imageshack.us/img104/6346/map96bu.th.jpg (https://img104.imageshack.us/my.php?image=map96bu.jpg)

https://img104.imageshack.us/img104/9696/map104ci.th.jpg (https://img104.imageshack.us/my.php?image=map104ci.jpg)

https://img150.imageshack.us/img150/9119/map117aj.th.jpg (https://img150.imageshack.us/my.php?image=map117aj.jpg)

https://img104.imageshack.us/img104/9602/map129hg.th.jpg (https://img104.imageshack.us/my.php?image=map129hg.jpg)

https://img150.imageshack.us/img150/7185/map137ta.th.jpg (https://img150.imageshack.us/my.php?image=map137ta.jpg)

https://img150.imageshack.us/img150/5917/map143ia.th.jpg (https://img150.imageshack.us/my.php?image=map143ia.jpg)

https://img150.imageshack.us/img150/8421/map154ka.th.jpg (https://img150.imageshack.us/my.php?image=map154ka.jpg)

https://img104.imageshack.us/img104/2342/map168nv.th.jpg (https://img104.imageshack.us/my.php?image=map168nv.jpg)

https://img104.imageshack.us/img104/2298/map178fn.th.jpg (https://img104.imageshack.us/my.php?image=map178fn.jpg)

https://img415.imageshack.us/img415/9956/map183ca.th.jpg (https://img415.imageshack.us/my.php?image=map183ca.jpg)

https://img415.imageshack.us/img415/5546/map198gi.th.jpg (https://img415.imageshack.us/my.php?image=map198gi.jpg)

Seasoned Alcoholic
03-19-2006, 15:15
Historical Battles now feature New / Replaced / Unlocked Units

The historical battles now feature the new / replaced / unlocked units accompanying RTG. Here are some screenshots from the movie intros for the Battle of Raphia, the Siege of Sparta, and the Battle of the Teutoburg Forests (click to enlarge):

The Battle of Raphia

https://img219.imageshack.us/img219/3782/raphia11ka.th.jpg (https://img219.imageshack.us/my.php?image=raphia11ka.jpg)

https://img219.imageshack.us/img219/54/raphia20ts.th.jpg (https://img219.imageshack.us/my.php?image=raphia20ts.jpg)

https://img124.imageshack.us/img124/3429/raphia38jt.th.jpg (https://img124.imageshack.us/my.php?image=raphia38jt.jpg)

https://img124.imageshack.us/img124/2280/raphia47hz.th.jpg (https://img124.imageshack.us/my.php?image=raphia47hz.jpg)

https://img381.imageshack.us/img381/9126/raphia58ve.th.jpg (https://img381.imageshack.us/my.php?image=raphia58ve.jpg)

The Siege of Sparta

https://img381.imageshack.us/img381/2841/siegeofsparta16ry.th.jpg (https://img381.imageshack.us/my.php?image=siegeofsparta16ry.jpg)

https://img381.imageshack.us/img381/7784/siegeofsparta25iu.th.jpg (https://img381.imageshack.us/my.php?image=siegeofsparta25iu.jpg)

https://img467.imageshack.us/img467/3967/siegeofsparta32rt.th.jpg (https://img467.imageshack.us/my.php?image=siegeofsparta32rt.jpg)

https://img381.imageshack.us/img381/4948/siegeofsparta44su.th.jpg (https://img381.imageshack.us/my.php?image=siegeofsparta44su.jpg)

https://img381.imageshack.us/img381/2606/siegeofsparta56up.th.jpg (https://img381.imageshack.us/my.php?image=siegeofsparta56up.jpg)

The Battle of the Teutoburg Forests

https://img381.imageshack.us/img381/2609/teutoburg11ov.th.jpg (https://img381.imageshack.us/my.php?image=teutoburg11ov.jpg)

https://img381.imageshack.us/img381/3306/teutoburg29de.th.jpg (https://img381.imageshack.us/my.php?image=teutoburg29de.jpg)

https://img467.imageshack.us/img467/8373/teutoburg34ip.th.jpg (https://img467.imageshack.us/my.php?image=teutoburg34ip.jpg)

https://img467.imageshack.us/img467/8457/teutoburg40hq.th.jpg (https://img467.imageshack.us/my.php?image=teutoburg40hq.jpg)

https://img467.imageshack.us/img467/5227/teutoburg59by.th.jpg (https://img467.imageshack.us/my.php?image=teutoburg59by.jpg)

https://img215.imageshack.us/img215/2926/teutoburg63sp.th.jpg (https://img215.imageshack.us/my.php?image=teutoburg63sp.jpg)

https://img215.imageshack.us/img215/9315/teutoburg74ao.th.jpg (https://img215.imageshack.us/my.php?image=teutoburg74ao.jpg)

https://img215.imageshack.us/img215/7057/teutoburg87kr.th.jpg (https://img215.imageshack.us/my.php?image=teutoburg87kr.jpg)

https://img467.imageshack.us/img467/6520/teutoburg97lk.th.jpg (https://img467.imageshack.us/my.php?image=teutoburg97lk.jpg)

https://img215.imageshack.us/img215/6995/teutoburg107nz.th.jpg (https://img215.imageshack.us/my.php?image=teutoburg107nz.jpg)

[EDIT:]These screenshots were taken before SigniferOne's animations were incorporated into RTG. Therefore, you should expect to see different animations in use than what is displayed above, EG hoplites will now use the overarm animations rather than the vanilla underarm ones.

Seasoned Alcoholic
03-22-2006, 00:53
Modified Siege Battles

Siege Battles have been modified in some depth. The visuals may have remained pretty much the same as they were in vanilla (with exceptions, see below), but the actual mechanics have been tweaked. You may need to use Custom Battles to familiarise yourself with these changes, and this will help you to know what to expect when undertaking siege battles during a campaign.

Culture Specific Battering Rams

In terms of changes to the visuals, culture specific battering rams are now available in siege battles. These are as follows:-

* Roman & Greek culture
https://img83.imageshack.us/img83/8761/ram17zl.th.jpg (https://img83.imageshack.us/my.php?image=ram17zl.jpg)

* Eastern, Carthaginian & Egyptian culture
https://img83.imageshack.us/img83/8126/ram39um.th.jpg (https://img83.imageshack.us/my.php?image=ram39um.jpg)

* Barbarian culture
https://img78.imageshack.us/img78/3903/ram26cb.th.jpg (https://img78.imageshack.us/my.php?image=ram26cb.jpg)

These should makes things a bit more realistic, rather than every culture utilising exactly the same type of ram as in vanilla RTW.

Seasoned Alcoholic
03-23-2006, 23:07
Added a couple of new regions within Iberia, renamed & relocated another:

https://img213.imageshack.us/img213/2760/r1162cn.th.jpg (https://img213.imageshack.us/my.php?image=r1162cn.jpg)

https://img210.imageshack.us/img210/4182/r1176qb.th.jpg (https://img210.imageshack.us/my.php?image=r1176qb.jpg)

https://img56.imageshack.us/img56/4139/r1183ah.th.jpg (https://img56.imageshack.us/my.php?image=r1183ah.jpg)

Seasoned Alcoholic
03-25-2006, 15:42
Added another region into North Africa, my thanks to GiantMonkeyMan for the historical info!

https://img95.imageshack.us/img95/6973/r1192js.th.jpg (https://img95.imageshack.us/my.php?image=r1192js.jpg)

Glaucus
03-28-2006, 01:40
This mod is looking very nice. I like the split islands IE sardinia and crete. Makes it harder to control them, but if you have botht then you will double the trade of it right? two more ports on the aegean sea to generate money. Looking very nice. Forgive me, but do you have an estimate as to when this mod will be finished? I can hardly wait!

Seasoned Alcoholic
03-28-2006, 10:09
Thanks for your interest Glaucus! The trade resources for every province on the campaign map (both new and existing) have been reconstructed. Many provinces in vanilla contained too many trade resources, and were able to rake in the trade income through sea exports. I've tried to balance income for each province, but at the same time vary the resources in each region as well.

As for a release date, I'm hoping to release an open beta of the mod in the near future, once a few more changes have been implemented.

Seasoned Alcoholic
04-02-2006, 10:48
Professor Spatula's Skins / Sprites Pack

Professor Spatula has very kindly donated some of his exceptional unit skins to the mod. He has also donated several unit sprites that accompany the unit skins. I would like to take the opportunity to thank Professor Spatula for his skilled work, and these new additions can only improve the mod yet further :thumbsup:

The new-look unit skins are displayed below:-

Dacian Unit Skin Overhaul

Barbarian Chosen Warlord
https://img100.imageshack.us/img100/1553/daciachosenwarlord14ah.th.jpg (https://img100.imageshack.us/my.php?image=daciachosenwarlord14ah.jpg)

Barbarian Warlord
https://img464.imageshack.us/img464/3532/daciabarbwarlord12lu.th.jpg (https://img464.imageshack.us/my.php?image=daciabarbwarlord12lu.jpg)

Warband
https://img100.imageshack.us/img100/2340/daciawarband18ud.th.jpg (https://img100.imageshack.us/my.php?image=daciawarband18ud.jpg)

Falxmen
https://img464.imageshack.us/img464/737/daciafalxmen10lq.th.jpg (https://img464.imageshack.us/my.php?image=daciafalxmen10lq.jpg)

Naked Fanatics
https://img355.imageshack.us/img355/6379/daciafanatics10ul.th.jpg (https://img355.imageshack.us/my.php?image=daciafanatics10ul.jpg)

Chosen Swordsmen
https://img355.imageshack.us/img355/6219/daciachosenswordmen18uy.th.jpg (https://img355.imageshack.us/my.php?image=daciachosenswordmen18uy.jpg)

Archer Warband
https://img389.imageshack.us/img389/7865/daciaarcherwarband11xb.th.jpg (https://img389.imageshack.us/my.php?image=daciaarcherwarband11xb.jpg)

Chosen Archer Warband
https://img389.imageshack.us/img389/6938/daciachosenarchers11ai.th.jpg (https://img389.imageshack.us/my.php?image=daciachosenarchers11ai.jpg)

Barbarian Cavalry
https://img47.imageshack.us/img47/9885/daciabarbcav17um.th.jpg (https://img47.imageshack.us/my.php?image=daciabarbcav17um.jpg)

Noble Cavalry
https://img383.imageshack.us/img383/9629/dacianoblecav10st.th.jpg (https://img383.imageshack.us/my.php?image=dacianoblecav10st.jpg)

Dacian General Reskin
https://img501.imageshack.us/img501/5214/sesdaciangeneral2io.th.jpg (https://img501.imageshack.us/my.php?image=sesdaciangeneral2io.jpg)

Dacian Lesser General Reskin
https://img501.imageshack.us/img501/9826/sesdacianlgeneral7lr.th.jpg (https://img501.imageshack.us/my.php?image=sesdacianlgeneral7lr.jpg)

Dacian Standard Bearer Reskin
https://img95.imageshack.us/img95/9844/sesdacianstandard0ns.th.jpg (https://img95.imageshack.us/my.php?image=sesdacianstandard0ns.jpg)

Greek Cities

Militia Hoplites
https://img217.imageshack.us/img217/210/sesghoplitemilitia7ew.th.jpg (https://img217.imageshack.us/my.php?image=sesghoplitemilitia7ew.jpg)

Hoplites
https://img383.imageshack.us/img383/9935/greekhoplites10pc.th.jpg (https://img383.imageshack.us/my.php?image=greekhoplites10pc.jpg)

Germans

Reskinned Chosen Axemen
https://img501.imageshack.us/img501/1530/seschosenaxe28zs.th.jpg (https://img501.imageshack.us/my.php?image=seschosenaxe28zs.jpg)

Barbarian Cavalry
https://img383.imageshack.us/img383/4798/germanbarbcav19im.th.jpg (https://img383.imageshack.us/my.php?image=germanbarbcav19im.jpg)

Numidia

War Elephants
https://img78.imageshack.us/img78/9241/numidiawarelephants11sj.th.jpg (https://img78.imageshack.us/my.php?image=numidiawarelephants11sj.jpg)

Gaul

Swordsmen
https://img78.imageshack.us/img78/1585/gaulswordsmen15bk.th.jpg (https://img78.imageshack.us/my.php?image=gaulswordsmen15bk.jpg)

Iberia

Scutarii
https://img78.imageshack.us/img78/2603/iberiascutarii17rc.th.jpg (https://img78.imageshack.us/my.php?image=iberiascutarii17rc.jpg)

Carthage

Carthaginian Infantry
https://img451.imageshack.us/img451/6735/sescarthagehastati28fh.th.jpg (https://img451.imageshack.us/my.php?image=sescarthagehastati28fh.jpg)

Mercenaries

Mercenary Samnites
https://img226.imageshack.us/img226/1153/sessamnites1bz.th.jpg (https://img226.imageshack.us/my.php?image=sessamnites1bz.jpg)

Mercenary Greek Hoplites
https://img373.imageshack.us/img373/9646/seshoplitemerc8pp.th.jpg (https://img373.imageshack.us/my.php?image=seshoplitemerc8pp.jpg)

Barbarian Cavalry Mercenaries
https://img296.imageshack.us/img296/5883/sesbarbcavmercs8ir.th.jpg (https://img296.imageshack.us/my.php?image=sesbarbcavmercs8ir.jpg)

Greek Cities:
Alternative Spartan skin.
https://img134.imageshack.us/img134/3658/sesspartans3al.th.jpg (https://img134.imageshack.us/my.php?image=sesspartans3al.jpg)

Gauls:
Chosen Swordsman
https://img455.imageshack.us/img455/2732/seschosengauls6ti.th.jpg (https://img455.imageshack.us/my.php?image=seschosengauls6ti.jpg)

Thrace:
Alternative Militia Hoplite skin.
https://img59.imageshack.us/img59/1841/sesghoplitemilitiathrace4py.th.jpg (https://img59.imageshack.us/my.php?image=sesghoplitemilitiathrace4py.jpg)

Macedon:
Royal Pikeman / Hypaspist
https://img363.imageshack.us/img363/918/seshypaspist9lh.th.jpg (https://img363.imageshack.us/my.php?image=seshypaspist9lh.jpg)

Romans:
Updated Principes - Julii, Brutii, Scipii.
https://img363.imageshack.us/img363/8384/sesprincipes32ac.th.jpg (https://img363.imageshack.us/my.php?image=sesprincipes32ac.jpg) https://img95.imageshack.us/img95/1405/sesprincipes25kh.th.jpg (https://img95.imageshack.us/my.php?image=sesprincipes25kh.jpg) https://img363.imageshack.us/img363/5672/sesprincipes18xo.th.jpg (https://img363.imageshack.us/my.php?image=sesprincipes18xo.jpg)

Parthia:
Indian War Elephants
https://img95.imageshack.us/img95/1250/sesindianelephant5sc.th.jpg (https://img95.imageshack.us/my.php?image=sesindianelephant5sc.jpg)

Seasoned Alcoholic
04-08-2006, 10:21
RTG Open Beta v0.1

RTG Open Beta v0.1 is now available to download! You can download it using the link below:

RTG Open Beta v0.1 (http://rapidshare.de/files/17362584/RTG_Open_Beta.zip.html) @ Rapidshare

RTG Open Beta v0.1 (http://www.megaupload.com/?d=202VD4JE) @ Megaupload

The download is compressed in ZIP format, and is around 45MB in size. If you have broadband internet connection, the download time should'nt be too long. Although with slower connection speeds it may take a while, especially if the file hosting URL is busy :rolleyes:

You'll need a ZIP extractor tool such as WINZIP to open the ZIP file, if you don't have this you can find out more (and download) below:

WINZIP (http://www.winzip.com/)

For vanilla RTW patches which are required for this mod to work properly, you can download them from TW.COM or say, DOWNLOAD.COM (use the search tool to find the RTW patches), here are links:

TW.COM Downloads (http://www.totalwar.com/community/download.htm)

DOWNLOAD.COM (http://www.download.com/)

There should be 4 files included with the ZIP download, these include the RTG Open Beta v0.1 installer, installation instructions, a version of the RTG readme, and also a short RTG guide.

For more info on installation, please refer to the installation instructions included with the download.

For a list of changes, adjustments, fixes etc since RTW vanilla v1.5, please refer to the readme file.

For an overview of the mod, and what you're likely to expect, please refer to the short RTG guide.

I hope you enjoy the open beta, thanks! :thumbsup:

Seasoned Alcoholic
04-08-2006, 11:51
INSTALLATION INSTRUCTIONS:

(1) Install a vanilla version of Rome: Total War (RTW), EG v1.0

(2) Patch up as follows (this will depend on which version of RTW / BI is contained on your CDs / DVDs):

* RTW patch v1.1, available here (http://www.download.com/Rome-Total-War-v1-1-patch/3000-7485_4-10325728.html?tag=lst-0-3)
* RTW patch v1.2, available here (http://www.download.com/Rome-Total-War-v1-2-patch/3000-7485_4-10361710.html?tag=lst-0-10)
* BI patch v1.4 (this includes RTW patch v1.3 on CD, which will be installed), note that this patch is available on the BI CD.
* BI patch v1.6 (this includes RTW patch v1.5), available here (http://www.sega.com/support/pcdownloads/rometotalwar_patch/v1.6/English/rome_total_war_patch_1-6.zip)

(3) Create a backup of your DATA folder located at C:\Program Files\Activision\Rome - Total War

(4) After the backup has been created (this usually takes a while to complete), run the RTG installation program included in the download. Note that the default installation directory is the one that should be used for the mod to install and run correctly

(5) Once the installer has finished, you will need to delete the following files so that the mod will work correctly (create backups first if you want):

* map.rwm (IE the campaign map) @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\base
* map_heights.hgt @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\base
* events.dat (IE sound file) @ C:\Program Files\Activision\Rome - Total War\Data\sounds
* radar_map1.tga @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign
* radar_map2.tga @ C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign

(6) Start up RTW as normal. If you attempt to play a new imperial campaign, you will have to wait longer than usual for the new map.rwm file to be automatically generated by the game.

The Spartan (Returns)
04-10-2006, 23:25
hey, great mod downloaded it today! BI works fine if its installed. There is one problem that i know of right now though. When you play the Carthaginian campaign starting armies have Iberian Infantry instead of Carthaginian Infantry. This is possible for the Iberians too. Ill tell you if there is any more problems.

Seasoned Alcoholic
04-11-2006, 18:39
Ahhh, OK dude, I know what I've done. Basically forgot to update the Carthaginian starting armies in descr_strat with 'carthaginian hastati' instead of 'carthaginian infantry'. The changes have been made in EDB, but were obviously missed from descr_strat.

Iberia / Spain should now be the only faction that can recruit iberian infantry, Carthage should now recruit the carthaginian hastati / infantry instead of this unit. Think they have similar stats and recruitment costs to each other.

I'll fix this small problem, then release another version of the beta. Thanks :thumbsup:

Seasoned Alcoholic
04-11-2006, 20:18
RTG Open Beta Hotfix

There's now a hotfix available for the RTG open beta, here are the installation instructions:

(1) Download the RTG Open Beta Hotfix from here (http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/RTG_Open_Beta_Hotfix.zip), its only a small file and should last a couple of seconds at the most.

(2) Using a ZIP extractor tool (EG WINZIP), extract the RTG_Open_Beta_Hotfix folder to the location of your choice (EG desktop).

(3) Open the folder, you will find the latest version of descr_strat.

(4) Simply browse to the following directory destination...

C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign

...and replace the existing descr_strat text file with the one you've just downloaded.

What does the RTG Open Beta Hotfix do?

RTG gives the Carthaginians an alternate unit to Iberian Infantry, they are called Carthaginian Infantry. They are in many ways identical to Roman Hastati, and the skin, sprites and UI cards have been created by Professor Spatula.

Here's a screenshot of some Carthaginian Infantry:

https://img451.imageshack.us/img451/6735/sescarthagehastati28fh.th.jpg (https://img451.imageshack.us/my.php?image=sescarthagehastati28fh.jpg)

Carthage starting armies apparently contain Iberian Infantry. The hotfix simply replaces these starting units with Carthaginian Infantry. Enjoy! :medievalcheers:

The Spartan (Returns)
04-12-2006, 14:47
german spear warband has a secondary weapon a short sword. so does nubian spearman. if you do alt right click on an enemy they will use a short sword instead of a spear. i suggest that general bodyguard should have 3 or 4 hitpoints instead of two cause every cavalry has two hitpoints. a unit of numidian cavalry can beat a roman general!

The Spartan (Returns)
04-12-2006, 15:13
and also poeni infantry should use underarm because they hold their shields diagonally and parts of the sheilds you cant see. thats all i know now. sorry if im causing any problems. (sacred band are okay)

The Spartan (Returns)
04-12-2006, 15:47
lastly. ive been looking everywhere to find out whether the Macedonians used underarm or overhead. finally i posted a thread in the monastery to find out. https://forums.totalwar.org/vb/showthread.php?t=63516 he said that Macedonians used the phalanx underarm for their long pikes. Greeks overhead cause of their shorter spears. So pikemen should use underarm and other long pike users. And Greeks overhead and maybe shorter spear users. Im pretty sure thats it! just wanted to help out this great mod!

Seasoned Alcoholic
04-12-2006, 18:25
Thanks for your feedback The Spartan! I'm very busy at present and don't have much time to work on the mod, but hopefully over the holidays I should have plenty of time to look into making more changes to the open beta.

Yeah, those 2 units you've mentioned do have secondary weapons. If you remove the secondaries and attempt to duplicate the primary skeleton twice, apparently they will still use their secondary weapons regardless. If the secondaries are removed then you get a CTD, I don't really think this is a major issue tbh.

As for general's bodyguard hitpoints, I'd originally given all factions general bodyguards 3 hitpoints. However, after running some tests in custom battles and various campaigns, I'd noticed that with 3 hps, generals were really difficult to dispose of, and certain units (EG infantry, missiles) didn't stand a chance when fighting against them. This is why I've changed hps back to 2 so that they don't overpower everything.

I've noticed the way poeni infantry hold their sheilds as well, found this in the historical battles involving Carthage. I'll probably get round to changing their skeletons at a later date.

I've given the overam animations to all the Greek factions, and some shared units (EG sacred band / armoured hoplites etc). In the battles I've tested out, the results don't seem to be that biased in favour of the pikemen rather than hoplite units. The mod isn't 100% historical because it tries to focus on other aspects. Think I'll wait and see if there are any more responses with regards to this area before I change all the pikemen skeletons back to their vanilla ones (they currently use SigniferOne's animations).

Cheers :thumbsup:

The Spartan (Returns)
04-12-2006, 18:35
great! i respect your judgement.

Seasoned Alcoholic
04-15-2006, 12:47
The Spartan, did you have any problems downloading and installing the RTG open beta v0.1? Does the mod work OK from a vanilla install? I'm interested to know because someone over @ TWC forums is having difficulty getting the mod to work. I'd like to help him out, but I'm not sure where his CTDs are originating from, and whether these are related to the installation of the mod.

If you could post exactly how you installed the mod it would be greatly appreciated! :medievalcheers:

The Spartan (Returns)
04-15-2006, 15:07
well my 1.5 RTW was unmodded, i made a copy of the RTW folder if i ever wanna play RTW regular 1.5 again. then i downloaded your mod ran the installation, read the installation.txt told me to delete a few files and voila! no problems! when you mean vanila install do you mean uninstall the game and patch it up again? if thats what you mean that should work perfectly.

Seasoned Alcoholic
04-15-2006, 15:30
Thanks for the feedback, you're the first to let me know if the mod installer works properly!

Yeah, by vanilla I mean a clean, unedited, unmodified version of the original RTW. This needs to be patched up systematically (IE one patch at-a-time) until v1.5 is installed. Or by the sounds of things, you can install BI and patch upto v1.6, then install the mod, and things should work fine.

Btw, that installer was my very first attempt at building one. I know its inflexible - it has to be installed in the default directory path (EG C:\Program Files\Activision\Rome - Total War\Data) for the open beta to work properly, which has its limitations.

[EDIT:]Cha0sMarin3, who was having trouble installing the mod over @ TWC forums, has now managed to get the open beta to work correctly.

Seasoned Alcoholic
04-21-2006, 17:47
Unit Sprites

If you've downloaded and installed the open beta, you'll have noticed that many units use the wrong sprites, or the closest vanilla ones instead. This was mainly because I'd never got round to using the sprite generator before the releasing the open beta.

However, I've now used the sprite generator, and have created about 50 new unit sprites for various units, from recruitable units through to mercenaries. A few of the vanilla horse sprites have also been updated to their latest version. Things should now be easier on the eye when you zoom out on the battlefield :)

The units that have new unit sprites are as follows:-

Barbarian Cavalry Mercenaries
Slave Early Generals Bodyguard
Briton Woodsmen
Briton Early Generals Bodyguard
Briton Barbarian Cavalry
Briton Generals Bodyguard
Briton Raiders
Briton Woad Berserkers
Carthaginian Archers
Dacia Woodsmen
Dacia Barbarian Cavalry
Dacia Generals Bodyguard
Dacia Naked Fanatics
Dacia Noble Cavalry
Dacia Archer Warband
Dacia Raiders
Dacia Chosen Swordsmen
Dacia Generals Horse
Dacia Heavy Horse
Dacia Medium Horse
Dacia Light Horse
Dacia Chosen Archers
Dacia Falxmen
Egypt Generals Bodyguard
Gaul Night Raiders
Gaul Chosen Swordsmen
Gaul Swordsmen
German Barbarian Cavalry
German Chosen Axes
Greek Cities Hoplite Militia
Greek Cities Spartans
Greek Cities Hoplites
Illyrian Mercenaries
Mercenary Hoplites
Macedonian Hypaspists
Numidian Libyan Spearmen
Numidian Camel Archers
Pontic Scythed Chariot Crew
Samnite Mercenaries
House of Brutii Principes
House of Julii Principes
House of Scipii Principes
Scythia Woodsmen
Scythia Raiders
Seleucid Scythed Chariot Crew
Iberia Raiders
Iberian Scutarii
Thrace Hoplite Militia

Ciaran
04-22-2006, 13:14
Yeah, those 2 units you've mentioned do have secondary weapons. If you remove the secondaries and attempt to duplicate the primary skeleton twice, apparently they will still use their secondary weapons regardless. If the secondaries are removed then you get a CTD, I don't really think this is a major issue tbh.

Because their CAS model has the knife/short sword as a secondary weapon. The only way to let any Phalanx unit use a spear as secondary weapon would be editing the CAS and replacing the knife with a spear. You´ll notice all phalanx capable units have a spear as primary weapon though they never use it in the game. That´s because the Phalanx formation overwrites the primary weapon, regardless what it is (you can also, say, give Roman legionaires Phalanx capability, and they would carry spears then, but tey most likely wouldn´t use their gladius in close combat anymore, because in their model it´s the primary weapon). The fact that all the units using Phalanx have a spear model is the only reason why SigniferOne´s new animation work, if they had no primary weapon model, they´d fight empty-handed.

Just to clear that up.

Seasoned Alcoholic
04-22-2006, 20:06
Because their CAS model has the knife/short sword as a secondary weapon. The only way to let any Phalanx unit use a spear as secondary weapon would be editing the CAS and replacing the knife with a spear. You´ll notice all phalanx capable units have a spear as primary weapon though they never use it in the game. That´s because the Phalanx formation overwrites the primary weapon, regardless what it is (you can also, say, give Roman legionaires Phalanx capability, and they would carry spears then, but tey most likely wouldn´t use their gladius in close combat anymore, because in their model it´s the primary weapon). The fact that all the units using Phalanx have a spear model is the only reason why SigniferOne´s new animation work, if they had no primary weapon model, they´d fight empty-handed.

Just to clear that up.

Thanks for the heads-up Ciaran. I certainly would've played around with unit models if I owned a copy of 3DS MAX, but since not I was just content to unlock some of the unused models / skins, and create a few of my own using a combination of what was already available, EG Numidian Camel Archers.

I've also played around with unit attributes, namely removing the phalanx capability from some units, and attempting to port in BI's shieldwall using the mod: switch tool. However, I never managed to test this directly due to custom / historical battles not working correctly.

Also tried to prevent units from using their secondary weapons by negating their secondary attributes, IE changing values to 0, no, none etc. This did prevent units from using their secondary weapons, so did appear to be an alternate option. However, I think that certain units should be allowed to use secondary weapons when in close quarters because of the restrictions of their primary weapons. For example, a unit may be more likely to get a kill using a sword rather than a thrusting spear.

The Spartan (Returns)
04-22-2006, 22:30
Unit Sprites

If you've downloaded and installed the open beta, you'll have noticed that many units use the wrong sprites, or the closest vanilla ones instead. This was mainly because I'd never got round to using the sprite generator before the releasing the open beta.

However, I've now used the sprite generator, and have created about 50 new unit sprites for various units, from recruitable units through to mercenaries. A few of the vanilla horse sprites have also been updated to their latest version. Things should now be easier on the eye when you zoom out on the battlefield :)

The units that have new unit sprites are as follows:-

Barbarian Cavalry Mercenaries
Slave Early Generals Bodyguard
Briton Woodsmen
Briton Early Generals Bodyguard
Briton Barbarian Cavalry
Briton Generals Bodyguard
Briton Raiders
Briton Woad Berserkers
Carthaginian Archers
Dacia Woodsmen
Dacia Barbarian Cavalry
Dacia Generals Bodyguard
Dacia Naked Fanatics
Dacia Noble Cavalry
Dacia Archer Warband
Dacia Raiders
Dacia Chosen Swordsmen
Dacia Generals Horse
Dacia Heavy Horse
Dacia Medium Horse
Dacia Light Horse
Dacia Chosen Archers
Dacia Falxmen
Egypt Generals Bodyguard
Gaul Night Raiders
Gaul Chosen Swordsmen
Gaul Swordsmen
German Barbarian Cavalry
German Chosen Axes
Greek Cities Hoplite Militia
Greek Cities Spartans
Greek Cities Hoplites
Illyrian Mercenaries
Mercenary Hoplites
Macedonian Hypaspists
Numidian Libyan Spearmen
Numidian Camel Archers
Pontic Scythed Chariot Crew
Samnite Mercenaries
House of Brutii Principes
House of Julii Principes
House of Scipii Principes
Scythia Woodsmen
Scythia Raiders
Seleucid Scythed Chariot Crew
Iberia Raiders
Iberian Scutarii
Thrace Hoplite Militia
can't wait for this!

Ciaran
04-23-2006, 11:14
Also tried to prevent units from using their secondary weapons by negating their secondary attributes, IE changing values to 0, no, none etc. This did prevent units from using their secondary weapons, so did appear to be an alternate option.

If you do that they´ll still use the phalanx spears, not the one of the actual model and they´ll hold them either straight up (and seem to be punching with their fists) or the spear keeps the formation though the soldier does not. At least, that´s the case in 1.2, I haven´t yet tried it in 1.5, but I suspect some similar result.

Seasoned Alcoholic
04-27-2006, 22:13
Proposals for next RTG Open Beta

Here is a list of areas that will be included in the next version of the RTG Open Beta:

Around 50 brand new unit sprites for many of the unit reskins, unlocked units etc that feature in the Open Beta, more info available here (http://www.twcenter.net/forums/showthread.php?t=49105)
Poeni spearmen now use the original vanilla primary skeleton --- fixes shield glitch with overarm animations
Tweaked a few hoplite / pikemen shield values
Added 3 omitted regions from descr_mercenaries, tweaked recruitment pools as necessary
Replaced iberian infantry with carthaginian infantry in Carthage starting armies --- incorporates RTG Open Beta hotfix (http://www.twcenter.net/forums/showthread.php?t=48273)
Unlocked poeni infantry texture and gloss files, repaired DMB texture reference that was previously omitted
The next Open Beta release will probably be available in two different download formats. The EXE installer will still be available, which will need to be installed in the \data directory. Also, a self-extracting ZIP file will be made available for those who wish to extract and install the text files manually, which will be useful if you already have other mods installed.

In addition, the sprites pack will probably be a seperate download because of its large size - around 30MB uncompressed. This will probably be another ZIP file.

Thanks.

Seasoned Alcoholic
04-29-2006, 16:00
RTG Open Beta v0.2 (Self-Extracting ZIP)

The next version of the RTG Open Beta is now available for download. This version of RTG Open Beta v0.2 is a self-extracting ZIP file. This version is recommended if you have other mods installed, or if you wish to install the open beta manually. Only download this version if you're confident about manual installations. Here are the download mirrors:

RTG Open Beta v0.2 (http://rapidshare.de/files/19193497/RTG_Open_Beta_v2.zip.html) @ Rapidshare

RTG Open Beta v0.2 (http://www.megaupload.com/?d=LN8TV7I5) @ Megaupload

The download is compressed in ZIP format, and is around 52MB in size. If you have broadband internet connection, the download time shouldn't be too long. Although with slower connection speeds it may take a while, especially if the file hosting URL is busy.

You'll need a ZIP extractor tool such as WINZIP to open the ZIP file, if you don't have this you can find out more (and download) below:

WINZIP (http://www.winzip.com/)

For vanilla RTW patches which are required for this mod to work properly, you can download them from TW.COM or say, DOWNLOAD.COM (use the search tool to find the RTW patches), here are links:

TW.COM Downloads (http://www.totalwar.com/community/download.htm)

DOWNLOAD.COM (http://www.download.com/)

There should be 4 files included with the self-extracting ZIP download, these include the DATA folder, installation instructions, a version of the RTG readme, and also a short RTG guide.

Please note that the installation instructions included in the download are out-of-date, you should refer to the installation instructions provided at the RTG subforums for the latest version. RTG Subforums (http://www.twcenter.net/forums/forumdisplay.php?f=118)

Enjoy the latest version of the RTG Open Beta!

Seasoned Alcoholic
04-30-2006, 13:14
RTG Hidden Resources / ZOR

Many new hidden resources (and standard ones) have been used to restrict the training of various elites, specialists and unique units on the campaign map. In other words, hidden resources have been used to establish regional zone of recruitment (ZOR). Here is a regional guideline, including details of the restricted unit(s):-

Etruria
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Umbria Et Picenum
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Latium
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Apulia
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Campania Et Samnium
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Bruttium, Calabria Et Lucania
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Sicilia Romanus
Early Legionary First Cohort
Legionary First Cohort
Praetorian Cohort

Gallia Cisalpina
Praetorian Cohort

Venetia
Praetorian Cohort

Liguria
Praetorian Cohort

Sicilia Poeni
Praetorian Cohort
Sacred Band Infantry
Sacred Band Cavalry

Sicilia Graecus
Praetorian Cohort
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Assyria Secunda
Silver Shield Pikemen
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Phrygia
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Cilicia
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Lycaonia
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Lower Mesopotamia
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Syria
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Coele Syria
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Lydia
Silver Shield Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Upper Mesopotamia
Silver Shield Pikemen
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Assyria Prima
Silver Shield Pikemen
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Sumer Et Akkad
Silver Shield Pikemen
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Paionia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Propontis
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Southern Epirus
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Macedonia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Thessalia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Aetolia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Attica
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Achaia, Argolis, Elis Et Arcadia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Laconia Et Messenia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Northern Epirus
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Boeotia
Royal Pikemen
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Colchis
Bronze Shields
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Armenia Prima
Bronze Shields
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Pontus Prima
Bronze Shields
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Cappadocia Prima
Bronze Shields
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Bithynia
Bronze Shields

Galatia
Bronze Shields

Paphlagonia
Bronze Shields

Pontus Secunda
Bronze Shields
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Cappadocia Secunda
Bronze Shields
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Armenia Secunda
Bronze Shields
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Britannia Secunda
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Tribus Silurii
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Britannia Prima
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Lower Aegyptus
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Ptolemaic Pharoah's Guards
Nile Cavalry
Ptolemaic Pharoah's Bowmen

Middle Aegyptus
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Ptolemaic Pharoah's Guards
Nile Cavalry
Ptolemaic Pharoah's Bowmen

Upper Aegyptus
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Ptolemaic Pharoah's Guards
Nile Cavalry
Ptolemaic Pharoah's Bowmen

Tribus Iceni
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Tribus Cornovii
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Regnum Brigantes
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Damnii Valentia
Briton Heavy Chariots
Briton Light Chariots
Pontus Scythed Chariots
East Chariot Archers
Ptolemaic Chariots
Ptolemaic Chariot Archers
Seleucid Scythed Chariots
Woad Warriors
Berserkers
Woad Berserkers

Gallaecia
Bull Warriors

Celtiberia
Bull Warriors

Tarraconensis
Bull Warriors

Lusitania Prima
Bull Warriors

Hispania
Bull Warriors
Sacred Band Infantry
Sacred Band Cavalry

Baetica Secunda
Bull Warriors
Sacred Band Infantry
Sacred Band Cavalry

Baliares
Bull Warriors
Sacred Band Infantry
Sacred Band Cavalry

Tribus Getae
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Gallia Transalpina
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Thracia
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Rhodos
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Crete Secunda
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Pamphylia Et Pisidia
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Corsica
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Sacred Band Infantry
Sacred Band Cavalry

Mysia
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Caria
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Moesia Prima
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Moesia Secunda
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Crete Prima
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core
Spartans

Cyprus Prima
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Cyprus Secunda
Greek Officer Core
Macedonian Officer Core
Seleucid Officer Core
Thracian Officer Core

Southern Sardinia
Sacred Band Infantry
Sacred Band Cavalry

Africa
Sacred Band Infantry
Sacred Band Cavalry

Byzacium
Sacred Band Infantry
Sacred Band Cavalry

Cyrenaica
Sacred Band Infantry
Sacred Band Cavalry

Northern Sardinia
Sacred Band Infantry
Sacred Band Cavalry

Tripolitania Prima
Sacred Band Infantry
Sacred Band Cavalry

Tripolitania Secunda
Sacred Band Infantry
Sacred Band Cavalry

Arabia Petraea Prima
Ptolemaic Pharoah's Guards
Nile Cavalry
Ptolemaic Pharoah's Bowmen

Arabia Petraea Secunda
Ptolemaic Pharoah's Guards
Nile Cavalry
Ptolemaic Pharoah's Bowmen

Tribus Alani
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Tribus Saka
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Tribus Sarmatae
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Maeotis
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Scythia
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Atropatene Secunda
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Media
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Elam
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Astyages
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Atropatene Prima
Cappadocian Cavalry
Cataphracts
Cataphract Archers
Cataphract Camels
Sarmatian Heavy Cavalry

Angli, Saxones Et Varini
Gothic Cavalry
Berserkers
Woad Berserkers

Locus Gepidae
Gothic Cavalry
Berserkers
Woad Berserkers

Tribus Melanchlaeni
Gothic Cavalry

Gothones, Rugii, Lemovii Et Burgundiones
Gothic Cavalry
Berserkers
Woad Berserkers

Pripet Marshes
Gothic Cavalry

Germania Secunda
Gothic Cavalry
Berserkers
Woad Berserkers

Chatti, Langobardi, Semones Et Deuringi
Gothic Cavalry
Berserkers
Woad Berserkers

Marsigni, Burii Et Gothini
Gothic Cavalry
Berserkers
Woad Berserkers

Alemanni, Sedusii Et Decumates Agri
Gothic Cavalry
Berserkers
Woad Berserkers

Germania Prima
Gothic Cavalry
Berserkers
Woad Berserkers

Boiohemi, Marcomanni Et Quadi
Gothic Cavalry
Berserkers
Woad Berserkers

Scaneg
Gothic Cavalry
Berserkers
Woad Berserkers

Blecingaeg
Gothic Cavalry
Berserkers
Woad Berserkers

Hibernia
Woad Warriors
Berserkers
Woad Berserkers

Gallia Belgica
Woad Warriors
Berserkers
Woad Berserkers

Gallia Armorica
Woad Warriors

Gallia
Woad Warriors

Gallia Aquitania
Woad Warriors

Gallia Lugdunensis Prima
Woad Warriors

Gallia Narbonensis
Woad Warriors

Gallia Lugdunensis Secunda
Woad Warriors

Baetica Prima
Bull Warriors
Sacred Band Infantry
Sacred Band Cavalry

Lusitania Secunda
Bull Warriors

Seasoned Alcoholic
04-30-2006, 13:15
In addition to the above, both the elephants and camels resources have been extended so that they are now included in some of the new regions.

The slaves resource has been reworked for all regions because of boundary changes. You should now expect this resource to appear in a different location to what it did previously.

I've also made use of a couple of redundant resources that were never used in vanilla by CA. The pigs resource has been removed because these units are no longer used in the game.

If you would like to know how to relocate / add / delete resources on the campaign map, I've written a tutorial on how to do this:

How To...Add / Relocate / Delete Campaign Map Resources (https://forums.totalwar.org/vb/showthread.php?t=61274)

Seasoned Alcoholic
05-01-2006, 12:17
RTG Open Beta v0.2 (EXE Installer)

The next version of the RTG Open Beta is now available for download. This version of RTG Open Beta v0.2 is an EXE Installer. You will need to install this open beta on a clean vanilla install, which has also been appropriately patched. Also, the default destination directory (the ...\data folder) must be selected as the target installation directory. This is to ensure the installer works correctly. Here are the download mirrors:

RTG Open Beta v0.2 (http://rapidshare.de/files/19336409/RTG_Open_Beta_v02.zip.html) @ Rapidshare

RTG Open Beta v0.2 (http://www.megaupload.com/?d=QTZ3Y5ZI) @ Megaupload

The download is compressed in ZIP format, and is around 47MB in size. If you have broadband internet connection, the download time shouldn't be too long. Although with slower connection speeds it may take a while, especially if the file hosting URL is busy.

You'll need a ZIP extractor tool such as WINZIP to open the ZIP file, if you don't have this you can find out more (and download) below:

WINZIP (http://www.winzip.com/)

For vanilla RTW patches which are required for this mod to work properly, you can download them from TW.COM or say, DOWNLOAD.COM (use the search tool to find the RTW patches), here are links:

TW.COM Downloads (http://www.totalwar.com/community/download.htm)

DOWNLOAD.COM (http://www.download.com/)

There should be 4 files included with the download, these include the RTG installation program, installation instructions, a version of the RTG readme, and also a short RTG guide.

For more info on installation, please refer to the installation instructions included with the download.

For a list of changes, adjustments, fixes etc since RTW vanilla v1.5, please refer to the readme file.

For an overview of the mod, and what you're likely to expect, please refer to the short RTG guide.

Enjoy the latest version of the RTG Open Beta!

The Spartan (Returns)
05-06-2006, 02:53
when i play imperial campiagn it crashes back to the single player menu. what do i do?

uninstall RTG by running the uninstaller.then uninstalled BI. installed RTW, patched it up to 1.2 installed BI patched it to 1.5 then 1.6 (BI) deleted the old RTG v0.1 ran defrag twice made a shorcut for vanila RTW and BI (made a back up) from a different location. ran defrag one more time. lastly edited descr_model_battle file so pikemen will use underarm animations also edited prefrencesfiles. (unit size default: 65)

Seasoned Alcoholic
05-06-2006, 09:32
when i play imperial campiagn it crashes back to the single player menu. what do i do?

uninstall RTG by running the uninstaller.then uninstalled BI. installed RTW, patched it up to 1.2 installed BI patched it to 1.5 then 1.6 (BI) deleted the old RTG v0.1 ran defrag twice made a shorcut for vanila RTW and BI (made a back up) from a different location. ran defrag one more time. lastly edited descr_model_battle file so pikemen will use underarm animations also edited prefrencesfiles. (unit size default: 65)

Did you manage to get the mod working after working through the stages above?

RTG v0.1 and RTG v0.2 are almost identical downloads, apart from that v0.2 contains the latest tweaks and adjustments. I think if you try and install v0.2 over the top of v0.1, you will most likely run into problems. I should've included an uninstaller for v0.1 to make life easier, or instead just release future changes as small ZIP files that can be replaced manually to save reinstalling vanilla versions from scratch.

Lentonius
05-06-2006, 09:46
Great!

Does the hidden resource/ZOR come with version come with 0.2?

Seasoned Alcoholic
05-06-2006, 10:50
Yeah, the ZOR was part of the original v0.1 open beta release, and is included in v0.2 as well. I'm sure the maximum number of hidden resources you can have is 64, so the existing ZOR structure could easily be expanded in future.

The Spartan (Returns)
05-06-2006, 15:15
Did you manage to get the mod working after working through the stages above?
no.

The Spartan (Returns)
05-06-2006, 15:17
should I try and uninstall RTW agian and do the process all over again (except deleting RTG v0.1 already deleted) or is there a easier way?

Seasoned Alcoholic
05-06-2006, 15:29
should I try and uninstall RTW agian and do the process all over again (except deleting RTG v0.1 already deleted) or is there a easier way?

Yeah, unfortunately you'll need to completely reinstall by the sounds of things. If you tried to run the EXE installer over the top of the v0.1 patch, it is likely that the install would have become corrupt. It needs to be installed over a vanilla version to work properly. I'd also recommend reinstalling BI, because I'm considering making use of some of the features that are available in BI.

Make sure you remove v0.1 if you haven't already - just delete whatever is left after you run the uninstaller for RTW.

If you're useful with manual installations (IE drag-and-drop, copy-and-paste techniques etc), I'd recommend using the self-extracting ZIP download for a more hands-on approach.

I should've made a smaller download that would let the user copy a few files manually into the various folders, there wasn't too many large scale changes made in the v0.2 patch.

Sorry if this has caused you frustration and / or problems! :shame:

[EDIT:]Btw, if you use the self-extracting ZIP download, you should be able to use the JSGME. For more info on how to use it, click here (https://forums.totalwar.org/vb/showthread.php?t=58201)

The Spartan (Returns)
05-06-2006, 19:26
it works now! i think it didnt work before cause i forgot to delete the files mentioned in the installation.txt .

The Spartan (Returns)
05-06-2006, 20:02
btw are you making new faction symbols? will it be for a new version of RTG or an add-on?

Seasoned Alcoholic
05-06-2006, 20:18
Great news! :medievalcheers:

Kaweh K is creating new faction symbols, battlefield standards, and hopefully some brand new loading / transition etc screens if he has the time. I'll probably include these in a new version of the mod because quite a few files need to be modded manually to get symbols, logos etc into the game.

On top of this, I've also been modding various other text files quite extensively, so it looks as though the next version will be another complete unistall process (unless you use the JSGME mod enabler and the self-extracting ZIP download ~D).

The Spartan (Returns)
05-06-2006, 22:21
Great news! :medievalcheers:

Kaweh K is creating new faction symbols, battlefield standards, and hopefully some brand new loading / transition etc screens if he has the time. I'll probably include these in a new version of the mod because quite a few files need to be modded manually to get symbols, logos etc into the game.

On top of this, I've also been modding various other text files quite extensively, so it looks as though the next version will be another complete unistall process (unless you use the JSGME mod enabler and the self-extracting ZIP download ~D).
im not trying to rush you or anything but it looks like the next version will be released quite fast eh?


Kaweh K is creating new faction symbols, battlefield standards, and hopefully some brand new loading / transition etc screens if he has the time. I'll probably include these in a new version of the mod because quite a few files need to be modded manually to get symbols, logos etc into the game

this will make RTG much more different and make it seem like a whole new game! (which is good of course)

The Spartan (Returns)
05-06-2006, 22:52
here are some proposals for the next RTG beta version:

a new settlement Knossos at Crete. (if not there already) new unit cards. (downloadable sperately) since general bodyguards are overpowering with 3 hitpoints why not improve other stats def. in particular. stronger elephants. (more attack or def) peasents should have no morale bonus town watch morale reduced to good morale.(they are quite strong with excellent morale) stronger missiles perhaps double current missile attack settings, infantry is almost impervious from missiles attacks.
set the deafault denarii to 15000 or 13000 for quick battles and custom battles. since unitsare more expensive and for bigger quick battles. historical unit names:Eastern Infantry=Sparabara any unit with word "pikemen"=Phalangtite/s Hypasipists=Royal Pikemen Agyraspid=Silver Shield Pikemen.pikemen should use underarm animations. looks hard to hold a 16 ft. pike with one hand. desert axemen should be stronger and should use barb. swordsman animation axes shouldn't stab.

maybe(and some what i would like): new look for Ptoleamic armoured general and Barbarian Chosen Warlord (Britain) thats just what i think dont like how they look that much. new look for Praetorians maybe a special uniform different from other legions. that be very cool if you could. more units in particular for Greek cultures. different look for German Night Raiders, since Gauls have night raiders too, they should have a more blonde hair since the most Germans in the game have blonde hair.(look at Alemanni night raiders from BI) new hastati look for julli just give them chain mail shoulders or a different look similar too princepes but lighter armor giving them a younger look then princepes. new look for triarii a darker armor similar too princepes. a gladius for triarii spears for primary weapon secondary weapon gladius which would be stronger. night battles with archers' skymod. i saw at TWC forums some would like that. Iberians with more heavy cavalry units. maybe you can use that early generals' bodyguard for Brits for other barbarian generals' early bodyguard but make them look more like a generals' bodyguard such as better armor or helmet or a different face, thet look like rebel's barbarian warband. and maybe more historical battles. new custom battle maps particulary in Greece.(a good map with mountianious background but flat perfect for a battle)new look for praetorian cavalry a more barbaric look such as no helmet. new equites look a more royal look but still light cav.new inf. unit for parthians Immortals strong def. moderate attack. reskin desert axemen with armor showing its changes in stats if you change its stats. new unit for Eqyptians "Thebeian Swordsman"? (made that up) or Egyptian Swordsman with a weapon that looks like a curved spoon. (see one of the egyptian loading screens the one when their charging)

p.s. if you ever use the mod switch please make that version downloadable sperately.

Dukezer0
05-07-2006, 22:59
Well, i downloaded your mod seasoned (may i call you seasoned?... its better than calling you alky :D) at the begining of the weekend knowing that i will have a lot of spare time on my hands.

Haven't played rome for a while and i must admit, i was sceptical about your mod giving me that "something" again.
I am pleasently surprised :).

It is what it says "total gameplay".

I have played the Sarmatians, Iberia and am now playing Numidia.
How hard to manage your finances?
Sarmatia ran into money hell, and i got stabbed in the back by gaul when i started to go for north africa when i was Iberia.
Now i am having a real tough time with Numidia... bloody carthage. *shakes fist*
No sooner than i get an army together to take a full stack rebel settlement, i am nearly in the red again.... i love it!
Then to p*ss on my fire, a half stack rebel appears on my way to the affore mentioned settlement!!! I love it even more :).

I don't consider myself a n00b to the total war games in the slightest, but this is a real challenge.
I must admit, several times i have felt the urge to "add_money", but have resisted to this point :D.

What i'm trying to say is, thanks for doing this seasoned, this will keep me out of trouble for a few weeks ;). I haven't had this much fun with R:TW since playing darth's mod.

Ok, one bit of criticism. (yup, only one... i can't knock it on anything else at the moment)
This 2 hit point thing... while it does what its meant to do (lengthen battles though i'm not too bothered with that) but it does make missile weapons rather ineffective.
I might be noticing this more because 2 of the factions i chose are mainly based on missile warfare (Numidia (early stages) and sarmatia).
One example is 3 full units of balearic slingers barely made a scratch on some town militia using all their ammo!
Maybe this is something you wanted, but food for thought none-the-less :).


or Egyptian Swordsman with a weapon that looks like a curved spoon.
I believe thats a khopesh.
Laters

Duke0

Seasoned Alcoholic
05-08-2006, 19:32
Thanks for the extended feedback The Spartan and Dukezer0, I'll reply individually because of the size of the posts :2thumbsup:


here are some proposals for the next RTG beta version:

a new settlement Knossos at Crete (if not there already)

Crete already contains Knossos, this is located in Crete Prima province.


new unit cards (downloadable sperately)

Unit & Unit Info cards are not the biggest priority at the moment. I agree, it would be good for areas such as these to be 100% complete, but I’m not the most artistic or graphical person. Also, if there is a chance that new unit reskins become available, this once again makes the UI cards out-of-date; it’s a repetitive process that is probably best left alone until other areas are completed.


since general bodyguards are overpowering with 3 hitpoints why not improve other stats def. in particular. stronger elephants. (more attack or def)

Yeah, good points about attack and defence attributes for units such as these. I’ll spend some time testing out individual units in combat against each other after tweaking the stats and see how things shape up.


peasents should have no morale bonus town watch morale reduced to good morale.(they are quite strong with excellent morale)

I’ve found that peasants can be disposed of without taking many casualties, mainly because of their inferior stats. The reason I’ve brought the stats up on units such as peasants and town watch is because there are the starting recruitment levels for all factions. If I reduce the stats on these units, there may well be a significant gap between the lowest and then the next tier of recruitment. I’ve tried to smooth things out and balance the unit recruitment tier system as you see in the latest version.


stronger missiles perhaps double current missile attack settings, infantry is almost impervious from missiles attacks.

I know missile units have difficulty softening up opposition units because of the improvements to the stats. S’pose I could tweak missile damage and test out the results, these units are pretty worthless if they can’t inflict casualties I guess.


set the deafault denarii to 15000 or 13000 for quick battles and custom battles. since unitsare more expensive and for bigger quick battles.

I’m sure you can do this manually by simply (double) clicking the denarii box and editing the denarii amount to whatever you want.


historical unit names:Eastern Infantry=Sparabara any unit with word "pikemen"=Phalangtite/s Hypasipists=Royal Pikemen Agyraspid=Silver Shield Pikemen.

Thanks for this, I’ve been meaning to make unit name changes but never seem to get round to it ~D If I make the unit name changes, you’ll have to put-up with the vanilla unit voices once a unit type such as this is clicked, prompting a vocal response.


pikemen should use underarm animations. looks hard to hold a 16 ft. pike with one hand.

Yep, I agree.


desert axemen should be stronger and should use barb. swordsman animation axes shouldn't stab.

This can be arranged.


maybe(and some what i would like): new look for Ptoleamic armoured general and Barbarian Chosen Warlord (Britain) thats just what i think dont like how they look that much.

If someone is generous enough to create / donate new models / textures for these units I’d be grateful. As mentioned, art and graphics are not my strong points, plus I don’t have any software or experience to create areas such as this.


new look for Praetorians maybe a special uniform different from other legions. that be very cool if you could.

As above.


more units in particular for Greek cultures.

This may be a possibility, but new units to faction rosters means more time spent on balancing factions, which pushes future release dates further and further back.


different look for German Night Raiders, since Gauls have night raiders too, they should have a more blonde hair since the most Germans in the game have blonde hair.(look at Alemanni night raiders from BI)

Hmm, this is interesting. Perhaps I can implement this model from BI into RTG, I’ll have a look at the unit in more detail.


new hastati look for julli just give them chain mail shoulders or a different look similar too princepes but lighter armor giving them a younger look then princepes.

As mentioned earlier.


new look for triarii a darker armor similar too princepes. a gladius for triarii spears for primary weapon secondary weapon gladius which would be stronger.

As mentioned earlier.


night battles with archers' skymod. i saw at TWC forums some would like that.

I’ve already implemented these 2 areas into RTG, and belive me they look stunning :2thumbsup:


Iberians with more heavy cavalry units. maybe you can use that early generals' bodyguard for Brits for other barbarian generals' early bodyguard but make them look more like a generals' bodyguard such as better armor or helmet or a different face, thet look like rebel's barbarian warband.

Hehe, I know these ‘rebels barbarian warband’ are not the best in graphical terms, I had to make use of a combination of the vanilla models to create these units to fill in the gaps left by replacing chariot generals.


and maybe more historical battles.

There is too much work involved with creating historical battles from scratch. I’ve only scratched the surface in this area, basically modding what already existed rather than creating new historical battles.

Things such as learning how to use the camera, specifying deployment coordinates etc etc takes a while to pick-up. I haven’t really got a great deal of time to spend at the moment, so I can’t see an area such as this going ahead.


new custom battle maps particulary in Greece.(a good map with mountianious background but flat perfect for a battle)

Same as above.


new look for praetorian cavalry a more barbaric look such as no helmet.

As discussed earlier.


new equites look a more royal look but still light cav.

As discussed earlier.


new inf. unit for parthians Immortals strong def. moderate attack.

As discussed earlier.


reskin desert axemen with armor showing its changes in stats if you change its stats.

As discussed earlier.


new unit for Eqyptians "Thebeian Swordsman"? (made that up) or Egyptian Swordsman with a weapon that looks like a curved spoon. (see one of the egyptian loading screens the one when their charging)

As discussed earlier.


p.s. if you ever use the mod switch please make that version downloadable sperately.

I’m certain you can use the mod switch if you download the RTG Open Beta v0.2 (Self-Extracting ZIP) version. Simply download the file, copy the folder into the RTW base folder (EG C:\Program Files\Activision\Rome - Total War), then make use of the JSGME mod enabler. Check out the tutorial in the Scriptorium for more info on how to use this.

I’d like to thank your extensive contributions and continued feedback The Spartan, you’re helping to push the mod in the right direction!

The Spartan (Returns)
05-08-2006, 20:25
when you play a quick battle, one of them (Julii vs.Gaul) has totally random units and black peasents unit cards to fix that go to data/world/maps/custom/quick,and delete all files in that. it also prevents same quick battles showing up so you can always enjoy different quick battles.

Seasoned Alcoholic
05-08-2006, 20:55
when you play a quick battle, one of them (Julii vs.Gaul) has totally random units and black peasents unit cards to fix that go to data/world/maps/custom/quick,and delete all files in that. it also prevents same quick battles showing up so you can always enjoy different quick battles.

That's another thing to fix, I should've mentioned that Quick Battles were incompatible with the mod. Thanks again! :2thumbsup:

Dukezer0
05-08-2006, 23:37
You're welcome ;).

Ok, one more thing as i have just noticed it.
The britons are stuck in england. They have about 3 full stacks and have no denarii to build a boat.
Though i do believe this is a problem with R:TW anyway, i don't think its the cause of your mod entirely.

Maybe something you want to check out?

Still having a good time with it :). Just now nearly kicked carthage out of africa and the money is starting to flow and allied with Ptolemaic dynasty :D.

Next stop.... Iberian peninsula (nearly totally under gaul rule :O)

Laters

Duke0

Seasoned Alcoholic
05-09-2006, 18:04
Well, i downloaded your mod seasoned (may i call you seasoned?... its better than calling you alky :D) at the begining of the weekend knowing that i will have a lot of spare time on my hands.

Haven't played rome for a while and i must admit, i was sceptical about your mod giving me that "something" again.
I am pleasently surprised :).

It is what it says "total gameplay".

I have played the Sarmatians, Iberia and am now playing Numidia.
How hard to manage your finances?
Sarmatia ran into money hell, and i got stabbed in the back by gaul when i started to go for north africa when i was Iberia.
Now i am having a real tough time with Numidia... bloody carthage. *shakes fist*
No sooner than i get an army together to take a full stack rebel settlement, i am nearly in the red again.... i love it!
Then to p*ss on my fire, a half stack rebel appears on my way to the affore mentioned settlement!!! I love it even more :).

I don't consider myself a n00b to the total war games in the slightest, but this is a real challenge.
I must admit, several times i have felt the urge to "add_money", but have resisted to this point :D.

What i'm trying to say is, thanks for doing this seasoned, this will keep me out of trouble for a few weeks ;). I haven't had this much fun with R:TW since playing darth's mod.

Ok, one bit of criticism. (yup, only one... i can't knock it on anything else at the moment)
This 2 hit point thing... while it does what its meant to do (lengthen battles though i'm not too bothered with that) but it does make missile weapons rather ineffective.
I might be noticing this more because 2 of the factions i chose are mainly based on missile warfare (Numidia (early stages) and sarmatia).
One example is 3 full units of balearic slingers barely made a scratch on some town militia using all their ammo!
Maybe this is something you wanted, but food for thought none-the-less :).


I believe thats a khopesh.
Laters

Duke0

Tried to reply to your post last night Dukezer0, but the forums went down after I'd started the reply. Thanks for your positive feedback on the mod anyway, I'm glad you're enjoying playing RTG!

Yeah, I've tried to make the financial situation more difficult to control, basically by recoding all of the regional resources available on the campaign map. In vanilla, many regions contained too many high-earning trade resources, and this allowed incomes to soar through the roof, a good example of this was Cyprus and its Purple Dye.

As mentioned earlier, I may well look into the damage capability of missiles for a future version of the mod, because these unit types are obviously at a disadvantage against say infantry. The problem lies in trying to select a damage rating that is feasible across the board. EG, if I increase the damage rating of javelins for example so that they're more effective against infantry, then it may be much easier to bring down say elephants because of the combat bonuses peltasts receive vs this unit type. In other words it may be a coding headache until the desired results are achieved ~D

Which difficulty settings do you play on? In my tests, I select VH for the campaign map and M for the battles. I'm sure that the AI receives financial bonuses on VH (campaign map), as there was a topic discussing this in detail a while ago, as well as the variation between M and VH battlefield difficulties (M was actually tested to be more difficult by some COM forum testers). These discussions took place when RTW was in its infancy stages, but since these findings were made available, I've always selected M over VH for battles to eradicate the morale / combat bonuses that were found to be included with VH battlefield difficulty.

Cheers :medievalcheers:

The Spartan (Returns)
05-09-2006, 20:14
The britons are stuck in england. They have about 3 full stacks and have no denarii to build a boat.
Though i do believe this is a problem with R:TW anyway, i don't think its the cause of your mod entirely.Duke0
actually i find it easy. i took over the whole island.

The Spartan (Returns)
05-09-2006, 20:56
give Ireland more settlements

Dukezer0
05-09-2006, 23:51
actually i find it easy. i took over the whole island.
I was refering to the AI britons :).

In other words it may be a coding headache until the desired results are achieved
Yea, i can understand that ;). Balance is what makes your mod quality and one wrong tweek could jeapordize it.

Yeah, I've tried to make the financial situation more difficult to control, basically by recoding all of the regional resources available on the campaign map. In vanilla, many regions contained too many high-earning trade resources, and this allowed incomes to soar through the roof, a good example of this was Cyprus and its Purple Dye.

Yup, i've noticed :D.
That i think for me is the real attraction. Gone are the days where i control 10+ settlements with over seas trade and have all the denarii anyone could wish for :). Thus continuing to be a challenge during the middle and late parts of the campaign.

Which difficulty settings do you play on?
VH/M :).
IMO with a mod, the player cannot accuratly "feel" what the modder is trying to do if the battle setting is higher than M because i'm sure that all battle testing was done on M setting.

Cheers

Duke0

Seasoned Alcoholic
05-10-2006, 23:08
You're welcome ;).

Ok, one more thing as i have just noticed it.
The britons are stuck in england. They have about 3 full stacks and have no denarii to build a boat.
Though i do believe this is a problem with R:TW anyway, i don't think its the cause of your mod entirely.

Maybe something you want to check out?

Still having a good time with it :). Just now nearly kicked carthage out of africa and the money is starting to flow and allied with Ptolemaic dynasty :D.

Next stop.... Iberian peninsula (nearly totally under gaul rule :O)

Laters

Duke0

I'm sure that the Britons were given the preferred naval invasion ability, but sometimes this is not enough. More often than not it actually depends on what the AI's abilities are. IE, build boat, ship army stacks to mainland Europe, gain foothold etc etc. Its alright me saying these things (sarcastically even ~D), but its a question of whether the AI is actually able to implement such stages.

I'm surprised to hear that Gaul have overrun the Iberian peninsular. In my own test campaign results, usually Iberia secure a strong position, as well as Carthage. Mind you, variation and the unexpected is not a bad thing...~D

With regards to the difficulty level, yeah all my own tests were conducted using Medium battle difficulty and Very Hard campaign difficulty. As you've mentioned, medium battle difficulty tends to be the benchmark, I don't really trust the higher difficulty settings after discovering what they originally (and what may still be) included.

Dukezer0
05-11-2006, 17:46
I'm surprised to hear that Gaul have overrun the Iberian peninsular. In my own test campaign results, usually Iberia secure a strong position, as well as Carthage. Mind you, variation and the unexpected is not a bad thing...
Iberia has been wiped out by gaul, and carthage has been wiped out be me :D.
I like the "unexpected", each game is different. Apart from the romans being hardcoded conquerors, everything seems to be even. Thrace are giving brutii (and julii) a hard time though... which is nice :), and Dacia is rocking germania's world right now ;).


I'm sure that the Britons were given the preferred naval invasion ability
You are right seasoned, they have now built a couple of boats, taken ireland and arrived on the european mainland with 3 full stacks :skull: .

One thing seasoned about this missile unit scenario, have you thought (how simple it may be) of just upping the missile attack by about 3-5 accross the board and seeing how it goes?
I understand about the extra bonus jav units will get against elephants and chariots but to be honest, i have not noticed this apparent bonus to be substantial.
Of course i might be wrong with this because i tend to surround elephants with spear units :p.

Anyway, thanks for your info SA.

Laters

Duke0

The Spartan (Returns)
05-11-2006, 20:20
I like the "unexpected", each game is different. Apart from the romans being hardcoded conquerors, everything seems to be even. Thrace are giving brutii (and julii) a hard time though... which is nice :), and Dacia is rocking germania's world right now ;)Duke0
ya one time playin as julii the Gauls and Macedonians were attacking me at the same time. where as playin as Britons the Brutii made the Macedonians as their protectorate really as the beginning of the game.

The Spartan (Returns)
05-11-2006, 20:22
One thing seasoned about this missile unit scenario, have you thought (how simple it may be) of just upping the missile attack by about 3-5 accross the board and seeing how it goes?Duke0
maybe you can upgrade javelins and maybe give elephants higher defense or an additional hitpoint. they are weaker now because every unit has 2 hitpoints.

Seasoned Alcoholic
05-11-2006, 20:42
One thing seasoned about this missile unit scenario, have you thought (how simple it may be) of just upping the missile attack by about 3-5 accross the board and seeing how it goes?
I understand about the extra bonus jav units will get against elephants and chariots but to be honest, i have not noticed this apparent bonus to be substantial.
Of course i might be wrong with this because i tend to surround elephants with spear units :p.

Anyway, thanks for your info SA.

Laters

Duke0

Yeah, I'll test out different combinations of missile attack values. Obviously each missile type will do varying amounts of damage, so the stats don't have to be similar to each other when comparing say, slingers and archers. Hopefully I should be able to get away with making a few changes to the stats, and won't have to overhaul the whole stat system again. This is a lengthy process which has already been carried out several times before the first open beta was released.

I could always weaken the damage missile weapons such as javelins do against elephants & chariots if required.

As to the Britons, well hopefully they shouldn't spam into mainland Europe now that chariot units have been restricted to the British Isles, and woad units (woad warriors, not the berserkers) are only recruitable in brito-celtic provinces (IE all of Britannia & Gaul).

Seasoned Alcoholic
05-11-2006, 20:46
maybe you can upgrade javelins and maybe give elephants higher defense or an additional hitpoint. they are weaker now because every unit has 2 hitpoints.

The armoured elephants for both carthage and seleucids are at the maximum hitpoints available, which is 15. War elephants should have one less than this (14), whereas standard elephants should have two less (13).

As you've suggested, I'll try increasing defence / attack stats and / or reduce the damage bonus that javelins can do to chariot & elephant units.

Btw, how do you guys find chariots in melee in RTG? Do you think they've been improved over vanilla RTW?

Dukezer0
05-11-2006, 23:11
Btw, how do you guys find chariots in melee in RTG? Do you think they've been improved over vanilla RTW?
Its funny you ask that because i was going to comment on it :).

I have finished my campaign with the numidians, i was a bit over-zelous in taking italy:oops: . Though i was giving the romans hell, i found i had too many elephants and numidians legionaires.... thus denarii hell :(. I took it too far and had to quit:embarassed: .

But that gave me an excuse to give everyones fav a try... the selucids :), and.......

I LOVE THE SCYTHED CHARIOTS!!!!
They respond and operate so much better IMO, though not to piss on your fire seasoned, there are other mods which do this too. Is there something specific that you changed? I have only used them twice and cannot tell any difference apart from the affore mentioned ;).
I am eager to know because i usually loathe to use chariots but i must admit i am having a ball with them at the moment :D.

And its a good thing that they are ZORed, they are quite powerful but only producable in a small area (area around babylon, am i right?) so thats all good.

On a different note, this time carthage have taken over (well, close) the iberian peninsula and macedon have become thrace's protectorate (last time thrace pwned macedon :D) so again, different outcome ;).

If you don't mind SA, i will keep posting my experiences? :).

Laters

Duke0

Seasoned Alcoholic
05-11-2006, 23:36
Its funny you ask that because i was going to comment on it :).

I have finished my campaign with the numidians, i was a bit over-zelous in taking italy. Though i was giving the romans hell, i found i had too many elephants and numidians legionaires.... thus denarii hell :(. I took it too far and had to quit.

Hmm, perhaps units such as this could be added to the ZOR list? An AOR feature would be nice, but it would involve a serious bit of coding to get working properly - its basically making units available for recruitment per region by all 19 playable factions...


But that gave me an excuse to give everyones fav a try... the selucids :), and.......

I LOVE THE SCYTHED CHARIOTS!!!!
They respond and operate so much better IMO, though not to piss on your fire seasoned, there are other mods which do this too. Is there something specific that you changed? I have only used them twice and cannot tell any difference apart from the affore mentioned ;).
I am eager to know because i usually loathe to use chariots but i must admit i am having a ball with them at the moment :D.

And its a good thing that they are ZORed, they are quite powerful but only producable in a small area (area around babylon, am i right?) so thats all good.

The main areas that were changed included mount armour and mount hitpoints. After several test runs and tweaks, I reached the version currently featured with the open beta. Also, since the chariots are now drawn by cataphracts (which are noticiably heavier than other horse types), the impact is probably much greater when they engage due to the additional weight they are pulling.

Well all chariot types are only available to recruit in regions such as Britannia, Ponto-Cappadocia, Assyria, Mesopotamia and the Nile. This should hopefully curtail chariot spam armies, and stops skewing the results of the AI's auto-calc battles ~D


On a different note, this time carthage have taken over (well, close) the iberian peninsula and macedon have become thrace's protectorate (last time thrace pwned macedon :D) so again, different outcome ;).

If you don't mind SA, i will keep posting my experiences? :).

Laters

Duke0

Yeah go for it, feedback in whatever form can only help improve a mod even further, and its good to hear which factions are doing what on the campaign map :medievalcheers:

The Spartan (Returns)
05-12-2006, 20:46
yea chariots are perfect now. much for fun to use as i am experincing in my Briton campaign.

The Spartan (Returns)
05-12-2006, 23:13
new names for Roman General Bodyguards:
Legate's Bodyguard(PM)
Legate's Praetorian Bodyguard(AM)
a legate is a commander of legion. when the Praetorians were formed they also protected legates.
Greek Bodyguards:
Strategos' Bodyguard(PM)
Strategos' Royal Bodyguard.(AM)
I'm not sure if Strategos' were generals or officers. Maybe Dukezer0 can correct me on that.

Seasoned Alcoholic
05-13-2006, 10:44
I've had a very brief look at the Night Raiders used in BI, represented by the Alemanni, Burgundii and Lombardi factions. I'll probably create a poll in the near future to hear public opinion regarding the most popular skin from the 3. This will be in the RTG subforums over @ TWC (link (http://www.twcenter.net/forums/forumdisplay.php?f=118)).

Thanks for those proposed unit names The Spartan, I think a unit naming overhaul is on the cards...~D

The Spartan (Returns)
05-13-2006, 16:26
Egyptians:
Nile Cavalry: Cleruchs
Im not sure whatare Cleruchs but thats the correct name and it also says it in the export model battle.

The Spartan (Returns)
05-13-2006, 17:17
Libiyan Spearmen need a new sprite they look like the old Libiyan Spearmen. BTW what do you think of the idea of giving Triarii a gladius they could be a multi-purpose type of troop. (the gladius would be stronger than the spear)

Seasoned Alcoholic
05-14-2006, 18:58
Libiyan Spearmen need a new sprite they look like the old Libiyan Spearmen. BTW what do you think of the idea of giving Triarii a gladius they could be a multi-purpose type of troop. (the gladius would be stronger than the spear)

Thanks, I'll make a note to create some new sprites for the Libyan Spearmen next time round. Btw, are the Libyan Spearmen sprites wrong for Carthage, Numidia or both?

I've had a quick test of Triarii in hand-to-hand combat. I'd always thought that they had secondaries since most of the other spearman models did. Since I can't model, I can't add secondary swords to the Triarii model. I think they're capable defensive spearmen, and because of the absence of the secondary sword, at least they won't automatically switch to their secondaries (like hoplites etc do) when they're in melee.

Seasoned Alcoholic
05-14-2006, 18:59
Night Battles & Archer's Skymod

Night Battles & Archer's Skymod are now included within RTG. I'd like to thank DimeBagHo for his excellent tutorial on how to include night battles in RTW using the BI code. I'd also like to thank Archer for the superb work he has done in his Skymod.

Here are a few screenshots:

https://img134.imageshack.us/img134/7321/night15pw.th.jpg (https://img134.imageshack.us/my.php?image=night15pw.jpg)

https://img20.imageshack.us/img20/3599/nbsm15dy.th.jpg (https://img20.imageshack.us/my.php?image=nbsm15dy.jpg)

https://img316.imageshack.us/img316/8158/nbsm23jp.th.jpg (https://img316.imageshack.us/my.php?image=nbsm23jp.jpg)

https://img316.imageshack.us/img316/3487/nbsm35ob.th.jpg (https://img316.imageshack.us/my.php?image=nbsm35ob.jpg)

https://img101.imageshack.us/img101/8750/nbsm45il.th.jpg (https://img101.imageshack.us/my.php?image=nbsm45il.jpg)

https://img101.imageshack.us/img101/4044/nbsm54ob.th.jpg (https://img101.imageshack.us/my.php?image=nbsm54ob.jpg)

Dukezer0
05-14-2006, 19:05
There are a couple of things i wish to bring to your attention SA if i may.

First, i like the new skin for the sarmatian mercs but sometimes when you pan the camera back, you can only see the rider and not the horse. I have only noticed this on desert maps.

Secondly, if generals have traits to increase their hit points, it is not shown on the statistics though its still apparent when you fight them AFAIK ;).

Apart from that, i'm getting toward the end with my selucid campaign :).
Gaul is nearly gone (surprise surprise), carthage have all of africa (apart from egypt, i have that :D) and nearly all of iberia. Dacians have suffered the brunt of the brutii, leaving macedon to become a super power but they aren't attacking anyone! (not that thats the problem of your mod though ;))

Sarmatians wiped out armenia, i wiped out egypt, parthia and pontus (like the change from pontic heavy to eastern heavy BTW :)).
Alls good!

BTW SA, have you changed the rebel occurences at all?
IIRC, when you control a province for a long time, it decreases the chances of rebels appearing... am i right?
If so, rebels still appear quite frequently (some quite nasty too :O). Not that i mind though, just curiosity :).

One last thing, during the early stages of your mod, it reminds me of one of my fav mods for medeival called MOYA (medeival on ya).
It was simple, each faction started with one city with no buildings and a wod of cash. The rest were rebel controled... and i mean controlled :D.
Just reminds me of it... if you leave the rebels to grow, they can really hinder your progress in RTG.

Cheers:2thumbsup:

Laters

Duke0

Seasoned Alcoholic
05-14-2006, 20:15
There are a couple of things i wish to bring to your attention SA if i may.

First, i like the new skin for the sarmatian mercs but sometimes when you pan the camera back, you can only see the rider and not the horse. I have only noticed this on desert maps.

The Sarmatian mercs make use of cataphract mounts, I may need to create new sprites for this by the sounds of things.


Secondly, if generals have traits to increase their hit points, it is not shown on the statistics though its still apparent when you fight them AFAIK ;).

Do you mean traits such as "Cruelly Scarred" etc? I think CA must've adjusted the threshold levels so that this trait series is more difficult to achieve. I can remember back in vanilla versions this trait was originally far too easy to acheive, think you used to gain a trait improvement after each battle that was fought ~D


Apart from that, i'm getting toward the end with my selucid campaign :).
Gaul is nearly gone (surprise surprise), carthage have all of africa (apart from egypt, i have that :D) and nearly all of iberia. Dacians have suffered the brunt of the brutii, leaving macedon to become a super power but they aren't attacking anyone! (not that thats the problem of your mod though ;))

Sarmatians wiped out armenia, i wiped out egypt, parthia and pontus (like the change from pontic heavy to eastern heavy BTW :)).
Alls good!

BTW SA, have you changed the rebel occurences at all?
IIRC, when you control a province for a long time, it decreases the chances of rebels appearing... am i right?
If so, rebels still appear quite frequently (some quite nasty too :O). Not that i mind though, just curiosity :).

One last thing, during the early stages of your mod, it reminds me of one of my fav mods for medeival called MOYA (medeival on ya).
It was simple, each faction started with one city with no buildings and a wod of cash. The rest were rebel controled... and i mean controlled :D.
Just reminds me of it... if you leave the rebels to grow, they can really hinder your progress in RTG.

Cheers:2thumbsup:

Laters

Duke0

Yeah, I've tweaked rebel occurences quite considerably. Regarding region-based rebellions (IE the stacks that appear at random in a given region), I only made slight adjustments. However, this appears to have increased the frequency of rebels appearing at random across many provinces, I'm not entirely sure why when only small changes were made. Perhaps other factors come into play that I'm unaware of ~D

I know about the strength and type of the rebel units contained in armies, these were changed deliberately to ensure a player is kept on their toes, and prevents worthless battles against say peasants and weak infantry.

Thanks.

Dukezer0
05-14-2006, 22:38
Do you mean traits such as "Cruelly Scarred" etc? I think CA must've adjusted the threshold levels so that this trait series is more difficult to achieve. I can remember back in vanilla versions this trait was originally far too easy to acheive, think you used to gain a trait improvement after each battle that was fought

I didn't explain myself well :D.
What i mean is, when a general with as you say a trait like cruelly scarred, his hit points are increased, but when i look at the unit card, it still says 2, when it should be like 5 or whatever ;). But in battle i'm sure its still 5 (i have no way of knowing for sure though).


I know about the strength and type of the rebel units contained in armies, these were changed deliberately to ensure a player is kept on their toes, and prevents worthless battles against say peasants and weak infantry.

Tell me about it :D.
And yes, i agree its a good thing. I used to just bribe them if my stacks were too far away..... no chance doing that with RTG :D.

Cheers :2thumbsup:

professorspatula
05-14-2006, 22:42
I think the extra hitpoints applies to your general only - not his entire bodyguard, therefore the hitpoints on the General's Bodyguard card doesn't change.

Dukezer0
05-15-2006, 17:45
I think the extra hitpoints applies to your general only - not his entire bodyguard, therefore the hitpoints on the General's Bodyguard card doesn't change.
Ah, i see ;).
I'm sure it used to, but i'm probably wrong :).

Cheers prof S.

The Spartan (Returns)
05-18-2006, 02:54
Spearmen sprites wrong for Carthage, Numidia or both?
Only Carthage. (Sorry took so long to reply playin campagin!)

Seasoned Alcoholic
05-29-2006, 12:38
Mercenary Recruitment Pools / AOR

I've thought about spicing up the mercenary recruitment pools / AOR by increasing the number of available mercenaries to hire, and also the number of pools. What this should hopefully do is to add a bit of differentiation from how mercenaries were available for recruitment in vanilla RTW.

I've also thought about making use of some of BI's units as mercenaries in RTG. Here are a few examples (more are welcomed for consideration ~D):


Kurdish Javelinmen
Sarmatian Auxilia
Eastern Archers
Dromedarii
Goth Noble Warriors
Gallowglasses
Wolfhounds
Bosphoran Infantry
Alan Noble Cavalry
Sarmatian Noble Cavalry
Alan Horse Archers
Sarmatian Armoured Archers
Steppe Raiders
Berber Axemen
Desert Archers
Moorish Raiders

Obviously units can be renamed as appropriate, and also if slave skins are available for units such as the ones listed above, then perhaps the slave skins can be used instead of the vanilla BI ones.

However, there is a hardcoded limit to the number of units contained in EDU. I'll have to see how many I can make room for, but hopefully some of these may be added to the mercenary recruitment pools / AOR.

The Spartan (Returns)
05-29-2006, 14:33
nice. btw how is the misile thing doing? and your putting religion in this mod right? how is it all going?

Seasoned Alcoholic
05-29-2006, 14:42
I've ran into a few problems with adding the religions, there's more info in this topic (https://forums.totalwar.org/vb/showthread.php?t=64916). Unless I've stepped over some sort of threshold that started creating problems for the rebel faction and its starting armies.

However, I'd rather focus on individual requests / suggestions because they're numerous and allows me to expand the mod in more directions from what its like at present.

Btw, I'm currently overhauling the default unit names, every single unit will be renamed if possible (some overlap in EDU so its a bit tricky). How does Strategos' Royal Guard (PM) and Strategos' Armoured Royal Guard (AM) sound for the Greek, Macedonian and Seleucid general's bodyguards? I like the sound of Legate, is this what was used at the time for Roman commanders?

The Spartan (Returns)
05-29-2006, 14:57
Btw, I'm currently overhauling the default unit names, every single unit will be renamed if possible (some overlap in EDU so its a bit tricky). How does Strategos' Royal Guard (PM) and Strategos' Armoured Royal Guard (AM) sound for the Greek, Macedonian and Seleucid general's bodyguards? I like the sound of Legate, is this what was used at the time for Roman commanders?
the greek culture bodyguard names sound good. yes legate is a commander of a legion. btw for am roman bodyguards please put Legate's Praetorian Bodyguard as praetorians also guarded Legates when the praetorians were formed. also can you replace a signifer (standard bearer) in a legionary first cohort with a aquilifer (eagle-standard bearer)

The Spartan (Returns)
05-29-2006, 15:07
[QUOTE=I'm not sure if Strategos' were generals or officers. Maybe Dukezer0 can correct me on that.[/QUOTE]
i have confirmed that Strategos' were the highest rank in the army. (the commander) http://en.wikipedia.org/wiki/Strategos

Seasoned Alcoholic
05-29-2006, 15:24
the greek culture bodyguard names sound good. yes legate is a commander of a legion. btw for am roman bodyguards please put Legate's Praetorian Bodyguard as praetorians also guarded Legates when the praetorians were formed. also can you replace a signifer (standard bearer) in a legionary first cohort with a aquilifer (eagle-standard bearer)


i have confirmed that Strategos' were the highest rank in the army. (the commander) http://en.wikipedia.org/wiki/Strategos

Thanks for the research! I need to update the credit section of the mod soon, so I'll make sure to add your name to the historical references credit.

Yeah, the PM Roman bodyguard use the praetorian model, so it would make sense to use that name for them. I've seen the eagle standard bearer used in screenshots of other modifications, the problem would be getting permission to use something like this in the mod. If the new faction banners are completed, would you settle for the original eagle standard on top of the new battlefield banners? ~D

The Spartan (Returns)
05-29-2006, 16:17
Yeah, the PM Roman bodyguard use the praetorian model, so it would make sense to use that name for them. I've seen the eagle standard bearer used in screenshots of other modifications, the problem would be getting permission to use something like this in the mod. If the new faction banners are completed, would you settle for the original eagle standard on top of the new battlefield banners? ~D
you mean AM. (after-marius) ok why not?:2thumbsup:

The Spartan (Returns)
05-29-2006, 16:33
Here's an alternative Roman bodyguard name:
Legatus Bodyguard(PM)
Legatus Praetorian Bodyguard (AM)
choose any one. i dont care their both good:
Legete's Bodyguard (PM)
Legate's Praetorian Bodyguard (AM)
also please give ireland more settlements!

Seasoned Alcoholic
05-29-2006, 16:34
you mean AM. (after-marius) ok why not?:2thumbsup:

Yeah, all this coding is burning me out ~D

The Spartan (Returns)
05-29-2006, 17:29
since you gave normal spears back to german spear warband, i think you should give them long spears from BI you dont have to change skins but just give them those long spears. see Alemani spearwarband. since RTW vanila gave german spear warband very long spears i think because Germania has lots of forests and large trees, why not give them the long spears from BI. (dont worry not as long as a phalanx spear)

Seasoned Alcoholic
05-30-2006, 12:53
I've had a look at the spear levies from BI and how they work a while ago, they use the short_pike ability. This has a good advantage in that they can run when carrying the spears (would be good for units such as hoplites and this is what they could historically do). However, a major disadvantage is that when the unit charges (IE runs) into combat carrying the short_pike, the unit tends to fragment and disperse everywhere.

Since using the short_pike removes the phalanx attribute (replaced by the schiltrom), there is nothing to hold the units together as a solid block of men. However, when using the phalanx attribute, units may sometimes scatter from the formation and become uncontrollable. This 'unit scattering' bug is really frustrating, because the whole unit struggles to form phalanx properly when there are several of its units scattered all over the battlefield. Also, mopping-up scattered units is a nightmare because you have to move your own units over the top of each scattered unit, and hope they can pick them off one at a time. In other words, you can't target the scattered units individually - this bug crept in with vanilla RTW v1.5 btw.

Hibernia (Ireland) could be given another settlement, perhaps in exchange for a region on the Briton mainland (Tribus Iceni?). This would follow the exisiting pattern for the other islands in that there is more than one settlement to conquer, and keeps things interesting.

Most of the default units have now been renamed, the Roman bodyguards use Roman Legatus' Bodyguard (PM) and Roman Legatus' Armoured Bodyguard (AM), how does this sound? A few units have kept their original names because these fit well in describing the unit.

I've also had a look at the cheat_oliphants issue. Apparently, the RTW EXE requires entries to be present for this oliphant unit. These oliphants usually spawn when the gladiator uprising event occurs, as well as some other gold-chevroned uber units. I can't prevent this from happening, but what I can prevent is the oliphants from making use of the over-scaled fs_indian_giant_elephant skeletons.

What I've done is to redirect the game to look an alternate skeleton for these oliphants, namely fs_indian_elephant, but with the characteristics of the african war elephants (IE mount and model). A quick test run has been undertaken in custom battles, and the Yubtseb (Bestbuy) oliphants should now be spawned as african war elephant mercenaries, instead of the 10-storey high rubbish that appeared in vanilla versions of RTW.

Seasoned Alcoholic
05-30-2006, 13:04
Egyptians:
Nile Cavalry: Cleruchs
Im not sure whatare Cleruchs but thats the correct name and it also says it in the export model battle.

How does Ptolemaic Nobility sound instead? ~D

The Spartan (Returns)
05-30-2006, 20:19
[QUOTE=Seasoned Alcoholic]Most of the default units have now been renamed, the Roman bodyguards use Roman Legatus' Bodyguard (PM) and Roman Legatus' Armoured Bodyguard (AM), how does this sound? A few units have kept their original names because these fit well in describing the unit.[QUOTE]
Why not use Roman Legatus Praetorian Bodyguard(am)?

The Spartan (Returns)
05-30-2006, 20:19
How does Ptolemaic Nobility sound instead? ~D
thats good.:2thumbsup:

The Spartan (Returns)
05-30-2006, 20:22
if you're not gonna reskin Praetorian cohort, why not give them the old Urban Cohort? (whith full armor no chainmail) since they are praetorians they should have better armor. also since you made them stronger the armor can prove that evident.

Seasoned Alcoholic
05-30-2006, 22:33
Why not use Roman Legatus Praetorian Bodyguard(am)?
You know, I've actually named them Roman Legatus' Praetorian Bodyguard in export_units, but for some reason I'd typed in Roman Legatus' Armoured Bodyguard here at the forums. Must've been looking at another entry and used that instead :dizzy2:


if you're not gonna reskin Praetorian cohort, why not give them the old Urban Cohort? (whith full armor no chainmail) since they are praetorians they should have better armor. also since you made them stronger the armor can prove that evident.
That's another good point, I'll run a few tests with both models and varying stats. Were the Praetorians as heavily armoured as the Urbans are made out to be in RTW? I'm wondering because the Urban model carries some serious armour protection ~D

Seasoned Alcoholic
05-30-2006, 23:03
I've recently finished renaming many of the other default faction names, here is a summary of the changes:

Already changed with RTG open beta v0.2

Egypt has been renamed as The Ptolemaic Dynasty
Spain has been renamed as Iberia
Changes to be included in future versions of RTG

Carthage has been renamed as The Carthaginian Empire
Parthia has been renamed as The Parthian Empire
Pontus has been renamed as The Pontic Kingdom
Gauls have been renamed as The Gallic Tribes
Germans have been renamed as The Germanic Tribes
Britons have been renamed as The Britannic Tribes
Armenia has been renamed as The Armenian Kingdom
Dacia has been renamed as The Dacian-Getae Tribes
Numidia has been renamed as The Numidian Kingdom
Scythia has been renamed as The Scythian Tribes
Iberia has been renamed as The Iberian Tribes
Thrace has been renamed as The Thracian Tribes
Macedon has been renamed as The Macedonians (slight tweak)

The Spartan (Returns)
05-31-2006, 20:16
That's another good point, I'll run a few tests with both models and varying stats. Were the Praetorians as heavily armoured as the Urbans are made out to be in RTW? I'm wondering because the Urban model carries some serious armour protection ~D
no. the urban cohort def is 24. but you upgraded the praetorians to that right?

The Spartan (Returns)
05-31-2006, 20:38
don't forget these unit names:
Sparabara: Eastern Infantry
Phalangtites: Any unit with the name pikemen in it except phalanx pikemen. ex: Levy Phalangtites
Phlangists: Phalanx Pikemen
Hypasipists: Royal Pikemen
Agyraspid: Siver Sheild Pikemen

Seasoned Alcoholic
05-31-2006, 20:57
no. the urban cohort def is 24. but you upgraded the praetorians to that right?
Yeah I think they're around 24 total defence at the moment. What I meant was the actual amount of armour the urban model wears. If I can remember back to vanilla RTW (haven't seen them for over a year ~D), they had similar helmets to the praetorians, but the urbans had better quality armour, leg cleaves etc.

I've noticed that some units in BI have defence ratings in the mid-30s, the highest in RTW is around the mid-20's. However, this was mainly for heavy cavalry units in BI (cataphracts, climbinarii immortals, graal knights etc), so I suppose I can leave most of the unit stats as they are, perhaps tweaking a few here and there. This will mean that a complete stat overhaul will be avoided.

It takes several hours straight to code the stats properly, that's going flat out without testing the results properly. Testing can take even longer because its all about fine-tuning. The chariots in v0.2 took ages to get just right, its all about trial-and-error until you find the right combination. I'll need to do something similar for missile units, and also see how their mount bounses come into play with improved stats.


don't forget these unit names:
Sparabara: Eastern Infantry
Phalangtites: Any unit with the name pikemen in it except phalanx pikemen. ex: Levy Phalangtites
Phlangists: Phalanx Pikemen
Hypasipists: Royal Pikemen
Agyraspid: Siver Sheild Pikemen
Yup, I've got similar entries for those units. The only exception is the persian sparabara, I've used Eastern Militia Spear Levies instead.

Seasoned Alcoholic
06-02-2006, 21:45
A couple of polls were closed recently in the RTG Subforums (http://www.twcenter.net/forums/forumdisplay.php?f=118) @ TWC forums. The polls related to the type of animations to be used by phalangites in the next open beta, and also whether the barbarian factions should be able to construct paved roads in their building rosters.

In the next version of the RTG open beta, phalangites (or pikemen) will make use of the original vanilla underarm animations when wilding their sarissas in melee. Also, the barbarian factions will be allowed to construct paved roads in their building rosters.

I'm also considering tweaking the movement points of agents, admirals, units, family members etc on the campaign map, and I would like to hear your feedback in relation to areas such as this once the next open beta has been released. This will allow me to make additional improvements / tweaks to the mod that will hopefully improve your experiences. :2thumbsup:

The Spartan (Returns)
06-02-2006, 23:27
whats the situation with the missile attacks?

Seasoned Alcoholic
06-03-2006, 00:36
I haven't got round to that area yet. There are a lot of areas I'd like to include in the next release, and I'm trying to include one area at a time rather than jumping between several areas all at once, otherwise you tend to forget where you're at :dizzy2:

Once the EDU, DMB, unit descriptions & unit voice text files have been updated, hopefully I can have a look at the missile scenario. Not sure how long it will take to fine-tune, but it shouldn't be that long tbh.

There are several more tweaks, adjustments and other bits and pieces I'd like to take a look at as well before releasing the next version.

Thanks :medievalcheers:

Ciaran
06-03-2006, 12:43
they had similar helmets to the praetorians, but the urbans had better quality armour, leg cleaves etc.

The two units use the same .cas model, but the Urban cohort has lamed pauldrons like the regular legionairs and greaves (and greaves are always worn on the legs, their counterparts for the arms are called vambraces or bracers), while the pauldrons of the Praetorians have a chainmail skin and their legs are unprotected.

With all the new updates, it looks like (yet another :dizzy2: ) mod I´ll have to try out. Just why are there so many promising ones - I´ve got hardly any space on my harddrive left.

Seasoned Alcoholic
06-03-2006, 13:10
The two units use the same .cas model, but the Urban cohort has lamed pauldrons like the regular legionairs and greaves (and greaves are always worn on the legs, their counterparts for the arms are called vambraces or bracers), while the pauldrons of the Praetorians have a chainmail skin and their legs are unprotected.

With all the new updates, it looks like (yet another :dizzy2: ) mod I´ll have to try out. Just why are there so many promising ones - I´ve got hardly any space on my harddrive left.

Thanks Ciaran :thumbsup: Things are laid out more clearly in the RTG Subforums (http://www.twcenter.net/forums/forumdisplay.php?f=118) @ TWC. Everything is a bit distorted in a single topic, especially as I've moved between multiple areas quite frequently.

Do you have any unused games / applications that you could remove from your system to free-up some hard-disk space?

Murfios
06-05-2006, 21:49
Hey you did a great job with this mod. I have been playing this for some time now and I like it. But you see, there are several bugs. I dont know if its my Pc or
this mod. One of the mayor ones, is when encountering enemies on a siege assault with siege weapons with lesser fire power that are inmune towards your walls. The officer will do a motion with his arm while holding his gladius to attack, and he will advance a step out two, no other units will move. The officer will continue to do this until he reaches your walls, and continue to do it until battle time ends. ITs hard to describe how he does it, is more like when Arragon in LOTR holds his sword up and screams "FOR ROHAN". Another glitch happens when pursuing routing units. The rounting will run away in zig-zag, circles and other abstracts shapes. The problem is that cavalry will trace those shapes to pursue them while still far away instead of simple run strait forward. Some other things include that barbarians too strong, they helped wipe the roman factions and are fighting Pontus now. Its not a problem but it now so historical acurrate.

:wall:
Ahh! why arent barbarian village not round anymore??? ahhh....:inquisitive:

Seasoned Alcoholic
06-05-2006, 22:28
Hi Murfios, welcome to the ORG! ~:wave:

I'm glad you've really got into the mod, how many different campaigns have you played and completed so far? Don't feel that its wrong to criticise the mod if you feel there's something that doesn't seem right or is bugged. I need to know as much feedback as possible from people's different experiences in order for me to address issues such as these in future versions of RTG. Thanks for letting me know of these things! :medievalcheers:

I would like to spend some more time myself beta testing areas in greater detail, but unfortunately I don't have the time to do this at present. My current schedule means that I get perhaps a few hours each week night, and most of the weekend, to improve the mod from its current status.

The first bug you've described sounds completely new to me, I've never actually experienced this. Does it occur when you use siege weapons such as ballistae and scorpions, rather than onagers? Does the officer charge by himself, while the rest of the crew stand motionless? I've actually made siege weapons such as ballistae and scorpions do no damage to wall defences because its unrealistic; this may be what's causing the problem. If I can find some free time, I will definately look into this problem before releasing the next version.

The second bug has actually crept into vanilla versions of RTW v1.5, and so also appears in RTG. This 'unit scattering' bug is seriously frustrating, I've actually added a research post to the RTW v1.5 bugs post, here's an extract from my post:


I'm not sure if this is common knowledge, but there is an issue with apparent 'unit scattering' on the battlefield. This tedious bug happens to both the player's units and also the AI's units. I've only noticed its presence since installing RTW patch v1.5, IIRC this bug wasn't present in previous versions.

When (or sometimes before) your units engage in melee, some men within a unit(s) will split off (or scatter) from the formation, and then run off randomly across the map. Usually they will be holding their secondary weapon (if they have one), and cannot be ordered back into formation. I've also noticed that once the unit has scattered members, it will tend to flash even when the unit itself is highlighted.

I'm classing this as a bug because it seriously disrupts a formation. If this scattering happens to a phalanx unit, then the whole phalanx formation cannot be formed properly. Also, phalanx-capable units tend to engage with their secondary weapons rather than their pikes / spears, which is seriously annoying.

There is a technique to try and regain control of some members of a scattered unit - click the withdraw button / shorctut and you should be able to regain control of a few (if not all) of the scattered men. You'll know when you've regained control of a man when he is carrying his primary weapon and is heading back towards the main unit.

This bug has serious impacts upon gameplay. Once you've won a battle for example, you may have to wait for what seems an age before you actually get the victory message. This is because the AI's scattered units are still present on the battlefield - you have to wait for every single scattered man to leave the battlefield before you will win the battle. The only way to speed this up is by using the in-game speed controls, or move say a unit of generals bodyguard over each scattered man and hope that your general can pick each one off.

I've seen many posts of this problem over @ TWC, people believe that it was a modding project that contained this unit scattering bug. Well I'm sorry to say that the bug has most probably shipped with RTW v1.5 patch :furious3: It just never seems to end...
As for the barbarians wiping out the Roman factions, that is a bit surprising, but areas such as these are difficult to control. When I was coding the unit stats, I made sure to test random combinations of units against each other in melee to ensure that the stat system worked correctly. However, the results of the AI's battles are always auto-calculated, and are therefore based a set of opinions the AI has to make to determine which factions win each individual AI battle. Believe me, if I could modify this area I would! ~D

Thanks for your feedback! :medievalcheers:

The Spartan (Returns)
06-05-2006, 22:35
why dont you put Player1's BUG-Fixer in this mod? it feels like all the bugs are gone. dont know about the phalanx bug. (never tried that)

snevets
06-05-2006, 22:50
I've ran into a few problems with adding the religions, there's more info in this topic (https://forums.totalwar.org/vb/showthread.php?t=64916). Unless I've stepped over some sort of threshold that started creating problems for the rebel faction and its starting armies.

However, I'd rather focus on individual requests / suggestions because they're numerous and allows me to expand the mod in more directions from what its like at present.

Btw, I'm currently overhauling the default unit names, every single unit will be renamed if possible (some overlap in EDU so its a bit tricky). How does Strategos' Royal Guard (PM) and Strategos' Armoured Royal Guard (AM) sound for the Greek, Macedonian and Seleucid general's bodyguards? I like the sound of Legate, is this what was used at the time for Roman commanders?
The only problem with that naming is that strategos is a greek word, while the rest is in english. You can't really have general's (greek) bodyguard (english). That's why the RTW units are called general's bodyguards.

Seasoned Alcoholic
06-06-2006, 20:01
Mercenary Recruitment Pools / AOR

From the initial list in an earlier post, the following BI units have been inserted into the text files as mercenaries in RTG:


Kurdish Javelinmen
Sarmatian Auxilia
Eastern Archers
Dromedarii
Goth Noble Warriors
Steppe Horde Chosen Warriors
Bosphoran Infantry
Alan Noble Cavalry
Alan Horse Archers
Sarmatian Armoured Archers
Steppe Raiders
Berber Axemen
Desert Archers
Moorish Raiders

So far unit entries have been made in EDU & DMB, as well as various unit enums and unit descriptions. BI unit & unit info cards have been used as necessary, and a quick test run has resulted in these appearing correctly.

Unit voices need to be applied to each of the units (as well as the reskinned German Night Raiders), before each can be added to new or existing mercenary recruitment pools. The existing pool structure may well have to be changed to prevent repetition in numerous provinces as was the case in vanilla RTW.

Seasoned Alcoholic
06-07-2006, 20:16
GODzilla's & Pinarius' MODDING LEGIONS Full Pack v1.3b

GODzilla and Pinarius have been extremely kind and generous by giving me permission to use their fantastic MODDING LEGIONS Full Pack v1.3b. This includes models, reskins and sprites for all Roman units across the 4 Roman houses. I would also like to thank Lusted (for recommending the reskin pack), as well as HunterKYA and The Spartan (for suggesting the Roman factions require reskinning). Here are some screens:

https://img280.imageshack.us/img280/1861/romanarcherauxilia15ni.th.jpg (https://img280.imageshack.us/my.php?image=romanarcherauxilia15ni.jpg)

https://img280.imageshack.us/img280/8193/romancavalryskirmisherauxilia1.th.jpg (https://img280.imageshack.us/my.php?image=romancavalryskirmisherauxilia1.jpg)

https://img252.imageshack.us/img252/2294/romanearlylegionarycohort12nz.th.jpg (https://img252.imageshack.us/my.php?image=romanearlylegionarycohort12nz.jpg)

https://img252.imageshack.us/img252/2717/romanearlylegionaryfirstcohort.th.jpg (https://img252.imageshack.us/my.php?image=romanearlylegionaryfirstcohort.jpg)

https://img252.imageshack.us/img252/6786/romanequites14ny.th.jpg (https://img252.imageshack.us/my.php?image=romanequites14ny.jpg)

https://img280.imageshack.us/img280/250/romanfootarchers16uf.th.jpg (https://img280.imageshack.us/my.php?image=romanfootarchers16uf.jpg)

https://img280.imageshack.us/img280/5617/romanhastati18rz.th.jpg (https://img280.imageshack.us/my.php?image=romanhastati18rz.jpg)

https://img252.imageshack.us/img252/9357/romanlegatusbodyguard11oi.th.jpg (https://img252.imageshack.us/my.php?image=romanlegatusbodyguard11oi.jpg)

https://img280.imageshack.us/img280/7584/romanlegatuspraetorianbodyguar.th.jpg (https://img280.imageshack.us/my.php?image=romanlegatuspraetorianbodyguar.jpg)

https://img264.imageshack.us/img264/1415/romanlegionarycohort13jf.th.jpg (https://img264.imageshack.us/my.php?image=romanlegionarycohort13jf.jpg)

https://img252.imageshack.us/img252/2192/romanlegionaryfirstcohort11cb.th.jpg (https://img252.imageshack.us/my.php?image=romanlegionaryfirstcohort11cb.jpg)

https://img252.imageshack.us/img252/7245/romanmediumcavalry11im.th.jpg (https://img252.imageshack.us/my.php?image=romanmediumcavalry11im.jpg)

https://img252.imageshack.us/img252/7245/romanmediumcavalry11im.th.jpg (https://img252.imageshack.us/my.php?image=romanmediumcavalry11im.jpg)

https://img264.imageshack.us/img264/6205/romanmilitiapeasantry17wh.th.jpg (https://img264.imageshack.us/my.php?image=romanmilitiapeasantry17wh.jpg)

https://img264.imageshack.us/img264/4436/romanpeasantry14ac.th.jpg (https://img264.imageshack.us/my.php?image=romanpeasantry14ac.jpg)

https://img252.imageshack.us/img252/6375/romanpraetorianguard15tx.th.jpg (https://img252.imageshack.us/my.php?image=romanpraetorianguard15tx.jpg)

https://img252.imageshack.us/img252/1902/romanprincipes12hv.th.jpg (https://img252.imageshack.us/my.php?image=romanprincipes12hv.jpg)

https://img252.imageshack.us/img252/6834/romanskirmisherauxilia15ej.th.jpg (https://img252.imageshack.us/my.php?image=romanskirmisherauxilia15ej.jpg)

https://img264.imageshack.us/img264/5528/romanspearauxilia19lt.th.jpg (https://img264.imageshack.us/my.php?image=romanspearauxilia19lt.jpg)

https://img264.imageshack.us/img264/6400/romantriarii15va.th.jpg (https://img264.imageshack.us/my.php?image=romantriarii15va.jpg)

https://img264.imageshack.us/img264/1064/romanvelites18ot.th.jpg (https://img264.imageshack.us/my.php?image=romanvelites18ot.jpg)

Thanks.

The Spartan (Returns)
06-07-2006, 21:52
YES!! those graphics look good.:inquisitive: (better than mine) did u do anything special?

Seasoned Alcoholic
06-07-2006, 22:25
I'd taken those screenshots with low unit quality settings, basically because my gfx is atrocious, GeForce 2 MX 64MB garbage. However, I've installed the latest Nvidia drivers, so that may have improved the visuals to a degree. If you need links I'll dig them out ~D

Also (regarding the battlefield visuals), night battles are enabled in those screens, and now you really notice the transitions between daytime and nightime. I'd actually set that battle up using evening daylight settings, that's why the units were holding torches (with nice smoke effects) to brighten things up around them.

The Spartan (Returns)
06-07-2006, 23:01
I'd taken those screenshots with low unit quality settings, basically because my gfx is atrocious, GeForce 2 MX 64MB garbage. However, I've installed the latest Nvidia drivers, so that may have improved the visuals to a degree. If you need links I'll dig them out ~D

Also (regarding the battlefield visuals), night battles are enabled in those screens, and now you really notice the transitions between daytime and nightime. I'd actually set that battle up using evening daylight settings, that's why the units were holding torches (with nice smoke effects) to brighten things up around them.
o yea? will i have a Intel Graphics Card 82195G/GV/910 GL Express Chipset Family 94 MB or 128 MB can only play up to 4800 troops.(fully updated) later on i went to prefrence file and enabled triple buffering and the game went oddly really faster. what does it do? also does shadow slow down performance? i like putting it on cause on sieges their are big shadows behind walls.


btw sorry if this is spam. (it probably is :laugh4: )

The Spartan (Returns)
06-07-2006, 23:28
can you add Darth Mod Formatons? (latest one v13.0) i tried it before and it is great!

Seasoned Alcoholic
06-08-2006, 17:57
Yeah, shadow effects, glints etc does slow down gameplay and the visuals on lower-end machines, I've usually only got unit shaders turned on as well as dust / smoke effects and thats it. My max number of recommended men on the battlefield is about 2500, which is terrible tbh.

I may PM DARTH about his formations download, but I'm gonna complete other areas first. Next thing on the list is the mercenary recruitment pools, which will include the BI mercenaries as well.

Murfios
06-09-2006, 03:49
I have studied closely this officer's "charge". He does not walk or run. He simply jerks his way there. It takes about 30min. for him to arrive to your walls. Onces he is at the walls he continues to do so, but slightly creeps left or right (depends on wall position) I belive that this happens because as you said, they think they can make damage but they cant. If you are unable to fix this, maybe you should make them do some absurd damage, such as scrape-of-the-painting damage. It happens with Ballistas. Im not sure if with Onagers. If there is a way to record the movement tell me, and perhaps I will be able to show with greater detail.

About the Merc. perhaps you could change the display icon, to be able to tell them part. I could help you a bit with photoshop if you wish.:idea2:

Murfios
06-09-2006, 04:43
:shame: I would like to insert a quick sketch I made showing what happens with the officer's Jerking Charge. But im afraid I don't know how....:sweatdrop:

The Spartan (Returns)
06-09-2006, 16:13
i never got to say this Murfios but welcome to the org! :balloon2: :balloon2: :balloon2:
btw im sure Seasoned Alcoholic will reply soon.
Seasoned Alcoholic can you add Player1's BUG-Fixer. the bug fixer fixes MANY things. including the phalanx bug. (when they scatter around for no reason.)

Seasoned Alcoholic
06-09-2006, 19:43
Thanks for the responses guys, I'm a bit tied-up at the moment with all the changes that need to be implemented in the next version of the mod. I was gonna have a look at the mercenary recruitment pools, but got a bit side-tracked and ended up tweaking the campaign map instead! That's modding for you ~D

Don't worry, though, I do read every post, and even if I don't reply directly, I'm usually aware of requests that have been made. Its gets a bit difficult to keep on top of things if you don't keep notes to see which areas have been completed and which are still to be done.

Anyway, here's the campaign map changes:

https://img322.imageshack.us/img322/4239/r1202zn.th.jpg (https://img322.imageshack.us/my.php?image=r1202zn.jpg)

https://img305.imageshack.us/img305/9146/r1216yg.th.jpg (https://img305.imageshack.us/my.php?image=r1216yg.jpg)

https://img305.imageshack.us/img305/7794/r1222uo.th.jpg (https://img305.imageshack.us/my.php?image=r1222uo.jpg)

RTG Campaign Map #8

https://img91.imageshack.us/img91/1473/map81wc.th.jpg (https://img91.imageshack.us/my.php?image=map81wc.jpg)

Latest copy of map_regions.tga

https://img91.imageshack.us/img91/412/regions68nb.th.jpg (https://img91.imageshack.us/my.php?image=regions68nb.jpg)

Murfios
06-09-2006, 20:24
Thanks for the warm welcome guys.:2thumbsup:

The Spartan (Returns)
06-09-2006, 23:01
yes a second settlement at ireland!

The Spartan (Returns)
06-09-2006, 23:15
btw do u have any RTG banners i can use? :thumbsup: :thumbsup: :thumbsup: :thumbsup:
:knight: :knight: :knight: :knight:

nvm got one here:http://www.twcenter.net/forums/showthread.php?t=46666

Seasoned Alcoholic
06-09-2006, 23:50
Those banners are a bit out-of-date now mate, you may wanna edit one of the reskinned Roman screens I'd posted with GODzilla's & Pinarius' MODDING LEGIONS Full Pack :thumbsup:

Here's a few screens of the BI unit that will feature as mercs in the next version of RTG (The Germanic Tribes have been used for illustratory purposes only):

https://img104.imageshack.us/img104/9343/alanisteppehorsearchermercs10v.th.jpg (https://img104.imageshack.us/my.php?image=alanisteppehorsearchermercs10v.jpg)

https://img104.imageshack.us/img104/7791/alanisteppenobilitymercs19xy.th.jpg (https://img104.imageshack.us/my.php?image=alanisteppenobilitymercs19xy.jpg)

https://img258.imageshack.us/img258/6334/berberdesertbanditrymercs11rg.th.jpg (https://img258.imageshack.us/my.php?image=berberdesertbanditrymercs11rg.jpg)

https://img258.imageshack.us/img258/7931/bosphoranspearmercs14mb.th.jpg (https://img258.imageshack.us/my.php?image=bosphoranspearmercs14mb.jpg)

https://img104.imageshack.us/img104/7284/celticfootnobilitymercs12wc.th.jpg (https://img104.imageshack.us/my.php?image=celticfootnobilitymercs12wc.jpg)

https://img258.imageshack.us/img258/3314/desertfootarchermercs19bj.th.jpg (https://img258.imageshack.us/my.php?image=desertfootarchermercs19bj.jpg)

https://img258.imageshack.us/img258/14/easternarmouredarchermercs18qr.th.jpg (https://img258.imageshack.us/my.php?image=easternarmouredarchermercs18qr.jpg)

https://img104.imageshack.us/img104/1461/easterncamelbanditrymercs18cf.th.jpg (https://img104.imageshack.us/my.php?image=easterncamelbanditrymercs18cf.jpg)

https://img258.imageshack.us/img258/5008/easternjavelinmercs12ld.th.jpg (https://img258.imageshack.us/my.php?image=easternjavelinmercs12ld.jpg)

https://img258.imageshack.us/img258/4411/footarchermercs16ln.th.jpg (https://img258.imageshack.us/my.php?image=footarchermercs16ln.jpg)

https://img258.imageshack.us/img258/7159/gothicnobilitymercs14xe.th.jpg (https://img258.imageshack.us/my.php?image=gothicnobilitymercs14xe.jpg)

https://img104.imageshack.us/img104/8933/moorishdesertaxemercs11pd.th.jpg (https://img104.imageshack.us/my.php?image=moorishdesertaxemercs11pd.jpg)

https://img258.imageshack.us/img258/5314/sarmatianheavycavalrymercs13ga.th.jpg (https://img258.imageshack.us/my.php?image=sarmatianheavycavalrymercs13ga.jpg)

https://img378.imageshack.us/img378/3568/sarmatiansteppearmouredarchern.th.jpg (https://img378.imageshack.us/my.php?image=sarmatiansteppearmouredarchern.jpg)

Seasoned Alcoholic
06-11-2006, 08:12
To those that have completed an imperial campaign in RTG open beta v0.2, does the BI-style victory conditions work correctly? Do you find it a struggle to conquer 60 regions in the amount of campaign turns available? After you've taken 60 regions, you should get the victory message and an fmv movie depending upon which faction you're playing as.

However, when I was testing the Sons of Mars (Prologue), I noticed that when the victory conditions were displayed, there was no option to continue play and go for world domination. Using BI-style victory conditions seems to be the cause of this, but they are more flexible then RTW victory conditions.

Another thing I've noticed is that when using the BI-style victory conditions is that the 'Number of years remaining' counter in the faction scroll is no longer displayed. S'pose this makes it more challenging because you're not told exactly how many years / turns you have left to complete the campaign. The imperial campaign currently ends in 50 AD if you're not sure of the date.

Seasoned Alcoholic
06-11-2006, 09:40
Gallia Transalpina has been exchanged for Lydia (in Asia Minor). What this should do is to strengthen the foothold of the Greek Cities in Asia Minor, and as a result, this should make things interesting in deciding how Asia Minor is split between The Greek Cities, The Pontic Knigdom and The Seleucid Empire. It may also prevent The Pontic Kingdom from continually dominating the majority of Asia Minor, as they frequently did this in vanilla RTW.

Here's the latest campaign map to illustrate the changes:

https://img102.imageshack.us/img102/3817/map93qa.th.jpg (https://img102.imageshack.us/my.php?image=map93qa.jpg)

The Spartan (Returns)
06-11-2006, 17:46
Gallia Transalpina has been exchanged for Lydia (in Asia Minor). What this should do is to strengthen the foothold of the Greek Cities in Asia Minor, and as a result, this should make things interesting in deciding how Asia Minor is split between The Greek Cities, The Pontic Knigdom and The Seleucid Empire. It may also prevent The Pontic Kingdom from continually dominating the majority of Asia Minor, as they frequently did this in vanilla RTW.

Here's the latest campaign map to illustrate the changes:

https://img102.imageshack.us/img102/3817/map93qa.th.jpg (https://img102.imageshack.us/my.php?image=map93qa.jpg)
very good decision! :2thumbsup:
it was weird that the Greek Citites were allying with Gaul...:inquisitive:

Seasoned Alcoholic
06-13-2006, 19:38
Here are some screens of the generals, lesser generals, centurions and standard bearers from the MODDING LEGIONS Full Pack v1.3b (click thumbs for larger images):

Roman General
https://img46.imageshack.us/img46/2144/romangeneral15rf.th.jpg (https://img46.imageshack.us/my.php?image=romangeneral15rf.jpg)

Roman Lesser General
https://img217.imageshack.us/img217/2116/romanlessergeneral11km.th.jpg (https://img217.imageshack.us/my.php?image=romanlessergeneral11km.jpg)

Roman Early Centurion & Roman Early Standard Bearer
https://img217.imageshack.us/img217/1928/romanearlycenturion10pg.th.jpg (https://img217.imageshack.us/my.php?image=romanearlycenturion10pg.jpg)

Roman Centurion & Roman Standard Bearer
https://img217.imageshack.us/img217/4418/romancenturion19kq.th.jpg (https://img217.imageshack.us/my.php?image=romancenturion19kq.jpg)

Roman Eagle Standard
https://img161.imageshack.us/img161/3649/romaneaglestandard14bc.th.jpg (https://img161.imageshack.us/my.php?image=romaneaglestandard14bc.jpg)

https://img108.imageshack.us/img108/6131/romaneaglestandard29fe.th.jpg (https://img108.imageshack.us/my.php?image=romaneaglestandard29fe.jpg)

Seasoned Alcoholic
06-13-2006, 20:40
Professor Spatula's genius never ceases to amaze with his Greek Sword Hoplite models:

https://img273.imageshack.us/img273/5366/greekhoplitesword19ki.th.jpg (https://img273.imageshack.us/my.php?image=greekhoplitesword19ki.jpg)

https://img273.imageshack.us/img273/5458/greekhoplitesword28dr.th.jpg (https://img273.imageshack.us/my.php?image=greekhoplitesword28dr.jpg)

He has also created an excellent reskin and logo for the Numidian Standard Bearer; in vanilla the logo was strangely ommited by CA:

https://img53.imageshack.us/img53/2408/carthagestandardbearer19fj.th.jpg (https://img53.imageshack.us/my.php?image=carthagestandardbearer19fj.jpg)

https://img53.imageshack.us/img53/5815/carthagestandardbearer27uv.th.jpg (https://img53.imageshack.us/my.php?image=carthagestandardbearer27uv.jpg)

Thanks once again mate! :thumbsup:

The Spartan (Returns)
06-13-2006, 21:02
omgosh when will this be version released? btw those sword hoplites, call them sword hypasipists or flank hypasipists. what i reccomend foot companions.got that information here: Extended Greek Mod Readme Appendix On Hypasipists By DimeBagHo (http://homepage.mac.com/abradbury/xgmread/xgmreadme.html#hypaspists)

The Spartan (Returns)
06-13-2006, 21:15
well i have learned to mod (on edb edu dmb Vercengetorix's extractors, sound txts, adding music, ui cards adding them not making them,adding descriptions, making sprites and a little more i forgot.) so i tried modding vanila RTW stats mostly attack and morale, adding Spartan Royal Guard from reading ER's Adding Units Tutorial took out music i dont like and i was succesful it all worked!!! 2 things that i did was (that you should know) are taking out the phlanx and swords for nubian spearmen and german spear warband (no crash!) and giving triarii a stronger secondary weapon a gladius.

so..
i will try to mod the RTG dmb and edu and try to take out that sword for german spear warband and nubian spearmen and perhaps give triarii a gladius. if i am succesful (with the nubian and german spearman) i will show you what i did and tell you how to take out those swords. or just copy the german and nubian spear entries in the dmb and edu to here!

Seasoned Alcoholic
06-13-2006, 22:04
Welcome to the world of modding! :medievalcheers: Well, if you've managed to work out how to remove selected unit secondary weapons, could you also look into removing secondary weapons from standard hoplites and phalangites for me please? I'd be really grateful since I don't really have the time to investigate areas such as this. Hoplites and phalangites without secondaries would be very interesting, especially if they fought it out to the death with their primaries.

As for a release date, well that's anyones guess at the moment tbh. There's so much more that needs to be done, and I'd rather get as much of this done as possible (rather than release it piece by piece) so that the mod can be clearly distinguishable in several areas from the original vanilla RTW. I'll probably make the unit adjustments (EG missile units) when I have a good chunk of free time, because this really needs to be recoded, tested, tweaked, retested, retweaked etc etc until the desired results are achieved.

Thanks.

The Spartan (Returns)
06-13-2006, 22:12
Welcome to the world of modding! :medievalcheers: Well, if you've managed to work out how to remove selected unit secondary weapons, could you also look into removing secondary weapons from standard hoplites and phalangites for me please? I'd be really grateful since I don't really have the time to investigate areas such as this. Hoplites and phalangites without secondaries would be very interesting, especially if they fought it out to the death with their primaries.
ok but then if the ai take off the phalanx, they will run around attacking without a weapon killing people mysteriously. what should i do about that? (thats what happen to german spear warband before CA made patch 1.5)

The Spartan (Returns)
06-13-2006, 22:12
(double post)

The Spartan (Returns)
06-13-2006, 22:18
Welcome to the world of modding! :medievalcheers: Well, if you've managed to work out how to remove selected unit secondary weapons, could you also look into removing secondary weapons from standard hoplites and phalangites for me please? I'd be really grateful since I don't really have the time to investigate areas such as this. Hoplites and phalangites without secondaries would be very interesting, especially if they fought it out to the death with their primaries.

As for a release date, well that's anyones guess at the moment tbh. There's so much more that needs to be done, and I'd rather get as much of this done as possible (rather than release it piece by piece) so that the mod can be clearly distinguishable in several areas from the original vanilla RTW. I'll probably make the unit adjustments (EG missile units) when I have a good chunk of free time, because this really needs to be recoded, tested, tweaked, retested, retweaked etc etc until the desired results are achieved.

Thanks.
once you are finished and release the next version, can you make a upgrade patch for V0.2 to V0.3 please? (so i dont have to dwonload too long)

The Spartan (Returns)
06-13-2006, 22:19
dang it double post again!!!!

Seasoned Alcoholic
06-13-2006, 22:22
I'd originally tried to make use of BI's shieldwall ability using the mod: switch command, but was never able to test this out directly because historical & custom battles became corrupted for some reason. I've also tried giving the units the short_pike attibute, which allows hoplites to run when carrying spears (historically accurate), but because of the absence of the phalanx formation, the whole unit becomes dispersed when engaging in melee.

If your test results aren't that promising / conclusive then don't worry, its not a necessity to be included in the next version. Try and post some screens of your progress if you can, pictures can describe a thousand words ~D

The Spartan (Returns)
06-13-2006, 22:36
I'd originally tried to make use of BI's shieldwall ability using the mod: switch command, but was never able to test this out directly because historical & custom battles became corrupted for some reason. I've also tried giving the units the short_pike attibute, which allows hoplites to run when carrying spears (historically accurate), but because of the absence of the phalanx formation, the whole unit becomes dispersed when engaging in melee.

If your test results aren't that promising / conclusive then don't worry, its not a necessity to be included in the next version. Try and post some screens of your progress if you can, pictures can describe a thousand words ~D
ok i will go and mod. (after i sign off. dont worry wont be on long)

The Spartan (Returns)
06-14-2006, 02:00
good news! ive done what you told me to do and...success! no crashes! here are pics of the results:
https://img78.imageshack.us/img78/2905/00037mo.jpg
A charge between nubian spearmen and german spear warband. no swords.
https://img223.imageshack.us/img223/6006/00042cn.jpg
Battle continues no sword!
https://img59.imageshack.us/img59/8107/00057uv.th.jpg
Battle is about the end and no sword appears! Task 1 Complete!
How I Did This: In Export Descr Unit.txt change this:
6, 2, no, 0, 0, melee, simple, piercing, spear, 25 ,1 (from Nile Spearmen)
to this: 0, 0, no, 0, 0, , no, no, no, 25 ,1 (dont change the 25,1) I got the first example from nile spearmen all you do is change the numbers to 0 melee, simple, piercing, to no. and spear to none. the stats for the secondary weapon is now deleted.
In Descr Model Battle change this: fs_spearman, fs_s1_swordsman and delete fs_s1_swordsman and the comma. it should look like this after that:
fs_spearman notice no comma.
Hoplite Modification Results
https://img145.imageshack.us/img145/8106/00061dq.jpg
A battle between Armoured Hoplites and Phalanx Pikemen. (Hoplites here use overarm and the pikemen use underarm)
https://img233.imageshack.us/img233/4717/00073xj.jpg
Battle commences.
https://img61.imageshack.us/img61/5550/00084uq.jpg
As you can see no one is using a sword just thrusting away.
https://img66.imageshack.us/img66/6788/00090xn.jpg
BUT, as you can see the men in the rear; if they fight someone they wont lower their spears so it looks like he is punching him.
https://img148.imageshack.us/img148/1754/00148xn.jpg
look! the pikemen on the far left ducks the hoplites attack!
https://img205.imageshack.us/img205/4255/00154ed.jpg
at least this one has his spear down.

How I did this: all you do is the same thing for nubian spearmen but to all pikemen and hoplites dont forget the mercenary hoplite! if there is a fourth word after no, write none. example:
0, 0, no, 0, 0, no, no, no, none,
and thats all!

The Spartan (Returns)
06-14-2006, 02:20
(pressed the edit button for the post above but it was taking too long.)
btw i liked that idea to remove the secondary weapons for the hoplites and phalangtites!! the ai didnt remove the phalanx formation while fighting. so put this in the mod! :2thumbsup: :2thumbsup:
but you should make a poll about this in the TWC forums. you can use my pics (of the hoplites) to show them what happened. (also if you wanted to know the hoplites won.)

Seasoned Alcoholic
06-14-2006, 18:17
Thanks for testing those areas for me mate, you've done a fine job! :thumbsup:

OK, I can see how you've removed all secondary weapons from the scripts. Did any units use stabbing or slashing animations when in melee, or did they use spears / sarissas for the whole battle?

Also, did you keep the phalanx ability for these units (in the formation line), or was it removed?

Hmm, another poll @ TWC forums would probably take too long to decide, I've recently closed 4 polls on various topics. I can just make an annocuncement in the completed suggestions topic. Once the suggestions topic is near enough completion, I'll create a new topic here (probably in Mod Discussion) to illustrate the changes that have been made since open beta v0.2.

Thanks.

The Spartan (Returns)
06-14-2006, 19:23
OK, I can see how you've removed all secondary weapons from the scripts. Did any units use stabbing or slashing animations when in melee, or did they use spears / sarissas for the whole battle?

Also, did you keep the phalanx ability for these units (in the formation line), or was it removed?
No the animations ony used the fs_spearman skeleton, and i did not remove the phalanx abilty. (actually i tried taking out phalanx to see if it can have the same effects of BI shieldwall but it doesnt look good)

Murfios
06-15-2006, 06:22
Hello, found one tiny minor none frustrating bug. Numania somehow has Roman Still Art. Ex. Strongest Faction, Resistance is Futile, Trait Incresed, Diplomatic info.

These have The art that would normaly appear will using a roman faction. Not an Easter one. Also can you make family members stop having all the same retinues. This are: Witch, Wise Man, Pet Hunting Dog, Torturer, Comediant, and a few other. Somehow all family members from all faction have these same "things".

Murfios
06-15-2006, 06:31
hey that was a GREAT idea. Phalanx one. But instead of removing secondary weapon you can make it a long spear, strong one and add the patch to prevent unit spreading. It will look strange that Phalanxes hit over head and cause people to die. Im not much of a moder, im rather digital painter artist. Pardon me if may ignorance blinds me or something.

The Spartan (Returns)
06-15-2006, 15:00
hey that was a GREAT idea. Phalanx one. But instead of removing secondary weapon you can make it a long spear, strong one and add the patch to prevent unit spreading. It will look strange that Phalanxes hit over head and cause people to die. Im not much of a moder, im rather digital painter artist. Pardon me if may ignorance blinds me or something.
yea i was thinking of doing that too. pls note Seasoned Alcoholic if you add Player1's Bug-Fixer V3.36, it will overwrite files such as the edu dmb edb and a bit more i believe.

Murfios
06-15-2006, 18:07
some more bugs...British revels still have chariots as generals. And revel factions with barbarian chariots(british chariots) have logo on the back part of the chariot. Also, generals body guards look like peasants on horses, not like heavy cavalry.

Seasoned Alcoholic
06-15-2006, 19:38
Thanks for the feedback. I'm not really bothered about fixing every small problem that was contained in vanilla (EG the images / artwork, rebel chariots using Briton symbols on chariots). I don't really want to become tied down fixing these smaller issues tbh, I've been playing Rome for so long now that I tend to overlook areas like this (its what you become accustomed to). If, however, they had a critical impact upon gameplay (like earlier bugs that were highlighted), then I would take an interest in fixing the problem.

As for player1's bugfixer, well I've had a chat with player1, and he informed me that his bugfixer does not fix the 'unit scattering' bug. This was introduced with vanilla RTW v1.5, probably due to coding changes in the phalanx scripts (hardcoded), and cannot be directly altered. Just have to live these vanilla bugs I'm afraid, I really wish something could be done, but that's life.

Chariot generals weren't completely removed from the scripts - only the Briton family members were replaced with general's cavalry bodyguards. These Briton general's bodyguards are simply placeholders - if I could skin and model, then I'd include new reskins for units such as these. However, since that's not the case, I've had to make do with what was available in the original files that shipped with vanilla versions of the game. At least they're better than chariot generals that would fall apart in a matter of moments as soon as they engaged in melee ~D

Seasoned Alcoholic
06-15-2006, 19:47
From https://forums.totalwar.org/vb/local_links.php?catid=95&linkid=187

Rome: Total Gameplay (RTG) (https://forums.totalwar.org/vb/showthread.php?t=58839)

https://img102.imageshack.us/img102/3817/map93qa.th.jpg (https://img102.imageshack.us/my.php?image=map93qa.jpg)https://img91.imageshack.us/img91/412/regions68nb.th.jpg (https://img91.imageshack.us/my.php?image=regions68nb.jpg)

https://img530.imageshack.us/img530/4499/r882uh.th.jpg (https://img530.imageshack.us/my.php?image=r882uh.jpg)https://img224.imageshack.us/img224/7436/r1047xx.th.jpg (https://img224.imageshack.us/my.php?image=r1047xx.jpg)https://img403.imageshack.us/img403/457/r722nn.th.jpg (https://img403.imageshack.us/my.php?image=r722nn.jpg)

Size

RTG Provincial Campaign (http://www.megaupload.com/?d=XV0Q6OHB) @ MEGAUPLOAD
Approximate size: 5.26MB

RTG Provincial Campaign (http://rapidshare.de/files/23073972/RTG.zip.html) @ RAPIDSHARE
Approximate size: 5.38MB

Note that similar download version types are identical despite the filesize differences.

Installation Instructions

This download can be used as either a Provinical Campaign, or as a direct replacement for the existing vanilla text files. If you decide to choose the latter option, please remember to backup your original files.

(1) Download the RTG Provincial Campaign to the location of your choice.
(2) Once the dowload has finished, extract the ZIP file. If you wish to create a Provincial Campaign, goto step (3). If you wish to copy and paste the files over the existing ones, goto step (4).
(3) Copy the RTG Provincial Campaign folder into the C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign directory folder.
(4) Manually copy and paste the files contained in the RTG Provincial Campaign over the existing files. Some are contained at C:\Program Files\Activision\Rome - Total War\Data\world\maps\base, whereas others are contained at C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign. Remember to delete map.rwm from the base folder.
(5) Within the RTG Provincial Campaign folder is a subfolder called 'text'. Open this subfolder, copy and paste the single text file inside (which is called imperial_campaign_regions_and_settlement_names.txt) into your existing text folder, located at C:\Program Files\Activision\Rome - Total War\Data\text.
(6) Make sure you have added campaign descriptions for each faction in the campaign_descriptions.txt file, located at C:\Program Files\Activision\Rome - Total War\Data\text
(7) Run RTW. If you are using the Provincial Campaign version, a Provincial Campaign menu should now appear in the Single Player menu. If you are using a manual installation, start a new Imperial Campaign as normal. You may have to wait whilst the new map.rwm is regenerated.

Description / Credits / Disclaimer

Description

Rome: Total Gameplay (RTG) Provinical Campaign
Created & Developed By Seasoned Alcoholic

The RTG Campaign Map has been made available as a seperate download for those that wish to install the map without having to download the latest version of the mod. It may also be incorporated into other modification projects; for more details regarding this area, please refer to the permissions section (below).

#########
#FEATURES#
#########

CAMPAIGN MAP

Modified settlement locations to roughly their historical locations.
Over 50 new regions have been added to the campaign map.
Modified and relocated campaign resources, including unlocked / unused resources that were omitted in vanilla RTW.
A fairly consistent and accurate naming convention for most regions and settlements on the campaign map.
Extensive modifications have been made to accompanying campaign text files, EG map_heights.hgt, map_features.tga, map_ground_types.tga to improve the flow of the map.
STRAT TEXT FILE

Extensive changes have been made to areas such as the following:-

Starting province ownership.
Starting settlement populations.
Campaign start / end dates.
Playable / unplayable factions.
Starting faction denarii.
Starting faction armies (and locations).
Starting regional fertility / population growth rates.
AI construction / recruitment biases.
Credit / Permissions

#######
#CREDIT#
#######

Original text files created by The Creative Assembly.
Text files modified by Seasoned Alcoholic.
Faction campaign maps created by Seasoned Alcoholic.
Faction leader portraits created by Seasoned Alcoholic.
Selected map TGA & HGT text files modified by Seasoned Alcoholic.

###########
#PERMISSIONS#
###########

http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/INC25.GIFIncorporation - This material in this modification may be included in other public modifications in a complete and unaltered state. Adaptation may only be made to the extent necessary for the material to be used as intended by the creator. These conditions can be waived with the creator's express permission. It also may not be used for any commercial purpose. The creator of the modification must be identified within the credits included in any release.

descr_strat.txt, descr_mercenaries.txt, descr_win_conditions.txt etc can be modified in order to bring the download in line with the project it is to be implemented within. However, core text files, TGAs and other files related to the campaign map may not be modified without the explicit permission of Seasoned Alcoholic. He can be contacted at either the TWC or ORG forums, preferrably in the form of a Private Message (PM). For queries, questions or requests, please PM Seasoned Alcoholic.

You will need to supply your own campaign descriptions in campaign_descriptions.txt

Disclaimer

Rome: Total Gameplay is not supported or endorsed in any way by The Creative Assembly, Activision or Sega. All of the work included with this modification is my own, and has not been taken, borrowed or stolen from anyone. Credit has been given when and where necessary. Note that any infringements present are purely unintentional.

I hope you enjoy the RTG campaign map and its related features as much as I did making it!

Murfios
06-15-2006, 21:13
:sweatdrop: this my sound stupid... but what is this? a new version of RTG? or a patch or something? yeah im a noob in online mods and stuff...

The Spartan (Returns)
06-15-2006, 21:52
:sweatdrop: this my sound stupid... but what is this? a new version of RTG? or a patch or something? yeah im a noob in online mods and stuff...
its a updated campagain map. i am going to download it now.

Seasoned Alcoholic
06-15-2006, 23:01
I've released the campaign map as a seperate download from the latest version of the mod, for a couple of reasons:

(1) It allows people to download the RTG campaign map (and related files) without having to download the entire mod. Then the campaign map can be incorporated into their private modifications with few problems.

(2) The RTG campaign map can be incorporated into other public modifications, but only following the permissions laid down. Hopefully, this should allow wider audiences to gain more unpredictable experiences on the campaign map than they would do in vanilla. Many major mods share certain aspects, so I thought that I'd share the RTG campaign map.

The Spartan (Returns)
06-16-2006, 15:55
Seasoned Alcoholic the new RTG campaign didnt work. I replaced the files from the RTG Provincial Campaign to the base folder and the imperial campaign folder. there only one thing i didnt do which was in the instructions you said to add descriptions for each faction in the campaign i didnt do that because you already have descriptions. (from the RTG V02) i suspect that is the problem. what should i do?

Seasoned Alcoholic
06-16-2006, 17:29
The RTG campaign map download was really an incorporation download tbh. It was put together very quickly, and will probably require some work at the installation end to work properly. My guess is that the rebel factions listed in descr_regions don't match those listed in dscr_rebel_factions. Otherwise, its the faction_creator lines that the game doesn't like. Those files in particular are very fussy; if you make at least one error in conversion, you will always get hard CTDs until the problem is fixed.

If you don't know how to fix these CTDs, its probably best to wait until I release the next version of RTG, the campaign map release was a bit premature.

The Spartan (Returns)
06-16-2006, 17:44
well actually i just get a crash back to the single-player menu. does this change the scenario? of just the same problem.

Seasoned Alcoholic
06-16-2006, 19:01
Are you using the -show_err command line extension? If not, right-click your RTW shortcut (on desktop), then click Properties. Now select the Shortcut tab and add the -show_err extension to what already exists in the Target textbox. It should look as below (note the space between the original target entry and the extension):

"C:\Program Files\Activision\Rome - Total War\RomeTW.exe" -show_err

Click Apply then OK. This should now bring up an error dialogue box each time the game finds something it doesn't like in the scripts. This won't always work however.

If you're receiving a kick to menu (KTM), this usually means that the files in your campaign folder contain bugs. You'll need to work out which file(s) contains the bugs / typos then sort each out individually. The -show_err should help you identify where the bugs lie in the scripts, usually one at a time.

The Spartan (Returns)
06-16-2006, 20:43
Are you using the -show_err command line extension? If not, right-click your RTW shortcut (on desktop), then click Properties. Now select the Shortcut tab and add the -show_err extension to what already exists in the Target textbox. It should look as below (note the space between the original target entry and the extension):

"C:\Program Files\Activision\Rome - Total War\RomeTW.exe" -show_err

Click Apply then OK. This should now bring up an error dialogue box each time the game finds something it doesn't like in the scripts. This won't always work however.

If you're receiving a kick to menu (KTM), this usually means that the files in your campaign folder contain bugs. You'll need to work out which file(s) contains the bugs / typos then sort each out individually. The -show_err should help you identify where the bugs lie in the scripts, usually one at a time.
yea i always use the -show_err command line. the error box said, script error could not find nightbattlecapable in traits database. i think the problem is since your RTG has skymod and nightbattles mine doesn't. should i delete that trait or what? (i went to descr_strat and did the quicksearch. searched nightbattle and many generals have it)

Seasoned Alcoholic
06-16-2006, 22:52
That's the problem then mate, yeah you need to delete the NightBattleCapable traits from all faction leaders and all faction heirs. Night Battles are included with the latest version, so that's why there are a few incompatabilities with the RTG campaign map at present.

Seasoned Alcoholic
06-16-2006, 22:52
Extensive changes have now been made to the mercenary recruitment pools / AOR. Basically, the pools have been completely restructured from scratch. Many new pools have been created, and existing pools have been broken down into several sub-pools covering only a handful of regions at the very most.

In vanilla RTW, there were 28 mercenary recruitment pools. In the latest version of RTG, there are 62 mercenary recruitment pools, which is an increase of more than half.

Each of the units available per pool are now more experienced, generally cost more to recruit, are replenished in a shorter period of time, and a wider variety of units are available to recruit.

Additionally, due to the greater number of pools (and now the greater number of mercenaries available to recruit), there is a much more focused AOR approach to mercenary availability. For example, Cretan Archers are now only available to recruit on Crete (2 provinces). This will ensure a player is forced to take control of (or move into) specific areas on the campaign map to be able to recruit these units. Hopefully this should encourage more decision making as to where the next assault should be concentrated.

Also, as a further challenge, since the rebel faction (controlled by the AI) has superior funds, it will certainly snap-up any available mercenaries in the regions it controls and use them against the player. This also applies to the other playable factions (when they're controlled by the AI).

The Spartan (Returns)
06-16-2006, 23:36
That's the problem then mate, yeah you need to delete the NightBattleCapable traits from all faction leaders and all faction heirs. Night Battles are included with the latest version, so that's why there are a few incompatabilities with the RTG campaign map at present.
u need to tell people about that then.

Seasoned Alcoholic
06-17-2006, 11:28
u need to tell people about that then.

The RTG campaign map download will be more relevant after the next release of RTG, basically because of the modified files will be there in place, and this should prevent CTD / KTM issues.


Hey you did a great job with this mod. I have been playing this for some time now and I like it. But you see, there are several bugs. I dont know if its my Pc or
this mod. One of the mayor ones, is when encountering enemies on a siege assault with siege weapons with lesser fire power that are inmune towards your walls. The officer will do a motion with his arm while holding his gladius to attack, and he will advance a step out two, no other units will move. The officer will continue to do this until he reaches your walls, and continue to do it until battle time ends. ITs hard to describe how he does it, is more like when Arragon in LOTR holds his sword up and screams "FOR ROHAN". Another glitch happens when pursuing routing units. The rounting will run away in zig-zag, circles and other abstracts shapes. The problem is that cavalry will trace those shapes to pursue them while still far away instead of simple run strait forward. Some other things include that barbarians too strong, they helped wipe the roman factions and are fighting Pontus now. Its not a problem but it now so historical acurrate.

:wall:
Ahh! why arent barbarian village not round anymore??? ahhh....:inquisitive:


I have studied closely this officer's "charge". He does not walk or run. He simply jerks his way there. It takes about 30min. for him to arrive to your walls. Onces he is at the walls he continues to do so, but slightly creeps left or right (depends on wall position) I belive that this happens because as you said, they think they can make damage but they cant. If you are unable to fix this, maybe you should make them do some absurd damage, such as scrape-of-the-painting damage. It happens with Ballistas. Im not sure if with Onagers. If there is a way to record the movement tell me, and perhaps I will be able to show with greater detail.

About the Merc. perhaps you could change the display icon, to be able to tell them part. I could help you a bit with photoshop if you wish.:idea2:

Murfios, I've tried to test these results out myself in custom siege battles, but don't get the same results as yourself. The officer still uses his gladius to instruct the siege crew to move etc, but equipment like scorpions, ballistas & repeating ballistas can't target walls.

Usually, when you move the cursor over the walls, the cursor changes to a bow-and-arrow to indicate that the walls can be attacked. However, the non-onager siege equipment cannot do this, they simply get a cross and a message stating 'this unit cannot attack walls'.

I will test out to see what the AI does with the same siege equipment, and also what the effects are on a standard battlefield map.

If you need to take screenshots of your results, I'd recommend using image / video capturing software such as FRAPS (http://www.fraps.com/) for example. This allows you take screenshots at any point during a game (even in menus), so no more Alt+PrtSc etc.

Once you've taken the screenshots, edit them to your tastes using something like The GIMP (http://www.gimp.org/) (download links (http://gimp-win.sourceforge.net/stable.html)). All you need to do is open the image, edit it a bit, then save it as a JPG file.

Then finally, to host your images on the web, use an image hosting site such as ImageShack (http://www.imageshack.us/). Simply copy and paste the provided URL links into your posts here at the forums to display your images.

The Spartan (Returns)
06-17-2006, 15:25
actually balistas can attack walls. i dont know about repeating balistas. btw those bugs/glitches never happen to me.

Seasoned Alcoholic
06-17-2006, 16:41
I'll have to take a look at the projectiles file again. Do you think it'll be worth allowing ballistas, scorpions, repeating ballistas to do a tiny fraction of damage to walls Spartan? As Murfios says, then they may look as though they're scratching the surface rather than bringing down an entire section of wall.

Btw, I've recently modded campaign map movement points and battle map movement modifiers, can you beta-test them out for me please Spartan? I'll PM you the bits of code you need to change, its only a small amount of code and will take 2 mins to replace.

Thanks.

The Spartan (Returns)
06-17-2006, 18:57
about the balistas etc. doing damage on the walls im not sure.

Murfios
06-17-2006, 20:51
Thanks Season Al. Ill have it ready in a hour or two.

Murfios
06-17-2006, 22:45
https://img144.imageshack.us/img144/117/rometw20060617151232006ti.png (https://imageshack.us)
https://img145.imageshack.us/img145/5954/rometw20060617151253438tj.png (https://imageshack.us)
https://img102.imageshack.us/img102/7312/rometw20060617151308829cf.png (https://imageshack.us)
https://img210.imageshack.us/img210/6990/rometw20060617151318564qn.png (https://imageshack.us)
https://img147.imageshack.us/img147/8097/rometw20060617151407983bz.png (https://imageshack.us)
https://img113.imageshack.us/img113/8244/rometw20060617151512962zw.png (https://imageshack.us)
https://img205.imageshack.us/img205/4005/rometw20060617151637788qr.png (https://imageshack.us)
https://img63.imageshack.us/img63/1787/rometw20060617151718106cz.png (https://imageshack.us)

The Spartan (Returns)
06-17-2006, 22:58
hello, are some news! it was quite easy. although this new modified campaign movement doesnt show much of a difference. here is the new one:
https://img70.imageshack.us/img70/213/campaign2fc.jpg
and the old one (unmodified campaign movements) from my current Selucid campaign:
https://img63.imageshack.us/img63/743/campaign16wa.jpg
not much of a difference as you can see.
i didnt make any pics for the modified battle map movements cause you wouldnt be able to tell. but it works. one example: is a principe movement in the grassy flatland. he moved very slow. it was like he in the matrix. so its evident that the rest work (like in desert or in the snow) i will test that later.

Murfios
06-18-2006, 04:23
Do This:
Go on, and select a faction of your own, then select a ballista for our enemy. Try that your enemy is the house of Scippi. It has to be AI to ocurre.
(you most defend) Hope this helps you both...

Murfios
06-18-2006, 04:33
Hey Spartan. There will be a mayor problem with slow movement on grasy areas.
You see, people that have lower details will not be able to see the grass, so this will look as if this units are simple tired or something. It can cause confussion among folks that don't know.

Another thing. Can the senate have less units that all other Roman Factions? Like a army of its own, they would have less men to choose from. But the one they do have, would be higly trained and expensive. Something like:
Basic Roman Units
And Heavy Equites
It would be more realistic.

Seasoned Alcoholic
06-18-2006, 10:37
Thank you both again for illustrating these areas :medievalcheers:

Good to know its the AI who have this problem with their commanding officers on the artillery crews. I'll have to tweak the projectiles file again so that these siege weapons (ballistas, repeating ballistas, scorpions) do a small fraction of damage to walls. Hopefully this should fix the problem, I may post some screens to illustrate if it worked or not.

Have you tried the battlefield movement modifiers Spartan? Did you notice any changes over different terrain types? Did you experience any CTDs after a few turns on the campaign map?

I'd used a very brief test campaign with Scythia on the steppes, and you really notice the added movement points because of the terrain type. Now armies, agents, admirals, family members etc can move further each turn, it may improve the gameplay because reinforcements may come into play more during siege battles. Also, there may be larger incursions into your territories by the AI.

I like the idea of restricted recruitment for SPQR Murfios, this would allow them to only train more powerful units. However, rather than make these extensive changes, I could take a shortcut, and give them a powerful starting army of say, Triarii, Princepes, Roman Archers & Equites. How does this sound?

The Spartan (Returns)
06-18-2006, 16:05
also why not let SPQR can only recruit Praetorians? when you take control of Rome you can then recruit them? now i will go and test the modifiers. I think playing a historical battle will give me a better way of testing it. after you mentioning CTD i will test the campaign imediately.

The Spartan (Returns)
06-18-2006, 17:17
i am back with testing news! Murfios you were right about the grassy flatland, i tested somewhere else and it was faster. ok so on regular terrain and snowy its almost the same as the unmodified one but on deserts they go really slow which i dont like. perhps we should use the old one, or mod the desert. as for the campaign there was no crashes after a while of playing so thats safe.

Murfios
06-18-2006, 17:21
It would be good to be able to recruit Roman units onces you have taken over rome.
And about the phalanx? will it be left that way?

Seasoned Alcoholic
06-18-2006, 19:40
At present, you can recruit Praetorians in only a handful of provinces - these are the original starting Roman provinces, think there's about 9 in total. The reason I left it at around 9 provinces was to allow the player to be able to retrain anywhere in Italia, as opposed to just the capital. It was a bit of a nightmare training / retraining units in just one province; Early & Legionary First Cohorts and also Spartans come to mind straight away, as was the case in vanilla.

I'm probably going to leave SPQR as they are in terms of recruitment capability, but they can be given powerful starting armies to compensate. How many do you think are necessary - perhaps 2 stacks of powerful, veteran, pre-Marian units?

I'm tempted to remove the secondaries from the phalanx capable units, as well as the other units such as Nubian Spearmen and German Spear Warband. Phalangites use the original vanilla underarm animations.

Also some more good news. Here are brand new banners to use in your signatures, the other ones are looking somewhat dated now:

https://img59.imageshack.us/img59/2020/rtgnew12jd.jpg

https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg

https://img472.imageshack.us/img472/2415/rtgnew154uj.jpg

https://img208.imageshack.us/img208/3035/rtgnew42qe.jpg

https://img472.imageshack.us/img472/7459/rtgnew166gz.jpg

https://img117.imageshack.us/img117/8224/rtgnew65sw.jpg

https://img117.imageshack.us/img117/7110/rtgnew79eo.jpg

https://img88.imageshack.us/img88/4782/rtgnew207lu.jpg

The Spartan (Returns)
06-18-2006, 20:02
very nice looking sigs! can you make a spartan one though? in the same angle you took the hoplites?(it would fit with my name) note people note all sigs are usable as some have too mank bytes or the are too big dimensions

Seasoned Alcoholic
06-18-2006, 20:58
Ah OK, I'll resize those sigs and create a Spartan one for you, thanks.

[EDIT:]Resized selected sigs in above post and added Spartan one.

The Spartan (Returns)
06-18-2006, 22:37
thanks alot! btw elephants need to be stronger as i am experincing in my Selucid campaign. by hp and attack def. why, on one battle the elephants killed 31 and 4 died. not very impressive. :no: (for all elepants war elephants armoured etc.)

Seasoned Alcoholic
06-18-2006, 23:26
Yeah, this is one of the key areas of the EDU file that needs addressing before the next release. I've just been browsing through the changes that have already been implemented, yet there is just so much more to get through ~D

Murfios
06-18-2006, 23:56
Those units have officers with torches?
How did you do that????
btw, yeah, elefants are super weak. They get mauled by any heavy unit. Maybe they should have more def. and hp.
Omg, the red glow on the units face looks so cool.
You should sent this mod to gamespot. Once it´s finished.
About the senates strong starting army, sounds good. Perhaps remove gladiators and peseants.

Seasoned Alcoholic
06-19-2006, 09:20
Pinarius' Realistic Horse Mod Project

Pinarius' has been generous once again to allow me to use the fine work in his Realistic Horse Mod Project. This mod features new horse models, displaying visible noseguards / decorations, realistic saddles, and reins. The depth of the reskins improve the visuals significantly from how they were in vanilla, here are a few sample screens to illustrate:

https://img157.imageshack.us/img157/757/carhorse17ra.th.jpg (https://img157.imageshack.us/my.php?image=carhorse17ra.jpg)

https://img228.imageshack.us/img228/8578/carhorse21kv.th.jpg (https://img228.imageshack.us/my.php?image=carhorse21kv.jpg)

https://img154.imageshack.us/img154/6500/carhorse36yj.th.jpg (https://img154.imageshack.us/my.php?image=carhorse36yj.jpg)

https://img154.imageshack.us/img154/2949/gerhorse18ah.th.jpg (https://img154.imageshack.us/my.php?image=gerhorse18ah.jpg)

https://img228.imageshack.us/img228/8742/gerhorse22bx.th.jpg (https://img228.imageshack.us/my.php?image=gerhorse22bx.jpg)

https://img157.imageshack.us/img157/2940/gerhorse35ho.th.jpg (https://img157.imageshack.us/my.php?image=gerhorse35ho.jpg)

https://img154.imageshack.us/img154/3216/machorse17lr.th.jpg (https://img154.imageshack.us/my.php?image=machorse17lr.jpg)

https://img154.imageshack.us/img154/9233/machorse27bd.th.jpg (https://img154.imageshack.us/my.php?image=machorse27bd.jpg)

https://img154.imageshack.us/img154/8053/machorse34si.th.jpg (https://img154.imageshack.us/my.php?image=machorse34si.jpg)

https://img154.imageshack.us/img154/2972/machorse45ar.th.jpg (https://img154.imageshack.us/my.php?image=machorse45ar.jpg)

https://img210.imageshack.us/img210/3392/parhorse16jk.th.jpg (https://img210.imageshack.us/my.php?image=parhorse16jk.jpg)

https://img157.imageshack.us/img157/4438/parhorse21lx.th.jpg (https://img157.imageshack.us/my.php?image=parhorse21lx.jpg)

https://img210.imageshack.us/img210/3510/parhorse33pc.th.jpg (https://img210.imageshack.us/my.php?image=parhorse33pc.jpg)

https://img157.imageshack.us/img157/2958/scyhorse10hh.th.jpg (https://img157.imageshack.us/my.php?image=scyhorse10hh.jpg)

https://img210.imageshack.us/img210/2109/scyhorse29sq.th.jpg (https://img210.imageshack.us/my.php?image=scyhorse29sq.jpg)

https://img157.imageshack.us/img157/3001/scyhorse38dn.th.jpg (https://img157.imageshack.us/my.php?image=scyhorse38dn.jpg)

https://img157.imageshack.us/img157/8836/scyhorse41wf.th.jpg (https://img157.imageshack.us/my.php?image=scyhorse41wf.jpg)

My thanks to Pinarius' for his dedicated work on this somewhat neglected area in vanilla RTW.

The Spartan (Returns)
06-19-2006, 16:08
very impressive. i always wanted reins!

Murfios
06-19-2006, 17:53
Hey Seasoned Alcaholic, you should place a ancielity dedicated to you. "Seasoned Alcaholic"
A man that claims the bar is his second home, and knows everyone who enters and leaves it.
+4 Influence
+6 Personal Security

The Spartan (Returns)
06-19-2006, 18:13
Hey Seasoned Alcaholic, you should place a ancielity dedicated to you. "Seasoned Alcaholic"
A man that claims the bar is his second home, and knows everyone who enters and leaves it.
+4 Influence
+6 Personal Security
lol! seriously you should do that! ill have that ancillary next to Leonidas of Sparta! btw Spartans can be defeated by Royal Pikemen.Imo they should be stronger. they Imo should be the strongest greek culture unit.

Murfios
06-19-2006, 19:00
"The Spartan"
Not a spartan, but The Spartan, a veteran local hero, knowed for his bravery on the battle field.
+6 Command
+7 Moral on troops on the battle field

Murfios
06-19-2006, 19:09
Can i use a Sig?

Seasoned Alcoholic
06-19-2006, 19:28
Hehe, that's a good one :laugh4:

Of course you can use one of the sigs. Simply right-click the one you'd like to use and select Properties. Now copy the sig's location into your signature (from Control Panel, User CP, menu) and wrap the location in the image tags.

I've included a few suprises in the scripts already, here's the 'Raiders' unit description:


Regular drinkers at local Taverns and Bardic Circles alike, Raiders stand out from the crowd with their frequent and in-depth tales of war. They prefer nothing more than to discuss past battles, and how many men they’ve slain in due course! This in turn earns them respect amongst friend and foe alike.

Armed with sturdy swords and shields, Raiders are best employed as shock troops on the battlefield. They wear little or no armour, but are extremely ferocious fighters once a battle has commenced. Personal glory and a quest for post-battle loot give these men a desire to enter battle as soon as possible, sometimes without orders! After all, there are many more tales of war to be told back in the nearby settlement, especially where the local ale flows freely!
That may be slightly different to what already exists, think I've tweaked it since v0.2.

Don't worry, I'm going to overhaul as many units (EG models, skins, sprites etc) in the game as possible, and then recode the stats afterwards. Otherwise I may find myself constantly recoding and tweaking every now and then. Its best to recode the EDU in a few sessions, testing as you go. I'd rather spend serious time on this next version of the mod and ensure that its superior to previous versions, rather than release it piece-by-piece.

The Spartan (Returns)
06-19-2006, 20:09
"The Spartan"
Not a spartan, but The Spartan, a veteran local hero, knowed for his bravery on the battle field.
+6 Command
+7 Moral on troops on the battle field
(and the last known living Spartan in the world)
Murfios
A man who comes from the future who brings video games.
Management+7
Brings Ninjas To Defend You. Personal Security +15

The Spartan (Returns)
06-19-2006, 20:17
hmm.. i wonder if SA favorite units are Raiders. (cause they like to drink)
yea cant wait for next versions.

now if only somebody can add strings to bows...

Murfios
06-19-2006, 20:38
Thanks Seasoned Al.

Murfios
A man who comes from the future who brings video games.
Management+7
Brings Ninjas To Defend You. Personal Security +15

Lol Spartan.Thats funny:laugh4:

lol

I think video games will give you -15 management though...you know, with all the mods and stuff, time will be used up..:laugh4:

The Spartan (Returns)
06-19-2006, 20:52
but Murfios your video games replaces the colliseum.Happines Due To Fun+12
btw Seasoned Alcoholic give elephants good stamina or perhaps exccelent as well as elephants are strong animals.

Murfios
06-19-2006, 21:33
Hey Seasoned Al. i've included next to the sig who made it and where to get info from, only one thing...I cant include it in my signature because it says "You cant include external links in your signaure." Its this one.
https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg
Why is this happening and what do i do? :wall:
About the elephants, I started Carth. campain, lost all I had in a single battle.This change entered in a patch right? think 1.3.
Another thing, Boiling oil is almost useless. It kill one or two of the entering enemies.

The Spartan (Returns)
06-19-2006, 22:12
Hey Seasoned Al. i've included next to the sig who made it and where to get info from, only one thing...I cant include it in my signature because it says "You cant include external links in your signaure." Its this one.
https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg
Why is this happening and what do i do? :wall:
About the elephants, I started Carth. campain, lost all I had in a single battle.This change entered in a patch right? think 1.3.
Another thing, Boiling oil is almost useless. It kill one or two of the entering enemies.
about the boiling oil good because sometimes if you send too many men the one under the gate will die. and dont click link then post the address click insert image then paste the address there.

Seasoned Alcoholic
06-19-2006, 22:36
All you need to do is link the signature, and then wrap it in the IMG tags. Tags always come in pairs, they are always contained within square brackets ([]), and need to be closed using a forward slash ([/]). Here is what you need to copy into your sig:

https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg

Now add at the front of the link, and at the end of the link, and this is what should be displayed:

https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg

The boiling oil probably has less of an impact due to all units now having multiple hitpoints.

How do you find the siege battles in v0.2? I'd made quite extensive changes to how siege battles featured; the areas that were changed were similar to the tutorial I'd written on how to do this:

How To...Modify Siege Tower Aspects (https://forums.totalwar.org/vb/showthread.php?t=62498)

The Spartan (Returns)
06-20-2006, 03:01
i keep forgeting to say this: can you do something to let us play both sides in histoical battle? it would be interesting to defend Sparta from the power hungry general Pyrhus. or even more interesting fight through the trap at Trebia.
as for assaults i dont see any difference. perhaps you can list the differences?

Murfios
06-20-2006, 04:06
https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg
look, it does apear in a post, however, it cant be applied on my signature.

The Spartan (Returns)
06-20-2006, 15:19
well some sigs have too many bytes or the dimensions are too big so try another one.

Seasoned Alcoholic
06-21-2006, 17:50
i am back with testing news! Murfios you were right about the grassy flatland, i tested somewhere else and it was faster. ok so on regular terrain and snowy its almost the same as the unmodified one but on deserts they go really slow which i dont like. perhps we should use the old one, or mod the desert. as for the campaign there was no crashes after a while of playing so thats safe.

Yeah you're right about the desert, they seem to crawl rather than walk across, and takes them ages to do so. They do seem to be slower moving on snow and across water (shallows), which does look a bit more realsitic I suppose. Perhaps you could adjust the desert to how it originally was (or slightly less, EG 0.9).

Have you tried a heavily forested map yet? There are a few to choose from in the custom battles menu. Also swamps and maps with dirt roads / paved roads if you have the time.

Thanks.

Seasoned Alcoholic
06-21-2006, 21:09
LAca's Numidian Project

LAca has provided the TW community with some serious reasons to consider playing as the Numidian faction. He has very kindly permitted me to make use of elements of his Numidian Project in the mod, here are some screens of his fine work:

Unit Roster
https://img363.imageshack.us/img363/4808/numidiaroster16sn.th.jpg (https://img363.imageshack.us/my.php?image=numidiaroster16sn.jpg)

Selected Units
https://img363.imageshack.us/img363/5555/numunit13gn.th.jpg (https://img363.imageshack.us/my.php?image=numunit13gn.jpg)

https://img183.imageshack.us/img183/425/numunit22ty.th.jpg (https://img183.imageshack.us/my.php?image=numunit22ty.jpg)

https://img183.imageshack.us/img183/6953/numunit34tk.th.jpg (https://img183.imageshack.us/my.php?image=numunit34tk.jpg)

https://img183.imageshack.us/img183/2872/numunit46lc.th.jpg (https://img183.imageshack.us/my.php?image=numunit46lc.jpg)

https://img424.imageshack.us/img424/8049/numunit54pf.th.jpg (https://img424.imageshack.us/my.php?image=numunit54pf.jpg)

https://img363.imageshack.us/img363/4730/numunit66yh.th.jpg (https://img363.imageshack.us/my.php?image=numunit66yh.jpg)

https://img424.imageshack.us/img424/2784/numunit79gw.th.jpg (https://img424.imageshack.us/my.php?image=numunit79gw.jpg)

https://img183.imageshack.us/img183/2230/numunit82ps.th.jpg (https://img183.imageshack.us/my.php?image=numunit82ps.jpg)

https://img183.imageshack.us/img183/7929/numunit99zu.th.jpg (https://img183.imageshack.us/my.php?image=numunit99zu.jpg)