Results 1 to 12 of 12

Thread: ui,fonts and flexability of medieval 2

  1. #1

    Default ui,fonts and flexability of medieval 2

    i was reading a player made guide for eb and i had an idea.
    In both rtw and mtw2 some ui,fonts and graphics are either tied to every culture or worst you cant change them and you have only one from them .
    For example the soldier icon in the soldier details https://img423.imageshack.us/img423/...raining6nu.jpg which is a roman legion. in cases like this playing as roma is ok but i think other factions should have unique graphics(imagine gauls garison icon) . In some medieval 2 mod they have found a sollution to this by using some kind of LAUNCHER where you choose what faction you want to play, the launcher installs some files and when you want to play other faction then it overwrites the previous files with new ones. this way we can achieve greater uniqueness among factions even in the same culture group

    edit=yes i know this suggestion is not very importand
    Last edited by clone; 12-01-2013 at 23:50.

  2. #2

    Default Re: ui,fonts and flexability of medieval 2

    Slightly off topic, but why do the romans have greek portraits?

  3. #3

    Default Re: ui,fonts and flexability of medieval 2

    Quote Originally Posted by cahtush View Post
    Slightly off topic, but why do the romans have greek portraits?
    this pic was from an early version

  4. #4

    Default Re: ui,fonts and flexability of medieval 2

    At the time the Romans used the vanilla Seleucid faction. I don't know why this was.

  5. #5

    Default Re: ui,fonts and flexability of medieval 2

    I checked the EB files a while ago to edit reform dates for Rome when I was planning to play as Rome and they still are technically Seleucids.

    I think the dude at Arretium still has a Greek portrait, if not it looks similar; bushy beard and moustache, bald.
    Lets play Divide et Impera, Ptolemy Campaign. Link to full playlist down below!

    https://youtube.com/playlist?list=PL...2oIDsmGrPrKpzM

  6. #6

    Default Re: ui,fonts and flexability of medieval 2

    for the original idea i think it´s cool except that it can cause crashes in the game so test it properly before implementing it

  7. #7
    Villiage Idiot Member antisocialmunky's Avatar
    Join Date
    Feb 2005
    Location
    ゞ( ゚Д゚)ゞ
    Posts
    5,974

    Default Re: ui,fonts and flexability of medieval 2

    Aren't the Romans vanilla Seleucids to make to so that factions would murder the right factions?
    Fighting isn't about winning, it's about depriving your enemy of all options except to lose.



    "Hi, Billy Mays Here!" 1958-2009

  8. #8

    Default Re: ui,fonts and flexability of medieval 2

    arent you going getting a little (only a little ) off topic

  9. #9
    Speaker of Truth Senior Member Moros's Avatar
    Join Date
    Jan 2005
    Location
    Belgium
    Posts
    13,469

    Default Re: ui,fonts and flexability of medieval 2

    Well your edit puts your case to rest. At this moment we are still finishing up the basic culture specific UI elements, without a file replacing launcher. So no currently it's not planned. Possibly in the future, but I doubt it as we have had quite some trouble finding and keeping people who work on the UI.

  10. #10

    Default Re: ui,fonts and flexability of medieval 2

    Quote Originally Posted by Moros View Post
    Well your edit puts your case to rest. At this moment we are still finishing up the basic culture specific UI elements, without a file replacing launcher. So no currently it's not planned. Possibly in the future, but I doubt it as we have had quite some trouble finding and keeping people who work on the UI.
    thanks for the answer

  11. #11
    Arrogant Ashigaru Moderator Ludens's Avatar
    Join Date
    Nov 2003
    Posts
    9,059
    Blog Entries
    1

    Lightbulb Re: ui,fonts and flexability of medieval 2

    Quote Originally Posted by antisocialmunky View Post
    Aren't the Romans vanilla Seleucids to make to so that factions would murder the right factions?
    No, that was due to hardcoded limits on the culture slots. Before the R:TW v1.3 patch, it wasn't possible to change a faction's culture. There were three Roman faction slots (not counting the senate), two Punic, one Egyptian, etc. In order to group the factions into reasonably realistic cultures, the EB team had to juggle them around. They didn't want to give Rome it's own, unique culture, since it was far closer to the Greeks than, say, Carthage. So Carthage was placed into the Egyptian slot, while Rome was grouped with the Western Greek factions.

    After the 1.3 patch this became moddable, so Saba could be given the same culture as Carthage.
    Looking for a good read? Visit the Library!

    Member thankful for this post:

    Moros 


  12. #12
    Speaker of Truth Senior Member Moros's Avatar
    Join Date
    Jan 2005
    Location
    Belgium
    Posts
    13,469

    Default Re: ui,fonts and flexability of medieval 2

    Quote Originally Posted by Ludens View Post
    No, that was due to hardcoded limits on the culture slots. Before the R:TW v1.3 patch, it wasn't possible to change a faction's culture. There were three Roman faction slots (not counting the senate), two Punic, one Egyptian, etc. In order to group the factions into reasonably realistic cultures, the EB team had to juggle them around. They didn't want to give Rome it's own, unique culture, since it was far closer to the Greeks than, say, Carthage. So Carthage was placed into the Egyptian slot, while Rome was grouped with the Western Greek factions.

    After the 1.3 patch this became moddable, so Saba could be given the same culture as Carthage.
    You've got one heck of a memory! I don't even remember all that.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO