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PROMETHEUS
05-16-2006, 21:34
Like this will be present in the pack too ...

The Icons are all fruit of the great Skills of Dav the Hun ....

https://img119.imageshack.us/img119/6686/19jj2.jpg

PROMETHEUS
05-16-2006, 21:36
This is instead an awesome wip by Epistolary Richard .... Full credits to him ^^....

Even Res Gestae has some great scripting works by the Script Master....


By a post of Epistolary Richard



Here's an example I've put together of how this works

First off, it requires the activation of the background script that I've added
https://img67.imageshack.us/img67/4877/raisearmy13mb.th.jpg (https://img67.imageshack.us/my.php?image=raisearmy13mb.jpg)

The small camp you see near Tarentum is the place the army will appear - the player will need to ensure that that area is kept clear of both friendly and enemies for the army to spawn correctly which is why it's marked. If you've got a better name than Field of Mars I'll change it
https://img67.imageshack.us/img67/5821/raisearmy25li.th.jpg (https://img67.imageshack.us/my.php?image=raisearmy25li.jpg)

Highlighted here is the invisible reform building which controls much of the recuitment - I say much of because of the limitation I linked above has required me to spread things out a little to make them as efficient as possible.
https://img67.imageshack.us/img67/7656/raisearmy39ww.th.jpg (https://img67.imageshack.us/my.php?image=raisearmy39ww.jpg)

To raise an army you have to recruit a particular unit - recruitable generals in this case. I'll alter the description to make it clearer to the player what it means
https://img122.imageshack.us/img122/6816/raisearmy47zb.th.jpg (https://img122.imageshack.us/my.php?image=raisearmy47zb.jpg)

The general appears in the city - his troops appear on the Field of Mars - he can then move to join them
https://img122.imageshack.us/img122/7108/raisearmy57zb.th.jpg (https://img122.imageshack.us/my.php?image=raisearmy57zb.jpg)https://img67.imageshack.us/img67/6716/raisearmy67pk.th.jpg (https://img67.imageshack.us/my.php?image=raisearmy67pk.jpg)https://img67.imageshack.us/img67/9554/raisearmy79sh.th.jpg (https://img67.imageshack.us/my.php?image=raisearmy79sh.jpg)

They can then go off and attack - the individual units function completely as normal
https://img122.imageshack.us/img122/5154/raisearmy85io.th.jpg (https://img122.imageshack.us/my.php?image=raisearmy85io.jpg)https://img122.imageshack.us/img122/2923/raisearmy96sc.th.jpg (https://img122.imageshack.us/my.php?image=raisearmy96sc.jpg)https://img67.imageshack.us/img67/6320/raisearmya0nt.th.jpg (https://img67.imageshack.us/my.php?image=raisearmya0nt.jpg)

Naja
05-16-2006, 21:52
So, all army recruitment from now on will occur in the Field of Mars? Does this mean that you can no longer build armies the traditional way - in your city? How many Fields of Mars will there be? One for each city? Only for your capital (Roma) ?

PROMETHEUS
05-16-2006, 22:23
No u can recruit as normal , simply the field of Mars ads near ur main capital a recruiting field , here , provided you have the menpower and money you can recruit at a single time one full Legion equipped with everything needed .....in the other cities or also in the capital , you can still recruit other units as normal tough....

PROMETHEUS
05-17-2006, 21:02
Here instead is the Campaign map Interface....

https://img241.imageshack.us/img241/323/14ey.jpg

PROMETHEUS
05-17-2006, 23:25
Another Thing that annoyed me is the way the Cavalry didn't hold bridles and looked like weird puppets on horse .... now I think I got something better there ^^ .....


http://img111.imageshack.us/img111/1515/19ea4.jpg

ULTOR
05-18-2006, 10:52
Really brillant, like always with you !

PROMETHEUS
05-19-2006, 21:43
New Swordsman Cavalry animation , including a new Centurion advisor....

https://img314.imageshack.us/img314/8467/10ry.jpg

PROMETHEUS
05-20-2006, 20:09
Signifers and Vexillifers now have a different animation ....

https://img411.imageshack.us/img411/5580/10mu.jpg

Naja
05-20-2006, 21:24
Are Roman legionary infantry going to stab with their gladii, rather than absurdly swinging them?

Plus, whenever they swing their gladii in the regular Rome: Total War, they always move their large shields out of the way. This is pretty stupid, as this would leave them open to anyone for those two seconds. Any fool barbarian could get a good stab in! The real Romans stabbed from behind their shields! :wall:

PROMETHEUS
05-21-2006, 12:19
New Legionary stabbing animation , this is the only part of the legionary animation I edited the rest is the same....

https://img146.imageshack.us/img146/574/11fw2.jpg

ramareddy
05-21-2006, 13:37
Bravo, once again.

A lot of work for a few guys to be doing, considering there are only 24 hours in a day.

PROMETHEUS
05-21-2006, 18:44
Thankyou ...

A new Splash Screen....

https://img522.imageshack.us/img522/4649/10uw.jpg

Naja
05-22-2006, 08:12
Hmmm. So do the legionaries still have animations where the shield goes aside? Or did what you say mean that while that's the only new animation, the legionaries still do not now have their shield go aside?

Simon total war
05-22-2006, 16:49
wow this flash screen is great and how did you made that legionnaire ?
Will the game be release this weak ?
Really good job . This will be a 10total new game,100 % better thant original version. Thank you

PROMETHEUS
05-24-2006, 22:35
Javelinmen Animation....

https://img307.imageshack.us/img307/1708/11gg1.jpg

Faenaris
05-25-2006, 19:25
Hey Prometheus, have you thought of using Signifer's animations for the legionaries?

Prof
05-25-2006, 20:22
they wouldn't work (the shield is too big ^^)

PROMETHEUS
05-25-2006, 20:49
New add on ...

https://img108.imageshack.us/img108/6285/16zu3.jpg

Simon total war
05-25-2006, 21:28
holy jesus, this is so good every thing tour a god, best of all

PROMETHEUS
05-25-2006, 23:13
Here a more wide view of the severall additions to strat map I made, Navy and Diplomats gentil courtesy of Riczu74......

https://img163.imageshack.us/img163/1572/18la1.jpg

Naja
05-26-2006, 00:45
I really love how you've made the developed cities look. As well as the ships! It really breathes life into the map.

This is just a request: could you do something about the dotted lines that go between sea lanes? I've heard someone say that you can erase the lines by opening up some CAS or DDS file and using the alpha channel on it. I'm not sure which file. But it would look downright beautiful to see trade ships moving on the water without those sea lane dotted lines.

PROMETHEUS
05-26-2006, 14:39
And Ports ...

Ostia in this picture ^^ as Prof suggests .....
https://img113.imageshack.us/img113/6955/19br1.jpg

Spendios
05-26-2006, 21:35
That's awesome I especially like the boats and new diplomats !

ULTOR
05-27-2006, 10:06
Just AWESOME, really you are the best team i ever seen until now!Really i wish to thank's you so much for you're great work and you're amazing skill.

Geoffrey S
05-27-2006, 12:33
The harbour's ace.

PROMETHEUS
06-07-2006, 23:36
Now also Greeks have their Cities , differentiated by the Romans.....

https://img269.imageshack.us/img269/4746/13yb.jpg

ramareddy
06-08-2006, 01:38
Clear your message box so I can send you PM's!

PROMETHEUS
06-08-2006, 09:26
Opened....

PROMETHEUS
06-11-2006, 09:10
a A new scripting example by our Mastermind Epistolary Richard


As this mod concentrates more on the post-civil war period than regular RTW, I've added a couple of post-civil war traits as we discussed waaay waaay back.


The Emperor of Rome was not a position that suddenly appeared - it grew gradually out of the position of Octavian. Hence:

The faction leader who wins the Roman civil war will become recognised as First Man of Rome.
https://img103.imageshack.us/img103/3729/rgfirstman1ji.jpg (https://imageshack.us)

On his death, his position is passed onto his heir - but now it becomes formalised into the Emperorship. So the successor to the First Man of Rome (and all subsequent faction leaders) becomes Imperator.
https://img161.imageshack.us/img161/3359/rgimperator5vc.jpg (https://imageshack.us)

With the institution of the Emperor emerging, the concept of the Imperial family becomes stronger. So, all the direct descendents of the Imperator become part of the Gens Imperii.
https://img140.imageshack.us/img140/7488/rgimperii1bx.jpg (https://imageshack.us)


So the game continues under a single flag , the beginning of the Empire and the evolution from Principate powers to Imperial one.....

And Spoils of War in case of victory on another rival Gens....

https://img97.imageshack.us/img97/1138/16pl.gif


Here a sample of the new building icons for the Reforms....

https://img142.imageshack.us/img142/5071/12eq1.jpg

Epistolary Richard
06-11-2006, 09:57
Please note, the names for those traits and the bonuses are _not final_ and may change.

PROMETHEUS
06-16-2006, 17:57
Added new Formations and AI tweacks made by DARTH VADER !

https://img222.imageshack.us/img222/6206/17pw1.jpg

PROMETHEUS
06-20-2006, 01:53
Severall Grass fields different for different battlefields ....

https://img230.imageshack.us/img230/3792/14ry1.jpg

Geoffrey S
06-20-2006, 09:09
That army shot with Darth's formations, is that the AI side or is it your own army? If it is the AI, does it stay in good formation?

Prof
06-20-2006, 19:14
the AI stays in a surprisingly good formation ^^

PROMETHEUS
06-26-2006, 03:01
Now also the Swamps won't be anymore a flat useless land .....

https://img49.imageshack.us/img49/2371/15ch1.jpg

PROMETHEUS
06-27-2006, 19:51
A Cloudy Day ! Beyond CA Dreams ?



https://img517.imageshack.us/img517/5797/19il1.jpg


https://img530.imageshack.us/img530/6406/resgestae7lh.jpg

Naja
06-28-2006, 03:26
Godly.

PROMETHEUS
06-28-2006, 11:27
Whor the ones that still are asking if it is a photoshop mounting it is not so here a less clean screenshot ....

https://img352.imageshack.us/img352/9961/a9te.jpg

I altered also the illimination settings as well as the daytype stuff ....

beauchamp
06-28-2006, 17:13
Wow! Those clouds look pretty epic

hoom
06-30-2006, 07:38
Vapour trails = alien visitations?

PROMETHEUS
06-30-2006, 08:55
No , Jupiter's Thunderbolts ........

:laugh4:

PROMETHEUS
07-02-2006, 00:23
New Barbarian Settlements...

https://img52.imageshack.us/img52/2610/19pz4.jpg

And Capital...

https://img104.imageshack.us/img104/6781/19ek2.jpg

Bonny
07-02-2006, 13:54
awesome :jawdrop: !!!!!!!!1111elf

PROMETHEUS
07-04-2006, 01:52
GRRRRRRRRRRRRRRRRRRRRRRRR


https://img135.imageshack.us/img135/5044/10xr5.jpg

PROMETHEUS
07-19-2006, 09:46
New implementation of the city traits .... by Epistolary Richard ....


Romanisation/Barbarism in settlements

So this is it. For the next version, we'll be introducing a feature I'm calling 'city traits'. It'll be working through the trait mechanism but they'll apply to individual cities rather than individual characters.

The primary city trait we'll introduce will be ones to deal with the process of cultural integration in conquered territories. Different mods have tried different ways to represent how a region is gradually assimilated into an empire - this is very simple, the longer you hold a region - the more integrated the population become; starting from a hostile people viewing you as invaders to loyal patriots happy to fight and die for your empire's sake.

Each settlement is handled differently, not every settlement will be as easy to assimilate as others - some will take longer, some may well nigh be impossible for certain cultures. Different cultures will be more effective in some areas than others.

The consequences of cultural integration is not yet finalised, and will likely vary from faction to faction. The barbarians will see an interaction between cultural integration and the Call of the Lord script - varying the troops they recruit in each settlement depending on the geographical location and length of occupation, both the Romans and the Barbarians will see it impact their ability to keep their settlements under control and expand. While the Barbarians will find it easy to raise large armies and conquer, they will struggle to hold onto their gains, whilst the Romans will be able to expand solidly and methodically but will constantly be outnumbered.

Here is an example of the cultural integration city trait in action in the settlement of Segesta:

This first shows Segesta at the beginning of the game
https://img126.imageshack.us/img126/2370/rgcitytrait1al0.th.jpg (https://img126.imageshack.us/my.php?image=rgcitytrait1al0.jpg)

Nothing appears immediately after Vibius Julius conquers the settlement, it takes time to properly assess the mood of the populace
https://img216.imageshack.us/img216/1319/rgcitytrait2ds0.th.jpg (https://img216.imageshack.us/my.php?image=rgcitytrait2ds0.jpg)

The next turn though, we see the status of the Romans in Segesta: they are considered an occupying force.
https://img216.imageshack.us/img216/9656/rgcitytrait3lg8.th.jpg (https://img216.imageshack.us/my.php?image=rgcitytrait3lg8.jpg)

Within a few years though, they have become accustomed to Roman control - this is perhaps unsurprising as the Ligurian locals have some familiarity with the other Italian peoples. They might resist a more foreign power a great deal longer.
https://img126.imageshack.us/img126/2953/rgcitytrait4xj5.th.jpg (https://img126.imageshack.us/my.php?image=rgcitytrait4xj5.jpg)https://img104.imageshack.us/img104/9850/rgcitytrait6cu2.th.jpg (https://img104.imageshack.us/my.php?image=rgcitytrait6cu2.jpg)

I then withdrew the garrison and let it rebel. Once a character leaves a settlement, the city trait information is removed to keep the trait display uncluttered.
https://img126.imageshack.us/img126/9410/rgcitytrait7mt6.th.jpg (https://img126.imageshack.us/my.php?image=rgcitytrait7mt6.jpg)


Recapturing after a few years, we see that during their independence the Ligurians have reverted to their old ways and the process of Romanisation must begin anew
https://img126.imageshack.us/img126/1273/rgcitytrait8tc1.th.jpg (https://img126.imageshack.us/my.php?image=rgcitytrait8tc1.jpg)

Epistolary Richard ....

Epistolary Richard
07-19-2006, 20:41
To clarify -

- In the above example, the Romanisation status of Segesta exists independently of any one character. The longer you own it, the more Romanised it will become; should you lose it, it will gradually revert to its original ways (or slowly adopt the customs of its new owners).

- The way to check to see what the status of a settlement is is to move a character into it and end his turn there. At the beginning of his next turn he will have acquired a trait that tells what what level of Romanisation the settlement has reached. The turn after he leaves, this trait will have disappeared - but as long as you still own it, the settlement will continue to Romanise. The visible trait on the character sheet is just FYI.

MarcusAureliusAntoninus
08-05-2006, 19:41
In this last feature, did segesta go from a village to a town and back to a village? I had thought it was hardcoded that cities couldn't go back to a smaller size.

Also, as I had originally thought happened, and as I've always wondered, is it possible to change the cultural appearance of a city on the campaign map without changing the size? That would be a cool effect of romanizing a town, but I would amagine it is hardcoaded.

Epistolary Richard
08-07-2006, 19:02
In this last feature, did segesta go from a village to a town and back to a village? I had thought it was hardcoded that cities couldn't go back to a smaller size.
I took the pictures from a couple of different tests, I may have fiddled with the tax rate/demobilisation so they didn't always hit town at the same time.


Also, as I had originally thought happened, and as I've always wondered, is it possible to change the cultural appearance of a city on the campaign map without changing the size? That would be a cool effect of romanizing a town, but I would amagine it is hardcoaded.
Not to my knowledge.

Cybacher
08-07-2006, 21:04
Dudes, I cannot download the Mod http://modnet.info/mods/rg/rg_1_final_download.html
And I would really like to play Res Gestae.
Anyone know a mirror ?

Ceasar14
08-08-2006, 05:34
I would also like to download it.

Helgi
11-07-2006, 15:14
If we're to DL Res Gestae, we do need a link that works.:smash: :help: :smash: