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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Murfios
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.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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 [IMG] at the front of the link, and [/IMG] 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
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg
look, it does apear in a post, however, it cant be applied on my signature.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
well some sigs have too many bytes or the dimensions are too big so try another one.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by The Spartan
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.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
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.
ok i will test the desert. but i already tested paved roads, they move quite fast on it. so can mod historical batles so we can play both sides? and here's a mod that adds many music too RTW. even music from movies and PC games such as:
Troy
Gladiator
Pirates of the Carribean
Passion of the Christ
King Arthur (2004)
The Last of the Mohicans
The Last Samurai
The 13th Warrior
Hero
Morrowind (PC)
Stronghold (PC)
Prince of Persia (PC)
i downloaded and you should implement this to RTG. you wont regret it. i didnt!:2thumbsup: btw the download is 148 MB and the hosting sites doesnt allow download managers so for Dial-Up Guys like me it would take us 7-8 hours. so add to RTGV0.3 extras.txt and just add the address there. (so the download wouldnt be so big for Dial-Up guys)the team is pretty inactive there as they are working on the expansion (next music mid) or not doing anything at all. so you should e-mail them or PM them ocasionaly they are active. btw i downloaded it before i slept so it was done when i awoke. hehehe.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Just scan-read a few of the early posts in that music topic, and it seems that it would be frowned upon to use the music mod in modding projects - post #13 and #14 for reference.
As you say Spartan, new music would be good, but for people on slower connections such as yourself, the next version of the mod would take forever to download. Since I've been overhauling graphics, this usually bumps up total filesize, and I haven't even started on the unit sprites yet.
Hopefully though when I ZIP the download up, it'll save some space. I'm also gonna have to watch filesize because sites such as Rapidshare only permit downloads of 100MB - at least MEGAUPLOAD allows 250MB.
Yeah, I'll have a look into the historical battles and see what can be done ~D
Btw, Angel has released a sub-mod of RTG over at the RTG Subforums, I haven't had chance to look into this yet.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
The frontpage has been extensively updated. This has needed doing for some time, and I've attempted to organise the page so that its much more clearer and compact than the vast amount of information that was displayed before ~D
Thanks.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
As you say Spartan, new music would be good, but for people on slower connections such as yourself, the next version of the mod would take forever to download. Since I've been overhauling graphics, this usually bumps up total filesize, and I haven't even started on the unit sprites yet.
Quote:
Originally Posted by The Spartan
so add to RTGV0.3 extras.txt and just add the address there. (so the download wouldnt be so big for Dial-Up guys)
Why dont you just do this? So it would just be optional and that way the download wont be huge:2thumbsup:
Im terribly sorry i dont have any testing news today (was quite busy)
BUT..dont worry i should be done tommorow!
p.s dont forget to also add an upgrade patch for the next RTG Version (so people dont have to download too much) and I have a name for those sword hoplites: foot companions. source here i suggest reading it as one: it explains why and two: it can give you a good unit description.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
LAca's Numidian Project contains new unit models, skins, sprites and UI cards. Here are his new general and lesser_general models:
Numidian General
https://img392.imageshack.us/img392/...ral19lh.th.jpg
https://img480.imageshack.us/img480/...ral21bf.th.jpg
Numidian Lesser General
https://img392.imageshack.us/img392/...ral11aw.th.jpg
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by The Spartan
Why dont you just do this? So it would just be optional and that way the download wont be huge:2thumbsup:
Im terribly sorry i dont have any testing news today (was quite busy)
BUT..dont worry i should be done tommorow!
p.s dont forget to also add an upgrade patch for the next RTG Version (so people dont have to download too much) and I have a name for those sword hoplites: foot companions. source
here i suggest reading it as one: it explains why and two: it can give you a good unit description.
Splitting the download up may be a bit tricky, as you need to include every single modified file at least once, as well as ensuring that nothing is overwritten when installed in seperate downloads. Once the total filesize is known, then I'll have a think about which areas could be released as seperate downloads - the campaign map has already been done.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Just to let you know, I've removed those vanilla BI mercenaries, mainly for 2 reasons: (1) they look out of place, (2) need more room in DMB ~D
The new mercenary recruitment pools have been tweaked to adjust for this, basically the existing mercenaries have been used to 'fill in' the gaps left by the BI mercs that were removed.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
testing news. many places has been modifed under 1.0 (descr_battle_movment_map_modifiers)
so if any thing is under 0.8 that terrain will be slow to move on. here are terrains under 0.8:
sand 0.75
rock 0.7
forest_dense 0.6
swamp 0.5
water 0.6
ice 0.5
snow 0.75
anything under 0.7 crawls.
terrains 0.8 and higher:
grass_short 1.2
grass_long 0.9
scrub_dense 0.8
mud 0.8
mud_road 1.25
stone_road 1.5
0.8 is kinda slow
0.9 is pretty slow
1.0 is normal
anything higher than 1.0 is fast
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Thanks for your extensive beta-testing news Spartan, its greatly appreciated! :thumbsup:
This is the latest list:
Code:
grass_short 1.2
grass_long 0.9
sand 0.9
rock 0.8
forest_dense 0.75
scrub_dense 0.8
swamp 0.6
mud 0.8
mud_road 1.25
stone_road 1.5
water 0.6
ice 0.6
snow 0.75
How does it look?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
After having a dig through some of the bits and pieces that shipped with vanilla RTW (not for the first time ~D), I've decided to replace the vanilla spies with some unused models and textures. Obviously some look better than others, but there are some good models and skins in there, such as the Greek ones with the plume. I've also finally found the perfect use for those Arcanii models, here's a few screens to illustrate:
Julii Spy
https://img143.imageshack.us/img143/...liispy19cd.jpg
Brutii Spy
https://img163.imageshack.us/img163/...tiispy12ze.jpg
Scipii Spy
https://img93.imageshack.us/img93/15...piispy12ro.jpg
Macedonian Spy
https://img93.imageshack.us/img93/7959/macspy18kz.jpg
https://img99.imageshack.us/img99/6346/macspy20dn.jpg
Ptolemaic Spy
https://img93.imageshack.us/img93/4095/egyspy13ui.jpg
https://img99.imageshack.us/img99/1443/egyspy23go.jpg
Seleucid Spy
https://img234.imageshack.us/img234/2483/selspy10gq.jpg
https://img101.imageshack.us/img101/9540/selspy22tt.jpg
Parthian Spy
https://img140.imageshack.us/img140/4775/parspy18zo.jpg
Pontic Spy
https://img144.imageshack.us/img144/6164/ponspy18cq.jpg
Gallic Spy
https://img140.imageshack.us/img140/3839/galspy16hc.jpg
Germanic Spy
https://img84.imageshack.us/img84/7790/gerspy16be.jpg
Britannic Spy
https://img84.imageshack.us/img84/4646/brispy17es.jpg
Armenian Spy
https://img86.imageshack.us/img86/8343/armspy19ra.jpg
Carthaginian Spy
https://img86.imageshack.us/img86/5330/carspy10ti.jpg
Greek Spy
https://img86.imageshack.us/img86/4167/grespy16wm.jpg
https://img86.imageshack.us/img86/9880/grespy26yn.jpg
Dacian Spy
https://img58.imageshack.us/img58/1448/dacspy10bs.jpg
Scythian Spy
https://img156.imageshack.us/img156/148/scyspy17kf.jpg
Iberian Spy
https://img46.imageshack.us/img46/4221/spaspy11ie.jpg
Thracian Spy
https://img156.imageshack.us/img156/9265/thrspy11jx.jpg
https://img58.imageshack.us/img58/7971/thrspy20pz.jpg
Numidian Spy
https://img154.imageshack.us/img154/8797/numspy15eu.jpg
It looks as though the German and Gallic models and skins were done the wrong way round by the creators, I'll switch these so that they have a closer match to their faction colours.
There's a slight glitch in some of the models. Bascially when kneeling down (or when the spy is moving), certain models' capes become partially obscured by the actual model, but I'm not that bothered - at least they're better than the vanilla 'clones'.
These models may have been intended as lesser generals judging by their equipment and clothing.
It would be good to replace the diplomat and assassin models as well, but the animations of these 2 models means that only the originals look realistic. EG, the diplomat animation of offering a negotiation, and the assassin animations of murdering and sabotage. From the 3 animations, the spy is the easiest to replace, and the weapons used on the unused models fit with the animations properly.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
i found away to play both sides on a historical battle. all you do is go to
data/world/maps/battle/custom choose a historical battle go to descr_battle under nonplayable put that faction under playble. DONT erase the nonplayble or the battle wont be playble. so it should look like this:
Quote:
battle BATTLE_OF_ASCULUM
playable
romans_senate
seleucid
end
nonplayable
end
start_date -279 summer
end_date -279 summer
some battles are not meant to play the other faction such as Teoutoburg or Cynocephelae (in Cynocephelae the Roman AI doesnt start) other times the AI will do something stupid (in Asculum the Romans ran to the woods) you can change that by going to descr_battle scroll down until you see this:
Quote:
>>>> start of battle section <<<<
battle 111, 65
variable_weather_and_time ( day_time 12.00, year_day 0, duration 24.00, weather_seed 0 )
home_faction seleucid
alliance romans_senate, defending
alliance seleucid, attacking
now all you is change defending to attacking and they will atack you as well.
battles that are playble on both factions:
Aculum (edit the descr_battle change defending to attacking)
The Siege Of Sparta (dont edit the defending to attacking)
Raphia (edit the descr_battle change defending to attacking)
Trebia (yes i said Trebia! dont edit the defening to attacking)
Trasimene (havent tested it yet but it should work. dont edit the defening to attacking)
Gergovia (dont edit the defending to attacking)
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Thanks for the research into Historical Battles Spartan. When you switch the attacking / defending round sides round, do the units still enter the battlefield from the same locations, and do the camera bookmarks still work?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
Thanks for the research into Historical Battles Spartan. When you switch the attacking / defending round sides round, do the units still enter the battlefield from the same locations, and do the camera bookmarks still work?
yes and the bookmarks still work. everything works. its just for example that they will start attacking you instead of running into the woods and defending (if they are defending not attacking) i do agree LAca's work is exceptional.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
updated ^
added Gergovia to the list.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
i also found a way to change seasons in Historical Battles: today were featuring Teuotoburg forest. all you do is go to Data/World/Maps/Battle/Custom look for the Teuotoburg folder and first go to descr_battle. here's what you should look at:
Quote:
; Custom battle script generated by Romans Battle Editor
battle TEUTOBURGERWALD
playable
romans_julii
end
nonplayable
germans
end
start_date 9 summer
end_date 9 summer
now here all you do is change summer to winter.
now go to descr_locations type winter on top of it. it should look like this when you're done:
Quote:
winter
-560.204_-687.763
i dont know if you have to this but do it anyway
now if youre wondering if playing in the winter will be harder, it wont because i tested it and it seems the barbarians arent getting any bonuses which is good because all we want to do is make this battle at winter not make it harder.
and that's all! i will post scrennies later.
p.s im trying to confirm if Lake Trasimene was fought in the winter. so far im not having any good.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Nice.
Hey, is there anything I could do to help any of you?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Another great find Spartan! I'd never considered modding the seasonal aspects of the historical battles before...until now ~D
Quote:
Originally Posted by The Spartan
p.s im trying to confirm if Lake Trasimene was fought in the winter. so far im not having any good.
Just found this source (not sure of its accuracy), which suggests that the battle was fought in the Summer period:
Battle Of Lake Trasimene
Thanks for your generous offer Murfios! Well when the latest version reaches the testing stage, I would be glad of some beta-testers to playtest the latest version. Basically, when beta-testing you'd be looking for probable bugs, CTDs, errors, or anything that doesn't seem 'normal' or how its should be perceived. Of course, there are many areas that require testing, such as the campaign map, individual units in melee, whole armies in melee, etc.
Thanks :medievalcheers:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
actually April is spring and April is a rainy season (in america) perhaps i can make it rainy..:evil:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I´ll be more than happy to beta test.
btw, do you use 3dsMax to mod?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I wish ~D 3DS Max costs hundreds of (insert currency here). There are several text files that are linked together that reflect how units not only appear, but also behave on the battlefield. There's a really good illustration of how these files fit together in ER's beginners tutorial on adding new units, here's the link:
Tutorial: Adding new units for beginners
Looking at that diagram, I've still got plenty to do. I'm still adding new models and textures, and this always takes time if you do it manually, rather than copy and paste straight from the download documentation. The unit sprites need overhauling, since the vanilla ones now look out of place. Also, I need to think about rebuilding certain factions' recruitment rosters in EDB (export_descr_buildings).
Then there are side issues, such as writing unit descriptions - copy and pasting existing entries, and tweaking names and descriptions is probably the most efficient way. Also UI cards, but I'm not bothered if UI cards are out date because I'm not a very graphical / artistic person ~D
There are further issues, such as AORs / ZORs to restrict recruitment in the rosters.
It really depends on how deep you want to go.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Wow....Thanks for your time. There is a non-illegal way to get it. IF you wish to have it(free), ill be happy to help you if you dont already know.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Is that the trial version? I know about a free trial version you can use for a month, but by the time you've learnt the basics, the trial will be almost up. I've never modelled or skinned before, so this would take some time to learn before anything decent could be produced.
However, if its a genuine, legal, free version I think many would be interested ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I've had a look at that bug with the siege equipment crews and the captains' jittering animations (all the way very slowly to the foot of the walls). At first, I thought it had something to do with the Roman AI crews (ballista, scorpion, repeating ballista) and their damage rating to buildings.
However, after testing out other cultures ballista crews (Greeks, Barbarians), I've discovered that it is the actual captain model that is the problem. The Greeks and Barbs all use standard bearers, and they stand motionless and do not move very slowly towards the walls. The Romans use Centurions, and we all know what they do ~D
Therefore, I've replaced all Roman crews' Centurions with Standard Bearers. I've tested this out, and it looks to have solved the bug. However, the Roman onager & heavy onager crews use Centurions, and they do not move very slowly towards the walls. This is the puzzling part, but I've just replaced them as well to be on the safe side.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I'd thought a few illustrations of how the latest cavalry bodyguards for the Ptolemaic Dynasty & the Brittanic Tribes appear in game were required. This has only been made possible thanks to webbird kindly allowing me to use his super reskins and models:
Ptolemaic Pre-Marius Bodyguards
https://img78.imageshack.us/img78/67...ard48wi.th.jpg
Ptolemaic Post-Marius Bodyguards
https://img78.imageshack.us/img78/82...ard56ei.th.jpg
Brittanic Pre-Marius Bodyguards
https://img158.imageshack.us/img158/...ard36zj.th.jpg
Brittanic Post-Marius Bodyguards
https://img158.imageshack.us/img158/...ard47kr.th.jpg
Thanks.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
these are very nice! when will it be released?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Its still some way off yet Spartan, I'd rather release a more complete mod than having to constantly patch it in stages, saves time after all ~D
Once I've finished adding the new skins and models, this will give me an excuse to overhaul the stats again. The faction rosters will probably need rebuilding amongst other things...
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originaly Posted by Seasoned Alcoholic
Is that the trial version? I know about a free trial version you can use for a month, but by the time you've learnt the basics, the trial will be almost up. I've never modelled or skinned before, so this would take some time to learn before anything decent could be produced.
However, if its a genuine, legal, free version I think many would be interested
Well, I was actually not taliking about the trial. You can get the full version free
from various places. However, since the its just a shared version, making profit of it is ilegal, but using it for your own personal hobbys it is legal.
You can downloaded from a torrent or EMule or Ares. Make sure to forward the port.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
BI's victory conditions have been improved in the latest version of RTG. They require a player to take a greater number of regions than in previous versions. In addition, the player must now hold a greater number of key regions in order to complete the victory conditions.
Thanks to Carsten for the suggestion about improving victory conditions.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Teleklos Archelaou's & Shifty157's excellent tutorial, Placing Palms on the Battlemap, has now been implemented to the mod. I'd like to thank Teleklos & Shifty for their research into this new battlemap feature.
Their tutorial instructs how to add palm vegetation to semi-arid climates. Here is a few screens to illustrate how the vegetation appears on the battlefield:
Off Battlemap Vegetation
https://img77.imageshack.us/img77/1122/palms15xp.th.jpg
https://img51.imageshack.us/img51/6322/palms24wj.th.jpg
Battlemap Vegetation
https://img77.imageshack.us/img77/7020/palms36bl.th.jpg
https://img77.imageshack.us/img77/4716/palms43cg.th.jpg
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
very nice! btw, have you ever thought of a united roman map or mundus map?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Tbh, I've never really thought about implementing another map, such as MM, into the mod. I did think about rebuilding the map from scratch a while back, but there is a lot of work involved in putting the map together in the various TGA, HGT etc files.
In the mod's early stages, I was working heavily on the modified campaign map. It was a time-consuming task, and required a fair bit of testing to iron-out bugs & CTD issues that were generated as the map was edited in more and more depth.
On more than one occassion in the past, there were so many 'linked' bugs (IE, in more than one text file) associated with the campaign map that I had to reinstall vanilla and piece back in my own modified files to work out what was causing the problem(s).
In a way, even though it was frustrating at the time, the volume of hard CTDs, loading screen CTDs, KTMs etc makes you more prepared whenever the next CTD appears. You know its probably never going to be as complex as what's been solved in past experiences, such as modding the campaign map as described above.
Perhaps after the next release Spartan, would you consider implementing an alternate map into a mini-mod / sub-mod etc of RTG? Obviously you'd need to gain permission from the campaign map developer(s) if you decided to go ahead with this. I don't think it'd be that difficult to implement another map, especially if the download includes all of the related map text files that are needed to get it working.
What do you think?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
i would like to make mini-maps for RTG, but i dont know how. perhaps i can learn?.... errr.. i mean giving factions provinces and perhaps using scripts. id like to make a map on special events, Punic War, maybe a Trimuvate (Caesar, Pompei, Crassus) Spartacus, Roman Civil War etc. id really like to that.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
BDH's map creation tutorial looks interesting, although I've never got round to creating a new map myself as mentioned earlier. Here's the link:
How I make my maps.~
Btw, when you were testing the battlefield movement modifiers, did your tests reveal any recommended settings? I've made some changes to the extract posted a while back, this is what it looks like:
Code:
grass_short 1.0
grass_long 0.9
sand 0.9
rock 0.8
forest_dense 0.9
scrub_dense 0.8
swamp 0.7
mud 0.8
mud_road 1.1
stone_road 1.2
water 0.7
ice 0.7
snow 0.8
I've tested several of these out using Quick Battles. Would you recommend any further adjustments from your test results?
I think the campaign map is good now, anything higher would mean an increased chance of random CTDs.
Thanks.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I've just been tweaking the historical battles again, in particular multiplayer battles. In most cases, I've updated the stats in the multiplayer battles to look like the single player ones. Probably the most important feature that has been changed is the duration of the historical battles, which has been removed on multiplayer. I may do the same to the standard historical battles, except for ones such as Teutoburg Forests for example, as time is necessary here.
I'll also consider the suggestions put forward by The Spartan in earlier posts, such as making both factions playabale in single player, as well as tweaking the weather effects.
The historical battles will be updated again after the EDU has been recoded; this way I could easily add in alternate units to the ones that exist, dependent upon how the EDU is to be coded.
Not sure how many of you play online multiplayer, but if you want to play online against someone, you'll both need to have exactly the same files installed for the multiplayer battle to take place correctly.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Hey SA can you remove the red little triangles that appeare when selectin a unit? It could be a nice detail.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
You can turn those green selection triangles off in the preferences text file, which is located at C:\Program Files\Activision\Rome - Total War\preferences.
Open the text file, maximise it if necessary, and scroll down to DISABLE_ARROW_MARKERS. Change this property to TRUE, save and close the text file, and this should remove those green arrow selection markers when a unit is clicked upon the battlefield.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
Btw, when you were testing the battlefield movement modifiers, did your tests reveal any recommended settings? I've made some changes to the extract posted a while back, this is what it looks like:
Code:
grass_short 1.0
grass_long 0.9
sand 0.9
rock 0.8
forest_dense 0.9
scrub_dense 0.8
swamp 0.7
mud 0.8
mud_road 1.1
stone_road 1.2
water 0.7
ice 0.7
snow 0.8
I've tested several of these out using Quick Battles. Would you recommend any further adjustments from your test results?
I think the campaign map is good now, anything higher would mean an increased chance of random CTDs.
Thanks.
oh extremely sorry, SA i didnt see this!! i will test this as soon as i can! (i may not be able to do it today..:sweatdrop: )
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Its no problem whatsoever, I've since updated that text file anyway ~D
Here's the latest version:
Code:
grass_short 1.0
grass_long 0.9
sand 0.9
rock 0.9
forest_dense 0.8
scrub_dense 0.9
swamp 0.7
mud 0.9
mud_road 1.1
stone_road 1.2
water 0.7
ice 0.7
snow 0.8
The values are closer to vanilla's, because there seems to be significant changes even if you make minor tweaks. Please test them out when you have the time, and let me know what you think :thumbsup:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Many of the existing vanilla units from RTW have now been overhauled with alternate models and / or reskins by various TW community artists. Here is a list to illustrate which artwork is featured by each author:- Professor Spatula: includes extensive Dacian overhaul, selected Greek, Numidian, Gaul, German, Iberian, Carthaginian, Macedonian, Thracian, Roman, Mercenary and selected Mount (all reskins); Greek hoplite sword (model); Numidian standard bearer.
- Pinarius: includes complete Mount overhaul (reskins and models).
- GODzilla & Pinarius: includes complete Roman overhaul (reskins and models).
- LAca 1: includes extensive Numidian overhaul (reskins and models).
- LAca 2: includes selected Greek culture overhaul (reskins and models).
- KALI: includes extensive Parthian overhaul (reskins).
- webbird: features webbird's Gauls, Britons, Germans, Macedonians, Greek-Cities, Seleucids, Thracians, Ptolemaics and Mercenary (reskins and models); also featuring elements of maximusminimus' Carthaginian & Iberian reskins, and Warspite's Eastern reskins, as well as webbird's own work with these skins.
This will be updated as necessary.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
I've updated the Spartans, so I've just put this new banner together:
https://img88.imageshack.us/img88/4782/rtgnew207lu.jpg
Thanks.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
woah. is that a Spartan Royal Guard? btw i should be able to give test results soon. at least by tommorow. and sorry for the delay.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Its webbird's pylos model, so they feature the cloak, but also have similar helmet designs to the one in your URL avatar ~D At least now I have an excuse to give them decent defensive armour stats. I would say leather armour rather than metal armour, as it was in vanilla - what do you think?
Don't worry about the delay in test results, I've still got plenty to do before the next release. Currently seeing how many units I can cram into the DMB and EDU files before stepping over the hardcoded limits.
[EDIT:]Just remade that sig to improve light enhancement, I've replaced it in the post above.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
ah! lucky i had time and got to test. i say its good! ran quite alot of battles and it was very fun! very good keep it! go ahead give Spartan leather. its a good idea.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Reconstructed Faction Rosters
This is what I've been working on over the past few days. I'm still working on this, and have basically restructured the vanilla recruitment rosters for most factions around the Marius Reforms event.
Faction previews will follow in the near future; this will probably be an ongoing area and subject to change, dependent upon how I believe the rosters can be improved to help the gameplay aspect.
Thanks.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
cool! btw who made those skins?
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Sorry if my replies are slow today. The reason for this is my internet connection is lagging big-time, even though I'm on 2MB broadband...the joys of being on a network ~D
I'm also putting together new faction previews, which as you know includes taking screenshots, editing and filehosting them, creating the topics etc etc, all of which is time consuming.
Those Dacian reskins and models were made by a couple of authors, Professor Spatula & webbird. The Prof's work mainly includes the darker brownish reskins of the PM units, although also featured is his AM Chosen Swordsmen & General's Bodyguards reskins. webbird's work (think this was influenced by Burebista) is mainly the AM units and models, such as the longshield Chosen Swordsmen.
The horse mount models and skins were complied by Pinarius, and there is now a wider variety of horse skins depending upon the type of horse used for the unit.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
I'm also putting together new faction previews, which as you know includes taking screenshots, editing and filehosting them, creating the topics etc etc, all of which is time consuming.
great! RTG's gonna be famous!!!!!:balloon2: :balloon2: :balloon2:
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
why dont you put the review in the mod discussion thread? you can follow Hegemonia City States previews as examples! btw generals are renamed right? (like Strategos Royal Bodyguard)
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
The Marius reform works for other than the Roman factions as well? I mean, playing a non-Roman faction I don´t even get the reform message (which makes sense, actually, I bet few realized the import of the reform until it was too late and the Mulus Marius stood at their doorstep ;) )
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Ciaran
The Marius reform works for other than the Roman factions as well? I mean, playing a non-Roman faction I don´t even get the reform message (which makes sense, actually, I bet few realized the import of the reform until it was too late and the Mulus Marius stood at their doorstep ;) )
yeah thats why your generals get upgraded.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by The Spartan
why dont you put the review in the mod discussion thread? you can follow Hegemonia City States previews as examples! btw generals are renamed right? (like Strategos Royal Bodyguard)
Do you mean one giant discussion topic for all the factions, or individual discussion topics per faction? Personally, I feel that multiple faction topics would be a bit of :spammer:
Don't worry about the unit names, I've used those ones as placeholders. Also, not all of the latest units have been given names & descriptions yet, so I'd rather not make them up ~D
Quote:
Originally Posted by Ciaran
The Marius reform works for other than the Roman factions as well? I mean, playing a non-Roman faction I don´t even get the reform message (which makes sense, actually, I bet few realized the import of the reform until it was too late and the Mulus Marius stood at their doorstep ;) )
Well I'm sure they should work for non-Roman factions. The Romans were so overly concentrated on by the developers in vanilla that the other factions were somewhat neglected. This is reflected in areas such as unit rosters, stats etc.
I'm sure you can copy and paste existing event pics / descriptions into other cultures UI folders / text files, and this should force the game to display this information when the Reforms occur.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
Do you mean one giant discussion topic for all the factions, or individual discussion topics per faction?
why not a one giant discussion for all factions! wheres the am nubian spearman? l love the am desert axemen!
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by The Spartan
why not a one giant discussion for all factions! wheres the am nubian spearman? l love the am desert axemen!
Thanks. I've binned the AM Nubian Spearmen to force the AI to build better quality heavy infantry rather than the light peasantry with poorer stats. Hopefully this will allow for more concentrated army stacks, and will provide greater challenges.
Did you also notice the ommitted chariots? Hopefully this should remove the AI auto-calc bonuses chariot units get on the strat map.
[EDIT:]Btw, update your sig with the new one I made a few posts back ~D
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
The Pontic Kingdom
Pre-Marius (PM) Units
Infantry
Early Eastern Infantry
https://img87.imageshack.us/img87/28...try15iq.th.jpg
Early Hillmen
https://img88.imageshack.us/img88/56...men13aj.th.jpg
Cavalry
Early Pontic Light Cavalry
https://img87.imageshack.us/img87/50...cav12gr.th.jpg
Early General’s Bodyguards
https://img133.imageshack.us/img133/...ral19ii.th.jpg
After-Marius (AM) Units
Infantry
Sword Hoplites
https://img100.imageshack.us/img100/...tes12js.th.jpg
Hillmen
https://img92.imageshack.us/img92/52...men19iv.th.jpg
Bronze Shields
https://img155.imageshack.us/img155/...lds14wj.th.jpg
Missiles
Onagers
https://img100.imageshack.us/img100/...ers18fb.th.jpg
Cavalry
East Heavy Cavalry
https://img155.imageshack.us/img155/...lry11gx.th.jpg
Cappadocian Cavalry
https://img135.imageshack.us/img135/...lry14qm.th.jpg
General’s Bodyguards
https://img92.imageshack.us/img92/42...ral15yc.th.jpg
Units Unaffected By Reforms
Infantry
Phalanx Pikemen
https://img214.imageshack.us/img214/...tes17ps.th.jpg
Missiles
Archers
https://img133.imageshack.us/img133/...her16df.th.jpg
Peltasts
https://img92.imageshack.us/img92/51...nmen17k.th.jpg
Note: the unit names used above are for simplified illustrative purposes only, and may be completely different in the next release.
Furthermore, none of the artwork featured in this preview was completed by myself. It is the featured artwork of several members of the TW community who have generously permitted me to use it in this modification.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
keep up the good work! btw how was tweaking general bodygaurds too be strong? hopefully pain less!
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Haven't tweaked them yet ~;p
I'm actually thinking about reducing the number of cavalry contained in a generals bodyguard, because the size of faction leaders and heirs bodyguards is at present pretty much the same as a powerful cavalry unit.
I can always adjust stats to compensate for a reduction in bodyguard numbers though.
Btw, I've completed the vast majority of the new unit sprites. However, the total size of the sprites folder is the same as the whole of RTG Open Beta v0.2. I'll probably break the next release down into smaller downloads so that dial-up users can also download the mod.
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Quote:
Originally Posted by Seasoned Alcoholic
Btw, I've completed the vast majority of the new unit sprites. However, the total size of the sprites folder is the same as the whole of RTG Open Beta v0.2. I'll probably break the next release down into smaller downloads so that dial-up users can also download the mod.
how would the smaller downloads be like? and just to be curios how big would the download be? (all of RTG V03)
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Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5
Well RTG Open Beta v0.2 was around 85MB, so that gives you some idea how much space the new sprites take up by themselves ~D All the ones that have been made so far have been converted to DDS format, which reduces the total filesize considerably.
As for the total filesize, well that's anyone's guess ~D New units and all their related bits and pieces tend to eat-up filesize a lot. I'm not sure about the version number either, because of the depth of the changes that have been made over v0.2. Its hard to quantify how close the mod is to a 'complete' mod ~D
More good news: I'm currently binning all the chariots from the game. This will free-up model entries in DMB, but should also prevent the auto-calc bias the AI receives when using chariots on the campaign map.