no. the urban cohort def is 24. but you upgraded the praetorians to that right?Quote:
Originally Posted by Seasoned Alcoholic
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no. the urban cohort def is 24. but you upgraded the praetorians to that right?Quote:
Originally Posted by Seasoned Alcoholic
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
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.Quote:
Originally Posted by The Spartan
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.
Yup, I've got similar entries for those units. The only exception is the persian sparabara, I've used Eastern Militia Spear Levies instead.Quote:
Originally Posted by The Spartan
A couple of polls were closed recently in the RTG Subforums @ 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:
whats the situation with the missile attacks?
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:
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.Quote:
they had similar helmets to the praetorians, but the urbans had better quality armour, leg cleaves etc.
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 @ TWC. Everything is a bit distorted in a single topic, especially as I've moved between multiple areas quite frequently.Quote:
Originally Posted by Ciaran
Do you have any unused games / applications that you could remove from your system to free-up some hard-disk space?
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:
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:
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! ~DQuote:
Originally Posted by Seasoned Alcoholic
Thanks for your feedback! :medievalcheers:
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)
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.Quote:
Originally Posted by Seasoned Alcoholic
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.
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/...lia15ni.th.jpg
https://img280.imageshack.us/img280/...uxilia1.th.jpg
https://img252.imageshack.us/img252/...ort12nz.th.jpg
https://img252.imageshack.us/img252/...tcohort.th.jpg
https://img252.imageshack.us/img252/...tes14ny.th.jpg
https://img280.imageshack.us/img280/...ers16uf.th.jpg
https://img280.imageshack.us/img280/...ati18rz.th.jpg
https://img252.imageshack.us/img252/...ard11oi.th.jpg
https://img280.imageshack.us/img280/...odyguar.th.jpg
https://img264.imageshack.us/img264/...ort13jf.th.jpg
https://img252.imageshack.us/img252/...ort11cb.th.jpg
https://img252.imageshack.us/img252/...lry11im.th.jpg
https://img252.imageshack.us/img252/...lry11im.th.jpg
https://img264.imageshack.us/img264/...try17wh.th.jpg
https://img264.imageshack.us/img264/...try14ac.th.jpg
https://img252.imageshack.us/img252/...ard15tx.th.jpg
https://img252.imageshack.us/img252/...pes12hv.th.jpg
https://img252.imageshack.us/img252/...lia15ej.th.jpg
https://img264.imageshack.us/img264/...lia19lt.th.jpg
https://img264.imageshack.us/img264/...rii15va.th.jpg
https://img264.imageshack.us/img264/...tes18ot.th.jpg
Thanks.
YES!! those graphics look good.:inquisitive: (better than mine) did u do anything special?
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.Quote:
Originally Posted by Seasoned Alcoholic
btw sorry if this is spam. (it probably is :laugh4: )
can you add Darth Mod Formatons? (latest one v13.0) i tried it before and it is great!
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.
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:
: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:
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.)
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://img305.imageshack.us/img305/9146/r1216yg.th.jpg
https://img305.imageshack.us/img305/7794/r1222uo.th.jpg
RTG Campaign Map #8
https://img91.imageshack.us/img91/1473/map81wc.th.jpg
Latest copy of map_regions.tga
https://img91.imageshack.us/img91/41...ons68nb.th.jpg
Thanks for the warm welcome guys.:2thumbsup:
yes a second settlement at ireland!
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
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/...ercs10v.th.jpg
https://img104.imageshack.us/img104/...rcs19xy.th.jpg
https://img258.imageshack.us/img258/...rcs11rg.th.jpg
https://img258.imageshack.us/img258/...rcs14mb.th.jpg
https://img104.imageshack.us/img104/...rcs12wc.th.jpg
https://img258.imageshack.us/img258/...rcs19bj.th.jpg
https://img258.imageshack.us/img258/...rcs18qr.th.jpg
https://img104.imageshack.us/img104/...rcs18cf.th.jpg
https://img258.imageshack.us/img258/...rcs12ld.th.jpg
https://img258.imageshack.us/img258/...rcs16ln.th.jpg
https://img258.imageshack.us/img258/...rcs14xe.th.jpg
https://img104.imageshack.us/img104/...rcs11pd.th.jpg
https://img258.imageshack.us/img258/...rcs13ga.th.jpg
https://img378.imageshack.us/img378/...archern.th.jpg
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.
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
very good decision! :2thumbsup:Quote:
Originally Posted by Seasoned Alcoholic
it was weird that the Greek Citites were allying with Gaul...:inquisitive: