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Thread: Rome TW - Remastered

  1. #181
    Member Member Xantan's Avatar
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    Default Re: Rome TW - Remastered

    So with regards to the limits, it's a matter of the engine limits, which has to be recompiled and reworked to make it feasible. It depends if Feral now will do all of the effort to raise it as high as possible.

    255 is the region limit I think, maybe we can have 350-400?

  2. #182
    Member Member hoom's Avatar
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    Default Re: Rome TW - Remastered

    IMO if the sales are that bad they should concentrate what will presumably be limited support on stuff like pathfinding that should be a bit smaller tasks & there are known code improvements from later games they could backport.
    Also on tools to assist modders with porting from original version.
    maybe those guys should be doing something more useful...

  3. #183
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Rome TW - Remastered

    Yeah I think priority #1 and 2 should be the pathfinding and modding support. The remaster wont survive without those two things sadly.
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  4. #184
    Member Member hoom's Avatar
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    Default Re: Rome TW - Remastered

    Well, RIP a whole heap of limits & limitations
    https://www.totalwar.com/blog/total-...tch-202-notes/

    I've only ever done the most trivial level of modding but there are a lot of things here that seem extremely awesomely modder friendly if any mods actually are developed to make proper use of them.
    maybe those guys should be doing something more useful...

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  5. #185

    Default Re: Rome TW - Remastered

    Wow!!! That's a lot of fixes. Nice level of support.
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  6. #186
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Rome TW - Remastered

    It has unlocked a lot of features, which is great overall, but it's up to modders to make use of them so this will take some time.

    I do wish this was the case 17 years ago when the game was launched...
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