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  1. #1

    Default Re: Rome:Total War Cards

    Null
    Last edited by Bringer(MC); 08-18-2021 at 05:12.

  2. #2

    Default Re: Rome:Total War Cards

    Null
    Last edited by Bringer(MC); 08-18-2021 at 05:12.

  3. #3
    probably bored Member BDC's Avatar
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    Default Re: Rome:Total War Cards

    You could just put "Julii capitol", sounds better...

    And maybe names on the pictures of cities? But looks really good.

  4. #4

    Default Re: Rome:Total War Cards

    Looks great!
    Ja-mata TosaInu

  5. #5
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Rome:Total War Cards

    Actually, Hastati have melee attack of 7. Don't rely on the online references, several have numerous errors like incorrect hit points for elephants, and incorrect mount effects, etc. You probably pulled the value of 8 in game from a veteran unit with experience.

    The source you should use is the export_descr_unit.txt file. It has all the unit stats you need.

    The cards look great.

    For buildings you might want to look at the buildings file as well (I have not done so yet, so I can't direct you.) Several of the structures have undocumented population effects that are not mentioned in the in game help.

    For provinces, there is a file descr_regions.txt that lists the base level of agriculture. It also lists the founding faction and resources. In the descr_strat.txt file you can find the starting population. There are other resources listed in there as well, but they listed by tile, rather than province/settlement.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  6. #6
    Savior of Peasant Phill Member Silver Rusher's Avatar
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    Default Re: Rome:Total War Cards

    I have another idea; condition cards.

    Condition Cards show the conditions of a settlement, for example:

    "Squalid
    (picture of rat)
    Applied: When the development point* level of your town meets 50
    Effect: Decreases population loyalty** by 20, and halves the annual development***."

    * development points can represent population, so 1 point is 100 people in the settlement. The starting number of development points should be put on the cards, just something to think about.

    ** population loyalty is always 100 at the start, but this changes with condition cards. If the population loyalty is 70+ then it's OK, but if it's lower you gotta roll a dice. A chart:

    60-70: Roll a six you get a rebellion. Roll anything lower and you're fine.
    50-60: Roll a five or six and you get a rebellion. Anything lower, you're fine.
    40-50: Roll a 4-6 and you get a rebellion. Anything lower, you're fine.
    30-40: Roll a 3-6 and you get a rebellion. Anything lower, you're fine.
    10-30: Roll a 2-6 and you get a rebellion. Anything lower, you're fine.
    Under 10: You have an automatic rebellion.

    *** annual development represents population growth. It is exactly the same, using the same percentage system. It always starts at 5% and is changed with condition cards.

    THESE ARE JUST SUGGESTIONS REMEMBER
    THE GODFATHER, PART 2
    The Thread

  7. #7

    Default Re: Rome:Total War Cards

    Null
    Last edited by Bringer(MC); 08-18-2021 at 05:12.

  8. #8

    Default Re: Rome:Total War Cards

    Null
    Last edited by Bringer(MC); 08-18-2021 at 05:12.

  9. #9

    Default Re: Rome:Total War Cards

    It's capital, the capitol is a building in the US.

  10. #10

    Default Re: Rome:Total War Cards

    Null
    Last edited by Bringer(MC); 08-18-2021 at 05:13.

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