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Thread: Rome Total Realism: Update Thread

  1. #1
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Rome Total Realism: Update Thread

    ROME TOTAL REALISM

    Okay well im sure most off you already know of this mod, but it seems there is a need to keep you guys posted. I am to say the Org P.R man for RTR, and have had permision to make this thread...

    The site- http://www.rometotalrealism.org/, check the downloads section, and please vist our forums.

    INTRO:

    For those that dont know RTR is a mod that aims to be first and formost a mod that aims to be historical as possible. Obviously there are hardcoded limits, but Realism factor has been greatly enhanced from Vanilla. This is currently the most succesful mod for RTR, and continues to grow and strengthen.. Recently there has been a leadership change along with many new members and we hope this will only greatly enhance the mod.

    Our site can be found at here-http://rometotalrealism.com/

    You will find this Site very informative and a link to our forum can be found there...


    History

    This mod was originally created by Gauis Julius and Zappa, and was the first major mod made. It started out rather small, but grew up with each new version. Eventually the team grew and new leadership was formed.

    Current Version

    The newest release is version 6.0, wich adds a new map, complete unit overhaul, and many new features. The work put into this was tremendous.

    Comming very soon, will be version 6.1 wich will be a huge improvment on the already great 6.0..

    EDIT: 6.1 has been released! Check it out here...http://forums.rometotalrealism.org//...showtopic=8068


    Please feel free to ask any questions on RTR and I will attempt to answer them the best I can..

    -King of Atlantis( Kscott)
    Last edited by King of Atlantis; 09-22-2005 at 00:26.

  2. #2
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread



    A taste of whats to come in 6.1...

  3. #3

    Default Re: Rome Total Realism: Official Update Thread

    Heh...I can taste the EB influence from here.

    Will the next patch remove control of the non-Gallic Celtic holdings which the "Gauls" faction currently controls?

  4. #4
    Member Member Atheist_Peace's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Yes, thankfully it will.

  5. #5
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    yes, 6.1 will restrict Gaul, to well Gaul...

  6. #6

    Default Re: Rome Total Realism: Official Update Thread

    What about the Greek Cities?

    Seeing as how only 17 factions are in use, is there any chance that we might see another emerge anytime soon, say, a faction for the Britons? Tylis would also be cool, but it was destroyed two years before the start of the mod.

  7. #7
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    no new factions for 6.1, but there will be some for 7.0. Those for one havent completely been decidedon, and im not even sure if im allowed to say anything about them, but you wont be seing a return of Britian, they simply werent historicaly powerful....

    The three factions not used are two roman families and the senate...

    The senate is unusable, and the roman factions cant be used for anything other than romans, though you can probably expect some culture changes, however it would take a lot to add in a barb faction...


    as for the greeks...
    They havent been chaned for 6.1, but you must remember, a 'greek' faction is kinda ahitorical in the first place, but is needed to represent the power of the greeks....

    I can tell you that certain aspects of the greek faction will change in 7.0, but thats all I will say...
    Last edited by King of Atlantis; 09-05-2005 at 08:39.

  8. #8
    Member Member Atheist_Peace's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Dont mean to take over your turf here KoA, but from what Caius said in IRC recently, two Gallic tribes is actually a very possible idea for 7.0, switching cultures isnt that big of a deal really.

  9. #9

    Default Re: Rome Total Realism: Official Update Thread

    Congratulations, King of Atlantis. Will you be able to answer any RTR-related technical questions posted on the General forum as well?
    Epistolary Richard's modding Rules of Cool
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    dictator by the people Member caesar44's Avatar
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    Thumbs down Re: Rome Total Realism: Official Update Thread

    Heared about building some kind of a bridge between Sicila and Italia to allow the Punics to invade Italia , it is true ? (certainly an unseen bridge) .
    "The essence of philosophy is to ask the eternal question that has no answer" (Aristotel) . "Yes !!!" (me) .

    "Its time we stop worrying, and get angry you know? But not angry and pick up a gun, but angry and open our minds." (Tupac Amaru Shakur)

  11. #11
    Senior member Senior Member Dutch_guy's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    would it now be possible to play a custom match without all those mercenairies in every unit roster.
    Although I love all the units, it would be better to restrict a Faction to it's regular units in a custom match

    I'm an athiest. I get offended everytime I see a cold, empty room. - MRD


  12. #12
    Member Member Atheist_Peace's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Quote Originally Posted by Dutch_guy
    would it now be possible to play a custom match without all those mercenairies in every unit roster.
    Although I love all the units, it would be better to restrict a Faction to it's regular units in a custom match

    This one I can answer, the units have been restricted to each faction with a few nearby mercs and such. I am hoping that all of the AoR units will be given to the otherwise useless SPQR faction in custom battle so that you can use them to simulate whatever army you want that isnt a faction in the game.

  13. #13
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Quote Originally Posted by caesar44
    Heared about building some kind of a bridge between Sicila and Italia to allow the Punics to invade Italia , it is true ? (certainly an unseen bridge) .

    You have heard right.

  14. #14
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Quote Originally Posted by Epistolary Richard
    Congratulations, King of Atlantis. Will you be able to answer any RTR-related technical questions posted on the General forum as well?

    well yes, I can answer most of them, but Im still very new, but I will do my best..

  15. #15
    Isänmaantoivo Member Kääpäkorven Konsuli's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Quote Originally Posted by King of Atlantis


    A taste of whats to come in 6.1...
    Wow, looks like RTR doesn't hate "Barbarians" any more . Good job, maybe someday you can even compete whit EB.
    Do you have any idea when 6.1 might be released?
    Edit: Very soon? You don't give release dates any more?
    anyway, good luck!
    Last edited by Kääpäkorven Konsuli; 09-06-2005 at 09:00.
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  16. #16
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Well the focus of 7.0 and partially of 6.1 is the barbarians...

    And yes im very happy about this too


    The release for 6.1 is comming soon, but I cant tell you how soon that will be, but yes close.....

  17. #17

    Default Re: Rome Total Realism: Official Update Thread

    Will the British Isles still have a ridiculous amount of troops kicking around for no good reason?

  18. #18
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Well, the British Isles will still be represented as Strong rebels, which is exactly what they were, and certainly is the bes way to depict them..

  19. #19

    Default Re: Rome Total Realism: Official Update Thread

    Uh...right. They weren't "historically powerful", but there are five full stacks of rebels running around at the beginning of the game..

  20. #20
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    They were powerful defenders, just never attackers..., but for more on this complain at RTR forums, where you can help influence policy..

  21. #21

    Default Re: Rome Total Realism: Official Update Thread

    I have an inkling that such an action would be entirely futile.

  22. #22
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Not really, there is a whole forum for suggestions. The old leadership of RTR may have not listend, but the new is making many changes for the better and are certainly open to suggestions..

  23. #23
    Senior Member Senior Member econ21's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Good to see some sort of institutionalised RTR presence here at the Org, King of Atlantis. The mod is brilliant and restored my faith in RTW. Early versions got the gameplay back to the saner MTW speeds and stripped out some of the sillier units while v6.0 does some very nice work improving the historical realism. I kinda wished RTR had it's own sub-forum, but then again it does have a lively set of forums on its own site.

    Can you give a quick list of what's definitely coming in 6.1? I know there'll be balancing tweaks to the stats and an end to the CTD when the Romans get 50 provinces. From what you said, we'll be getting new German units/skins and losing the Gauls in Galatia. Any other big changes on the way? (Not that there need be, that's a pretty substantial patch.)

  24. #24
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Well, First and foremost 6.1 is a patch.

    It also includes new stuff that was planned for 7.0, but has already been finished.

    For example beautiful germans, new romans, Gaul is restricted to Gaul.

    These are the major changes though im sure there will be more to look foward too..

  25. #25
    Member Member Seleucos I Nicator's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    You might want to see this.

    http://www.twcenter.net/forums/showthread.php?t=32552

    But, mind you, this will not halt or hinder progress of 6.1.
    Rome Total Realism team member
    Imperia Romana team member
    Syria TW mod creator, team leader

  26. #26
    Bopa Member Incongruous's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Oh jesus christ, I loved those forums,

    - Edited by Myrddraal: that language and the meaning it conveys is unacceptable Bopa, please restrain yourself.

    Edit: I see you got there first Simon...
    Last edited by Myrddraal; 09-12-2005 at 10:54.

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  27. #27
    Senior Member Senior Member econ21's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    Bopa the Magyar, please edit your last post to remove the bad language. We're a family forum and kids may be reading.

  28. #28
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    The site is for sale?!

    What happened?!

    I checked http://forums.rometotalrealism.com and it's for sale!!!!
    Ja mata, TosaInu. You will forever be remembered.

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  29. #29
    Don't worry, I don't exist Member King of Atlantis's Avatar
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    Default Re: Rome Total Realism: Official Update Thread

    It will be back up. This is thanks to the former leader Tyr...

  30. #30

    Default Re: Rome Total Realism: Official Update Thread

    Great, it's going on/of the net now. Could just get in for a moment or so, hope your right
    Perhaps we could ask Tyr krause@krauselabs.net not to do this again?

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