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Thread: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

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  1. #1

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    new names for Roman General Bodyguards:
    Legate's Bodyguard(PM)
    Legate's Praetorian Bodyguard(AM)
    a legate is a commander of legion. when the Praetorians were formed they also protected legates.
    Greek Bodyguards:
    Strategos' Bodyguard(PM)
    Strategos' Royal Bodyguard.(AM)
    I'm not sure if Strategos' were generals or officers. Maybe Dukezer0 can correct me on that.

  2. #2

    Post Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    I've had a very brief look at the Night Raiders used in BI, represented by the Alemanni, Burgundii and Lombardi factions. I'll probably create a poll in the near future to hear public opinion regarding the most popular skin from the 3. This will be in the RTG subforums over @ TWC (link).

    Thanks for those proposed unit names The Spartan, I think a unit naming overhaul is on the cards...
    Last edited by Seasoned Alcoholic; 05-13-2006 at 10:47.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  3. #3

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Egyptians:
    Nile Cavalry: Cleruchs
    Im not sure whatare Cleruchs but thats the correct name and it also says it in the export model battle.

  4. #4

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Libiyan Spearmen need a new sprite they look like the old Libiyan Spearmen. BTW what do you think of the idea of giving Triarii a gladius they could be a multi-purpose type of troop. (the gladius would be stronger than the spear)

  5. #5

    Post Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Quote Originally Posted by The Spartan
    Libiyan Spearmen need a new sprite they look like the old Libiyan Spearmen. BTW what do you think of the idea of giving Triarii a gladius they could be a multi-purpose type of troop. (the gladius would be stronger than the spear)
    Thanks, I'll make a note to create some new sprites for the Libyan Spearmen next time round. Btw, are the Libyan Spearmen sprites wrong for Carthage, Numidia or both?

    I've had a quick test of Triarii in hand-to-hand combat. I'd always thought that they had secondaries since most of the other spearman models did. Since I can't model, I can't add secondary swords to the Triarii model. I think they're capable defensive spearmen, and because of the absence of the secondary sword, at least they won't automatically switch to their secondaries (like hoplites etc do) when they're in melee.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  6. #6

    Post Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Night Battles & Archer's Skymod

    Night Battles & Archer's Skymod are now included within RTG. I'd like to thank DimeBagHo for his excellent tutorial on how to include night battles in RTW using the BI code. I'd also like to thank Archer for the superb work he has done in his Skymod.

    Here are a few screenshots:













    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  7. #7

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Quote Originally Posted by Seasoned Alcoholic
    Spearmen sprites wrong for Carthage, Numidia or both?
    Only Carthage. (Sorry took so long to reply playin campagin!)

  8. #8

    Post Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Mercenary Recruitment Pools / AOR

    I've thought about spicing up the mercenary recruitment pools / AOR by increasing the number of available mercenaries to hire, and also the number of pools. What this should hopefully do is to add a bit of differentiation from how mercenaries were available for recruitment in vanilla RTW.

    I've also thought about making use of some of BI's units as mercenaries in RTG. Here are a few examples (more are welcomed for consideration ):

    • Kurdish Javelinmen
    • Sarmatian Auxilia
    • Eastern Archers
    • Dromedarii
    • Goth Noble Warriors
    • Gallowglasses
    • Wolfhounds
    • Bosphoran Infantry
    • Alan Noble Cavalry
    • Sarmatian Noble Cavalry
    • Alan Horse Archers
    • Sarmatian Armoured Archers
    • Steppe Raiders
    • Berber Axemen
    • Desert Archers
    • Moorish Raiders


    Obviously units can be renamed as appropriate, and also if slave skins are available for units such as the ones listed above, then perhaps the slave skins can be used instead of the vanilla BI ones.

    However, there is a hardcoded limit to the number of units contained in EDU. I'll have to see how many I can make room for, but hopefully some of these may be added to the mercenary recruitment pools / AOR.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  9. #9
    Member Member Dukezer0's Avatar
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    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    There are a couple of things i wish to bring to your attention SA if i may.

    First, i like the new skin for the sarmatian mercs but sometimes when you pan the camera back, you can only see the rider and not the horse. I have only noticed this on desert maps.

    Secondly, if generals have traits to increase their hit points, it is not shown on the statistics though its still apparent when you fight them AFAIK ;).

    Apart from that, i'm getting toward the end with my selucid campaign :).
    Gaul is nearly gone (surprise surprise), carthage have all of africa (apart from egypt, i have that :D) and nearly all of iberia. Dacians have suffered the brunt of the brutii, leaving macedon to become a super power but they aren't attacking anyone! (not that thats the problem of your mod though ;))

    Sarmatians wiped out armenia, i wiped out egypt, parthia and pontus (like the change from pontic heavy to eastern heavy BTW :)).
    Alls good!

    BTW SA, have you changed the rebel occurences at all?
    IIRC, when you control a province for a long time, it decreases the chances of rebels appearing... am i right?
    If so, rebels still appear quite frequently (some quite nasty too :O). Not that i mind though, just curiosity :).

    One last thing, during the early stages of your mod, it reminds me of one of my fav mods for medeival called MOYA (medeival on ya).
    It was simple, each faction started with one city with no buildings and a wod of cash. The rest were rebel controled... and i mean controlled :D.
    Just reminds me of it... if you leave the rebels to grow, they can really hinder your progress in RTG.

    Cheers

    Laters

    Duke0
    An innacurate paradox of random variation.

  10. #10

    Post Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Quote Originally Posted by Dukezer0
    There are a couple of things i wish to bring to your attention SA if i may.

    First, i like the new skin for the sarmatian mercs but sometimes when you pan the camera back, you can only see the rider and not the horse. I have only noticed this on desert maps.
    The Sarmatian mercs make use of cataphract mounts, I may need to create new sprites for this by the sounds of things.

    Quote Originally Posted by Dukezer0
    Secondly, if generals have traits to increase their hit points, it is not shown on the statistics though its still apparent when you fight them AFAIK ;).
    Do you mean traits such as "Cruelly Scarred" etc? I think CA must've adjusted the threshold levels so that this trait series is more difficult to achieve. I can remember back in vanilla versions this trait was originally far too easy to acheive, think you used to gain a trait improvement after each battle that was fought

    Quote Originally Posted by Dukezer0
    Apart from that, i'm getting toward the end with my selucid campaign :).
    Gaul is nearly gone (surprise surprise), carthage have all of africa (apart from egypt, i have that :D) and nearly all of iberia. Dacians have suffered the brunt of the brutii, leaving macedon to become a super power but they aren't attacking anyone! (not that thats the problem of your mod though ;))

    Sarmatians wiped out armenia, i wiped out egypt, parthia and pontus (like the change from pontic heavy to eastern heavy BTW :)).
    Alls good!

    BTW SA, have you changed the rebel occurences at all?
    IIRC, when you control a province for a long time, it decreases the chances of rebels appearing... am i right?
    If so, rebels still appear quite frequently (some quite nasty too :O). Not that i mind though, just curiosity :).

    One last thing, during the early stages of your mod, it reminds me of one of my fav mods for medeival called MOYA (medeival on ya).
    It was simple, each faction started with one city with no buildings and a wod of cash. The rest were rebel controled... and i mean controlled :D.
    Just reminds me of it... if you leave the rebels to grow, they can really hinder your progress in RTG.

    Cheers

    Laters

    Duke0
    Yeah, I've tweaked rebel occurences quite considerably. Regarding region-based rebellions (IE the stacks that appear at random in a given region), I only made slight adjustments. However, this appears to have increased the frequency of rebels appearing at random across many provinces, I'm not entirely sure why when only small changes were made. Perhaps other factors come into play that I'm unaware of

    I know about the strength and type of the rebel units contained in armies, these were changed deliberately to ensure a player is kept on their toes, and prevents worthless battles against say peasants and weak infantry.

    Thanks.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  11. #11
    Member Member Dukezer0's Avatar
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    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Do you mean traits such as "Cruelly Scarred" etc? I think CA must've adjusted the threshold levels so that this trait series is more difficult to achieve. I can remember back in vanilla versions this trait was originally far too easy to acheive, think you used to gain a trait improvement after each battle that was fought
    I didn't explain myself well :D.
    What i mean is, when a general with as you say a trait like cruelly scarred, his hit points are increased, but when i look at the unit card, it still says 2, when it should be like 5 or whatever ;). But in battle i'm sure its still 5 (i have no way of knowing for sure though).

    I know about the strength and type of the rebel units contained in armies, these were changed deliberately to ensure a player is kept on their toes, and prevents worthless battles against say peasants and weak infantry.
    Tell me about it :D.
    And yes, i agree its a good thing. I used to just bribe them if my stacks were too far away..... no chance doing that with RTG :D.

    Cheers
    An innacurate paradox of random variation.

  12. #12

    Post Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Quote Originally Posted by The Spartan
    Egyptians:
    Nile Cavalry: Cleruchs
    Im not sure whatare Cleruchs but thats the correct name and it also says it in the export model battle.
    How does Ptolemaic Nobility sound instead?


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  13. #13

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    Quote Originally Posted by Seasoned Alcoholic
    How does Ptolemaic Nobility sound instead?
    thats good.

  14. #14

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    if you're not gonna reskin Praetorian cohort, why not give them the old Urban Cohort? (whith full armor no chainmail) since they are praetorians they should have better armor. also since you made them stronger the armor can prove that evident.

  15. #15

    Default Re: Rome: Total Gameplay (RTG), compatible with vanilla RTW v1.5

    [QUOTE=I'm not sure if Strategos' were generals or officers. Maybe Dukezer0 can correct me on that.[/QUOTE]
    i have confirmed that Strategos' were the highest rank in the army. (the commander) http://en.wikipedia.org/wiki/Strategos

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