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Thread: Some add ons....

  1. #31

    Default Re: Some add ons....

    Please note, the names for those traits and the bonuses are _not final_ and may change.
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  2. #32
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    Added new Formations and AI tweacks made by DARTH VADER !


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  3. #33
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    Severall Grass fields different for different battlefields ....


    Creator of Ran no Jidai mod
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    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
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  4. #34
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: Some add ons....

    That army shot with Darth's formations, is that the AI side or is it your own army? If it is the AI, does it stay in good formation?
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  5. #35

    Default Re: Some add ons....

    the AI stays in a surprisingly good formation ^^


  6. #36
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    Now also the Swamps won't be anymore a flat useless land .....


    Creator of Ran no Jidai mod
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    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
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  7. #37
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    A Cloudy Day ! Beyond CA Dreams ?







    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
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  8. #38

    Default Re: Some add ons....

    Godly.

  9. #39
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    Whor the ones that still are asking if it is a photoshop mounting it is not so here a less clean screenshot ....



    I altered also the illimination settings as well as the daytype stuff ....

    Creator of Ran no Jidai mod
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    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
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  10. #40
    Earl Of Warwick/Wannabe Tuareg Member beauchamp's Avatar
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    Default Re: Some add ons....

    Wow! Those clouds look pretty epic


    Ya Misr!

  11. #41
    Member Member hoom's Avatar
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    Default Re: Some add ons....

    Vapour trails = alien visitations?
    maybe those guys should be doing something more useful...

  12. #42
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    No , Jupiter's Thunderbolts ........


    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  13. #43
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    New Barbarian Settlements...



    And Capital...

    Last edited by PROMETHEUS; 07-02-2006 at 09:30.

    Creator of Ran no Jidai mod
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    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
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    VIS ET HONOR

  14. #44
    Member Member Bonny's Avatar
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    Default Re: Some add ons....

    awesome !!!!!!!!1111elf


  15. #45
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    GRRRRRRRRRRRRRRRRRRRRRRRR



    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
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    VIS ET HONOR

  16. #46
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Some add ons....

    New implementation of the city traits .... by Epistolary Richard ....

    Romanisation/Barbarism in settlements

    So this is it. For the next version, we'll be introducing a feature I'm calling 'city traits'. It'll be working through the trait mechanism but they'll apply to individual cities rather than individual characters.

    The primary city trait we'll introduce will be ones to deal with the process of cultural integration in conquered territories. Different mods have tried different ways to represent how a region is gradually assimilated into an empire - this is very simple, the longer you hold a region - the more integrated the population become; starting from a hostile people viewing you as invaders to loyal patriots happy to fight and die for your empire's sake.

    Each settlement is handled differently, not every settlement will be as easy to assimilate as others - some will take longer, some may well nigh be impossible for certain cultures. Different cultures will be more effective in some areas than others.

    The consequences of cultural integration is not yet finalised, and will likely vary from faction to faction. The barbarians will see an interaction between cultural integration and the Call of the Lord script - varying the troops they recruit in each settlement depending on the geographical location and length of occupation, both the Romans and the Barbarians will see it impact their ability to keep their settlements under control and expand. While the Barbarians will find it easy to raise large armies and conquer, they will struggle to hold onto their gains, whilst the Romans will be able to expand solidly and methodically but will constantly be outnumbered.

    Here is an example of the cultural integration city trait in action in the settlement of Segesta:

    This first shows Segesta at the beginning of the game


    Nothing appears immediately after Vibius Julius conquers the settlement, it takes time to properly assess the mood of the populace


    The next turn though, we see the status of the Romans in Segesta: they are considered an occupying force.


    Within a few years though, they have become accustomed to Roman control - this is perhaps unsurprising as the Ligurian locals have some familiarity with the other Italian peoples. They might resist a more foreign power a great deal longer.


    I then withdrew the garrison and let it rebel. Once a character leaves a settlement, the city trait information is removed to keep the trait display uncluttered.



    Recapturing after a few years, we see that during their independence the Ligurians have reverted to their old ways and the process of Romanisation must begin anew

    Epistolary Richard ....

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  17. #47

    Default Re: Some add ons....

    To clarify -

    - In the above example, the Romanisation status of Segesta exists independently of any one character. The longer you own it, the more Romanised it will become; should you lose it, it will gradually revert to its original ways (or slowly adopt the customs of its new owners).

    - The way to check to see what the status of a settlement is is to move a character into it and end his turn there. At the beginning of his next turn he will have acquired a trait that tells what what level of Romanisation the settlement has reached. The turn after he leaves, this trait will have disappeared - but as long as you still own it, the settlement will continue to Romanise. The visible trait on the character sheet is just FYI.
    Epistolary Richard's modding Rules of Cool
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  18. #48
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: Some add ons....

    In this last feature, did segesta go from a village to a town and back to a village? I had thought it was hardcoded that cities couldn't go back to a smaller size.

    Also, as I had originally thought happened, and as I've always wondered, is it possible to change the cultural appearance of a city on the campaign map without changing the size? That would be a cool effect of romanizing a town, but I would amagine it is hardcoaded.


  19. #49

    Default Re: Some add ons....

    Quote Originally Posted by MarcusAureliusAntoninus
    In this last feature, did segesta go from a village to a town and back to a village? I had thought it was hardcoded that cities couldn't go back to a smaller size.
    I took the pictures from a couple of different tests, I may have fiddled with the tax rate/demobilisation so they didn't always hit town at the same time.

    Quote Originally Posted by MarcusAureliusAntoninus
    Also, as I had originally thought happened, and as I've always wondered, is it possible to change the cultural appearance of a city on the campaign map without changing the size? That would be a cool effect of romanizing a town, but I would amagine it is hardcoaded.
    Not to my knowledge.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  20. #50

    Default Re: Some add ons....

    Dudes, I cannot download the Mod http://modnet.info/mods/rg/rg_1_final_download.html
    And I would really like to play Res Gestae.
    Anyone know a mirror ?

  21. #51

    Default Re: Some add ons....

    I would also like to download it.

  22. #52
    Member Member Helgi's Avatar
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    Default Re: Some add ons....

    If we're to DL Res Gestae, we do need a link that works.
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