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16
Rome - Total Realism / The RTR Beta 2 Public Release Thread
« on: July 17, 2016, 02:13:08 PM »
Hello everyone!

It is my pleasure to announce that we are releasing our second beta this weekend, to be followed by a LIVE STREAM of the mod by our very own Jackasaurus, so keep your eyes on this thread for when he posts his link.

Now, onto the mod!

Our last release thread contained no screens, and basically a list of changes. We have made up for that by taking a good amount of screenshots for everyone to gaze at.
In BETA 2 we really focused on our in-game mechanics regarding trade, farming, economy, population growth, battle mechanics and overall ai gameplay. Graphics are roughly the same, though the environments are an upgrade due to EmoDude's constant work. Units are the same, and factions got some tweaking in regards to symbols and colors. However, the gameplay (which is what we've been focusing on first from day one) is superbly better. I have done a few tests myself and it is a very fun mod to play as regardless of the faction!

Here is the entire feature list dating back to our first release.

1) The map is based off Philadelphos' Rome Total History map. This map in turn is based off the combination of the RTRPE map and the Mundus Magnus map that we have come very accustomed to. This means the map will encompass the areas that were most important to Rome and Greece. Certain areas will not get as many settlements due to the fact that they bordered the Greek and Roman lands, and they were considered more of trade partners than enemies. Such areas include India, Arabia, Africa, and North East Europe. Two major rivers are navigable, the Nile and Danube. We have also recently expanded the map more into India and have made a new radar map as well as all of the faction maps.
EmoDude has also polished the campaign map. He fixed the jagged coastlines, improved the textures, made new eye candy water, added 3D sand dunes to deserts, added new settlements from RTRVII and RSII, e.t.c.
Spoiler (click to show/hide)

Besides a beautiful map we decided that for phase 1 we needed a solid base in which we can develop a great mod. So we are running RTW on the Alexander engine, which is the best engine of the three as it has multiple AI improvements and it can handle most of the features from Barbarian Invasion.

Here are the features in Detail:
2) Every city that historically had either stone or earth walls have stone walls, even if they are not at city level yet. Some colonies and most barbarian settlements have wooden walls.
3) Most regions have roads, blacksmiths and ports as its realistic.
4) Most cities have the closest temple associated with it historically in place.
5) If cities specialized in ships, academics, mining, farming, games, theater, cavalry, archers, or infantry they have been given the specific buildings to represent this.
6) Religion: which is now termed culture. There will be Western Civilized, Eastern Civilized and Barbarian cultures. They each get a building tree to help spread their culture and public unrest will be the result if you conquer a city of different culture. Each region has an indestructible native culture building, but factions can build colonies of their culture to help convert the populace. Carthage and the Seleucids will have the toughest time. Also traits were added to characters to reflect their culture. Thanks to the XGM and XC teams for helping us with this feature.
Spoiler (click to show/hide)

7) Seventh Culture: Nomad. This has been given to two factions. They now have different portraits, and sound eastern. They also have eastern music and the nomad building tree from BI. Xeofox has done great work to make them look unique compared to other cultures.
Spoiler (click to show/hide)

 8) Loyalty: This feature has been given to a few greek and celtic factions and your generals all have the loyalty feature attached to them. A disloyal general will defect to the shadowing faction upon revolt instead of being kicked out of a settlement.
Spoiler (click to show/hide)

9) Night Battles: Your best generals will now have the ability to fight night battles.
Spoiler (click to show/hide)

10) BI Buildings for Barbarians: the 4th and 5th tier buildings have been added to the strat map and battle map. No bugs either.
Spoiler (click to show/hide)

11) Naval Invasions: A few factions will have the tendency to make naval invasions.
12) BI Barbarian Interface
13) Advisor portraits for Barbarian, Nomad, Carthaginian, Greek and Eastern Cultures.
14) Faction Specific Mercenaries. With ALX, factions can have mercenaries available only to them. I added a few vanilla units that made sense to some factions (we are tinkering with this, once we add more units it will become more unique and diverse)
15) Immortal trait added (this will be important for future development)
16) ai_do_not_attack_faction - this feature makes it so factions don't attack a faction. It can only be used once per faction. I'll let you guess who we gave this to!
17) New factions: Sarmatia, Nabataea, Hellenic Kingdoms, Saka, Illyria, and Celtic Tribes
18) One Roman Faction
19) A new recruitment system: When you take over a settlement you can build a normal barracks but it will only allow you to recruit the most basic troop types, native to that region. However, depending on which settlement you take you will be able to have two options to choose from. First is the annexation route where you slowly integrate the city and its people into your culture. This will lead to unrest and it takes a long time, but in the end you acquire access to most of your factional units. The second route is an allied client state where it takes a quick amount of time and gives you local troops, this also keeps the population happy but you cannot train factional units.
20) Built off of this system is an Area of Recruitment and Zone of Recruitment system. Certain troops will only be able to be built in certain regions, and factions won't be able to build factional troops on the other side of the map.
Spoiler (click to show/hide)

21. Also, for special cities such as Carthage or Alexandria, a certain building can be built to acquire mercenary units. This is based off of the fact that many greek factions and Carthage used mercenaries from distant lands to do their fighting for them.
Spoiler (click to show/hide)

22. A lot of new units are included. These units are all either from BI, ALX, or reskins of vanilla. They also have more historically accurate and culturally specific names to distinguish themselves from similar unit types. Here are some of the new units showcased by Lanjane and his beautiful unit cards.
Spoiler (click to show/hide)

24) Here starts the main features that were not included in BETA 1. Quinn_Inuit of ExRM has been extremely gracious to RTR in letting us use his economic system. Here is the description of our economic system from Quinn himself from the ExRM Documentation page.
Quote from: Quinn_Inuit
Farming and Growth:
Income from farms was historically the major source of income for most states, yet the RTW engine heavily privileges trade (especially sea trade). As a result of this, in a well-balanced mod, you won't be able to recruit and sustain a major army from inland regions. If you could, then you'd have to be able to recruit huge armies from the coastal regions.

We've fixed this by leveraging the game's "tax income" feature into a farm-based income system. Regions are given tax income multipliers based on both their base fertility and the level of farming improvements there. Many improvements also give minor income tax penalties to represent maintenance and/or pollution costs, but they always make up for it in other ways. This forces players to be careful to build infrastructure only where they actually need it. This ensures that farming (in most regions) is a more important source of wealth than trade, but that trade remains important to your overall income stream. This system allows inland regions to support troops just as well as coastal ones, or at least nearly as well.
Trade:

You'll see a few new trade resources in the game, such as salt and fish. We thought these were more important than some of the existing ones, and allowed us to more accurately portray the strategic significance of some cities.

Much more has changed "under the hood" with the trading system. Fewer buildings provide trade bonuses now, and many of those that do provide such bonuses only boost land trade. This allows us to keep trade income from become the main source of income for almost all factions, like it is in the unmodified game, and it also prevents the income from sea trade from completely overshadowing land trade income. Trade is still very important, of course, but it's now just one part of a balanced budget.
Spoiler (click to show/hide)

25) We've also changed population into Man Power based off a concept created by RedFox and his Diadochi TW mod. It's impossible to simulate realistc population numbers in RTW as the squalor gets way too high and cities are constantly in the red. So instead we changed population to Man Power. Also Man Power doesn't generate as quickly as Population did, once again, Quinn with the reasoning behind it.

Quote from: Quinn_Inuit
As you can imagine, this system required us to tackle growth, as well. Astute players will have noticed that growth in most RTW mods (to say nothing of the unmodded game) is heavily weighted toward the early game, since a base fertility level of 6 is equivalent to L2 farms + L2 sewers + L2 trader. We thought this made games too quick while simultaneously deprecating the importance of proper region management. So we set up a system of slow, balanced growth that relies more on buildings and less on base fertility.
This allows for the measured growth of regions, and rewards careful management by players. It should also reduce the occurrence of population-growth-induced rioting, since such growth cannot get out of control now. Your people may still have reasons to riot, but displeasure at ahistoric population growth rates will no longer be one of them.
Spoiler (click to show/hide)

26) New Environments: Since the previous release, EmoDude has done a lot of work to enhance the environments even more. He also enhanced a lot of tree models from RSII.
Spoiler (click to show/hide)


27) New Cliffs and Routing Banners



Emodude added new cliffs to the battle map, some are ported from a mod called 300 Warlords of Sparta, some are from RTW Alexander, but most ones are enhanced cliffs and rocks from vanilla. On the second screenshot you can also see the new banners for routing units.

Spoiler (click to show/hide)

28) New Faction Icons and maps with new names for difficulty levels

All factions have new faction icons and banners made by ngr, who made the original Mundus Magnus Mod, and new faction maps made by EmoDude. Furthermore the difficulty levels have been renamed, stars have been added and there is also a warning message on the bottom of the screen that warns for possible bugs on hardcore (very hard) campaign difficulty.
Spoiler (click to show/hide)

29) 6tpy, climate change, realistic movement and supply system


EmoDude has also been busy working on realistic movement rates that depend on circumstances such as supply rates, climate, season and there’s also huge penalty in enemy territory. An army needs to be commanded by a family member in order to have full movement enabled and for admirals you just have to wait a few turns. Agents have full movement enabled by default. Furthermore he increased the number of turns per year to 6 and the number of winter turns varies between 2 and 4. Early in the game you’ll have 3 winter turns on average to simulate the cooler Subatlantic period, later in the game short winters of 2 turns will become much more common to reflect the beginning of the roman warm period. Also, the climate in a region is represented as a building and affects population growth, supplies and movement rates in certain seasons depending on the climate (not fully implemented yet).

Spoiler (click to show/hide)

Those are all of our features for BETA 2. Here is a list of contributors and credits, a big thank you to all of you!
Spoiler (click to show/hide)

DOWNLOAD

https://mega.nz/#!559RXSqI!kJQHd1shERFaifIXOViU-P6UnxE3aam9HPsMuk_7eUc


Will post more download links as they are presented. Soon we will post a link to an installer as well.

To install
1. Extract the MM folder to your RTW directory or if you are using steam, your RTW - Alexander directory
2. Right Click on the Alx.exe and create a shortcut
3. Then right click the shortcut and select properties and put this in the target line after all quotations: -show_err -mod:MM
4. If you are using steam, Go to your RTW - Alexander folder and make a shortcut of the exe file, and then follow step 3.
5. If you are using the non steam version but want to run it through steam, go to 'Add a game' then select the Shortcut you made in step two and name it RTR BETA 2
6. Play!

This patch of the mod has very important texture files that enhance the looks of the mod. It cannot be modfoldered sadly so it must overwrite your vanilla data folder to be used. It's an optional download but if used it wont effect any of your other games or mods, but simply add some enhancements.
https://mega.nz/#!Y89wnZ6R!segfiivTU_ukAbaLZvmoPR0kjK-4m3gaZOrTy_1cnOw

17
Rome - Total Realism / Ancient Kush
« on: July 05, 2016, 08:27:02 PM »
Here is the thread on Ancient Kush.

Military
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Culture

Resources

18
Rome - Total Realism / Ancient Colchis
« on: July 05, 2016, 07:45:45 AM »
I literally know nothing about this area, so let the research and knowledge begin!

Military
Geography
Spoiler (click to show/hide)
Culture
Spoiler (click to show/hide)
Resources
Spoiler (click to show/hide)


19
Rome - Total Realism / My test Campaign as Carthage
« on: July 05, 2016, 07:16:13 AM »
Alrighty, I have done enough of a campaign (15 turns) where I can get a small sample size of how it plays.

So decided to play as Carthage on H/H difficulty and these are my notes.

-Economy is great gameplay wise. I actually went negative and I have had a few turns where I couldn't do much. Raking in the money does not happen anymore and it makes me glad because it makes the game more challenging, and I enjoy trying to decide what I want to do with the money I have. Also it really slows the game down.

-Population Growth and Man Power are also challenges. It's unwise to recruit a whole row of units in a settlement because it will take awhile to replenish.

-Battles have been tougher, but I still have won all but one of them (2 Lib Spears vs 3 Num Cav) actually, Numidia kicked the crap out of one of my armies when I was attacking them. I lost two out of the three generals I had in my army, and I had to retrain the army before I could push onwards.

-Numidia, for only having 5 units to recruit, are admirable opponents. I took Zama, but they took Iol. Iberia is tough as well. I captured Cordoba almost immediately, but had to keep a large garrison to keep it happy. Later, I moved the army out to take Mastia, and in two turns it revolted. So I have not made any significant gains province wise.

-Battles are balanced except archers and slingers are terribly weak, a good player would not recruit them. Needs changing.

-A look around the world: Hellenic Kingdoms were successful in revolting in Bactria (Nice accuracy moment) and Merv. The Sarmatians took Tanais, only to have it revolt to the Greek Cities which is cool. Nabataea is expanding into Palmyra and Iathrippa, as Egypt and the Seleucids wage a war (good). Pontus has taken Sinope, Trapezus and Mazaka. Armenia, Parthia, Illyria, and Dacia have all conquered a settlement. Celts, Gauls, and Germans havent done a whole lot. Macedon has made some ground in Thrace. Finally, Rome has conquered Messana and besieged Agrigentum but were beat by the Rebels. I am fighting a naval war with them at the moment. Along with Rome, I am also at war with Iberia and Numidia.

-Ideas/Thoughts:
I'd like relations with Numidia and Carthage to be better at the beginning. They shouldn't be waging war a lot. Carthage and Iberia should have worse relations.
Libyan Spearmen and Poeni Infantry look exactly the same. It's just weird with vanilla units, I can't wait until we make them realistic, but I must be patient.
The Environments on the campaign and battlemap look absolutely amazing. Emodude did a wonderful job.

20
Rome - Total Realism / Ancient Nabataea
« on: July 05, 2016, 04:02:45 AM »
This will be the thread centered around the Nabataeans. Everything that is worth putting into the game, I will post on the OP. Ethelwulf is here to help us make the nabataeans historically accurate and realistic.

So far our Nabataean Faction emulates the Berber faction from BI. The only Nabataean thing about them is their name along with a few generals names.

They currently control Petra and Bostra, and their military is sort of weak.

Military
Economy
Temples
Names
Character Traits/Ancilaries
Cultural Buildings
Diplomacy

21
Hello all who appreciate the game Rome: Total War, it's mod Rome Total Realism and Ancient History!

I am ahowl11, a humble citizen of the United States, and one who's been trying to make his own mod for almost five years now. Ideas bounced around for most of that time, until I developed a keen interest in the old mod, Rome Total Realism Platinum Edition. From there I went about modding it and then Total War Rome 2 came out and I thought my dreams had come true. Instead they turned into a nightmare with how bad that game was  >:(

So alas, I turned back to Rome Total Realism, and made a small RTR 0.5 campaign right here at these forums in Exilian. From there, it was a year of constant circles, as I could not decide what to do next. People came, and people left but I stuck to my dream of remaking RTR. Then in May of 2015, Anarchon and I got together and started this thing from scratch. We implemented a new map, decided the faction list and I added all features from BI and ALX, and was able to get the mod to work with the ALX engine. From there Anarchon became ill and left, and me and a few others implemented all BI and ALX units into the mod, as well as reskinning and renaming many vanilla units. We also implemented a new recruitment system. From there unit cards were made and our first public beta was released in April. Since then, Emodude, Xeofox, Aaronbarron, Quinn_Inuit and I have been hard at work trying to make this game more challenging and beautiful.
Now thanks to Jubal and the Exilian community, RTR is back at Exilian, and I am now proud to announce that this will become the new home for RTR, so fans, players, modders, historians and enthusiasts are all welcome to this forum to discuss things about the mod, books they have read, shows they've watched and finally just enjoy being in community with others who have the same interest!

Please introduce yourself, and check back often as this community and mod about ancient history continues to grow!

22
Rome - Total Realism / RTR Needs Help!
« on: June 28, 2016, 11:09:27 PM »
Hey everyone!

I know it has been awhile, but progress has been going ever so smoothly for myself and the RTR Project mod. We are getting contributions daily, and we are close to releasing a 2nd public beta, but we need dedicated help! We lack in the Public Relations department. Making previews, aar's taking screens, making videos, and having a social media page can help us generate more interest. However we are so busy modding that we can't get anything made for the public to view! So I have an idea for both RTR and Exilian:

I would consider having Exilian as a host site for RTR, as TWC is slowly dying away and the RTW community is small enough to where Exilian can really be a great hub for RTW and RTR fans. However, I'd like someone to be able to help spread the word and get people interested enough to come to exilian to download RTR and build a community.
Jubal and I have talked about this in the past but I put it on hold. However, having RTR here just seems to make the most sense if it's possible to customize this section of the forum, and we can link it to the RTR website as well.

Anyways, citizens of Exilian, here is the place to discuss and brainstorm, let me know what you all think!

23
Well then, It has been quite some time. Our last beta was released July 20th and since then it has been a sluggish grind trying to re-do our recruitment system as well as re-arranging the unit rosters.

 http://depositfiles.com/files/0wl17nvxu

What will you find in this?
 
 -Well the new factions (Saka, Nabataea, Sarmatia, Celtic Tribes, Hellenic Kingdoms) all have their own unique roster sets now.
 -All relevant units from BI and ALX have been added.
 -Many reskins of existing units to fit faction color schemes.
 -The mercenary field is more diverse
 -The rebels have many new units and are more powerful and numerous
 -A new recruitment system: each faction or culture will have it's own barracks and recruitment system. You can choose the annexation path which is longer and pisses off the locals but grants you factional troops, or the allied route where you can build quickly and be in good terms with the locals, but cant get your factional troops. This is still very much a beta and a lot of adjustments, fixes, and additions need to be made for it to work the way we want it to, but for now it is playable and needs to be tested.
 - Also, another new building the mercenary center/port. Certain factions/regions will have access to this building which will allow the faction to recruit mercenaries from their settlement.
 - AoR finally implemented. Certain units will only be available in certain areas.
 - ZoR implemented. Just like in old RTR6 you can only expand so far before you have to rely on logistics (we will see how this goes, will probably be adjusted)
 - New environments from emodude. They look very good and are not that bad for the PC performance.
 - Unit cards that aren't vanilla were made by Lanjane. Many more need to be made but its not that bad at the moment.
 
 Things to work on:
 - Finish Unit cards
 - Test EVERY FACTION
 - Bug hunt/fix
 - Make rebel standards (officers)
 - Fix unit voices and add voices to new units (so they talk when you click on them)
 - FIx UI and other stuff found from new factions
 - Brainstorm for economic system (money is made too easily off vanilla system)
 - Brainstorm for battle system (currently liking the DTW battle system, not too long and not too short, could also stick with phalanx_man's system but the battles can drag on)
 - Pay close attention to recruitment and starting positions, and make adjustments as necessary.
 - Have fun
 -EVERYONE MUST TAKE SCREENSHOTS OF THEIR CAMPAIGNS
 If you do not have the Git set up (you need to get it set up ASAP) then here are the traditional instructions to get the mod going.
 
 1.Extract MM folder to your RTW directory
 2.Create a shortcut with your ALX.exe -show_err mod:MM
 3.Add it as a non steam game to your library (this goes for everyone) call it RTR MM.
 
 We will report bugs and discuss this beta here on this thread.

24
Here is Phase 2 of development.
http://www.mediafire.com/download/44...39ypk9o/MM.rar

Sarmatian Unit Cards (Added later)
https://www.mediafire.com/folder/yldc8zw267t0m7j,28pnw9ge57twy0b,mkrjosa8frooln2,7kc2k11dngey9v1,my9uw8mtxvy2bc2,21qmml9shb878dh,mflq9xaq3fz4tnq,16twwcsno57z5z5,rjydrm203i1y3oo,n4sxnkbj7cyql6a,dsagc7poas6yudf,1l20cvlajhes4oy,7aycu3f0ain0p29,446133lblxbnqwb,v3ychbbiztr4i98,tks4gnjcyxeczc0,iwza9dr7oxxgoc3,f63ec3zib7xbgx2,1neg1nru3kp0olp,usjqhh7ba95w6o2/shared

Installation:
1) make sure you have a fresh installment of RTW with BI and ALX
2)Extract MM to your RTW installment
3) If you have a previous installment, overwrite all files
4) Create a shortcut from your ALX.exe and put this in the target line: -show_err -mod:MM
5) Test


It includes:

The new factions:
Nabataea
Hellenic Kingdoms
Sarmatia
Illyria
Saka
Celtic Tribes

They all have had their unit rosters altered a bit, and have proper names. There still may be some inconsistencies though, such as missing UI cards or misplaced temples. Let me know if anyone is up to recoloring UI cards to match the new factions!

I have not added any new units yet. That will be all in Phase 3. Nabataea has a very weak roster at the moment, Illyria is semi-decent, Hellenic Kingdoms are good, Sarmatia copies Saka, and Celtic Tribes are britons with Barbarian Noble Cavalry.

Also included:
Historical Battle: Numantia. Thanks Mandoni!
Barbarian Rebels can now recruit units
New Barbarian Unit, Spear Warband (based off vanilla Rebel Warband)
New temples for every faction
New names for most factions
New Pre-Marian Roman Roster, check them out! And thank Nahun!
New Nomad portraits from xeofox
New skins for the new factions, thanks Michael333 and Morfeasnikos
New descriptions for Saka, and Sarmatia, thanks xeofox and Mausolos of Caria!
Made Hellenic Kingdoms shadow Macedon and the Seleucids
Celtic Tribes and Gauls shadow each other.


What to test:
New factions (extensive testing, everyone must pay attention to every detail about these factions from finances to movement, diplomacy, to army composition etc)
Roman Units and other new skins for the new factions.
The Historical battle
The loyalty feature with hellenic states and celtic tribes/gauls
Any bugs or crashes.

Finally: HAVE FUN!!!

25
Total War Mods - The Engineer's Shed / Roman Mod for Shogun2?
« on: July 07, 2015, 10:18:04 PM »
Some ideas have been floating around and a few people are interested. Here we will continue to discuss the possibility of a Roman Mod for the game Total War Shogun2.
I personally do not own the game, but will be looking to get my hands on it soon. What I do know is this:
1) The map can be edited, so we could make a brand new map bigger than the one used in R2 or Attila
2) A tool is being made by Zarathos that can possibly export items from Rome2 and Attila, I'm guessing to Shogun2?
3) Many believe Shogun2 is much better than Rome2
4) I've heard the AI is better.

Let the few of us discuss this and try to get more people on board so that when the time is right be can hopefully begin making something pretty interesting.

26
RTR 0.5 Imperial Campaign / RTR Back in the Development Groove!
« on: June 16, 2015, 10:39:53 AM »
Hello Exilian community. I have not been on Exilian for a good while now. I have been busy with school, I've moved twice (have my own place now) and I work two jobs whilst trying to finish school. BUT! I still find time to mod   ^-^ Plus I missed cg and jubal haha

Today I uploaded a BETA that signifies the finish of Phase 1 development! It includes all BI and ALX features along with the vanilla RTW game on probably the most historical map out there for RTW, the RTH map. I'd like to regenerate the lost but once great and flourishing RTR community, so I am reaching out to you Exilian members to ask will you join us in beta testing? If so you'll need to head over to TWC, make an account if you do not have one, and add me (ahowl11) as a friend. If you have been registered long enough or have enough posts you should be able to join the private forum where we develop the mod. If you cannot, we can communicate through email or here until you have enough posts to join the forum.

CG and Jubal especially. You guys would really be an asset especially since things are very much vanilla at this point. Please join the RTR Project permission group so you can join us :) also if Sotk is around it'd be nice to have his RTW modding ability around!

And for everyone else. Contact me and join!

27
RTR 0.5 Imperial Campaign / To Do List
« on: April 25, 2014, 08:29:34 AM »
Here is the current to do list. Will be ordered based off importance and only the most pressing needs will be listed. It will be updated regularly.

  • Finalize Roman Roster - Will need new shields, swords for Camillans, new helmets for Polybians, Proletarii need to be deleted
  • Finalize Roman Units Stats
  • Assign Unit Descriptions to Roman Units
  • Make Unit Cards for Romans
  • Script Legion Recruitment for Romans
  • Script in Reforms for Romans
  • Get RS2 Clouds in Game
  • Fix any DTW Wall Bugs
  • Finish Faction Rosters
  • Finish Mercenary/AOR Rosters

28
After that huge discussion on IRC we needed to write everything down. THIS IS NOW A POLL. READ THROUGH OP AND VOTE ONCE YOU HAVE REACHED A DECISION GIVE EXPLANATION OF VOTE AT BOTTOM
What we Currently Have
Start Date 280 BC

Camillan Roster
Accensi - Poor Slinger Unit
Leves - Skirmisher Unit
Rorarii - Skirmisher/Spear Unit
Hastati - No armour, scutum, spear, javelins
Principes - Heart Protector, scutum, spear, javelins
Triarii - Cuirass, hoplon, spear
Equites - spear, shield
Equites Consulares

Allies:
Various troop types based off AOR
Pedites Extraordinarii
Extraordinarii Cavalry

Polybian Roster
Proletarii - Garrison Spear Unit
Velites - Skirmishers
Hastati - Heart Protector, Scutum, Pilae, greave on shield leg
Principes - Heart protector, shoulder guards, scutum, pilae, greave on shield leg
Triarii - Bronze cuirass, scutum, spear, greaves on both legs
Equites - heart protector, spear, shield
Equites Consulares

Allies:
Italian Velites
Italian Hastati
Italian Principes
Italian Equites
Pedites Extraordinarii
Extraordinarii Cavalry

From bucellarii:
Spoiler (click to show/hide)

From Annunak (please read article)
Spoiler (click to show/hide)

Q&A between bucellarii and me:
Spoiler (click to show/hide)

Mausolos' Findings:
Spoiler (click to show/hide)

What we learned/Summary:
-Principes Used Spears in Pyrrhic Wars but ditched them afterwords
-Mail was extremely rare and only worn by wealthier citizens (impossible to represent with engine)
-Hastati, Triarii, and Principes all adapted Italian Longshield and Etruscan/Greek Short swords around 275 BC
-This equipment was used up until 220 BC or so when Scutum/gladius were Introduced by Scipios after fighting Iberian troops
-Velites appeared in 211, replacing Rorarii, Leves, and Accensi

Proposed New Units
Late Camillan Hastati - Sword instead of Spear
Late Camillan Principes - Sword instead of Spear
Late Camillan Triarii - Italian Long shield instead of Hoplon

Putting this in game:
-280 BC, start off with current Camillan Roster
-275 BC, script in Reform after Conquering Southern Italy -Units ditch Spears for Etrurian/Greek swords, Triarii ditches hoplon for Italian Long shield
-220 BC, script in Reform - Scutum/Gladius replace Italian Longshields and Etruruan/Greek Swords; Equites have armour
-211 BC, script in Reform - Velites replace Leves, Rorarii, and Accensi

Issues:
-By doing the above, we would have 3 versions of the Hastati, Principes, and Triarii which would take up 9 slots in the dmb. Keep in mind that the first 3 of these units would only be used for the first 5 years!
-We would need a new shield model for the first set.. Is it worth it, if the player can only play with the first set for only the first few years?
-Too many scripts can really slow down the game, what if the scripts don't work?

Questions
Do we REALLY want 3 different types of Roman Infantry? -ahowl11

Possible Solutions
1) Ditch the Camillans and only have a Polybian Roster
2) Have all Camillan units reformed to Polybian units at a set time (marian_reform) Possible dates: 240, 220, 211
3) Have individual units reform one at a time.. Principes at 275, Hastati/EquitesTriarii at 220, Velites at 211 (other variations available)
4) Start off with Late Camillan Units instead (Italian Shields/Short Swords) and reform gradually to Polybians (Hastati etc at 220, Velites at 211)
5) Go ahead and make the new Shields/swords and have 3 sets of Hastati/Principes/Triarii, limiting our DMB and EDU slots

Vote on what we should do As soon as you read this thread! Then give your reasoning why we should do it.


29
RTR 0.5 Imperial Campaign / Ideas from the UNRV Forum
« on: April 18, 2014, 07:59:12 PM »
Hello this was a response to our mod announcement over at the UNRV forums. I think this guy assumed we were doing this for R2. Anyways, are any of these ideas possible with our engine?

Quote
Umm..... your really going to include India during in its Mauryan Imperial age?

I only ask, as the obvious absurdity of Chanakya's statecraft is very AI centered, and if your too realistic and by the book, it will be Marius Gaius trying to fend off buddhist-hindu armies each time. Kinda like how the Turks or Maratha empire could overrun Europe if the persians were weak.... it Just doesnt look right.

I wouldnt know how you would want to go about organizing the political and oligarch al factions.... they are initially city based, but can ride to regional as governors or militarily, and can out of the blue become dynastic.

Each city would need a potential dynastic loyalist rating for EVERY character.(how loyal will this place be if you become tyrant-emperor,and how loyal are you to the current senate, head honcho). This includes diplomats, spies, etc.

Major cities like Alexandria being approached, then conquered, would have to affect this.

Also, the solidity of cultural group feeling towards the dynasty-republic should effect your spying success. The presence of strong, non aligned oligarchial factions should make spying or sabotage harder, and cut into total economic output. You should be able to sabotage individual oligarchial monopolies however, much like a building, or offer them via diplomats or military leaders economic or property incentives to back you. However, even this should backfire..... if the incentives just make them more independent, then ha ha ha, your screwed..... your spying capacity goes up, dynastic loyalty down. The inverse, offering someone in Syria or Libya lands in Italy or France, makes them more loyal.

This means, every region needs conquerable, locatable estates as a aspect of DIPLOMATIC.CURRENCY. If a faction holds it, they can assign it, or exhort it. During the Marius and Sulla campaign, this should be the primary factor for civic loyalty. Marius gives it to the people, stronger dynastic loyalty. Sulla to the Nobles, stronger tax. It effects the appearance of recruitable Equites, potential for angry mobs, assassination, for Jugunther to raise a uprising, etc.

Last total war game on the computer i played was napoleon. Not upgrading for this game. Best of luck.

Oh..... regional philosophy schools, based in Rome, Alexandria, Patiliputra, Crete, Perganum, Athens..... this is necessary for character development of statesmen.... they visit, they get smarter. You piss the schools off, your regional dynastic loyalty goes down, and the particular philosophical school in the next turn turns against your overall faction in the next few turns. Diplomacy, such as ceeding a estate to most philosophy groups will work (not the Cynics).

How are you planning on making the counter-religious movements work post augustus? Christianity and the cult of isis was picking up steam.... had obvious effects down the road, but the romans reacted very differently.as time went on.

30
RTR 0.5 Imperial Campaign / Minor Settlements
« on: April 16, 2014, 07:13:01 PM »
I have added the Minor Settlements to the Campaign map. Here is the list:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Minor Settlements - Attention: Will be canceled by Map Editor!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;BRITANNIA

Spoiler (click to show/hide)
;;GERMANIA

Spoiler (click to show/hide)
;;GALLIA

Spoiler (click to show/hide)

;;HISPANIA

Spoiler (click to show/hide)
;;ITALIA

Spoiler (click to show/hide)
;;ILLYRIA

Spoiler (click to show/hide)

;;THRACIA

Spoiler (click to show/hide)
;;GRAECIA

Spoiler (click to show/hide)

;;ASIA

Spoiler (click to show/hide)
;;SCYTHIA

Spoiler (click to show/hide)
;; SYRIA

Spoiler (click to show/hide)
;; PERSIA

Spoiler (click to show/hide)
;;BACTRIA

Spoiler (click to show/hide)

;;INDIA

Spoiler (click to show/hide)

;;ARABIA

Spoiler (click to show/hide)

;;AEGYPTUS

Spoiler (click to show/hide)

;;AETHIOPIA

Spoiler (click to show/hide)

;;AFRICA

Spoiler (click to show/hide)
;; NUMIDIA

Spoiler (click to show/hide)

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