Over the past weeks I have been doing a lot of thinking. I have had many mod ideas, only one has actually made progress in HRTW. However there is still something missing for me when it comes to this great game. Ever since I came into the modding world I have seen many mods. I like many of the features and concepts that they offer, but as a whole I never really fell in love with any. Instead I would rather play a vanilla campaign. I also see unit packs, and believe me they are great, but in my mind it makes the factions unbalanced. So here is my proposition, and I'm willing to commit and stick to it if I can possibly get some aid from you guys here at Exilian: (P.S. I have many personal preferences that may make me seem picky, but I have trouble settling for things I don't like) (P.S.S. I'm horrible with tutorials, I need somebody hands on that can help as i get to frustrated easily with tutorials)
MAPSpoiler
This is of moderate difficulty for myself.
One of the major criticisms of vanilla RTW was the fact that the map was cut off at certain areas. Because of this, the Seleucid Empire and Parthia were misrepresented in their starting locations. Also Scotland, Scandinavia and Arabia were not represented very well.
So I would like to use the Mundus Magnus Map for this mod. However, I want my own version of the map, I have already received a Mundus Magnus map that contains the city of Rome alone. I'm wanting to add cities that are historically relevant to the time period and of each faction to make the mod unique and interesting. How hard is it to add cities? If someone could show me it would be greatly appreciated.
Senate/Roman FactionsSpoiler
This is fairly easy for me.
Another issue with RTW was the fact that there were four Roman factions instead of just one. I have never liked that about the game. I do like the Senate missions and offices though. The problem is, if you want the Brutii and Scipii to be different factions such as a greek or barbarian faction, they will still receive senate missions etc. So I will be implementing makanyanes' 'Neutralised Senate' mod. This internally renames the senate faction to 'slavs' and permanently deletes the Senate tab, and the Senate offices scroll. Simply put, it de-bugs the Senate faction and makes them like any other faction.
so I will be keeping one Roman faction (Julii) and the other three can be used for new factions. What those factions will be? I'm not sure yet.
Units/RecruitmentSpoiler
Easy for me to implement units, impossible to make the units
One thing that frustrates me about vanilla RTW, is the fact that some factions have a good selection of units while others have a poor selection. The Romans, Egyptians, and Seleucids have a great amount of units to choose from and make their armies diverse, but Thrace, Scythia, and Numidia have a basic, generalized selection that ultimately makes them weaker factions. Not only do I want to expand and edit each factions' unit roster but I want an AOR system. This AOR system will not be complicated at all. Take "Illyrian Skirmishers" for example. The unit will be available to each faction but only if the faction owns the right regions. So with Illyrian Skirmishers, the faction would have to own a region that was historically of Illyrian origin. This makes it simple as there will not have to be an addition of a new building but just some simple editing with the unit. I will need some basic help with this, as I don't necessarily know what to do in the text files and what text files I need to edit. I hear there is a limit of sixty-four for AOR regions? Is this true, or are there possible ways around it?
When it comes to the actual units, some modelling will be necessary. This, I have no way of doing. First I do not have 3ds max or anything of the sort, second I do not have time to learn the program and make units as it is. So I am hoping someone can volunteer to make a unit, or Unit Cards every now and then.
There will be a lot of reskinning. Vanilla units for the most part are staying, and in past projects I have had most of them reskinned. However, I will probably be porting many units, not only from BI and ALX but also from the many mods that feature vanilla type units.
Here is a more defined list:
Extended Greek Mod
Extended Cultures
Diadochi Total War
310 B.C.
The Hellenic States
Persian Invasion
Amazon Total War
Rise of Empire
Macedon Expansion
Other Mini-Mods/Unit Packs
Now just because i will be porting units from these mods does not mean that they will be exactly how they were in those mods. More than likely I will be needing them reskinned for the factions they will be a part of. Here is an example:
This mod will keep the vanilla feature of units being different colors, such as Romans being red/balck, Egypt Gold/Black, and Gaul Green Red. Also mercenaries are green and rebels grey. AOR units will be grey as well, same as the rebel units. So one unit that will have to be edited is a unit from Extended Greek Mod, "Georgian Swordsmen". They have a texture that doesn't fit any specific faction colors. That unit will need to have rebel colors. Now, the problem is that I have virtually no clue on how to "efficiently" reskin and texture units. I have GIMP and it really confuses me. If someone could walk me through how to retexture a unit with GIMP (this means everything from tools to use, to how to save it correctly and everything in between) I like how comrade_general does his units, I don't know how, but his units look like they were in the original Rome: Total War game. THAT'S what I need these units to look like.
FactionsSpoiler
Factions will not be changed too much. Creative Assembly did a good job in their faction selection (apart from the Roman factions) so the only thing here is editing each faction to make it so they are more unique and different from each other, and choosing three factions that will replace the old roman ones. Some examples are faction symbols, family trees, temples and other miscellaneous stuff. Also I believe that each faction should have their name represented better. Instead of "Carthage" it should be "The Republic of Carthage". "Macedon" should be "The Antigonid Kingdom". Also factions named Spain, Egypt, or Scythia are misrepresented.
Combining Historical Accuracy with GameplaySpoiler
This subject is the source of many debates. Many people are history fanatics and want EVERY DETAIL of the mod to be historically accurate, while others want fun gameplay. These two views for a mod conflict, but it is possible to combine them. For example, Britons did not have access to Archers, so adding Archer Warband to Britons would not be historically accurate. However, having extreme government, economic, and recruitment systems may be accurate but make it insanely boring for the people who just want to play. In this mod I am going to keep it simple and vanilla.
There will be certain gameplay mods that I will include. Certain Animation mods, will be included along with the wooden walls featured in Diadochi Total War. I would like to also get the campaign textures that Diadochi Total War used. However I will not be implementin RS2 environments. It's not vanilla at all and slows down the game. The vanilla environments in my mind are not that bad. Also I will include the better AI mod and formations mod. There are many mini mods as well that I will look to include.
The Game will start in 280 BC, because I just feel like that is the perfect date. Also, a four turn per year script would be nice.
If I come up with any other ideas I will post them here. Like I said before, I fully intend to complete this mod unlike the others I have proposed. There are some questions that will come up, for example Thrace, whether they should be a hellenic kingdom or barbarian people.
I do not want a large team, but would love if two-three people could help me.
I need someone who can create models and UI's, and I need someone who does well with art and textures.
I would like to learn 2d art on my own but I feel as if that is not my cup of tea. I rather get better with text editing.
If anyone would like to join the cause or help out with expanding Rome Total War, let me know right away and we can get started. I am wanting to go one faction at a time, starting with The Roman Republic.
There are three faction slots open. Here are the factions that could use the slots.
Spoiler
The Kingdom of Epirus - can easily be made with comrade_general's THS mod
Illyrians - tougher to make but can be done
The Bosporan Kingdom - pretty much complete from an old version of HRTW
Bactria - can be ported from Extended Greek Mod, Extended Cultures and Diadochi Total War
Mauryan Empire - ALX's Indian faction would be used
Lysimachean Empire - Would definitely spice up the situation in Macedon in 280 BC (ask me for details)
Galatians - same as above
Bithynia - very interesting faction, too hard to make?
Celt-Iberians - also very interesting faction
Cappadocia - too little info
Atropatene - same as above
Pergamum - same as Bithynia but easier to make
Aetolian League/Achaean League - don't believe they should be in this mod
Sparta - would be a good choice and fun to play as, but worth it?
That's all for now. I hope I have explained myself as best as I can. If anyone wants to be a part of it let me know.
Adding settlements and provinces to a map isn't too difficult (given I'm really, really cack-handed with image programs and I can do it, at least). I suspect there's a tutorial on TWC somewhere if you dig around, if not I'll write a quick one for you.
Didn't I lay out my process for that somewhere? I can dig that up again...
If you guys could help me, it would be amazing. I might have some time to add a few cities to Italy this weekend if I can understand your tutorials. Being busy in real life really makes it difficult to mod.
There is a tutorial for new regions here (http://rtw.heavengames.com/rtw/mods/tutorials/adding_new_regions/index.shtml).
Huzzah for SubRosa. 8)
Thank you for the tutorial, SubRosa explains herself well. However I'm having an issue with installing the empty mundus magnus map. Could some one message me their email and I can send the map to them and they can explain what I need to do to get it working? I cannot upload files because all file sharing sites are blocked by my school.
Do you have -show_err enabled? Is it spitting any error messages out?
Yes, I have -show_err enabled and it's a CTD without any error messages whenever I try to play a campaign. The only factions are Egypt, Seleucids, Gauls, and Rebels. Each owning just one city. Only four cities on the map, as I checked the map_regions file. I do not know what could cause the CTD except when I open the radar map files nothing shows. comrade_general, I will send you an email of the files because my school does not permit me to use file sharing sites. Sorry for taking so long to respond
I'll take a look at it this weekend.
I have sent the repaired file structure back to you. All I had to do was change some of the directories in descr_sm_resources; they were trying to look in a mod folder called "HELLENISTIC" so I changed them to "NMM". Then there were no textures in the models_strat folder so I added them in as well. Lastly I deleted map.rwm and everything worked fine. I suggest you start your mod folder only with the files I just sent you, and then add in other stuff to it gradually (i.e. don't copy these files into a mod folder you might already be using). And if you change the name of your mod folder then you'll need to change those directories in descr_sm_resources again.
Thank you very much, it works! I am probably going to start adding regions to the map. Hopefully I can follow the tutorial correctly. I will start with Italy. Before I start there are a few things to mention:
1. Should I start adding regions first? Or should I focus on the structure of each faction? Meaning the culture, military units, etc.
2. There are 3 faction slots available for new factions. I'm thinking of having Epirus, because of Pyrrhus and the impact he had at the time, Illyria, as they are a unique culture that I believe should have been included in the RTW game. I would like to add Sparta since they had a Renaissance period around this time but I won't because they were not very powerful. Same can be said for Aetolian and Achaean Leagues. I believe the Greek Cities faction does a well enough job simulating the various Greek factions. Also, Pergamum would be interesting but still, another Greek faction? I have been interested in the Bosporans being in the mod but again, they are Greek, even though they have Scythian ties and would make the game more interesting in the north. Same could be said about Bactria, a nomadic, greek, and persian faction. So what about the Mauryan Empire? It would be easy to just port the Indian faction from ALX, but there are no "quality" indian portraits, I would use the eastern portraits and their buildings would have to be eastern as well which I don't think resembles them very accurately. Well, what about the Nabataeans? They were just nomadic herders around this time, so it would not e very relevant to add them, but so were the Numidians right? Plus Arabia will need some sort of action.
3. Building off point #2 is this: are the factions in vanilla RTW accurate? I mean, what should Thrace resemble? The Lysimachean Greeks or the Odrysian barbarians? Are the Dacians or Britons needed? What about Spain and Scythia? Spain could be Iberia but who are they resembling? All Iberians or a specific tribe such as the Luistani? Should they Scythians stay as Scythia or should they be changed to Sarmatians? Or could we have both factions? There are so many options!
Here is what I have for set factions:
Spoiler
1. Rome
2. Carthage
3. Macedon
4. Seleucids
5. Ptolemies (formerly Egypt)
6. Pontus
7. Armenia
8. Parthia
These factions are for the most part fine. They will all be altered but as far as being a faction? They are in for sure.
Now it gets interesting:
9. Gauls
10. Germans
11. Britons
Problem with these factions is that they were never unified in reality but they have to be due to hard coding. With that being said I am probably going to set it up so some settlements go to the factions with the others going to the rebels that way it can simulate the disunity in a simple fashion, and so that these three factions don't start fighting each other until later in the game.
12. Iberians (formerly Spain)
13. Sarmatians (formerly Scythia)
These two factions are similar to the factions above but will not be AS divided. The Sarmatians will start off near the Caspian Sea as the Scythians were still around the Black Sea (cause to maybe keep Scythia as a faction). The Iberians will be centered around the Luistani tribe but will own some other settlements as well. The Celt-Iberians (another worthy cause for a faction) will probably be rebels but strong. They will provide the Iberians with some challenges.
14. Dacians
15. Thrace
Dacians could be a bubble faction due to the fact that well, there is not much about them. However I believe that I can make them into a stronger faction and really emphasize the falx for their unique units. Plus they have an interesting starting position. For Thrace it is tough because of the Greek and Barbarian influences. I will stick with the vanilla idea of them being a Greek culture but having very unique units that blends the Greeks and Thracians together.
16. Greek Cities
Will probably be the toughest faction to give settlements to. Sparta, Athens, Rhodes, Syracuse, and maybe a few minor cities will probably make the cut. Pergamum will go to Rebels as Pergamum was a Hellenistic Kingdom. Also this faction will not be representing the Achaean or Aetolian Leagues as they are being represented by Rebels as well.
17. Numidia
The main and ultimate reason why the Numidians will be included is the fact that they can check Carthaginian power, and they can ultimately become powerful themselves. If you think about it, with an AOR system Numidia can be just as powerful as Carthage.
Now for new factions!
18. Illyrians
I think they are a must. I'm looking for them to have a strong navy and will add another barbarian faction. They will have some Greek elements as well. Playing as them will be a challenge because they have the Dacians to the north, Greeks to the south and Romans to the west. I'm hoping though that they do not get crushed when being controlled by the AI.
19. Bosporans
Almost didn't include them, but I did for a few reasons. First, I believe the North black sea area needs some more settlements and action and having them all owned by rebels would be pretty pointless. Second the Bosporans could accurately represent the Scythians once they get a hold of certain settlements. Third, the Sarmatians need competition and a reason for people to play as them or against them. The Bosporans make that possible. They will be similar to Thrace but I will make it so they are unique in their own way.
20. Nabataeans
First, why I didn't choose the following factions.
Epirus: Yes people like Epirus but other than Ambracia what do they own? I could give Southern Italy to them but still I feel like they could be defeated easily. I'm not making this game historically accurate at game start so there would not be Pyrrhus of Epirus with a huge army in Italy. Plus the Greeks can be represented by the Greek faction and Rebels in Italy.
Mauryans: Remember one of the reasons I started this mod? It was to give the Seleucids the rest of the territory they owned. If I included the Mauryans then I would have to add the Indian sub continent for the rest of their empire. Not happening. Plus they are a different culture which makes my decision easier.
Bactria: How similar would this mod be to RTR if I included them? What about XGM? Enough said, they can be easily represented by Rebels and they would be on the same level as Pergamum.
So, why Nabataeans?
First, I cannot let all of Arabia be owned by the Rebels, it would just be strange. Second, people like the idea of the Nabataeans. Third, even though they were not really a force at game start, neither were the Numidians. Fourth, they can check Ptolemaic and Seleucid power. Enough said. They will be an extremely tough faction to play as but Petra will be a great city to start with.
4. Can someone make a radar map that is similar to the RTW vanilla one but fits the Mundus Magnus Map that I have? By similar I mean the texture like the geographical texture instead of political regions like what Mundus Magnus has.
1. This is totally up to you, but I'd recommend doing a bit of each in blocks, because one or the other will become tedious very quickly if you don't mix it up.
2-3. You ask some good questions there, these we've been asking ourselves for the last 8 years. :P But it seems you have your faction list all set to go then, and I say it looks good so just roll with it. ;)
4. I'm pretty stocked up on stuff to do right now. I think skull might be doing something like this at TWC?
Might I suggest Ahowl that you combine Britons, Gauls and Celt-iberians into a big conglomeration under Celts? That way you could have Galatians as well and you would free up a faction slot to put in, say, Epirus. To curb their power you could have them very strung out, with only a few settlements actually under their control while the rest of their lands would be Rebel-controlled. In addition I'd take it as a personal favour if you included some Goidelic units. :P
Anyway, this is looking pretty interesting and I wish you the best.
@comrade_general, skull is doing the opposite of what I want. He is creating a region based radar map for RTW vanilla. I'm wanting a geographically based radar map for Mundus Magnus. I'm sure I can find someone who can do it though.
@Phoenix, you have a good proposition but I couldn't do the Celtic faction, it just doesn't go with my idea. For the units? I'll think about it ;P
Ok, I have tried to add a region to the map. I added Tarentum. The game works but whenever I try to move the mouse over to where Tarentum is, the game has an errorless CTD. What am I doing wrong?
Some Text files still have all the settlement names and region names from the mundus magnus and vanilla maps. Is that ok?
???
It is most likely a mismatch between the default "owner" of the settlement in descr_regions and the faction creator in descr_strat.
What faction name did you put in for the descr_regions entry and the descr_strat entry?
No, as I checked both entries have macedon. Sould I send the files back to you? Also, how can I run the mod on BI? I want to run it on BI before I continue
Look through this and see if you can figure it out: http://www.twcenter.net/wiki/Campaign_Map_Not_Loading:_RTW
Keep that for future reference.
To run it on bi.exe just make a copy of BI's shortcut and add the usual -mod: etc. stuff to it.
I checked and there was nothing relevant but when I posted the problem on twc someone gave me this link
http://forums.totalwar.org/vb/showthread.php?58801-A-modder-s-guide-to-CTDs
I cannot figure out which one it is though as I switched the mod to run on BI and it crashed after I started a new campaign.
This part strikes me as prominent:
Scrolling over campaign map:
- Not enough province/settlements on a too large map (fix : add provinces on the map/may be fixed with BI) causes CTD while scrolling the map.
- Error with the rebel faction/settlement owner and or creator (when you scroll over a given settlement)
- Some hidden resources can cause CTDs when you scroll over the region.
It has to be the first one. However I ran it on BI and it didn't even load the campaign before a CTD. I'm guessing that I need to add more regions
Ok, quick change. After looking at what the Mundus Magnus Map had for cities I have decided that I will use that ,map instead of creating my own. I simply do not have time to make a new map. I will begin assigning each faction their regions soon
That would definitely be a much easier solution, plus you can easily change the names of the existing regions and even their positions with relative ease. :)
Quick Update:
The Mundus Magnus Map is relatively new to me. I have played on the vanilla map so much that I have been able to memorize the starting positions of each faction, and each settlement name etc. So when I have had free time from studying for school, playing in the middle of a baseball season, and living the average social life of a college student I have been in the process of making a chart on a sheet of notebook paper. It lists each region, the city attached to it, the current owner of the region and the owner that I will be having in charge of the region. Here is an example:
City Region Current Owner Future Owner
Roma Latium Senate Rome
So far I have completed All of Europe and Africa. I have the steppes, and all of Asia to finish, then I will use the settlement locator tool to help me with coordinates while I assign settlements to the right faction.
As I have been studying the map I have taken a liking to it. The maker did an excellent job of evenly distributing the regions across the map. There are not many huge regions like we see in vanilla, and there aren't areas of the map that are stuffed with regions while other areas are left spotless. After assigning the settlements to each faction I will be excited to add an AOR system. The AOR system will be cool because I want to divide regions into the specific areas and then assign units to those regions. A few examples would be Eastern Infantry and Spartan Hoplites. Eastern Infantry will now be changed to Persian Sparabara, and will be able to be recruited in the homeland provinces of the Persians. The Spartan Hoplites of course will only be available to the Greek Cities faction, and only recruitable in Sparta (vanilla already has this implemented) Now, one issue is shouldn't any faction be able to recruit Spartans? My answer is no they shouldn't, I really do not think that would be a good thing. So certain unique units will only be available to certain factions.
So there is an update, I'm also excited to revamp Egypt, making them into the Ptolemaic Empire. Their base units will be from THS made by comrade_general, and I will also include some units from XGM etc. If anyone is aware of vanilla looking units let me know. Maybe some of you have made some for personal use or mini-mods? I would love to include them in this mod if they meet what I'm looking for.
I will update again soon.
I like the sound of the aor system, and I agree; Spartans should only be recruitable by the Greeks. But then you can add in a generic hoplite unit, that are recruitable in the aor system by any faction. Here is a good starting point for your aor system: http://forums.totalwar.org/vb/showthread.php?68626-Mercenary-Add-on-pack-for-Rome-Total-War
Of course you'll only want to use the units from that, as the other included files would pertain to the vanilla map which you are obviously no longer using.
That's quite an undertaking you're doing with the map regions, I hope that works out for you. I just have one question - what is "a sheet of notebook paper"? :P
Oh, and also - what position do you play? How is the season going? etc.
I probably will use that. And it's something that i needed to do, haha.
I'm a pitcher. It's my freshman year so I rarely see the field or any at bats but I see a lot of time on the mound. In fact, I'm pitching today!
But if I do get to play the field it's the outfield
That's like the top spot though. I mean, if you do your job right then the field guys don't have to do anything. ;)
Yup, exactly. I love pitching
Cool. So how's that sheet of notebook paper treating you? :)
I will let you know by Sunday night! hopefully I can have the descr_strat finished by then
Small update:
I have neutralized the senate and can now start changing some cultures ans settlement ownerships, however the RTW Settlement Locator is not working for the Mundus Magnus Map! It says that it cannot open the descr_regions.txt file in my data/world/maps/base folder. I will try to see if I can do it manually but it would be much easier to use the settlement locator. Any ideas to what is wrong?
I've never used this Settlement Locator. What is it supposed to do (besides the obvious)?
Well it tells you the coordinates of each city that way you can place characters where you need them to be. I would rather do that than figure it out manually. I just wish I knew how to get it working
Just run the map, put the mouse over the city you want, and type show_cursorstat in the rome-shell.
Ah sweet! That's awesome! I will definitely do that
Just wanted to let you all know that Expanding Rome Total War is still alive, and i'm still alive. However I have not made any progress. I am so busy, any time modding would hinder my grades or my performance on the field and I'm not willing to take a risk. If there comes a time when I am free from life, I will finally get the flow going.
P.S. On the 25th of March I went to the hospital. During pregame I had collided with one of my teammates and best friends face to face. I was unconscious for about 30 seconds, gushing blood from my nose and mouth. After I woke up and got some ice and cleaned up, I was sent to the hospital for examination. I ended up fracturing a cheek one, and a minor sprain to the ankle. I am ok, but wanted you all to know that Expanding Rome Total War will be finished
Owie, sounds like notfun! Get well soon!
(http://i1244.photobucket.com/albums/gg574/iraqvet2311/cereal_spit.png)
Shnikeys! I too hope that you are soon mended and back to operating within normal parameters.
Thanks for the support. I just got cleared to play this weekend, so my injuries luckily were not too serious. Been thinking about the mod a little, and it's bugging me that I'm not including Epirus. What do you guys suggest? Should I add them? If so, who should I have them replace? Or should I leave them out?
I say just leave them out...
Reasoning?
Same reasons you gave previously. ;)
I'd rather see the other minor factions you have planned.
Ok, cool. Anybody know how to make some faction symbols? I would like the factions to have different faction symbols, while still retaining the vanilla RTW look and feel. Anybody care to make some? Here are my ideas for the faction symbols:
Rome: Senate's faction symbol, just with a Red background
Carthage: Stays the same
Macedon: Vergina Sun symbol, but the sun needs to be Orange (Macedon's Color) Not yellow
Seleucids: Anchor symbol, need to be Seleucid Colors
Ptolemies: Ptolemaic Eagle
Pontus: Stays the same
Armenia: They have a symbol that has two birds
Parthia: Armenia's symbol but in Parthian Colors
Gauls: Celts' faction symbol from BI
Germans: Burgundians faction symbol from BI
Britons: Stays the same
Iberians: Can either stay the same or be changed, but I don't know what it could be changed to
Numidians: Vandals symbol from BI but in Numidian colors
Greeks: Stays the same
Nabataeans: Parthias symbol but in Brutii/Nabataean Colors
Bosporans: They have a Lion Symbol that can be used
Sarmatians: BI symbol but in Scythian colors
Thrace: Stays the same
Dacia: Dragon/trumpet symbol that other mods use
Illyria: I have no Idea yet, the wolf symbol that they Scipii use could stay
Let me know if you guys can help or know of anyone who could help. I don't have time to learn on my own and want to get this mod rolling. I'm currently working on the descr_strat file
I should be able to do these if you like. Will need to know the faction colours though :) .
Thanks. I may have found someone who could do them at TWC as well. He seems interested but I don't know if he is sold yet, so keep a look out as I might need you. As far as faction colors are concerned, nothing is going to change :). What we can do, if we end up working together is I will find an image to my liking and post it along with it's link, on here. Then all you would have to do is make the symbol/banners and implement them. This would require me sending you the current files of the mod.
Mod Update:
I have finished assigning regions to all necessary factions, these positions are not set in stone however as I have yet to test the tendencies of the AI.
Also, I have changed the cultures of the following factions:
Egypt: Egyptian to Greek
Senate: Roman to Greek
Brutii: Roman to Eastern
Scipii: Roman to Barbarian
I need to give each faction suitable names. For Egypt it will be easy as I will just give them Macedonian names along with adding the name 'Ptolemy'
However for the other factions I forsee some difficulty. Anybody know of ways I can get names for Illyrians, Bosporans, and Nabataeans?
http://www.babynamespedia.com/search/m/illyrian
Bosporans could just be a mix of Greek, Scythian, Thracian, etc.
I would give Nabataeans a mix of older Arabic names: http://www.sudairy.com/arabic/masc.html
Thanks!
For the Illyrians: In the descr_names file there is a list of Illyrian names. I will use those
For the Bosporans I will use the names used by Roma Surrectum 1.6
And for the Nabataeans, would it hurt to use the names by Saba from Extended Cultures?
You seem to be on top of these things. ;)
Well there seems to be a problem. I've copy/pasted over the Scipii names with the Illyrian names but I get an errorless KTM. Any thoughts? Maybe those names were not to be used? I had to delete many colons for there names to look like other faction's names.
; Ion
; Attila
etc...
They are probably not be in the text file then.
No, they are, custom battles work with the Illyrian names. Something must be wrong in the descr_strat
An error comes up saying:
"Couldn't find Spouse: Bendis"
That's the name of the Faction Leader's wife.
I don't know what the issue is... ??
Did you add in the female names as well?
Yes, I did
@Sotk
Here is a final list of the factions and what symbols they will be using:
1. Rome: Diadochi TW's Roman Symbol
2. Carthage: Stay's the same
3. Macedon: The Hellenic State's Macedon Symbol (Sun needs to be Orange not Yellow)
4. Seleucids: Diadochi TW's Seleucid Symbol
5. Ptolemies: http://media.photobucket.com/image/Ptolemaic%20Empire%20Symbol/Jegwettnorskbaralit/bigptoly.gif -needs to look vanilla
6. Pontus: Stay's the same
7. Armenia: http://upload.wikimedia.org/wikipedia/commons/thumb/7/77/Artaxiad.svg/190px-Artaxiad.svg.png - needs to be in Armenian Colors
8. Parthia: Armenia's Original Symbol but in Parthian Colors
9. Gaul: BI's Celts faction Symbol
10. Britons: Stay's the same
11. Germans: BI's Longobardi faction Symbol
12. Thrace: Stay's the same
13. Dacia: http://3.bp.blogspot.com/-IKcNN1NWqi0/TWeV_g-vRVI/AAAAAAAAA9s/mFsMvMJD3Vo/s640/lupus1.jpg - something similar to this in dacian colors
14. Greeks: Stay's the Same
15. Numidia: Amazon TW's Numidian Symbol
16. Sarmatians: BI's Sarmatian symbol in Scythian Colors
17. Iberians: Stay's the same
18. Nabataeans: BI's Berber Symbol in Brutii Colors (just a darker green)
19. Illyrians: Stay's the same (Scipii Symbol)
20. Bosporans: http://www.bing.com/images/search?q=Bosporan+Symbols&view=detail&id=6F1056118C9637A90108A87BE667D52EA154B46A&first=0&FORM=IDFRIR - needs to be in Senate Colors
All in all, there are only a few to create. Most of them are just implementing from other mods, while the rest are recoloring.
If you could please do these for me I would greatly appreciate your help! Your work will be included in the credits when I release.
Update:
I'm very frustrated as I now have to restart. Was changing names in the descr_strat and got an errorles CTD and I forgot to create backups! So now I have to restart. It's ok though because I will do a better job this time :).
I'm still looking for someone to create those faction symbols :)
I now have a WIP thread at TWC!
http://www.twcenter.net/forums/showthread.php?t=536962
Check it out :)
Looks good to me, Frank. :)
Funny, never found this thread :P
Been awhile but I need to update this thread.
The mod so far:
9 factions' unit rosters completed
Every faction has a new symbol
Will be on the bi.exe
Mundus Magnus Map 4.0 with historical starting positions
Makanyanes Neutralised Senate Mod implemented
Egypt now a more historic Ptolemaic Empire
Four New factions: Epirus, Bactria, Illyrians, Bosporan Kingdom
New units
Works in Progress:
AOR system
Upgraded Barbarian tech tree from BI
Upgraded Eastern tech tree from BI
Balanced Unit-Stats for every faction
The future:
New Map
Very historical looking units for each roster
Government/Economy systems
Beyond the future:
Version for M2TWK
Who does what?
ahowl11: Creator, text editer, Public Relations, Coordinator
Jzech: 2d artist
Rarity: Modeller
Lethe1: Mapper
debux: Unit stats balancer
Punic Hoplite: Beta Tester
Agamemnon: text editer
Rex Anglorvm: Unit descriptions
HeirofAlexander: Faction descriptions
I will update this thread with each update we have with the mod
Nice stuffs. You might want to use the Spain mod, to avoid spending time implementing/creating new units for Ibera
I might take a few units from it and give Sotk the credit :)
To be honest, I don't know much about it, but I don't really think that the Bosporans should be included at the expense of some others. They really didn't do a whole lot ever. Honestly, the Sarmatians didn't do a whole lot either, and I think could be best represented by strong rebels.
However, I do think that while the Britons were not a major power, they were important enough thanks to Caesar's troubles in Britain to include. In addition, it would not hurt to add another Germanic faction, say put the Germanians in the north and, for example, the Alemannians or Cimbri in the south. Why? Because the southern German tribes BROUGHT ON the Marian Reforms, and it would be really cool to see two competing German factions eventually spilling into Gaul and Italy. Finally, the Galatians would simply be amazing to add, as their Celtic/Greek influence just frankly equals EPIC to me. However, they could be represented by a Gaul or Celts faction that has a bit of land in Anatolia and lots of AoR units there.
That said, I do like the Illyrians, but I also think that the above mentioned Barbarian factions would be better and more interesting to play as or against. The Barbarians simply don't get much love until BI, and I think that if we are to truly expand RTW it would be better done not by adding more Eastern or Greek factions (there's certainly enough of them, though I must admit I've long dreamed of a Jewish Rebellion faction and I certainly wouldn't mind seeing the Nabaeteans or Sabeans), but by adding more Barbarian factions and hopefully simulating the inter-tribal wars that had been going on long before Caesar's conquest and made the conquests far more difficult than the cake walk conquering the Barbarians is in Vanilla.
And hang on, this isn't the final map? You must realise that the AoR stuff I'm doing will ALL have to be redone if we change the map significantly.
Very good points but I solidified the Faction list about a month ago, and it's really too late to go back on it. I understand your points but the way everything is set up it's too late to change anyway.
About the map, I really do not know. Lethe1 has been very sporadic in his work and responses to me, plus the way the Mundus Magnus Map lloks right now, I'm thinking about staying with it. However if I stay with Mundus Magnus there will be some significant changes regarding the regions, but that will not happen for a long time, at least until I know for sure if I have a new map or not. If I do end up using the FO map you don't have to make the AOR system if you don't want to. I'm lucky enough for you to be making one for the current map. :)
Well that's all fine, and assuming the region names and such are similar I can probably copy/paste some old stuff and just change the RGB values. I just thought you meant that like we'd be getting a totally different map soon, in which case my AoR work is pointless.
Yeah regardless it will just be editing. The only difference that the FO map has is that it's very geographically accurate and it has bigger dimensions so the settlements are further apart than vanilla
Hey, uh, when I try to start a campaign it tells me that resource_salt.CAS, resource_fish.CAS, and resource_horses.CAS are missing from models_strat... yet I copied both the Vanilla models_strat folder and the M2 models_strat folder, so I'm absolutely certain they are there (and they even are in the folder named correctly). The game just keeps saying they aren't and won't start a campaign.
I'll try to remove the resources section of descr_strat for now for test purposes, but we need to get that fixed ASAP, since this whole AoR thing is based on the campaign and I need to do testing.
No go, even when there exist no resources on the map AND the correct files do in fact exist.
All you gotta do is this:
type furs
trade_value 9
item MM/data/models_strat/resource_salt.CAS
icon MM/data/ui/resources/resource_salt.tga
type pigs
trade_value 10
item MM/data/models_strat/resource_horses.CAS
icon MM/data/ui/resources/resource_horses.tga
type dogs
trade_value 5
item MM/data/models_strat/resource_fish.CAS
icon MM/data/ui/resources/resource_fish.tga
In your descr_sm_resources text file
Also make sure you have the resources fish, horses, ivory, and salt inside of MM/data/UI/resources folder
Fixed it, just had to be in the RTW directory (remember that for the future).
Alright, I finished the AoR, added barbarian buildings (IDK if there even are higher levels of eastern buildings, never looked at them), and got the game working.
Uploading, will post link and known issues when it's done.
Link:
https://rapidshare.com/files/3596096138/XRTW Alpha .5.rar (https://rapidshare.com/files/3596096138/XRTW%20Alpha%20.5.rar)
Known issues:
Wooden walls do not show up on battlemap (no idea why, never had that problem before, can't seem to fix it)
Custom battles do not start after selecting armies (WTF? No clue if it's from me modding or was already there)
Game "stops responding" after you exit the game - no real problem, you just have to click okay
I see wooden walls on the battlemap, they just have invisible gates. But the gates are in fact still there (some form of ancient cloaking technology?). ;) I see you have a lot of custom building files, so I'm guessing one of them is referring to a gate "item" which doesn't exist or is named something else, so the game is unable to display it.
Custom battles seem to work OK for me.
I also got the "stopped responding" box after closing the game. No idea what that's from; could conceivably be anything.
Are the wooden walls the ones from DTW or are they the vanilla wooden walls?
I also have no experience with custom building files ha
Maybe it was just his computer that didn't let custom battles work?
Odd about the stopped responding box, hopefully it's not a big deal and can be easily fixed once found
They looked vanilla to me, just with invisible gates.
Might of been his computer, or he had done something else to the files.