Exilian

Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Roma Vice: Total War => Topic started by: jmilan77 on January 23, 2012, 05:42:34 PM

Title: Roma vicit version 0.89 features (Update 10/1/12)
Post by: jmilan77 on January 23, 2012, 05:42:34 PM
(http://img513.imageshack.us/img513/913/rvpreview1.jpg)

As time has moved on since we have announced us working on version 0.89 Of Roma Vicit there have no doudt been a few changes in our plans for the mod, mostly minor but a few larger ones as well :) Hence the need we have felt to update this post and this will probably not be the last either as we are always having new ideas float into our minds and such.

So to kick off once again is our faction list with a few minor changes to names and such.

Romani
Seleukid Empire
Ptolemaic Empire
Makedon
Pahlav    (Parthia)
Carthago
City State of Sparta
Achaen League
Aetolian League
Ardiaei    (Illyria)
Kingdom of Pontus
Kingdom of Armenia
Pergamum
Kingdom of Massylia    (Numidia)
Lussotana    (Spanish tribe)
Celtiberia    (Celtic-Spanish tribe)
Aedui    (Gallic Tribe)
City State of Massila
City State of Syracusae
Getae    (Tribe north of Thrace)

Once again the point of mod is to show trully the diffulculty of Roma expanding with so many rivals around her. We also want to show the true extent of the breakup of Alexanders empire into its many Kingdoms. The map is decreased in size from vannila but its scale has been vastly increase to better show the lay of the land. Its stretches from Iberia to the homeland of Parthia, and from the middle of France to North Africa. The map is a completly reworked version of Webirds map which we have used as a foundation block and then cut and reworked in certain areas.

By decreasing the geographical area of the mod, this frees up more slots for us to better represent the time period with complete realistic armies, cities, buildings ect. In fact all 199 settlement slots are filled along with all 512 model slots for unit. We are trully trying to max out the system.

With all this taken into consideration, this means we can take more time to better focus on each faction, to better represent building trees, units and of course we want to historically portray each factions way of conducting warfare.

Not only are we working on improving all aspects of coding, but we are also trying to improve the graphical effects in every possible way we can. This means all units have  high quality well detailed skins, the battle map building will be completly reworked to provide a trully authentic siege feeling. We have our own made animations by our team animator providing for the first time trully thrilling battles, with brand new reworked attack and defense animations which really creates a new feel to battlefield experience. We shall also be including the brilliant enviroment mod from RS2 with a few of our own changes including a brand new skymod. Unfortunatly though we will be removing one of the enviroment slots which we shall explain now.

Yes the reason for removing one enviroment is to make way for one of our more anticipated parts of our mod. Yes we are still planning on bringing for the first time playable sea battles, on custom battles and also playable on the campiagn map. You will have complete controll of each ship in your navy, being able to attack your enemies by either ramming other ships or by bombarding them if you have a well equiped ship with onagers, ballitas, scorpions you name it :) More shall be released on this soon including a complete preview dedicated to this subject ;)

The start date for our mod is 232 BC. It provides a great starting position with lots of oppotunity for epic breakouts of war. Carthage has been expelled from Scicly & Sardinia and are hungry for revenge. With Roma controlling the once Carthago owned cities on Scicilly, tensions between Roma and City State of Syracusae is about to break out into in enivatable bloody war. With Carthago turning its attention to its minerally rich holding in Iberia, the tribes of the Lusiattani and Celtiberians will have to defend themselves to the death if there is any chance with competing with the rising power of the Romani. The pelponesse is in an ever warlike state with the once powerfull state of Makedon vying for power and land of the Aetolian and Achaen Leagues. In fact, all the states left behind from the great empire of Aleaxandros are in a very weary state and are on the brink of collapse.

From the start date we shall be including a 4 turn per year script. Also included shall be several reforms for nearly all factions, (not just Roma). We shall also include scripted events, and a very deep and expanded base of brand new traits and ancillarys, of which shall once again have preview dedicated purely to this subject to display our vast array of work which has been put into this area.

As just mentioned, we shall be including a script. However, we are planning on not relying to heavily on our script but instead trying, for instance, of making the AI act historically correct without forcing it to do so with scripts so as to not heavily wear down peoples cpu's.

So hope this little update helps maybe answer a few questions to you all. Please leave comments and questions as we are always interested to hear what you say and how we can maybe improve anything.

Hope you all enjoyed.

The RVTW team. :)
Title: Re: Roma vicit version 0.89 features (Update 10/1/12)
Post by: comrade_general on January 24, 2012, 12:13:00 AM
It's great to hear from you again! I'm still very much interested in and looking forward to seeing more about your playable sea battle idea. :)
Title: Re: Roma vicit version 0.89 features (Update 10/1/12)
Post by: debux on January 25, 2012, 05:08:31 PM
Wow! I did not see this coming... looks very neat! I really hope that you posted this very same text (or better, if possible) on the TWC forum, because, even with me known part of what you intend to do in this mod, it got me intrigued! Great work!
Title: Re: Roma vicit version 0.89 features (Update 10/1/12)
Post by: jmilan77 on January 29, 2012, 10:31:31 AM
thanks all actually i shall make a new in a minuite as we have set it up at twc, we have joined with another team to work together on making sea battles a reality :)

Anyway i shall post a thread on that in a miniute :)
Title: Re: Roma vicit version 0.89 features (Update 10/1/12)
Post by: Sir Mano on October 03, 2012, 07:47:09 PM
 :D sea battles really?!
looks awsome  :D
Title: Re: Roma vicit version 0.89 features (Update 10/1/12)
Post by: Skull on November 05, 2012, 06:59:44 PM
Is this mod still alive?
Title: Re: Roma vicit version 0.89 features (Update 10/1/12)
Post by: Jubal on November 05, 2012, 09:19:42 PM
I don't think so, sadly. :/