Exilian

Game Design and Project Resources: The Workshops Quarter => Rome - Total Realism => Mods, Maps & Game Add-Ons - The Bazaar => RTR 0.5 Imperial Campaign => Topic started by: ahowl11 on January 18, 2014, 06:27:29 AM

Title: Progress, News, Updates
Post by: ahowl11 on January 18, 2014, 06:27:29 AM
Alright now is the time to get this thing moving again. We have been at 0.4 BETA for a few weeks and are almost done testing and implementing everything. I'll try to get the rest into the mod by the end of the weekend that way we can all do some final testing and editing. I'd say that the game plan should be once I get 0.5 out that we test for about a week and make any necessary changes. This also gives time to those who will be doing their AAR's and screen shots, and it also allows time for the development of 0.6 to get started.
If you are a contributing to this modding wise, post your updates and news on your progress here please. This forum may get a little messy so I will try to keep it as organized as possible.
Title: Re: Progress, News, Updates
Post by: mirionis9 on January 20, 2014, 07:59:08 AM
Hi everybody! I'm Mirionis9. I am from Larissa, Greece. I've studied history and archaeology and I'm mostly interested in the hellenistic era. My modding skills are below average, but I'm willing to contribute in any possible way, propably as a historian.
armadillo! Wrong toppic! Sorry!
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 20, 2014, 08:28:33 PM
In the middle of trying to implement the RS2 Settlement trees, it's so frustrating. I'm hoping that I can figure it out. Bercor is doing great work with the Unit Cards so far and initial testing is almost complete. I am awaiting reports from the following:
Julii - Whoever wants to do it can
Macedon - I believe Cyprian has them
Parthia - Sigma
Thrace - Cozmicus
Spain - Up for grabs
Egypt - Up for grabs
Title: Re: Progress, News, Updates
Post by: Cozmicus on January 20, 2014, 09:06:59 PM
I've been a bit lazy latly, but i will report soon ...........
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 20, 2014, 09:08:59 PM
That's okay, can't wait to see what you have!
Title: Re: Progress, News, Updates
Post by: Cyprian2 on January 20, 2014, 11:17:51 PM
Sorry for the delay. I went and got myself sick with the flu. I should have my report for Macedon up tonight.
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 21, 2014, 12:48:46 AM
The flu has been going around where I live as well. Get well soon and looking forward to your report!
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 22, 2014, 12:33:51 AM
RS2 Settlement trees have officially been added! Finally :)
Also a new EDU made by phalanx_man and edited a bit by me to include the other vanilla units has been implemented. The most realistic and longest battled yet. No more insta-routs!

To do:
Fix Siege Tower Bug (hopefully with help from Aradan from TWC)
New UI from BI
descr_strat edits after all factions are tested
Final testing (testing of 0.5)
Implement UI's from Bercor
Release with an AAR or two from those willing to do one with the finished version.
Title: Re: Progress, News, Updates
Post by: TheCheese on January 22, 2014, 12:50:19 AM
I fancy myself an adept writer. I will definitely write an AAR for the final release if needed when the time comes. In fact, if there is any demand for creative writing not yet being provided, let me know :)
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 22, 2014, 12:53:55 AM
Actually, I just noticed that some campaign descriptions are needed. For this version, I just need a general introduction about each faction and then some strategy tips. I think that all the BETA testers should get together and discuss this.
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 22, 2014, 08:51:35 PM
Playing around with different animations today. Sword/Spear/Javelin Cavalry will get Prometheus' animations to go along with the two handed lance animation for Cataphracts and other heavy spear cav.
Title: Re: Progress, News, Updates
Post by: TheCheese on January 23, 2014, 05:50:19 AM
I haven't gotten too far in my Julii campaign unfortunately. I will have a large chunk of time tomorrow to dedicate though, and I'm excited from what I have played so far. Probably 6-8 turns. Two campaign battles, and one custom battle. Everything runs really smoothly, even on my nvidia 6600  :o
I have nothing negative to report actually. I am naturally on the look out for bugs or anything out of place- but yesterday I noticed a list of things needing to be tested still, like specific units in action etc... Anything specific I should look for as I play Julii?
Props again to everyone involved in development thus far!
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 23, 2014, 06:15:52 AM
Yes, I played a Julii campaign for kicks and giggles the last week or so for 20 turns. Every time a battle was loading between me and the Gauls, I'd get a CTD. Then I would load to the same spot, fight the same battle and no CTD at all. Please let me know if this happens to you. Again, it was only the Gauls.
Title: Re: Progress, News, Updates
Post by: TheCheese on January 23, 2014, 08:59:31 PM
I haven't had any CTD since deleting map_height and such. I have fought two battles against the Gauls, a couple against some rebels, and one against the nearby Greeks.
Everything is so much smoother and faster than any other mod I have tried, I bumped everything to its highest setting except AA, and I can play in 1600x900 during battles and the campaign map. I read somewhere script-intensive mods can slow you down a bit, maybe that has something to do with the lag in other mods. (or does this mod just have really efficient scripting?)
I did notice that the Hastati have a red sprite rendered for outside of the FOV, but upon zooming the men are all garbed in light blue, leaving the far end of the line red still (I am aware the visuals are not yet final.)
Wanted the note that the campaign map is totally sweet, and the mini-map is really well done too. The battle ai hasn't shown any deficiency yet, but I have yet to have anything large scale.

So. The CTD isn't universal, and I haven't found anything major in bugs yet.
I will have a proper beta-test report done by this evening.
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 24, 2014, 06:04:07 AM
Okay cool thanks man.

Sorry for not being active today. Just so you all know for the future, I have a 13 hour shift to work on Thursdays, so I don't get home until 8PM and I usually have to get caught up with the news, family and friends before I look at the mod/forums.
Title: Re: Progress, News, Updates
Post by: Mausolos of Caria on January 24, 2014, 10:24:52 PM
Puhh 13 hours? How's that even legal?  ???
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 24, 2014, 10:55:14 PM
Double Shifts.
Title: Re: Progress, News, Updates
Post by: Jubal on January 25, 2014, 04:15:31 PM
Also lack of European-standard working regulations.  :P
Title: Re: Progress, News, Updates
Post by: Pentagathus on January 25, 2014, 04:23:46 PM
A 13 hour shift doesn't contradict EU working time directive as far as I know.
Title: Re: Progress, News, Updates
Post by: Jubal on January 25, 2014, 05:24:06 PM
Hm, yes, turns out you're right, though 13 is the absolute maximum length of work in a day (the WTD requires that 11 of every 24 hours are rest, and that there's some sort of break every 6 hours, so you could have a 13hr shift as long as it included breaks).
Title: Re: Progress, News, Updates
Post by: comrade_general on January 25, 2014, 06:48:52 PM
'Merica.
Title: Re: Progress, News, Updates
Post by: Cozmicus on January 26, 2014, 05:04:27 PM
Tharacian campaign report:

*Very nice to have the tharcians in this game !! DO NOT GET RID OF THEM please...
* They look ok, a bit hard to play, being caught between  Macedons and Greeks but that is ok. It should not be easy.. They can hower own the east -part of balcan for themselves and that can be nice. A treatment with the dacians will make the Macedons crumble and you'll have a fair chance to  build a campain. Other way the Macedons and greeks will hunt you down..
* Geography and city names are a disaster. That can be improved.
* Not knowing more what to say, the Thracians should not have hoplity or falxmen, although their own made infantry. I can keep an eye on them and the dacians as you progress your development of the game..   

Ah one more thing.. The fish symbol should despiser from the map. Or you have to make it smaller a lot smaller cos it's annoying..

 
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 26, 2014, 05:21:51 PM
I'm afraid Thrace will end up being replaced by Illyria my friend. However, they will get their own modfoldered campaign later :)
Yeah, there is a lot of fish on the map...
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 27, 2014, 08:13:26 PM
Barbarian UI implemented, Olbia given to Scythia. There are only two things left to do before a release can be made:
1. UI's (probably will be a few weeks before they are all complete)
2. Siege Tower Bug Fix (Will post on TWC workshop to see if anyone can help me)

Since it will be a few more weeks until the UI's are ready, should I go ahead and edit the descr_strat a bit? I was thinking of balancing out a few starting positions, and giving each faction a professional army to start with as a core army.

Also, while we wait for the UI's, I can upload the current version after I edit the descr_strat, so you all can test. I know things have been quiet lately because nothing new has been available to test, but I'll have something here for you guys by the end of the day.
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 28, 2014, 12:07:20 AM
It looks like I have been able to fix the Tower Bug, but at the expense of Epic Stone Walls. I will have to look into ladders to see if I can fix those as well.

Getting rid of Epic Stone walls was needed anyway. They were pretty ahistorical. Large Stone Walls might need to go as well, they are massive and I'm not sure those kind of walls were around at this time.

Really, all I need to do now is edit the descr_strat. However since it will be awhile before UI's are all complete, I am thinking about adding even more to the initial release.

-Ship stats adjustment in EDU (from ExRM, they were able to nerf the annoying ship attacks that will happen with factions such as Carthage and they also nerfed the pirates)
-Marcus Camillus 4 turns per year mod (I don't know about adding this just yet since it will require an adjustment to all units and buildings.)

I'll look around for other things as well.


Title: Re: Progress, News, Updates
Post by: Sigma on January 28, 2014, 03:27:10 AM
Large Stone Walls might need to go as well, they are massive and I'm not sure those kind of walls were around at this time.

Most mods I've seen use large stone walls for special or historically large cities. But I agree on the epic stone walls are horrible and weird.
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 28, 2014, 06:18:45 AM
I will probably include sleepysmoo's Wall Mod as featured here post #2
http://www.twcenter.net/forums/showthread.php?59908-Siege-Tower-Bug&p=1165105&viewfull=1#post1165105

Battle AI does not handle the vanilla Large stone walls very well.

Tonight I started editing the descr_strat. Each Roman family will now have a 'legion' at it's disposal and I put it in a position where it can expand easily. I've noticed that the Brutii and Scipii take awhile before they start expanding.. The Senate stays pat.

The Greeks got each of their starting armies upgraded. You'll find a Heavy Peltast in Athens, Armoured Hoplites in Pergamum and Syracuse, and some Cavalry in Ambracia.

Carthage is revamped as well. The city itself has a force inside that includes Poeni Infantry, Long Shield Cavalry and a Sacred Band. Lilybaeum has a better army, and the garrisons of Gades and Tingis have been swapped to encourage expansion into Iberia. I think Carthage will be pretty strong now.

I'll continue tomorrow after work. First faction? Egypt.. :)
Title: Re: Progress, News, Updates
Post by: ahowl11 on January 29, 2014, 06:40:05 PM
I redid the Egyptian, Seleucid and Macedonian starting armies yesterday.

All peasant units were removed or replaced with other units.

Egypt will have a smaller experienced army in Alexandria with small, weak garrisons in the other towns. Hopefully this will slow down any blitzing that they try to do.

The Seleucids now control Pessinus, as I believe they held it historically. Gives them a better chance of survival in Asia Minor. They also have a pretty good army in Antioch, and their garrisons are a mix of levy troops.

Macedon has a good army in Pella. The garrisons are not too weak either.

Today I will try to finish everyone else.
Title: Re: Progress, News, Updates
Post by: ahowl11 on February 03, 2014, 10:57:31 PM
Okay it took longer than I wanted to but the descr_strat has been revised so that every faction begins with an experienced and balanced army, I also took a few provinces away from the Germans, took one away from the Britons and gave one to Numidia. This will be the version that will be in 0.5.

What's left:
- Custom Battle Locations, right now most battle locations are in the ocean
- Implement sleepysmoos Wall mod that will make Large Stone Walls look like regular stone walls, but they have the same stats as Large Stone Walls. It helps with the AI as they have trouble with the size of large stone walls. This should solve the Siege Tower/Wall Bug for good!
- Implement Bercors UI's. I'm guessing he will be completely finished by Wednesday, so 0.5 should be out and ready to be tested by the weekend.

This means that I need ALL BETA TESTERS ready to report!
Title: Re: Progress, News, Updates
Post by: ahowl11 on February 10, 2014, 06:43:21 PM
So begins the long and boring process of naming the UI cards. Hopefully it doesn't take forever.
After those are completed and put into the game there are a few more things to add before we can test:
1. A few EDU tweaks
2. Fixing the ladders
3. Adding the Naval fixes from ExRM
Title: Re: Progress, News, Updates
Post by: ahowl11 on February 11, 2014, 06:07:55 AM
After today, I am halfway through with the UI's. I managed to get the Unit_Infos together but it took a very long time. The Romans alone took 45 minutes just to assign the correct names to the cards.
However I've been able to fix the ladders, they now work perfectly with the new walls, also a few EDU tweaks were made for visual purposes. Finally I implemented parts of Iskandar's Naval tweaks that he made for ExRM. Here is the description:

Quote
Crews: Heavier ships have larger crews in order to represent their affinity for boarding. This also increases their lifetime over consecutive battles.

Attack/Defence Stats: Light ship classes have better attack, to simulate their preference of ramming. All classes have similar defence values, light ships due to better defence skill, heavies - due to better armour. This makes heavies distinctly superior ships without turning them into undestroyable juggernauts.

Recruitment/Maintenance costs: Light ships have higher costs, heavies - slightly lower or the same(maintenance is always increased, though). I have sought two effects with that - first, to diversify the ships classes the AI produces and second, to reduce the overall ship numbers in the game, thus placing greater value on naval superiority.

Pirates:In the original stats, pirates had larger defence due to high armour which was the only thing that distinguished them from other ships, combined with whatever hardcoded bonus they get. Originally I sought to preserve this trait, but since Quinn pointed out that pirates seem to be too strong, I kept only the slightly higher overall defence value and reduced the armour value. They also have the minimum crew number. I've upped their costs as well, just in case this effects spawns. The AI seems to handle them better now, although it still costs 3-4 battles to finish off a pirate fleet. As the game progresses, though, and factions start to build heavier ships, the situation improves.

Overall, the battles take more casualties now, since crews are either the same or smaller and attack/defence values rebalancing makes for more damage done. So, no more chasing for 10 turns up one end of the Meditteranean down the other.

Everything that he said is included except for the recruitment and maintenance costs since the economy is still vanilla.

What's left:
1. I need to assign the correct names to the next half of the Unit Cards (Will take a few hours)
2. Bercor is in the process of generating Sprites. He was experiencing some issues, but I think we solved it.
3. Whatever goodies that I can find and add before everything is finished.

Then we can finally start testing and playing this thing.

Other News:
There is a member at TWC that I have messaged in regards to textures and models. Hopefully he responds and is interested. His work is amazingly good and he would easily be able to do anything for us in a short amount of time.

If he is not interested, I'll PM Hoplite of Ilis. He is an option but it looked like he just painted over the textures in his work. We will see.

In regards to the map, if leoni cannot make the map it's fine. I have a clean version of FO's map that we could start working on. Basically we have three options in regards to the map:

1. leoni/FO's bare map - Yes it's bare and yes we will be able to make it our own but with all the research and trial and error, this map could take forever.
2. Our current map starting from scratch - Basically just preference, but same situation as above.
3. Editing and tweaking current map - Quickest and easiest to do but this can mess up trade and AI expansion.

I don't want to make the map a huge deal. As it is we have a very historical map that isn't too big but not too small. It has all the geographical features that we need, is balanced throughout, and everything works smoothly. I think with some minor adjustments like we have already discussed would be perfect for it. It would at least do its part for the Grand Campaign.

If we really wanted to make a map from scratch, it would take a lot of dedication and hard work from multiple people to finish it. Just know that.
Title: Re: Progress, News, Updates
Post by: b257 on February 11, 2014, 08:33:18 PM

Other News:
There is a member at TWC that I have messaged in regards to textures and models. Hopefully he responds and is interested. His work is amazingly good and he would easily be able to do anything for us in a short amount of time.

Ooh, who, you can PM me I can keep a secret :P

Quote
If he is not interested, I'll PM Hoplite of Ilis. He is an option but it looked like he just painted over the textures in his work. We will see.
He did mention being active on Total War Hellas too since that was where he was taught to texture units with photoshop, so he probably has stuff their he hasn't posted on TWC that I'm aware of.
Title: Re: Progress, News, Updates
Post by: ahowl11 on February 23, 2014, 06:01:23 PM
An update:

Basically all we need before a formal release is the final UI's. I have reskinned most of the remaining units and only a few more remain. Once I finish those, Bercor can make the unit cards and everything will be finished. Bercor was able to make the sprites as well as redo a few unit cards to his liking. Also, we can make UI's for the Chariot units now so nothing will be missing from our fist release! How's that for a 'BETA'? :)
Title: Re: Progress, News, Updates
Post by: ahowl11 on March 11, 2014, 05:11:15 AM
Hey guys I just wanted to apologize for not progressing much with the mod. If I could have it my way we would already be adding units. However my studies are really halting any modding progress. Everytime I sit down to mod I always am reminded that I have a paper to write, so its tough modding knowing you aren't really free from more important things.

It's all about time management. I wake up ready to study, get on my computer, but before I study I always come to exilian or TWC to check for updates or news for the mod. By the time I know it, it's lunch. "Okay I'm going to write that paper now". Oh wait, I have a message on TWC, gotta check that." Then it's time for work, the whole time I am at work I am planning my evening so I can finally get to that paper, but once again I procrastinate and get on facebook or something. Then it's almost midnight and the paper is due. I frantically rush through the paper and get a B-.
Then I am too tired to mod.

I really need help prioritizing my life and time, because if I did, I would actually be able to mod so much more than I do now! Any tips?
Title: Re: Progress, News, Updates
Post by: Bercor on March 11, 2014, 10:49:00 AM
My advice is: studies always come first. Modding should be a hobby, not a priority. So, don't worry, get your work done, and eventually time to mod will come again.
Title: Re: Progress, News, Updates
Post by: Mausolos of Caria on March 11, 2014, 10:54:41 AM
The forum is a good distraction from writing a paper, though  ;D Actually, everything is. Last week I had no internet for a day due to technical problems. It was massively annoying, but I must say that I didn't even work an hour on my paper and still wrote more than on other days, because the internet couldn't distract me.
Title: Re: Progress, News, Updates
Post by: Jubal on March 11, 2014, 06:30:18 PM
You only actually need to check updates once every few days, and you don't need to read every thread on a forum obsessively. I think that's the main thing to realise which frees up time; if you do mailing less often you learn to do it faster.
Title: Re: Progress, News, Updates
Post by: b257 on March 11, 2014, 06:39:40 PM
I'd say concentrate on your studies first, they're most important. Remember Rome wasn't built in a day :)
Title: Re: Progress, News, Updates
Post by: comrade_general on March 11, 2014, 07:15:08 PM
You only actually need to check updates once every few days minutes, and you don't need to read every thread on a forum obsessively.

Corrected some errors there.
Title: Re: Progress, News, Updates
Post by: ahowl11 on March 11, 2014, 10:16:39 PM
Thanks guys, I'm pretty close to catching up :)
Title: Re: Progress, News, Updates
Post by: Mausolos of Caria on March 13, 2014, 10:14:30 PM
I'm out till Tuesday, since I'm in Scotland over the weekend. See you all next week ;)
Title: Re: Progress, News, Updates
Post by: Bercor on March 13, 2014, 10:56:07 PM
Ok, then. Blow some pipes for me.
Title: Re: Progress, News, Updates
Post by: ahowl11 on March 16, 2014, 09:53:16 PM
Almost done changing cultures. It's easy but takes forever. All symbols and most banners have been implemented. Then I have to change the strat map character models and then deal with the coding issues and names.
Title: Re: Progress, News, Updates
Post by: Mausolos of Caria on March 19, 2014, 12:05:15 AM
I'm back! :D

http://www.youtube.com/watch?v=CAZJ8tU9r_Y

Anything to do for the historian?  :)
Title: Re: Progress, News, Updates
Post by: Bercor on March 19, 2014, 12:29:16 AM
So, how's Scotland? Do men still dress like women and stuff?
Title: Re: Progress, News, Updates
Post by: Mausolos of Caria on March 19, 2014, 12:46:11 AM
Haha, kilts are just for clansmen really, tough you'll sometimes see guys at the football wearing it. The weather was nice this time, no rain at all, at least not in Aberdeen where I visited my friend (it did rain at the League Cup final in Glasgow). The landscape's nice, the food's unhealthy  ;D On friday it was stormy again (usual Aberdeen) and the plane was being thrown around by the winds like a rubber ball. The pilot had to abort the landing, but it worked when he tried it for a second time, although with an almighty crash.
Title: Re: Progress, News, Updates
Post by: Bercor on March 19, 2014, 12:56:45 AM
Yeah, I know, just kidding. I love that Braveheart guy, William Waffle. ;D

More on topic, maybe you can start a thread about the reforms (greek, roman and carthaginian for starters). Just cover the basic points when should they happen (triggers), what should it be their consequences, etc.
Title: Re: Progress, News, Updates
Post by: ahowl11 on March 19, 2014, 01:10:08 AM
Yeah the reforms need to be discussed.
Title: Re: Progress, News, Updates
Post by: ahowl11 on March 19, 2014, 08:51:34 AM
Alright, stayed up late this night. It's almost 2AM but I was able to get a lot of work done with the factions.
Basically the factions are completely changed, the only thing that I have left to do is to change the names of the factions, and then change the character names pf the factions.
I wish I could do it now, but I am tired and losing focus.

Also, for placeholders the new factions have the same skins as other factions for the general and lesser general, both for the campaign and battle map. We will change these soon.
Title: Re: Progress, News, Updates
Post by: Jubal on May 15, 2014, 12:08:36 AM
How is everything going - or are things on slowdown because people are doing Real Lives and stuff?  :)
Title: Re: Progress, News, Updates
Post by: RedFox on May 15, 2014, 11:00:01 AM
I think we're progressing nicely - just most of the communication goes through our IRC channel nowadays. :)
Title: Re: Progress, News, Updates
Post by: Mausolos of Caria on May 15, 2014, 07:32:23 PM
Also, ahowl11 won us a hidden forum over at TWC, so most people are posting there now. But I still need this forum to look up all the previous research we have done ;)