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Messages - DCLXVIMRTRVEBLAKKOKKVLTDCLXVI

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31
Rome - Total Realism / Re: Bug report thread
« on: October 23, 2016, 06:45:38 PM »
Yes, but it's best to keep it until the unit rosters are completed, otherwise we'll have to do it again

32
Rome - Total Realism / Re: Unit prices
« on: October 23, 2016, 04:27:50 PM »
I simplified my system:

Spoiler (click to show/hide)

33
Rome - Total Realism / Re: Unit prices
« on: October 23, 2016, 03:02:57 PM »
This is how I do it; and the cultures are one of the easiest parts with this method:

34
Rome - Total Realism / Re: Bug report thread
« on: October 23, 2016, 02:34:04 PM »
Here's another error that occured when I tried to load a battle:

Quote
Also, Emodude, there is only the raphia battle you made is being played. The game wont switch to the others. What's weird, is even after removing the raphia file, it still plays it. Also, I cannot open the files without an error. How do we edit these and how do they work?
Well all other ones are copies of the Raphia battle to prevent the game from crashing (the vanilla ones cause a ctd). And quick battle files are in fact the same files that generate when you save a custom battle setup.

35
Rome - Total Realism / Re: Unit prices
« on: October 23, 2016, 01:08:15 PM »
I made a system to balance unit prices:

Spoiler (click to show/hide)

What do you think?

36
Rome - Total Realism / Re: Bug report thread
« on: October 22, 2016, 08:41:37 PM »
I noticed another bug: saka cataphracts cause a ctd because the saka faction doesn't have a texture for the cataphract horse model

37
Rome - Total Realism / Re: Bug report thread
« on: October 22, 2016, 07:27:24 PM »
I found another shield bug:

38
Rome - Total Realism / Re: Bug report thread
« on: October 20, 2016, 10:40:02 AM »
Hey I noticed that kardakes and eastern heavy spearmen are still holding their shields wrongly when in mellee:

They should hold their shields like hoplites and their shields should also be the same size as hoplite shields.

39
Rome - Total Realism / Re: Unit state information bars
« on: October 19, 2016, 06:12:16 PM »
You don't have to click a mouse button to see it.

40
Rome - Total Realism / Re: Bug report thread
« on: October 18, 2016, 09:54:23 PM »
I noticed some slingers sound like archers when they fire

41
Rome - Total Realism / Unit state information bars
« on: October 18, 2016, 09:24:54 PM »
Hi guys,

I invented a new feature which gives a quicker overview of the state of units when you hover the unit (card) with you cursor:

What do you think? Your opinion matters :)

42
Rome - Total Realism / Re: Reskins Complete
« on: October 18, 2016, 06:18:13 PM »
Found a model from RSII that we could use. It just needs some editing to fit the RTRPE style of units; don't worry about the faces, it has a facemask  :)

43
Rome - Total Realism / Re: Reskins Complete
« on: October 18, 2016, 06:06:19 PM »
I'll do that and I already noticed a bug: seleucid scythed schariots have archers on them wearing the vanilla Parthian pink pajamas. Also the archer's and rider's model don't fit the Seleucid faction and are too lightly armoured.

44
Rome - Total Realism / Climates for new map
« on: October 17, 2016, 05:52:29 PM »
Hi guys,

I've got plans to reassign climate slots. I will merge the 3 temperate deciduous forest climates into one which opens up 2 climate slots. I will split the rocky desert climate in two climates: Temperate desert (with snow in winter) and volcanic desert (for the large volcanic areas in the Sahara and Arabian deserts. I will also use it for parts of the Anatolian plateau and Ethiopia (well I will actually use it for all arid or semi arid areas that are volcanic). The other freed slot will be used for a tropical climate with palm trees (not rainforest, but can have a wet season) which will be used for parts of the indus valley, Ethiopia, small parts of arabia, the nile valley, the Tigris and Euphrates. I will also redo the grass textures for all climates.

45
Rome - Total Realism / Re: Climates & season movement restrictions
« on: October 17, 2016, 05:34:03 PM »
for example:

¬--------------------

{Steppe_Spring}   Spring

{Steppe_Spring_desc}
Spring is a time for fattening of horses, of (relatively) good weather. Campaigns are possible, but must be fast, unless the army is stuck in the middle of the steppe in summer.

{Steppe_Spring_effects_desc}
\n

¬--------------------

{Steppe_Summer}   Summer

{Steppe_Summer_desc}
No true nomad would ever campaign in the summer. The grass is dry, and cannot support enough horses to carry out a campaign. The steppe is hot, uncomfortable. It is a good time to move your herd on for greener pastures, and pray that the rain will come soon.

{Steppe_Summer_effects_desc}
Movement restrictions in arid regions are possible this season.

¬--------------------

{Steppe_Fall}   Autumn

{Steppe_Fall_desc}
It is time to saddle your horses, and ready for war. The horses have had time to fatten up, it is cooler, and the settled peoples are less likely to be ready for an attack. This is the traditional time for war.

{Steppe_Fall_effects_desc}
\n

¬--------------------

{Steppe_Winter}   Winter

{Steppe_Winter_desc}
Winter in the steppe is a blessing and a curse. Will you keep your herds together, seeking protection from the harsh winter? Or will you campaign? The rivers are frozen, allowing better crossing. The settled enemies will be hiding in their towns, not expecting attack.

{Steppe_Winter_effects_desc}
\n

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