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Messages - Agamemnon

#1
Extended Rome: Total War / Re: AOR System
July 25, 2012, 05:06:28 AM
What bothered me was that either Seleucids or Parthia would be gone by turn 20 ALWAYS. Usually both. And Pontus and Macedonia often were conquered too, which meant that an invasion of the east post-turn 100 was always fighting stack after stack of first Armenians (WTF?) and then Egyptians. Rome never meets the Seleucids or Parthia. And often Britannia conquers Gaul before Rome.
#2
Extended Rome: Total War / Re: AOR System
July 23, 2012, 06:28:23 PM
Meh, I don't really care about the historically accurate Greek armies of the time, and the Pharonic Egyptians didn't really bother me either. Now, the underhanded pike phalanx used by hoplites DID bother me, but that's because it doesn't look as epic. I just want epicness, I don't give a rip about historical accuracy unless making it more accurate makes it more fun.
#3
Link:
https://rapidshare.com/files/3596096138/XRTW Alpha .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
#4
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.
#5
Extended Rome: Total War / Re: AOR System
July 22, 2012, 09:54:50 PM
I never was fond of those cloths. :P


Also, I thought Armoured Hoplites were supposed to be the rank-and-file troops, and Spartans the elite? If they weren't, CA REALLY screwed up when they made regular Hoplites suck so much... And really, the Armoured Hoplites are the only ones that look like real Hoplites. :P


AoR, by the way, is complete.
#6
No go, even when there exist no resources on the map AND the correct files do in fact exist.
#7
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.
#8
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.
#9
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.
#10
By the way, you're going to have to make rebel units, mercs, and AoR units the same. Why? Because a rebel faction cannot recruit troops even if they are assigned to be able to unless the faction they are the subfaction of can. So if Carthage can't recruit, say, Poeni Infantry, neither can the Libyans, even if in EDB it says they can.
#11
Extended Rome: Total War / Re: AOR System
July 11, 2012, 09:48:59 PM
This all the units? Seems like quite a lot to me, are you sure we can fit all these?

But, apologies, I have not yet started on my work, as my cousins are here from Colorado and I've been spending time with them. Next week at the very latest you will have your files.