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Topics - ahowl11

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46
RTR 0.5 Imperial Campaign / Tortoise SVN
« on: March 03, 2014, 06:02:36 PM »
Now that a lot of us are going to be working on different files at once I think we should start using a file sharing system. The old RTR VII team used Tortoise SVN. I have it, but I don't know how to use it well enough to set everything up for us. Does anyone know how to work Tortoise SVN?

47
RTR 0.5 Imperial Campaign / 0.6-1.0
« on: March 02, 2014, 05:37:40 PM »
Alright team, it's time to get down to some serious business. We have had a lot of discussion and ideas lately and now it's time to organize it all into a set plan for our next public release. Here I will lay out the order in which I'd like to continue the mod for a 1.0 version.

0.6
Delete All ahistorical units
Completely Remove Senate from game
Remove Scipii, and Brutii from campaign
Convert Thrace to Illyria
Convert Britons to Celtic Tribes
Change Egypt to Ptolemaic Empire *Should the culture stay Egyptian or should we make them Greek?
Change Spain to Iberia
Change Scythia to Sarmatia
Rename romans_julii, romans_brutii, romans_scipii, and romans_senate to rome, hellenic_kingdoms, greek_states, and independent_peoples
Edit descr_strat accordingly

0.7
Add in New Faction units (Depending on the availability of Algaman and TBTWB we could end up adding premade units.. I am hoping that while we work on 0.6 that they can be making the new units for 0.7)
Edit Mercenary Pools
Start editing Economy
Add new culture: Nomad, for Sarmatia

0.8
Add in New Mercenary Units
Create AOR system
Start adding in new traits/ancillaries
Continue editing Economy
Add Loyalty

0.9
Add in New AOR units
Start adding government system
Continue adding traits/ancillaries
Continue editing economy
Add Hording

1.0
Finish Government system
Finish Traits/ancillaries
Finish Economy

Also, in between all of these versions we can continue to look for mini mods and other things, like EB's Egyptian/Seleucid Portrait pack, Milners African Portraits, V.T. Marvins Spoils of War etc

Let me know your thoughts. Agree? Disagree?


48
RTR 0.5 Imperial Campaign / Discussion: Historical Battles
« on: February 26, 2014, 06:44:30 PM »
I am in the process of recruiting a member of the RTRA forums. He also is on TWC and goes by Mandoni. He makes historical battles, and good ones at that. He is going to join us and make some for us but he needs to know what battles we would like to have. Also, he needs a good english voice to do the talking for the pre battle. Who has a good tv voice? :)

His work for RTRA:

http://www.dailymotion.com/video/x12zdqu_rtra-heraclea-2-2013-08-12_videogames

49
Hello there!
This should be a fun project led by TBTWB. Basically we will be converting Ferres units amongst others to have the look of RTR. This will add a plethora of units to our options when putting new units in and it will give our mod a unique flavor that will separate itself from the others!

Basically there will be two download links. The first will contain Ferres style units, created by Ferres himself, Algaman, and Milner. The second will contain all of the textures that we are currently using and textures that we could use if we wanted to. So in the end, TBTWB and whoever else who is able to pitch in will have a large data base of textures to work with. Note, I will also be uploading units from other sources that would need editing so it won't just be Ferres units. Also, by having the RTR style units handy that gives you the resources and examples you need to edit the other units.

Now, not EVERY SINGLE UNIT in these links need to be edited. That would take forever. But we will go through them and choose the ones we need and don't need for the mod. We will then communicate the file names to you here, so you can get started.

The goal is to either edit the current Ferres Textures to fit the RTR style, or give the Ferres Models completely new textures to fit the RTR style. If you go with the former, the main things that would need to be changed are the faces, and skin color of the units as they differ from RTR's. Next would be to edit the cloth texture, and also get rid of the constant Orange/Black/Yellow/Red colors found in the textures.

Once a new model/texture is ready, put it in game for testing and take a few screens for the rest of us to see. Then after it passes 'inspection' upload the necessary files so Bercor can pick them up and make the Unit Cards.

If you have any questions, just ask!

Ferres Style Units - These are the style of units that need to be edited the most. You have all of them at your disposal, but we won't be editing all of them haha.
http://depositfiles.com/files/ojt2fsjxb

RTR Style Units - These are units that you'll be using as a reference, you can also use these textures for the new textures, especially the faces and cloth textures.
http://depositfiles.com/files/y4b36bumy

50
RTR 0.5 Imperial Campaign / History/Research: The Peoples of the Steppe
« on: February 23, 2014, 09:40:35 PM »
Here we will conduct research for the Steppe cultures. xeofox will be in charge of this thread.

51
RTR 0.5 Imperial Campaign / Workshop: The Map
« on: February 18, 2014, 07:09:52 AM »
Here are the base files for our new map! The first instructions are below from Gigantus. Let's start making this thing!

http://depositfiles.com/files/bei5z3ihq

From Gigantus:
Quote
Underneath the radar map of the area. I didn't include map_fog and map_trade_routes.
Note to map_features: I left the coastline layout in case you want to add more rivers - for use simply fill in the background with black (RGB 0,0,0)



There is no real order on how to progress with the map, but the first step would be to make it playable. With a map this size you will need about 12-15 evenly sized regions, 2 factions with a named character each and the slave faction. When creating those regions it's advisable to give them their correct names already, eg. Latium for the whole of Italy with Roma as settlement. That way you later just have to resize the region without changing anything else.
Allocate one region to each faction, the rest to the slaves. Once the map works start working on ground_types and climates.
Once it look's to your satisfaction create the final regions and place trading resources, sort out the development details of settlements and add characters.

Here are mapping tutorials and resources for us to use. Just about anything and everything is answered below!
http://www.twcenter.net/forums/showthread.php?208570-Creating-a-World-%96-Basic-mapping-from-scratch
http://forums.totalwar.org/vb/showthread.php?50437-Making-a-new-campaign-map
http://www.twcenter.net/forums/showthread.php?429382-Bull3pr00f-s-Completely-Known-Tutorials
http://www.twcenter.net/forums/showthread.php?58786-How-To-Add-Relocate-Delete-Campaign-Map-Resources
http://forums.totalwar.org/vb/showthread.php?85902-Campaign-Map-Not-Loading
http://www.twcenter.net/forums/showthread.php?33471-Landbridges-and-how-to-implement-them
http://forums.totalwar.org/vb/showthread.php?68402-Mercenaries-mini-guide
http://forums.totalwar.org/vb/showthread.php?52483-How-to-make-real-rivers-%28or-Land-Bridges%29
http://forums.totalwar.org/vb/showthread.php?51387-Newbie-Mod-Tutorials-Provinces
http://forums.totalwar.org/vb/showthread.php?43747-How-to-limit-recruitment-construction-by-area-%28hidden-resources%29
http://forums.totalwar.org/vb/showthread.php?63614-Game-AI-stuff-%281-5%29
http://rtw.heavengames.com/rtw/mods/tutorials/map_features/index.shtml
http://rtw.heavengames.com/rtw/mods/tutorials/resources/index.shtml
http://rtw.heavengames.com/rtw/mods/tutorials/adding_new_regions/index.shtml
http://rtw.heavengames.com/rtw/mods/tutorials/descr_strat/index.shtml
http://forums.totalwar.org/vb/showthread.php?43149-Putting-features-on-the-Campaign-map-%28custom-tiles%29
http://www.twcenter.net/forums/showthread.php?122162-toggle_terrain-highly-useful-for-mapping
http://forums.totalwar.org/vb/showthread.php?51366-How-To-%C2%96-Edit-a-trade-resource
http://forums.totalwar.org/vb/showthread.php?51378-How-to-include-new-rebel-factions
http://www.twcenter.net/forums/showthread.php?13660-Descr_Strat-tutorial

52
RTR 0.5 Imperial Campaign / RTR Project 'Grand Campaign' BETA Testing 0.5!
« on: February 13, 2014, 05:59:40 AM »
Here it is, after more than a month, we have something new to test!
http://depositfiles.com/files/r1m81qbae

To install:
1. Make sure you have a CLEAN copy of RTW 1.5 with BI 1.6
2. Extract the archive to your desktop.
3. Copy/paste the data folder to your CLEAN RTW directory.
4. Overwrite ALL files
5. Go to data/world/maps/base and delete the map.rwm and map_heights.hgt files
6. Create a shortcut for BI and add this in the target line: -show_err -nm -mod
7. TEST!

Here is everything that is included:
;;;;0.1;;;;
-Player1's Bug Fixer v3.36
-Hader's All Factions Mod
-Sinuhet's AI Formations 7.0
-Dol Goldur's No Boiling Oil
-Three New battering Rams
-Wlesmana's Projectiles sticking in Ground Mod
-Diadochi Total War's Grass and Sky
-BI Night Battles
-BI Shieldwall
-Resef's Combined Animations
-Force Diplomacy by DimeBagHo
-Marcus Camillus' Player Formations
SPQR Fort Mod by Lt1956
;;;;;;;0.2;;;;;;
-98% of units reskinned
-Webbird skins implemented
-Warspite skins implemented
-Ferres Modding Legion Pack v1.3 implemented
;;;;;;;0.3;;;;;;
-DMB fixes so a few units do not look vanilla
-RS2 Environments
-New banners and symbols for most factions (Brutii, Senate, Scipii still look very vanilla)
-Generals and Captains have new textures on strat map. Credits to webbird, warspite, and Prometheus
-New textures for the campaign map. Credits go to limes of AEE and RS2. Trees are from M2TW
-New settlement models for campaign map thanks to RTR VII
-New menu backdrop, and loading screens. I edited the loading screens, Menu is credited to RTR.
-New Loading bar from RTR
;;;;;;;;0.3.5;;;;;;;;;
-New Seleucid Legionary courtesy of spirit_of_rob
-DTW Walls Implemented
;;;;;;;0.4;;;;;;;;;;
-RTH 1.2 Map with vanilla set up implemented courtesy of Philadelphos
;;;;;0.5;;;;;
-Pinarius Horses
-Got rid of Resefs Animations since they were buggy. Added a unified animation pack that consists of EB's, RG's and Signifier One's Animations
-Added Unit Cards to 95% of the Units thanks to BERCOR!. Chariot units and a few rebel units still maintain vanilla unit cards.
-Added RS2 Settlement Trees, really makes a difference!
-Added Sleepysmoo's and Florin80's Wall mod - Makes Large Stone Walls look like Stone Walls, since AI was buggy with them.
-Got rid of Epic Stone Walls
-Fixed Siege Engines so that they are compatible with all walls
-Added phalanx_man's Realistic EDU. Battles are a lot longer and more realistic than ever!
-Added BI interface for Barbarian Factions
-Each culture has a unique set of Advisors now
-Edited descr_strat so that all factions begin with a larger more experienced army. Also made Numidia and Parthia a bit stronger, gave Olbia to Scythia, Pessinus to the Seleucids, and took away two settlements from the Germans.
-A few EDU and DMB edits, all cavalry units hold their reins now.
-Added a Naval Mini Mod made by Iskandar for ExRM. Sea battles should now have better outcomes and not be so impossible to win as well as being less frequent.
-Renamed a few settlements to reflect the 280 BC timeframe
-Hoplites now fight in a phalanx formation with overhead animation. They operate best when in a line, just like they did historically.
-Added new custom locations to custom and historical battle sites

To use Force Diplomacy:
Quote
In order to use the force diplomacy script, you must first hit ESC, then game options, then click the "Reset Advisor" button, then click the checkmark to close the scroll!

Then have one of your diplomats engage the AI, you must then click on the"?"
button, the advisor will apear, with text that reads "You can force this faction to accept your offer by clicking on the "show me how" button." If it says something about victory conditions, YOU HAVE DONE IT WRONG! START OVER!

Click on the "Show me how button",
propose whatever you want, the AI will now accept it, as long as it has it! The AI will not give you things it doesn't have(Like money).

This will only work one time per use, if you wish to force the AI again, you must start the process over!

Testing:
Basically test everything from above, make sure everything runs smoothly, look out for bugs, and give solid reports. EVERYONE TAKE A FEW SCREENSHOTS! Both of the campaign and battle maps. These will be used for previews and promoting the mod once we release on TWC.

Barring any major issues, we are set to release on WEDNESDAY FEB 19th! So get your testing in ASAP, no messing around boys!
Sign up for your factions!


BETA Testing Sign Up:
ahowl11 - Everything
Bercor - Armenia, Macedon
b257 - Scipii, Brutii, Carthage
Mausolos of Caria - Greeks
Sigma - Spain, Egypt
Feanaro -
Ciciro -
cyprian2 -
jubal -
comrade_general -
thecheese -
Caligen -
Zephyronian -
Cozmicus -
xsithspawnx - Pontus, Thrace
Mirionis9 -
Alavaria -
Principe Alessandro -
Vrosivs Avgvstvs Ravkvs -
phalanx_man -
TheMilo -
Aquila - Gauls
YourStepDad - Julii
Skitoritto - Scythia
Ravagers Prey - Parthia

Happy testing!

53
RTR 0.5 Imperial Campaign / Discussion: BETA to Full Version?
« on: February 12, 2014, 01:09:06 AM »
Okay it's come to this.

We have a pretty nice BETA that is just inches away from being tested. This BETA does not stray to far from vanilla total war since no factions are going to be changed, the unit rosters are staying the same, there is no massive AOR, and the economy is still vanilla based.

What we have added is the following:
A complete overhaul of the visual side of the game
New battle mechanics that will offer much more realistic and longer battles
A wall system, where wooden walls have ramparts and can have troops on top, with the proper siege equipment along with it
Various Bug Fixes and changes

I say we need to release one more BETA version to make this a RTR Project 1.0.

In this final BETA version here is what I think we should do:
Change Spain to Iberia
Change Scythia to Sarmatia
Add in parts of the economy infrastructure from the SSas Mod (really makes the game more strategic)
Make Egypt a hellenistic faction
Get rid of all ahistorical units and add a few necessary units but save our work on the actual unit rosters until the Full Version
Get rid of the brutii and scipii from the campaign, but keep the Senate
Add in more visual stuff that we can find (User Interface, Barbarian Walls etc)
Add in 4 turns per year mod
Other smaller stuff

Then with the BETA version finished and complete, the public should have enough time to thoroughly play the mod, enjoy it, catch issues, and ultimately want more, because it would be a skeleton mod.

I literally could do all of the above with little or no help.

While I do that, we can also be making the new map. That way by the time I release the Final Beta we would already have a substantial head start on the full version. We will also continue to research the unit rosters and then the AORMercenary rosters.

In the full version (which we could label 2.0) we would make Thrace Illyria, Britons Celtic Tribes, and Senate Independent Peoples. We would then add the Scipii and Brutii back into the game as The Greek States and Hellenic Kingdoms. The mod would run from 280 BC till either 100 BC or 30 BC

I think that's a good plan, I don't want to get too far ahead of myself. So I'll stop there.

54
Okay. I want Alavaria to be in control of this part of the mod, since I know nothing about this side of modding. I trust his knowledge and skills. So he will be in charge of implementing all of the economics into the game.

Basically this is what I would like to see for this mod is something similar to ExRM and also maybe look into that mini mod. I want the campaign to be fun but also not so easy that you can have an empire after 20 turns. I don't know, let's just all brainstorm and put all of our ideas into one. This will require a lot of research and a lot of testing.

55
RTR 0.5 Imperial Campaign / Workshop: Units
« on: February 07, 2014, 06:33:26 PM »
This will hopefully become a very expansive thread with a lot of goodies. It's the Unit workshop, where units are finalized and put into the game. DMB and EDU entries will be put here for implementation as well as Unit descriptions and unit files. This will help us keep our EDU and DMB as organized as possible.
I'd like to use as many units as possible, given our limits. Since we will be using BI, we have a 255 entry limit in the DMB and a 500 entry limit in the EDU. We must be wise in unit selection and implementation.
Here are a few resources on the subject:

From cocobongoclub-DJ (the creator of CATW)
Quote
For making all these units i had a trick from DVK and Tone ... I just wondered why, two years ago, they had so many roman legions and huge rosters at the same time.
The EDU trick is to use mercs as "regular" unit to have another skin/variant based on the same model.
The DMB trick is to make many "hidden parts" on your 3d model, so that you can hide or show them by the alpha layer (ie three different kind of helmets, etc). I use also folded maps on many elements so i have only one half or one quarter of the element on the skin, sparing surface for other elements. Some are "jacks of all trades". Check for RS2 standards bearers. With the very same model they have represented all cultures in the game. Note also that you can make very extended skins. Mine are all crowded on a 512 px basis. In EDU i also used "double entries" which is using the same EDU entry for two different units name entries (although based on the same stats).

How to save DMB Slots
http://www.twcenter.net/forums/showthread.php?209039-Tutorial-on-saving-DMB-Slots

56
RTR 0.5 Imperial Campaign / Discussion: New Faction Units
« on: February 07, 2014, 05:23:31 PM »
I have put this discussion off for far too long now, and since we are very close to testing 0.5 I have decided to make this thread for the next version.
So as the title reads, this is only for faction units. No AOR units right now. There will be some factional units that use AOR but that's different. So basically we need to fill up the rosters and make them balanced for the version after 0.5. We will do one faction at a time to concentrate our focus on. This is the time to research and get everything right. I do not plan on changing faction rosters much after we finish this discussion. We will make it easy and start with Rome.
As far as unit models etc, none of them are set in stone from 0.5. All are subject to change. I have put sources of where we can use models/textures for each unit in parenthesis.
This Discussion Thread will go hand in hand with the Unit Workshop! For every unit finalized here, a DMB and EDU entry will need to be made in the unit workshop thread. From that thread, we will be able to keep count of slots being used, and it will help us keep ourselves organized. Also it will be easy to copy/paste the DMB/EDU entries from that thread into the game files.


Roman Republic
Spoiler (click to show/hide)

Republic of Carthage
Spoiler (click to show/hide)

Antigonid Kingdom
Spoiler (click to show/hide)

Seleucid Empire
Spoiler (click to show/hide)

Ptolemaic Empire
Spoiler (click to show/hide)

Hellenic Kingdoms
Spoiler (click to show/hide)

Greek Cities & Greek States
Spoiler (click to show/hide)

Pontus
Spoiler (click to show/hide)

Parthia
Spoiler (click to show/hide)


57
The Great Baths - RTW Discussion / Swap 2014
« on: February 03, 2014, 05:30:15 AM »
I wouldn't mind taking a break from modding every now and again to play some good ol' vanilla RTW. Who's up for a swap campaign? I'm thinking a Scythian Campaign on H/H could be fun. Any takers?

Okay here are the details:
Difficulty : Hard/Hard
Advisor: Low
Battle Time Limit: Yes
Manage All Settlements
Unit Size: Huge

You may have to go to your preferences file for this one
Unlimited Men on Battlefield: TRUE

Turns will be 10 years (20 turns) per player. Let's finish it!

Players:
ahowl11 270-260 BC
jubal
Bercor
comrade_general
Tom (Maybe)
TTG4 (Maybe)
The Khan (Needs to buy RTW)

58
RTR 0.5 Imperial Campaign / Discussion: AI Expansion
« on: January 30, 2014, 12:26:27 AM »
Alright, after a conversation with Bercor and reading many threads about AI expansion with other mods, I decided to make this so we can dictate which factions need to expand where. Every faction needs to expand somewhere, the game is not built for a faction to turtle. It's total war and every faction is trying to rule the world. This can also be tied into certain victory conditions for factions.

I'll go ahead and state my thesis for each faction and their expansion routes.

Rome - They need to want to expand everywhere, beginning with Sicily. With a land bridge between Italy and Sicily, this is possible. In RTH, Philadelphos has Rome at War with Epirus and almost always Rome expands into Sicily and ends up taking it. They then need to also find a way to get into Gaul eventually. Basically, we do not want Rome getting stuck and stop expanding.

Carthage - Should be focused on Sicily and Spain, eventually putting their focus on Italy. Yes they need to be semi concerned with Africa and the Numidians, but Sicily should be of main importance. I wonder if there is a script where if Carthage loses it's last city in Sicily that they automatically turn their focus to Spain and start expanding there? Maybe that's too predictable?

Diadochi Factions - Should all want to recreate Alexander's Empire as Well as own Greek Colonies

Gauls/Germans/Dacians - Should want to control most of Central Europe, Italy, Spain and Greece

Sarmatians - Should want to control most of northern Europe, Eurasia, Bactria/India and even Persia

Iberians - Control Spain and North Africa as well as Gaul?

Numidians - All of Africa, Arabia, Spain

Parthia/Armenia - Old Persian Empire

Pontus - Black Sea and Asia Minor Empire

Greek Cities/Greek States - All of Greece along with it's colonies

Independent Peoples - Either nothing or the entire world


59
RTR 0.5 Imperial Campaign / Workshop: Traits/Ancillaries
« on: January 29, 2014, 07:17:10 PM »
We can begin discussing traits & ancillaries here. Many mods have good traits/ancillaries that we could use. Of course we would need permission but we could use them. I suggest that we add traits with the following method:

Put the code of the trait/ancillary here so we can copy/past it to the relevant files and then give a brief description of what it does and why you think it should be added.

60
RTR 0.5 Imperial Campaign / Workshop: Unit Textures
« on: January 28, 2014, 12:20:32 AM »
So we are going to need a few new textures made, not only for the first release, but for the next release as well.

For the first release, these units need new skins since they are still vanilla. They are all for the Rebels.
Roman Peasants
Egyptian Peasants
Town Watch
Hastati
Druids
Militia Hoplites
Skirmishers (Egyptian)
Bowmen
Velites
Long Shield Cavalry

These units have new skins but they mimic another faction's texture. They just need a new shade of color to be distinguished.
Peltasts (Greek)
Heavy Peltasts
Numdian Javelinmen
Numidian Cavalry

The Numidian Javelinmen and Numdian Cavalry share the same texture.

If anyone can do this, please let me know!


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