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Messages - Vrosivs Avgvstvs Rakvs

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31
Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: November 21, 2017, 12:57:04 PM »

Our Bactrian roster is also interesting, featuring some fierce infantry units that every general would want to include into their army. In particular, Bactrian Phalangites and Bactrian Noble Hoplites that can be seen in the screenshot below :)
Spoiler (click to show/hide)


Oh, and be vary of Parthians and their Cataphract cavalry units... Yeah, you wouldn't want to face them, trust me :D
Spoiler (click to show/hide)

32
Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: November 21, 2017, 11:38:29 AM »
After setting a few internal dates and going overtime on them, now we kind of just focus on finishing stuff without predicting when it will be done since there's much to be done and we're not doing great on the manpower front atm, but I hope it shouldn't take longer than, say, January. We're incorporating a new map, adding something that I don't think I'm authorized to say yet ;) as well as revamping/finalizing faction rosters, and there must be something else that I forgot. All in all, busy times, busy times :)

33
Rome - Total Realism / Re: RTR8 Public Beta v4 Sneak Peek
« on: November 20, 2017, 06:46:04 PM »
Lovely! Which units are these? :)

Updated the thread to include unit names, my bad for not including them. And thanks! :)
We'll post some scenery in the following days :)

34
Rome - Total Realism / RTR8 Public Beta v4 Sneak Peek
« on: November 20, 2017, 06:33:57 PM »
Greetings RTR fans!

This thread will feature daily sneak-peeks into some of the stuff coming up in our Public Beta v4 release :)
For today, here's two screenshots of some of the new units that we have in store for you :)


Spoiler (click to show/hide)


Spoiler (click to show/hide)

More stuff coming soon!

35
Rome - Total Realism / Re: rtr - confusion - installation
« on: September 09, 2017, 04:53:04 PM »
Howdy mariok, I've replied to your PM :)

36
Great to hear from you, M! Thank you! ;D

37
Organisation and Coordination / Re: Mapping Department Organization Thread
« on: February 28, 2017, 09:35:34 PM »
Hey all, I promised Ahowl a roadmap for the map.

I currently have a version of the map that consists of the following elements
- A regions map that I expect to be close to the one that will eventually be implemented.
- A ground types map that is a basic division between land, beach and sea.
- A an overlay of the infrastructure of the map at ground types resolution.
- A features map with corresponding fords.
- A placeholder climates map.
- A nearly finished height map.
- A descr_strat from which I have removed everything with a coordinate, except a leader for each faction.

My current project is to build the actual climates map. Technically, that's not a very critical or demanding task per se. The main job will be the coding that's involved in redefining some of the existing climates. I will put that off until later, as it does not impact the map functionality.

At this point, I should have everything I need to build the ground types map, which will be the next phase.

After that, everything that has a coordinate to it will need to be transferred to the new map. Everything that gets added that needs to move will have to be placed on the tiles of the infrastructure and settlements I referred to earlier. If we stick to that, further developments of the map on one hand and its coding on the other should in most cases be able to proceed without conflict.

Finally, there's going to be a lot of testing. Part of the charm of data based mapping, is that once everything comes together, the variety of localities created is greater than any paint job could ever achieve, but with it comes the risk of unforeseen problems. I'm trying to preempt them more than I ever have, but I am under no illusion that it will all be smooth sailing. If not for technical issues, then  because  we're bound to find that the historically sound disposition of things will be beyond the capabilities of the AI in some cases. 

Timeframes? I aim to have a map ready to be populated before the summer.

That sounds great mate, thank you for your hard work!

38
Endri, I replied to you in the feedback thread :)

39
Rome - Total Realism / Re: RTR8 Beta v3.0 Feedback Thread
« on: February 19, 2017, 02:39:53 PM »
Hi, there, I just made this account 5 minutes ago because I really like the style and picks for the Mod such as adding many Factions of that time.

I've rated many Mods before and this is surely one of the topping ones for this year, so as an Advice, I suggest you take a look at another mod EXC (Extended Cultures). Thas mod has a really great build and infrastructure on Trait systems and Characters.
The most fascinating part you will need to look up is the Leader Trait system.
This system kind of Impacts the Family Members when a Leader gets traits.
To put this simply if a leader get "GoodAdministrator 3" (the full level), the other family members get like a "Under the Eye of a Great Bureaucrat" which give a -1 to -3 Corruption.
I hope you implement this type of system to future Updates and hopefully make the game as much graphical as possible while of course maintaining a Lag Free gameplay.

I hope you add like General units in the game that don't get added to the Family Tree, but serve as Governors or Generals in the gameplay (I think you've added that, but not quite sure).
I hope you add some of the EXC traits such as:
"GreekPankrationSkill" which teaches the art of Pankration (hand fighting) to the Family Member increasing his health (I think) and protection from assassins.
And many others like "Merchant", "Manufacturer", "Land owner" etc...

What'd I'd really suggest would be the Installer Exe. (Of the EXC) for the Mod, as this would make the Installment simpler and much concentrated with ease from complexity and errors.
I would also suggest to "thicken" the territorial borders so as to make them clearer and to add land bridges (you know that small land separating Byzantium from Asia Minor, yeah that part) so as to allow the AI to be more effective in expanding.
Units should be able to move faster, much better with fatigue enabled.

Alas, everything you read in the EXC Mod would be very valuable as the Data in that Mod is great,
hell you might even contact the EXC Mod Staff to co-work on this and make a BLOW of the YEAR.

I would also suggest, or if you're already at it, to implement a lot of factional units for each faction alone so as to not create a Nation that is solely (with few or no factional units) based on Mercenary Units such as Parthia or Scythians in the Vanilla which was annoying.

As of now, I haven't found any bugs and have been playing the Illyrians (I'm Albanian btw and I'm really enjoying the campaign).

Again, I have to say to at least try to look at the EXC mod and see if you can implement any of it's systems into this mod because I promise this will be awesomely realistic and fun to play!

I've also notice that at the data/text/names these:
{Sen106x}         Gnouros
{Sen107x}         Skylouros
~~~~~~~~~~~~~~
Just to balance out the ways for the small modders, could you write them down as:
{Gnouros}         Gnouros
{Skylouros}         Skylouros

There's also many unnecessary
Surname and Name repeating such as:
{Thr372z}         of the Taulantii
{Thr446z}         of the Taulantii
{Thr635z}         of the Taulantii
{Thr613x}         Ikarios
{Thr650x}         Ikarios
{Thr690x}         Ikarios

Just.... why? If you want me, I can edit all of these, remove the "ThrXXXx and ThrXXXz" and the repeated unnecessary names and surnames, all in your hand.

Also, hotkeys for the Game speed-up such as the 2x or 4x.
I'd suggest B-Normal, N-2X, M-4x
~~~~~~~~~~~~~~
As some people find it hard to kind of tickle with the Mod when creating Character Traits etc...

Thanks for making this mod, from a 15 year old who still finds fun at this game.  :sauron:

Hi Endri, thanks for the feedback and the kind words!
I have forwarded your post to the rest of the dev team :)
If I remember correctly, we do intend on adding new traits and such, but not at the moment, as we currently have higher-priority stuff to do for the upcoming version, such as balancing the economy, editing and adding new units and such. Have fun playing! :D

40
Organisation and Coordination / Re: Mapping Department Organization Thread
« on: February 18, 2017, 04:15:00 PM »
Well after many trials and tribulations I think I've resolved the issues. It's still a bit of guess work but I think there were two separate ones, of which one is the norther expanse. As Vrosius points out, a huge region should not be a problem per se (we have one for the Sahara too) but combining it with lots of rivers seems to be too much to ask. So, I took those out.

Anyway, happy to hear other suggestions, although this map layout was actually chosen expressly to condense areas away from the map center. Coverage would be fine, if it weren't for the couple of regions in the top right corner responsible for stretching the map north.

I'll get on slack later today. Need to get some fresh air and shopping first...............

Great job man! Glad you worked it out  ;D

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Great job to both you and Dagovax!

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Thank you, and many thanks to the RTR community, will hang in there.

And thank you for your interest! :)

43
Thanks Jubal, I haven't given up hope yet.

We're all clogged up with real life work and the mod, and currently we don't have a person that's experienced with 3D editing, so we can't help you at the moment, sorry. If a chance arises in the future, we'll try to assist you with the model. Hang tight :D

44
Organisation and Coordination / Re: Mapping Department Organization Thread
« on: February 12, 2017, 02:38:29 PM »
Thanks for clarifying!
Although I am the biggest mapping amateur, I can safely say that I'm sure it's not due to very large regions. Last month I've made a very crude map with 182 regions, and one of them that I used for Terra Incognita takes up 40-50% of the entire map (which is 156x255 in map_regions), yet the map works without crashes. So I'd say the problem is elsewhere, but I'm really not qualified to estimate where exactly. Fingers crossed you find the culprit!

45
Organisation and Coordination / Re: Mapping Department Organization Thread
« on: February 12, 2017, 12:12:18 AM »
Can you elaborate on the bugs?

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