Phase 3 Development Complete! (Finally) RTR MM Test 5

Started by ahowl11, January 12, 2016, 05:05:28 PM

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ahowl11

Well then, It has been quite some time. Our last beta was released July 20th and since then it has been a sluggish grind trying to re-do our recruitment system as well as re-arranging the unit rosters.

http://depositfiles.com/files/0wl17nvxu

What will you find in this?

-Well the new factions (Saka, Nabataea, Sarmatia, Celtic Tribes, Hellenic Kingdoms) all have their own unique roster sets now.
-All relevant units from BI and ALX have been added.
-Many reskins of existing units to fit faction color schemes.
-The mercenary field is more diverse
-The rebels have many new units and are more powerful and numerous
-A new recruitment system: each faction or culture will have it's own barracks and recruitment system. You can choose the annexation path which is longer and pisses off the locals but grants you factional troops, or the allied route where you can build quickly and be in good terms with the locals, but cant get your factional troops. This is still very much a beta and a lot of adjustments, fixes, and additions need to be made for it to work the way we want it to, but for now it is playable and needs to be tested.
- Also, another new building the mercenary center/port. Certain factions/regions will have access to this building which will allow the faction to recruit mercenaries from their settlement.
- AoR finally implemented. Certain units will only be available in certain areas.
- ZoR implemented. Just like in old RTR6 you can only expand so far before you have to rely on logistics (we will see how this goes, will probably be adjusted)
- New environments from emodude. They look very good and are not that bad for the PC performance.
- Unit cards that aren't vanilla were made by Lanjane. Many more need to be made but its not that bad at the moment.

Things to work on:
- Finish Unit cards
- Test EVERY FACTION
- Bug hunt/fix
- Make rebel standards (officers)
- Fix unit voices and add voices to new units (so they talk when you click on them)
- FIx UI and other stuff found from new factions
- Brainstorm for economic system (money is made too easily off vanilla system)
- Brainstorm for battle system (currently liking the DTW battle system, not too long and not too short, could also stick with phalanx_man's system but the battles can drag on)
- Pay close attention to recruitment and starting positions, and make adjustments as necessary.
- Have fun
-EVERYONE MUST TAKE SCREENSHOTS OF THEIR CAMPAIGNS
If you do not have the Git set up (you need to get it set up ASAP) then here are the traditional instructions to get the mod going.

1.Extract MM folder to your RTW directory
2.Create a shortcut with your ALX.exe -show_err mod:MM
3.Add it as a non steam game to your library (this goes for everyone) call it RTR MM.

We will report bugs and discuss this beta here on this thread.
God, Family, Baseball, Friends, Rome Total War, and Exilian. What more could I possibly need?

Jubal

Hello! Welcome back!

Have you got many people up for testing thus far? :)

I may be able to do some, but not until after next Weds (20th) as I've got some assessment hand-ins then.

Happy to do you a frontpage announcement if you can provide me a pretty picture for it!
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

ahowl11

I have a few right now, but wanted to get you all involved. No worries, take your time. Eh, no need, it's just a beta for those of you who want to contribute to the mod.
Once an actual public version is out then we can do that :)
God, Family, Baseball, Friends, Rome Total War, and Exilian. What more could I possibly need?

Mausolos of Caria

''I found a city of bricks and left a city of marble''

Augustus

xeofox

Greetings to all!  :D

recomendation for changes of Saka faction.

1. Units not suitable for Saka. We need to change units almost all. It's a long conversation about this, I wrote a lot about this. I hope in the final release all will be changed (I really hope).
2. bactrian cavalry icon is absent
3. The new unit of Yuezhi is similar to Wusun (for Wusun we need to remove the armor). Yuezhi must be similar like Saka (tigraxauda with long hat). Dahae- interesting but not that (should be similar to Massagetae).
4. Сity Chiguchen too high above the lake. Architecture (All saka points) is not necessary but desirable to change! In Chiguchen we need to remove the palm trees (it`s not tropic region).
5. Temple of Belin need to change to tample of Mhitra! The build tree for all nomads temples can be: Altar => Sanctuary (or Shrine) => Temple
6. Name of nomad "Tavern" building change to tent-bath(or marquee-bath, tabernacle-bath) for washing, drinking and smoking narcotic herbs.
7. "Land Clearens" building- we need to remove it! And need to add two types of new buildings (but not buildings  ;D ) "pasture" (or "grazing").
Two types is: Summer and (not or) winter. The building tree can be with the difference size and the availability of water for livestock (cattle).  And  in description text of this "buildings" not constructed (not built) but must be "detected"  or "have been found" or "explored".




Hi all, I've made a little patch for the ctd hot semi arid climate, it should be extracted in this folder: ../rtrproject\MM\data\terrain\battlefield
https://drive.google.com/file/d/0B_bazriEPu5oUjUtWmNhalJ5TGc/view?usp=sharing