Author Topic: RTR Project 'Grand Campaign' BETA Testing through 0.4  (Read 43573 times)

ahowl11

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RTR Project 'Grand Campaign' BETA Testing through 0.4
« on: December 02, 2013, 05:07:43 PM »
0.4 Complete BETA
http://depositfiles.com/files/n80j4y0p5

Installation Instructions:

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:
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

Unit Edits:
Julii Hastati/Principes have proper shoulder guards just like the other factions (0.1 only)
Cilician Pirates hold Harpoons correctly
Nubian Spearmen and Phalanx Pikemen (Pontus) now have 240 men
Macedon Royal Pikemen and Pontus Phalanx Pikemen have proper rank depth
Nubian Spearmen, Spear Warband, Heavy Spearmen, and all hoplite units have shield wall ability
More units have officers
Early Roman Centurian Wears a Cape (0.1 only)
Phalangites fight with two hands, hoplites fight overhand, romans fight like they should

Campaign Edits:
Roman 'Cavalry Auxilia' unit not available until after Marian Reforms
Map is extended to Western India in the east, Ethiopia/Arabia to the South and Scandinavia/Scotland to the North
Thanks to Philadelphos every city is accurately positioned along with regions, trade routes, and geographical features to get the ultimate historical experience.

Okay there is A LOT to be tested now. Along with the DTW walls, I would like a play through of each faction for at least 15-20 turns.

Things that need to be tested:
Hoplite behavior
Pikemen behavior
Hoplite vs. Pikemen behavior
AI behavior
Sieges
Forts (For every culture)
Force Diplomacy
Night Battles
DTW Walls
Every Faction for 15-20 turns
Then I need a good report on the following:

Faction Status in Beginning: Too strong? Too weak? Historical Inaccuracies?
Starting Buildings: Some factions may start far more advanced than others, in the end this will need to be balanced
Starting Units: Same as above.
Money: How is each faction doing in regards to economy and income?
Overall Difficulty: Is this faction easy or hard to play as.

Play on H/H settings for now.


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!

If you have installed BETA 0.4 or later, make sure you delete your 'map_heights.hgt' and 'map.rwm' files if you have not done so already!

Faction Sign Up!
Spoiler (click to show/hide)

Current Version- 0.4

 
« Last Edit: February 13, 2014, 04:46:40 AM by ahowl11 »
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ahowl11

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #1 on: December 02, 2013, 05:18:36 PM »
I did a quick test with Macedon last night...

Campaign AI seems different. On turn 3 or four, the Brutii landed troops near Corinth and took it! I was shocked as they usually go for Apollonia first. Then later, Thrace attacked Bylazora and easily took it as well. I have never lost so many battles, (maybe it's due to not playing in so long!)

Militia Hoplites are just trash. Now that they do not have phalanx formation they get destroyed.

Hoplite units have a weird push that ends up killing them. They will engage initially and then it's like they are on ice, they just slide forward into the enemy formation. It makes a big blob of fighting similar to Rome 2 :( Any ideas on how to fix this? -Fixed thanks to z3n

Phalangites are strange also.  They don't keep the enemy at bay with their spears. Instead the Hastati navigated their way through the pikes and started killing my phalangites. Also, they have a harder time readjusting and moving around. No more swinging of the pikes! They are weaker but what I noticed is more realistic. Stats just need to be edited.

Battle AI is smarter with the formations.
Morale is crap. Definitely need to change that!
« Last Edit: December 03, 2013, 06:04:39 AM by ahowl11 »
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z3n

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #2 on: December 03, 2013, 05:41:06 AM »
Replace stat_attributes like light_spear/spear & their spear_bonuses with no.
« Last Edit: December 03, 2013, 06:18:20 AM by z3n »

ahowl11

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #3 on: December 03, 2013, 06:02:18 AM »
Ah! It works, thanks.

What about the Phalangites though? They don't seem to stand much of a chance in battle now.

For testers, here is the corrected EDU

http://depositfiles.com/files/r2jzzcu88
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z3n

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #4 on: December 03, 2013, 06:11:25 AM »
ignore...
« Last Edit: December 03, 2013, 06:17:18 AM by z3n »

z3n

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #5 on: December 03, 2013, 06:16:11 AM »
Sigh...I was in such a rush to go back to essay that I edited a previous post out and replaced with what I wanted to post. (might just be I am very tired) :(

Here it is. 

So I believe this should work like this (unit from your EDU) for fixing phalanx.

type             east hoplite
dictionary       east_hoplite      ; Phalanx Pikemen
category         infantry
class            spearmen
voice_type       Heavy_1
soldier          greek_pike_phalanx, 60, 0, 1.3
officer          east_heavy_standard
officer          east_heavy_musician
attributes       sea_faring, hide_forest, can_sap
formation        0.6, 0.6, 2, 2, 4, square, phalanx
stat_health      1, 0
stat_pri         8, 3, no, 0, 0, melee, blade, piercing, spear, 25 ,1
stat_pri_attr    spear, long_pike, spear_bonus_8
stat_sec         5, 2, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr    no
stat_pri_armour  6, 5, 5, leather
stat_sec_armour  0, 0, flesh
stat_heat        1
stat_ground      2, 1, 0, -1
stat_mental      4, normal, highly_trained
stat_charge_dist 30
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 470, 170, 50, 70, 470
ownership        pontus

ahowl11

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #6 on: December 03, 2013, 06:47:28 AM »
Did two tests. One with your edits, one without. Both seemed to work fine although each has it's pro and con.

With edits:
Lethal front as it should be, turn well but initial formation isn't as deep as it should be.

Without:
Formation is good, lethal front, DON'T turn well.

Here is the replay of the battle without the edits
http://depositfiles.com/files/xpwxyhet8

I think it could deal with the unit and it's morale. My first test where my pikemen got decimated was a Levy Pikemen unit vs Hastati. These past two tests were Phalanx Pikemen.
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Jubal

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #7 on: December 03, 2013, 11:45:57 AM »
If it's not deep enough, make the standard number of ranks larger then? I think it's the "4" after formation.

(Do you use the Caligula program, btw?)
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Dunadd

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #8 on: December 03, 2013, 07:57:09 PM »
Looks good - though i'm not sure about Shield Wall. While i like the idea of it, most mods end up removing it because it's too overpowered (though phalanx formation for phalangites is pretty OP in Rome Total War too imo - its only weakness seems to be to javelin attacks from behind - charging a phalanx in the flank or rear with cavalry even when its fighting enemy to the front doesn't seem to stop them turning some troops to face the new attack)

b257

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #9 on: December 03, 2013, 10:04:25 PM »
Everything is running smoothly for now, doing a Seleucid campaign right now. Gotta say though, I have to get used to the vanilla skins and the other roman houses again even though I know its temporary :P. As for Shield wall, I like it, especially for hoplites since it makes a more accurate hoplite phalanx in my opinion.

ahowl11

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #10 on: December 04, 2013, 12:09:51 AM »
No I have not used the Caligula Program. What exactly does it do again?

Regards to shieldwall.
I think once more is added to the mod we can better decide if keeping it in is good or not.
My issue is that I believe they are too close. Notice how they keep shifting around and can't stay still? How could I fix that?
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ahowl11

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #11 on: December 04, 2013, 04:16:56 AM »
Okay, I have changed these units, so it does not look like a huge blob in the battle, although they still mix.. Usually when two units fight, there is a line between them, with these units they still intermingle a bit.. Any other ideas on how to make it better? In RTRPE most units were automatically set to 'guard mode' how could I make it so these units are set to guard mode automatically?

EDIT: Tested in Guard mode, battle lasted longer, hoplites held position. When I toggled off guard mode they did not go crazy but they do 'push' their enemies back which is pretty realistic to me.

Militia Hoplites
Hoplites
Armoured Hoplites
Spartan Hoplites
Spear Warband
Nubian Spearmen
Nile Spearmen
Sacred Band
Heavy Spearmen

I also gave Pontus' Phalanx Pikemen, the same stats as Macedon's Phalanx Pikemen since they originally had Heavy Spearmen stats.
http://depositfiles.com/files/stjjrmf57

Oh and I used Caligula this time :)
« Last Edit: December 04, 2013, 04:32:53 AM by ahowl11 »
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Lenin Cat

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #12 on: December 04, 2013, 04:17:55 PM »
ahowl11,there's no realism with Nile Spearmen, or are you working just on gameplay yet?
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b257

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #13 on: December 04, 2013, 05:00:24 PM »
ahowl11,there's no realism with Nile Spearmen, or are you working just on gameplay yet?

I think ahowl11 is working on the gameplay first before he starts adding the eye candy and historical accuracy which is pretty smart once you think about it.

Lenin Cat

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Re: RTR Project 'Grand Campaign' BETA Testing
« Reply #14 on: December 04, 2013, 05:01:58 PM »
Indeed...
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