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ahowl11 HRTW Mod Leader

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    Greco-Roman History; Rome Total War; Rome Total Realism

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  1. First preview http://www.twcenter.net/forums/showthread.php?692505-Rome-Total-Realism-Preview-1
  2. Heck I might as well just post it here Great news everyone! Anarchon and I have finished phase one of development. Get the beta here: http://depositfiles.com/files/tfvpktmwg Installation: 1) Make sure you have a clean install of RTW with BI and ALX installed as well. 2) Download MM 3) Extract into the clean RTW directory (if you have an old MM from testing just delete it) 4) Make a shortcut of the ALX.exe and put it on your desktop rename it RTR MM 5) Go to properties and in the target line, add -show_err -mod:MM after quotations and one space. 6) Test NOTE: This will be the last time I upload a beta the old school traditional way. From here on out we will be using a new svn and also use a new repo for our work. Makes development much quicker. Most of you know by now how to work the svn, but for those of you who don't we will provide extremely clear instructions! If you still don't understand it well, you are a monkey. Features: RTH map edited by myself and Anarchon. - This includes a brand new regions list, geographical changes, revised descr_rebels, descr_strat, descr_regions, and descr_mercenaries. We use a very organized and simple excel spreadsheet to plug in any changes. Saves loads of time. We will also be using this spreadsheet for further development. I will be uploading it as well once Anarchon adjusts some things to make it current. The mod is set at the vanilla date, 270BC - 14AD and the starting positions are as accurate as a vanilla mod can be. The Senate feature is still in and works fine. Every city that historically had either stone or earth walls have stone walls, even if they are not at city level yet. Some colonies and most barbarian settlements have wooden walls. Most regions have roads, blacksmiths and ports as its realistic. Most cities have the closest temple associated with it historically in place. If cities specialized in ships, academics, mining, farming, games, theater, cavalry, archers, or infantry they have been given the specific buildings to represent this. Looks like most factions won't have any trouble with finances! Will make the game easy, but realize it has not been modded yet. Added all BI features except for ones with hardcode issues in the ALX.exe. Added: -Religion: which is now termed culture. There will be WesternCivilized, EasternCivilized and Barbarian cultures. The each get a building tree to help spread their culture and public unrest will be the result if you conquer a city of different culture. Each region has an indestructible native culture building, but factions can build colonies of their culture to help convert the populace. Carthage and the Seleucids will have the toughest time. Also traits were added to characters to reflect their culture. -Seventh Culture: Nomad. This has been given to Scythia. They now have different portraits, and sound eastern. They also have eastern music and the nomad building tree from BI. -Loyalty: This feature has been given to every faction except for the Roman factions (they have their own civil war, and giving them loyalty while the senate is enabled would cause a CTD upon revolt.) Every faction is shadowed by the slave faction, and your generals all have the loyalty feature attached to them. A disloyal general will defect to the rebels upon revolt instead of being kicked out of a settlement. -Night Battles: Your best generals will now have the ability to fight night battles. -BI Buildings for Barbarians: the 4th and 5th tier buildings have been added to the strat map and battle map. No bugs either. -Naval Invasions: thought we could try this out and see how the factions respond. I assigned it to: Scipii, Brutii, Carthage, Greeks, and Britons. -BI Barbarian Interface -Advisor portraits for Barbarian, Nomad, Carthaginian, and Eastern Cultures. Added most ALX features that would be relevant for this mod: -Faction Specific Mercenaries. With ALX, factions can have mercenaries available only to them. I added a few vanilla units that made sense to some factions: Carthage: Libyan Spearmen in Africa, Iberian Infantry and Round Shield Cavalry in Iberia. They are not located everywhere, just in historically/culturally accurate regions. Thrace: Bastarnae in and around Dacia Macedon: Greek Cavalry in Classical Greece Pontus: Cappadocian Cavalry in Cappadocia Egypt: Nubian Spearmen and Nubian Cavalry in Kush and Ethiopia. Parthia: Persian Cavalry in Persia. Immortal trait added - by default in ALX if the trait is not in the traits file, all characters are immortal. By adding it, characters are mortal unless its assigned to them in the descr_strat. ai_do_not_attack_faction - this feature makes it so factions don't attack a faction. It can only be used once per faction. The factions that cannot attack each other are: Carthage/Egypt Pontus/Armenia Scythia/Parthia Germans/Britons Custom/Historical Battles enabled - before you would get a ktm. We need these to test things in the future. Advisor portraits for Greek factions. That's pretty much it. The to do list is as follows: -Rename modfolder from MM to RTR -Integrate into a launcher -Add the unlocked harcode stuff -Get svn started again -Do promotional work to generate public interest. -Begin phase two of development. This entails: 4tpy script, small features and scripts, permanent settlements, restructure temples, new names, edit vanilla units, add bi and alx units, some other minor stuff. For promotional work this means the following: TAKE MANY SCREENS. Whether it be of the new map, new features, cool battles or interesting happenings, or even your kingdoms. Get screen shots flowing so we can add to our website in development and also make previews so we can revive the public forums. Someone should make a short AAR. Please volunteer, or else I will be a nuisance to some of you Someone should do a quick let's play making sure he previews all the goodies! Let the REAL testing begin!
  3. If any of you are on twcenter.net we have just released a private testing version for the team to play. I am posting this because if any of you are interested enough I'd like for you to join us in testing and development! If you don't have an account, create one and add me (ahowl11) as a friend. We will then try to get you into the dev group.
  4. That's something that might be worth looking into. Update on the mod: Map is complete, and everything is set up to play. Right now we are adding features from Barbarian Invasion: 1) Religion: this will be used to simulate the three major sets of culture that were present at this time: Western Civilized, Eastern Civilized and Barbarian. Each settlement will have a native culture building to depict the native culture that dominated the region. Then factions are able to build colony buildings to help convert the local populace. Characters will also have a trait signifying their culture that will also affect conversion rates. This will make expansion tough, especially for factions that tend to move northward into barbarian lands. Our hopes is that this feature will slow the game down while also adding some realism. If anything revolts will be a lot more common! 2) Loyalty: every faction except the Roman factions will have loyalty enabled (apparently with the senate enabled having loyalty as a roman faction would result in a crash once a revolt happens). So this feature will bring the rebels more to the surface as a main player. If your general has low loyalty and the settlement revolts he will then be a rebel general. 3) Night Battles: Your best generals will have the ability to catch enemies by surprise by fighting them at night. 4) Two new battle formations: Certain spear units will have the ability to do shieldwall or schiltrom formation. Also right now hording cannot work on the Alexander engine. We hope to look into it and maybe change that.
  5. I feel like your ideas should be put together so we can make an entirely new game lol
  6. Mod is still going. We started from scratch and have produced a wonderful map (same dimensions). If anyone is interested let me know and I will continue to post updates here. Sorry for the absence by the way. I left after the forums went down.
  7. We have decided to exclude the Camillan unit roster due to game limitations and historical ambiguity.
  8. Well they may not have had slave units but the Accensi, Rorarii, and Leves were the poorest of the poor, so close.
  9. We have a Peasant unit that could represent Slave revolts etc. Also we can add a bonus of some sort to a barracks or something describing the training. Good ideas!
  10. Again great ideas, but most of them cannot be made into the game due to hardcoded limitations :/ R2 was such a dissapointment in this regard. Maybe another company will make a better game for the Roman timeframe. Anyways, we are currently adding units to the game and we have started with the Camillan Romans. The roster currently for Rome (280 BC - Cimbri Invasion) Camillan Accensi - Cheap and weak slinger unit Leves - Javelinmen with no shield Rorarii - Cheap spear unit Hastati - No armour, javelins, spear Principes - Heart Protector, javelins, spear Triarii - Cuirass, hoplon, spear Equites - No armour, spear Equites Consulares - Cuirass, shoulder guards, shield, spear, sword Polybian Velites Hastati - Heart Protector, Pilae, Gladius Principes - Hear Protector, Shoulder Guards, Pilae, Gladius Triarii - Cuiriass, scutum, spear, shoulder guards Equites - Heart Protector, spear, sword Equites Consulares - Cuirass, shoulder guards, shield, spear, sword Allies Pedites Extraordinarii - Javelins, Sword, Aspis, Cuirass Extraordinarii Cavalry - Lance, Sword, Cuirass Italian Velites (Polybian Only) Italian Hastati (Polybian Only) Italian Principes (Polybian Only) Italian Triarii (Polybian Only) Italian Equites (Polybian Only) Possible Regional Troops For Italy (Not Including Liguria, Sicily, or Cisalpine Gaul) Latium - Latin Infantry Etruria - Etrurian Skirmishers; Etrurian Hoplites; Etrurian Ekdromoi; Etrurian Cavalry Umbria - Umbrian Spearmen, Picentes Spearmen Samnium - Samnite Spearmen, Samnite Javelinmen, Samnite Cavalry, Samnite Swordsman Campania - Campanian Hoplites, Campanian Cavalry Apulia - Apulian Infantry, Messapian Spearmen Lucania - Lucanian Hoplites; Lucanian Javelinmen; Lucanian Cavalry; Tarentine Hoplites; Tarentine Cavalry; Tarentine Leukaspides Brutium - Brutiian Infantry Now as you can see certain regions like Picentum or Calabria are not shown. In RTW you're only allowed 200 regions so we have to make sacrifices. Also, the Regional Units are just based off what we have seen in other mods and our research. If someone here knows troop types used by the Italians in the 3rd Century BC, please comment. Also we need help with the transformation from the Camillan to Polybian armies. I know that the change spanned probably half a century but does anyone know when the exact changes occurred? I only know that the Principes stopped using the spear after the Pyrrhic wars, and that the hastati also stopped after the first punic war as both troops picked up the Gladius from Iberian troops. But when did the Triarii stop fighting in hoplite fashion? When were the leves, accensi, and rorarii dropped for the Velites? Also, through some research and help from a history buff we may have came to a conclusion that Mail was not used in the Roman army until around the Marius reforms. If they were they were rare as they took forever to make. Any thoughts on this before we proceed? Especially regarding the transformation of the army and the troop types of Italy Thanks!
  11. Great response! Just an FYI this mod will be for the old RTW, not the new and horrible Rome 2. I will post your thoughts and ideas in our dev forum and we will see if the game engine allows us to do any of it! We have not really entered the phase of government, schools, characters etc. Right now we are focusing on the different troop types. As for India, we are playing it by ear right now.
  12. Hello people of UNRV! I am ahowl11. My name says HRTW Mod Leader but that was an old name and if I can just have it changed to ahowl11 I'd appreciate it! Anyways, I am the leader of a mod called Rome Total Realism. It is a mod for the computer game, Rome: Total War. http://www.rometotalrealism.org/ The old RTR teams are gone now, and a new one has arisen with me starting the RTR Project. Our mod will be on a grand scale focusing on the entire history of the Greco-Roman world from the Rise of Alexander to the Fall of Rome. Right now we are only in our sixth month of development, but we already have a release out! http://www.twcenter.net/forums/showthread.php?643025-RTR-Project-Imperial-Campaign-v0-5-Released! Also a friend of ours has been playing it and posting his campaign to youtube https://www.youtube.com/playlist?list=PLhjRGtB_rFAygivDhEZwd-ph48Rfg3fkm For our next version we are concentrating on the world of the Roman Republic and Hellenistic Kingdoms from 280 BC to the Marian Reforms. We are thinking about ending the game right before the Cimbri and Tetones made their invasion. We are in need of people who know their history on this time frame! Whether it be political, military, or geographical. The map will stretch from Iberia to India, and from Scandinavia to Ethiopia. We are looking to have a very diverse world filled with troop types, cities, characters and Kingdoms. Also if anyone here has 2d or 3d graphics talent, we are also in need of those skillsets! Please comment below or message me if you are interested regards, ~ahowl11
  13. Looking for anyone willing to contribute to a mod for Rome Total War!

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