Author Topic: Rome TW Mod  (Read 24015 times)

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Markus Antonius

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Rome TW Mod
« on: May 25, 2006, 09:51:59 PM »
If anyone questions, why this thread : i opened it to don't mess up Raptors thread with this thing here.

so what is this mod :

It tries to get mount&blade to be a 3rd person version of "rome : total war". so it got the worldmap and units just as in rtw.

It was not made to be as realistic as possible. for this matter, you better check out raptors thread, cause his mod is much better at realism.

what's in right now :
- europe map, partially filled with towns
- only 2 faction for now : romans and gaul
- about 100 items. Old ones removed
- arena and training with new items and troops
- all towns captureable
- AI will attack towns and even capture them by themself(!)
- lot minor stuff changed

so apart from the last point, no big changes since last release.

screenshot(don't be confused, it's english now ;) ) :



DL : http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=216

HOW TO INSTALL :
just extract the rar archive into your mount&blade/modules folder.
This is really easy.
questions about installation will be ignored.

things you should know :

1. : when you start, both factions are against you, but you can jon them and should do so. You'll get money and help.
2. : the money you get each day depends on the troops in the allied towns. So steal those troops is no good way. Better buy troops in tavern if you need some.
3. : the more towns your faction holds, the more units(npc-partys) they will produce. as npc-partys attack towns themself, this is VERY helpful.

known bugs :
- not every quest you get from lords/merchants is possible.
- spelling mistakes

what will come soon :
- tax management
- senate missions
- arena->colloseum

what will come later ?
- more factions. i'm currently working on models for germanic tribes
- strategic part(buy your own buildings, recruting npc parties)
- unit upgrades(weapon,armor,exp)
- diplomacy

last but not least, i want to thank raptor for the great models he made.
« Last Edit: June 27, 2006, 06:24:45 PM by Markus Antonius »

octoburn

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Re: Rome TW Mod
« Reply #1 on: May 25, 2006, 09:59:07 PM »
sounds pretty cool. downloading now.

so, how'd you get the AI to attack and capture towns themselves? I need to figure out how to do something similar, just to have a NPC enemy's party siege a castle.

Hatuey

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Re: Rome TW Mod
« Reply #2 on: May 26, 2006, 12:02:13 AM »
Sounds good. Downloading-NOW.

Just finished :roll:.

Poised

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Re: Rome TW Mod
« Reply #3 on: May 26, 2006, 12:21:44 AM »
I loved RTW, and Im super psyched about MTW2, so naturally I downloaded this right away, and so far it looks really really sweet.
I grabbed a few velites and some roman archers, and fighting the peasents was all nice and easy, but then I came across some naked fanatics, holy carp they butchered me completely hehe, those shields are a lot more effective than in RTW thats for sure, I dont think I took 1 HP off them before they were in my face, so now Im about to recruit some proper roman infantry, and get myself a horse.
I like how (so far, I only played an hour) the units look like RTW units, my velites and archers, especially the auxiliary archers, looked very sweet.

Voutare

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Re: Rome TW Mod
« Reply #4 on: May 26, 2006, 01:15:55 AM »
Very nice mod, But I would suggest getting a map of the RTW campaign map, and just put citys in there to make it feel more, occupyed. It seems quite empty now, since most of germania, and eastern areas are, well, empty.
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Hatuey

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Re: Rome TW Mod
« Reply #5 on: May 26, 2006, 01:21:41 AM »
I have come across some bugs.

My hands are brown and some other NPCs hands are black. Some sounds are replaced on the main map, weird sounds. I'm pretty sure I'm forgetting a couple of things :|.

Cool mod man, thanks.

calandale

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Re: Rome TW Mod
« Reply #6 on: May 26, 2006, 02:27:28 AM »
Tavern in closest town to Alps and starting town has a missing interior.
Calandale, Lord of 
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Highelf

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Re: Rome TW Mod
« Reply #7 on: May 26, 2006, 03:56:34 AM »
Good job. I hope this turns out too become a big project.

EDIT: After playing a while, I have one suggestion.

Make Party sizes huge, (but to balance it make troops cheap and fast trained-)
RTW was and is al about huge battles so if you wanne mimic that, I suggest roman army party sizes of 200+

Sure a battle would take long, But a RTW battle easely takes 30 minutes-1 hour ,so....

Also as mentioned before there is a huge bug with sound on the map.
loving the atack town option though :wink:
« Last Edit: May 26, 2006, 04:27:40 AM by Highelfwarrior »
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ArabArcher35

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Re: Rome TW Mod
« Reply #8 on: May 26, 2006, 04:25:20 AM »
Ehm, a bit dissapointing. Generic names, bad pathfinding in the campaign map, and other things I'm too merciful to mention here.
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calandale

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Re: Rome TW Mod
« Reply #9 on: May 26, 2006, 05:03:31 AM »
Actually, I was really happy with what I saw, but it's unplayable. For whatever reason, I'm getting absolute crap on the FPS (like 4-10). I normally bottem out at the high end of this. I could drop my battle size, but I've gotten used to having it high in .751. I'm guessing that you've put too much detail into the models.
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Saintgold

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Re: Rome TW Mod
« Reply #10 on: May 26, 2006, 07:58:49 AM »
Downloading it know :D :) :shock: :( :cry:
Fall of Constantinople mod :)

Saintgold

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Re: Rome TW Mod
« Reply #11 on: May 26, 2006, 08:26:13 AM »
I love it!!! suggestion, change the guards of towns when u enter, make them either roman or gaul (no more vaegir and swadians please :P) add some snow or even a little desert to some areas to make the terrain a little more dinamic (remember, small details make huges differences) another cool thing will be to reeskin the romans criminals or outlaws and make them wear a... hhmm.. purple uniform instead of red (i know, its the senate color on RTW =P) just to make them different... Great release man, i have enjoy it a lot playing it, first mod i play with all infantry... Raptor and u really know how to make a difference, hope to see some of your work on Roma Invicta Mod with a lot of different things.. until know i think the release is great... ohh and please.. fix the sounds :P i cant wait for the next version..!!!


Markus Antonius

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Re: Rome TW Mod
« Reply #12 on: May 26, 2006, 08:53:28 AM »
>> so, how'd you get the AI to attack and capture towns themselves? I need to figure out how to do something similar, just to have a NPC enemy's party siege a castle.

it's no real fight, it's some kind of calculating. check the scripts and triggers for it, may you understand, can't really explain  :oops:

>> It seems quite empty now, since most of germania, and eastern areas are, well, empty.

as i said, more towns with more factions. next 8(?) towns with germanic. it makes no sense to put useless towns there(in my opinion).

>> My hands are brown and some other NPCs hands are black. Some sounds are replaced on the main map, weird sounds. I'm pretty sure I'm forgetting a couple of things

i don't changed those things since roma invicta from raptor, so i don't know where they come from. If somebody got an idea about it and how to fix, plz tell me.

>> Tavern in closest town to Alps and starting town has a missing interior.

same about this. i gonna check it, but don't know what i can do about.

>> Make Party sizes huge, (but to balance it make troops cheap and fast trained-)

party sizes will go up with the time, but i could make them bigger at the end. hmm, as i play with 400 size limit,  just thought they shouln't get greater then about 80 per side.(making my box slow down to 15 fps). But a queston here : how to fight 200man armys, when you can't get that many man yourself ?(leadership+charisma)

>> Ehm, a bit dissapointing. Generic names, bad pathfinding in the campaign map, and other things I'm too merciful to mention here.

what names ? items or what ? i just don't had more ideas there  :oops:
Pathfinding i cannot change.(oh yes i could, but don't exspect 100-1000 of scripting lines to do so...)

>> change the guards of towns when u enter, make them either roman or gaul

towns will be changed in next release, so also the cloth of all npcs.

>> another cool thing will be to reeskin the romans criminals or outlaws

i think, i gonna make them grey, as in rtw in same later release.

Anarion

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Re: Rome TW Mod
« Reply #13 on: May 26, 2006, 11:23:31 AM »
Ahh! Finally NPCs can attack towns! Downlooading. (Playing RTW while waiting :P)
Exactly. If you get all obsessed by a game and claim it teaches you death isn't permanent the fuckers call you mad. Get obsessed by a book and claim it teaches you death isn't permanent and they let you fiddle with choirboys. Where's the justice in that eh?

Poised

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Re: Rome TW Mod
« Reply #14 on: May 26, 2006, 11:27:28 AM »
Ok after a little more play, I have found a few buggers, the map has some odd pathing in some places, especially around the northern edge of the lake west of mediolanum, also, the tavern in Mediolanum cannot be accesed, it returns an error.
10 thumbs up though, Im having a ball :)