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Rise and Fall of the Roman Empire

D'Artagnan59 said:
Murphy's Law of Modding:

If there's a problem, another one will arise as soon as it's fixed. This time, it's this problem.

Error: art/advisors/AGIS.all.

What should I do.

Check your RFRE folder.
You go in Art, then advisors, and there you should see AGIS_all.pcx
If it is not there, you didn't install the game correctly.
Let me know.

Blitz said:
*Also, Pink, I think Pergamum should historically own Ephesus and Sardis in the 275BC Scenario instead of Syria. As seen in: http://upload.wikimedia.org/wikipedi...or_188_BCE.jpg and other sources I have read when I was creating my borders for the 100BC scenario

SO I've updated my Revised version to include that too... Pink, feel free to use my revised as the new default, regular biq since it only has minor changes that could be very good, like a few less Carthaginian units in Spain, 5 defense for Thracian unit, and Pergamum owns the 2 cities it historically should.

WHOOPS- FORGOT to CHECK... Exercitus Mithridates NEEDS blitz, yo! Will update my revision

**Ok, Pink, while constructing the new 100BC scenario, I noticed in Numidia that Siga and Thelepta don't have an Arx Numidica... is that on purpose? Siga doesn't have a Domus Tescorum as well.

1 - Pergamum conquered these territories later than 275BC, when allied with Rome and fighting the Seleukids. Or so do I remember?

2 - I will use your update BIQ as the default one. You better wait a bit to collected required changes rather than updating it to often.

3 - I forgot the Arx Numidica in these two cities... it will just make their conquest easier. You can fix this. There is no need for Domus Tescorum there.

4 - About Dalmatia, why not... but remember it is easier to update the BIQs if we keep the rules identical.

5 - Bastarnae back to D5? ok :lol:

6 - "Famous" check was the check we were supposed to do before releasing 1.2, but it never took place, and there we are struggling with the update.
 
Hmm I could be wrong about Pergamum... will make sure, but thanks for accepting my suggestion...

1.2 seems fast... Don't remember what it was like before, but as of 150BC it's not bogging down.

Concerning 100BC scenario... I am having fun adding some more historical goodness.. like Teutones and Cimbri, even tho its pre-100BC :)
So, also, Socii Italici do NOT start at war, but they will build forces the longer you wait... Pink, how does 1 Samnite / 4 turns sound (you're old Numidian Horseman spawn rate :satan:)? I have Samnites requiring escorts... does that work? Also, Pink, would a little fishy unit (Tribus Magna) be well suited somewhere in Gaul? I have it in Lutetia

PS- if there are not any major patches... I can keep updating the 100BC scenario for you :) even so maybe

DOH, now that I think more about it... I was confusing my 100BC timeline with the 275 >< It's pretty hard to find any confirming information, but I think you're right about Pergamum and the Seleukids, like at Magnesia... OK I DID find confirmation of this: http://www.unrv.com/provinces/asia-minor.php

There goes easily excitable Blitz again =oP getting away with himself on craziness

OK I ATTACHED THE NEW DEFAULT BIQs (Hard and Easy now) with minor changes for Carthaginian Spain's starting units, Pergamum back to normal, bastarnae at 5 defense, Mithridates with Blitz (on HARD, but not on EASY) and 1 or 2 less hoplites per city to start in Syria... *NEW*-Ptolemiae Hoplites have been FIXED to require Forbidden Advance so they can only be spawned now.

*I know Primordial Stew is with me, but who else would like to have the Portus Migrare pre-built so that fast naval transport can happen sooner?

BIQ REMOVED
 
After 10 turns, Aegyptus was still spamming me with 100 hoplites. Bombardment is useless, in that it doesn't make the necessary improvement in odds that is necessary for the legions to win the majority of the time. Marius loses have been heavy trying to attack regular hoplites in a forest. Typically Antiochia can be captured from the Syrians, but they had far too many units to handle, so instead of attacking into open ground, they are in a forest, or on a hill. Marius only seems to have ~70% sucess rate under these conditions.

On completion of Dictator Perpetuous, both research tracks took 80% research, which is -196 for 12 turns. There is only 756 gold in the treasury though.
 
pinktilapia said:
@those playing 1.2x (p.stew, blitz)

Is the game faster this time, or still quite sluggish?

No speed issues here. There is no port on the southern part yet though.
I'm at 20BC. Last time the game died it was when facing Persia, but I haven't even seen them yet.

*I know Primordial Stew is with me, but who else would like to have the Portus Migrare pre-built so that fast naval transport can happen sooner?

That transport is the only thing keeping this game going. It enabled the speedy shifting of forces to Hispania during the 2nd punic war. Another one would be great. If only Neapolis hadn't fell to the volcano :(

If Aeygyptus didn't have 100 (literally) hoplites (+ 1 elephant, 1 toxotis, 1 pedite) within 2 spaces of Tarsus I'd still be in ok shape. 3 loads of troops went to take Tyrus, but thier SOD is getting to close, so it looks like only 1 more turn of war this time. If Syria would only go to war with Aegyptus the game would still be salvagable...

Upgrading to imperial legions would help, but there's no money for it. Corruption is higher, the empire is smaller, and research costs seems to have gone up as well. Oh, and the enemies are more powerful too.
 
:( Oulalalala...

But I reduced the spawning rate of Aegypt's hoplites tremendously, and several times already.
If you can keep up the details of your tech research, I can tune down some research costs in the late republic (typically, which tech, and by how many % they should be cheaper).

I know it doesn't fit well in the current difficulty setting and your game experience, but I am quite happy to hear Rome had losses when invading the eastern greeks and nice to see the Roman treasure remain something that need to be managed.

running for cover!

Now we just have to find a way to reduce Aegyptus forces (easy I guess) and make the Seleukids more vulnerable to the Parthians (but then we will have too many horseachers instead of hoplites, bah ;))
 
Keep in mind, Primordial Stew's game has Egyptian and Syrian Hoplites at increased cost to the default and they still spam too much :(
 
And your last point brings me to check the BIQ
(coz, hell, the Egyptian hoplite is not supposed to be buildable!!!)
and to see that indeed something went wrong there too :(. The tech is supposed to be "forbidden advance" so that Aegypt build its hordes of harmless pedites while the pyramides minor spawn a few free hoplites. I ommitted that when I created the new Ptolemy's hoplites.

Blitz, please fix this in the BIQs
 
Good find.

I had been hoping to buy Jerusalem, but
a: don't have the money
b: Aegyptus won't sell it

It's 4AD now, 3 turns till commerce. I got up to ~3000 while waiting for a 2nd Caesar to show up. BTW, in the pedia it says they can move 3 (2+1), but the unit only moves 2 with legions loaded. Most of the money was spent upgrading to imperial legions, and 800 more consumed researching commerce. I would rather have went the other way, but need more income.

Even the Pirates have been a pain... a basic pirate defeated a proud new imperial legion wo/ a scratch! The 2 armies managed to survive.. but I nearly took peace with them.. Aegyptus is waiting, and they've got 128 visible hoplites.

No 2nd transport yet. I think it's set for 75 turns (1st was around 200BC). I didn't write down when it got built again, but it seems like forever.

Maybe just place it in Roma at the beggining of the game. That will keep it safe.

1 last thing, wasn't the culture supposed to be removed from the portus comercii? We used to get one with Pergamum, and there is no way to replace it till commerce.

And remember that I micro-manage, so those that don't will have even less gold.
 
Aegyptus won't sell any city I am afraid. They conquered Nabatea and Jerusalem? Hopefully, this is linked to the hoplite bug. Glad to see your fiscus has improved. I didn't make the pirates more powerful. This sounds like sheer bad luck (aka :spear:)

I am facing a dilemna with the portus commercii. Personally, I like the idea it can't be conquered. Asia was plundered as its Roman governors very greedy and corrupted at start. If you keep Egypt friendly, it will be trade connected anyway, but yes corruption will be awful. Later on, the province can be developed and better managed.

PS. One could make the imperium pompeianum to be built in Pergamum reducing corruption locally and a trade connection. But it will just last a dozen turns until the dictator perpertuus is built. Would it help?

PPS. Blitz, concerning the changes you are making to the BIQs, keep a log, so that I/you might update the pedia (change in HP, blitz, improvement effects need to be reported there!)
 
Hows it going Pink? See that the crew is keeping you busy with neverending tweaks. :p

Well I have decided to start a "RFRE 2.0" if you will call it. I have most of my ideas formulated in what I what to happen, though I am not sure if many of my ideas are feasible.

First and formost, I am converting a large portion of the units from Rome Total War and mods created for it. I will be creating an graphical expansion pack fo RFRE. Here is a sample of a unit I just converted. Tell me what you think.

Hastati
View attachment 131016

View attachment 131017

Damn sucker is BIG! Should have made the animations somewhat smaller and few less of them. :D
 
Neverending IS the word Gaias. Are you sure you want to take the lead toward a 2.0 ;)?

Now :drool: this idea of a graphic extension pack is fantastic. But are you going to convert all the necessary units yourself?!

I personally just discovered my old laptop could run RTW quite well 4 months ago, and have been playing it on and off. Last weekend notably as Pontus (amazing cavalry). All this is very exciting. Traianus also started some time ago to convert some RTW buildings (which are equally amazing) for his Gallic Wars scenario.

Now for the real 2.0 revolution, please DO SHARE these ideas. I am very keen to hear them :king:
 
Well the inital plan is to convert enough units to cover most that are in RFRE. I mean, with all the models and skins floating around for RTW, their are 1000s of variation that I could do. :eek: I think I will stick to the ones that are relevant to RFRE thank you very much. This sucker took me about 6 days to get near perfect, as I was learning how to convert units in the first place.

I am still compiling what it is I wish to accomplish with the new version of RFRE. It will be a major overhaul (mainly cosmetic), but I have a few ideas that I am excitied about. I will give you guys a list of points to debate upon if their feasible or not to do, considering the AI lack of... you know.

Well it kinda sucked that my computer had died on my, though I am able to use the local college computer lab after hours. Good thing is that they have 3ds max, as it is what made it possible for me to do the conversions in the first place.

You know the funny think is about the final version of RFRE is... It's still not difficult enough for me. Even without reloads, it still is a pushover on the hard bic. Then again it could be just my mad CivIII skillz or I am lying through my teeth. :lol:
 
pinktilapia said:
Aegyptus won't sell any city I am afraid. They conquered Nabatea and Jerusalem? Hopefully, this is linked to the hoplite bug. Glad to see your fiscus has improved. I didn't make the pirates more powerful. This sounds like sheer bad luck

PS. One could make the imperium pompeianum to be built in Pergamum reducing corruption locally and a trade connection. But it will just last a dozen turns until the dictator perpertuus is built. Would it help?

Yes, plenty of bad luck. That legion must still have had it's wooden training equipment. There is a good chance the volcano will miss Neopolis, but this game it didn't. Hopefully it is all getting out this game so the next one will be most glorious :)

It was a joke. I haven't seen them take it in a few versions, so it must have been the hoplites. Nabatea still exists. I sold them a slave for 40 gold. Later on I will get it back <EG>.

Pergamum is a very important city during that time, so yes it would help nicely. The biggest danger is if Syria or Pontus attacks soon after buying the city. That really hoses the game up.

Oh, and I see why the hoplites were so effective on the defense. They were on highlands. I hadn't noticed the terrain change.

The 2nd war is underway. It's 12AD or so, and now they are down to less than 100 hoplites. I reallllly want to check out those 14-7-2 units, so I'm going to keep going, but there is little hope of salvaging the game.

How about Caesar? Is he supposed to move 3 like the pedia says, or is it 2 like the other armies?

@Gaias - how did you fare against the 1.2 version?

BTW, am I on the map anywhere?
 
I am desperatly looking in the BIQ to see where I could have put you :blush: I should have put you somewhere. Will make sure of that before next update!

It seems loaded armies will only move at the pace of the slowest loaded unit+1... Which means Caesar is doomed going at M2 even though I gave the army an extra movement point. Pedia will have to be updated.
 
OMG, RTR unit graphics?! I second that :drool: I LOVE IT! Have you checked out EB? (Uh oh, Pink might have to consider the Hastati/Principe/Triarii early Roman unit makeup :D

PS - Pink forgot you Primordial Stew, ONLY, because he confused you with Gringoesteban... don't ask me why - don't hit me, Pink :scared:

PPS- Just wait guys... 100 BC is coming! I got some surprises and I promise not to make it too hard... just flavorful (Let me know IF you beta test it, when its out, because otherwise you DON'T get a unit, muhuhaha :devil:)
 
@primordial stew
I actually didn't do that bad when I played through until 206 BC. Other than the graphical update, the only real difference in gameplay and difficulty was the loss of more units. Then again this is the kind of challenge one wants when you have play this mod a few dozen times (yet somehow still not being able to finish it:rolleyes: ).

I have check out all the available mods for RTW and took all the units from them. The problem with that is, it set me up with literally a thousand variations of units! eek: Granted once I get the core animations down and saved to file (problem being that RTS games have rather onerous animation loops), I should be able to knock off a unit or two a day. The problem being is that the animations are much longer than CivIII will allow, so I have to 'reanimated' them to fit accordingly. It takes some time considering I don't know how to animate for the life of me! :lol:

The funny this is, most of the ideas for a different version of RFRE I have planned is heavily influenced by mods for RTW like EB and RTR. Actually there is one mod that I am waiting for called ImperatorII, seems to be quite promising. It follows and plays rather similar to RFRE does, and that has me interested in it.
 
I will be googling that Imperator II mod.
I certainly would not support a division of the legion into three units. It wouldn't make any sense. The hastati would perfectly represent the early republican legion.
You are right about my confusion with names. Always been a weakness of mine, names... Primordial Stew, any favorite spot you want to be?
 
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