I chose not to as it’s released as a patch (and RS2 environment in a separate folder within the archive to allow people to choose). However, if you’re having trouble with the original exe installer I could upload that one as an archive too.
I chose not to as it’s released as a patch (and RS2 environment in a separate folder within the archive to allow people to choose). However, if you’re having trouble with the original exe installer I could upload that one as an archive too.
Please note, if you downloaded the patch before 26 of January 2024, the script had "perfect spy" toggled on, which means you can see all troop/building information without using a spy. Please download the patch again for normal fog of war settings (or turn it off in the script yourself if you know how).
It's possible that a future version will be for Rome Remastered. Work hasn't started on it yet though (except Gudea/Drtad begun porting the map on his own accord, which is a good outset I suppose).
I don't know whether the game can run in that resolution, but you can try editing preferences.txt within the "...\bi\scandza\preferences" folder.
These are the relevant lines:
STRATEGY_RESOLUTION:1920x1080
STRATEGY_MAX_RESOLUTION:1920x1080
BATTLE_RESOLUTION:1920x1080
BATTLE_MAX_RESOLUTION:1920x1080
Cheers!
A lot of time spent testing and making sure the mod is as stable as possible. There's only one known crash risk, and that's when a horde is spawned and all the stacks are automatically moved aboard a fleet; results in a crash on the next end turn if they're not moved off (which the AI doesn't). Can't be prevented without removing the horde feature. It's a very rare issue fortunately.
Definitely recommend checking out those two mods mentioned!
It is my intention to make at least one or two additional starting years, but still a few centuries prior to the Viking Age. One around 500 and one around 600 probably. These would include parts of Britain and possibly some more details for the Baltics. It's not really on the drawing board yet though.
It just means that you have to make sure that the line uses \ rather than /
I'm certainly interested!
I also want to start up work with Hegemonia City States again at some point ;-)
Having read some Procopius myself, this is one of the most interesting periods of late Roman history. Wish you luck with the project!
For anyone seeing this late, I can reveal that the upcoming release is not far off (anywhere between a couple of weeks and a couple of months) and instead of a beta release, it's going to be a full release. That's why it's been taking longer than I anticipated when writing the article.
Yes, you're absolutely right. Currently I'm working with Joar to make the release for original RTW as polished and enjoyable as possible, and progress is good. I intended to release a beta already over a month ago, but then I was convinced that waiting a while for the Remastered to sink in, and working on the mod in the meanwhile to make it as finished and beautiful as possible was a better approach. Any plans to port to Remastered have been dropped for now.
Cheers!
I can't promise anything, and it would certainly have a very long time horizon. It's mostly a one-man project so it all really depends how hard and time consuming it is to port/make new assets for the remaster.
Clearly not mod-foldered. Knackered my game for all other mods (all of which were mod-foldered).
Things are not terribly far from a beta release of some sort, but unfortunately most of my creativity (and procrastination) has gone into my submod for CK2 (HIP). There's no real knowing when I'll get spurred on to give Scandza another serious go. I've also started working with a graphical artist, so suddenly more stuff needs adding, but hopefully the end result will be glorious!
Some kind of release next summer wouldn't be unrealistic. More than that, I can't say.
Also, progress updates etc. are usually posted on TWCenter: Twcenter.net
No work has been done on the mod this summer. Been away most of the time. I have, however, thought about making a real effort for the ten-year-anniversary of my starting the project this October; but I can't promise anything - it's all very temperamental.
PS. Most metal helmets of lower-medium tier units have been (or will be) switched to iron-reinforced leather helmets, hoods, and the like.
Light/skirmish units, even though they have shields, are not given the shield wall ability currently, and the light/skirmish spearmen still use underhand grip.
That is also my current compromise in the overhand/underhand debate: that only those with the shield wall ability, and thus a dense formation, will use overhand grip - because that makes sense to me. It would of course be nice if you could have them switch between overhand (when in dense formation) and underhand (when in looser formation), but that doesn't seem to be possible.
I forgot to mention that you shouldn't play as a superfaction (since it gives you too many advantages, like no rebellions, etc.), so I'd probably make a separate "provincial campaign" for playing the Night's Watch. There you could possibly make the Riverlands superfaction instead.
Couldn't you make the Night's Watch a "superfaction" and attach the Riverlands and the North to that? The Fourth Age mod has done something similar in their campaign. It'll mean that TNW will be passive, but also that all those three factions will stay friendly to each other.
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