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Seek.n.Destroy
Seek.n.Destroy Jul 30 2014, 2:33pm replied:

Works for me as you can see:
Tw.greywool.com

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 30 2014, 12:41pm replied:

I'll have a look but I can't fix a problem I can't recreate, try to start a new character and enlist in the Roman army just to be sure if it's a widespread error or if I forgot to finish a faction ranking.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 30 2014, 12:39pm replied:

And before that some people used the first as a reference, there is a huge leap of effort considering the accuracy from the first to the second but a fair amount of mistakes remain.
The message was mostly targeting the "Make faction X like in RTW II!!" people.

+3 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 29 2014, 6:27pm replied:

Very few people have reported that issue which is just plain weird, nobody in the team had any issue with it, ranks are gained just fine. Are you running latest version (1.160) ?

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 28 2014, 9:31pm replied:

Yeah but that's stating the obvious... and I tried to extrapolate from the little information you gave. Scenes take time to be made and we are lacking props, if it was easily done in a fingersnap it would be finished already.
So in short, thank you we are well aware of that, you might see some scenes we made on some previews but with the little we got it just isn't worth doing right now.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 28 2014, 3:07pm replied:

Some things take time, we are not working on it all the time, we have jobs/studies to attend to and it eats up most of our time. Still we're making good progress but one step at a time.

+4 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 28 2014, 2:09pm replied:

Hey, you should read the F.A.Q.

+5 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 27 2014, 5:03pm replied:

Why would we do that? Greece had its fortresses a notable one was Piraios serving as a training center for the army, Romans had some too to dissuade raiders, Celts had small fortified settlements, etc...

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 23 2014, 6:20pm replied:

Sure the 5/4th century model tried to remedy to these issues but so did the Chalcidian and Attic helmets which we have contemporary findings to our mod's timeframe which justifies the effort of making those helmets. If we had a bunch of graves with a Corinthian helmet among the remains of a burial near 3rd century B.C. then that would justify its presence. From the time we spent researching helmets to make for the mod the Corinthian seemed out of place. Sure there is the Grandpa helmet theory I've seen in other mods too but that does not convince me.
With the time we all wasted discussing the matter here you could've learned how to add items in M&B (if you didn't knew beforehand) which is fairly easy with the tools and tutorials available on the Taleworlds forum and add the Corinthian helmet made by mr.master in his OSP, which is here: Forums.taleworlds.com
If it is for personal use you can even take stuff from mods as long as you do not share it (I can't stress that point enough, taking someone's hard work without its consent is not cool) and add it to other mods. The Peloponnesian War mod from Lynores features a bunch of Corinthian helmets too. Problem solved for everyone, you get the helmet, we get to use our time on stuff we deem more useful.

+1 vote     media: Type5_italo-chalcidian
Seek.n.Destroy
Seek.n.Destroy Jul 23 2014, 10:15am replied:

This one Tw.greywool.com ?
I checked all javelins ingame and they appear fine to me. Try the "load textures on demand" option from the launcher to see if it fixes the problem. Also, does it appear white all the time or just when hitting a shield? Because I believe warband sometimes switches the material of the projectiles on shields with a less demanding one but it looks ugly or white most of the time.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 22 2014, 6:18am replied:

No ha leido nada de que lo he dicho heh? Ha pasado ~4 meses y no hemos acabado una facción (los Etruscos) y quereis que lo diga si podemos agregar todas la facciones que ha mencionado? Solo somos quatro membros activos y necessitamos de mucho tiempo para acabar algo. Ha que tener paciencia. Ademas Syracusa ya existe en el mod.

+3 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 21 2014, 6:35pm replied:

The Chalcidian and Attic helmets are the Corinthian's successors, the Corinthian helmet was abandoned due to a series of impracticalities and defaults such as boiling your brains out if wearing it for too long under sun exposure, made hearing difficult, would ring like a bell and make you deaf if you received a strong hit, restrains head movement and visibility, had to be made to fit the wearer resulting in higher costs and slower production, etc...
The Chalcidian helmet keeps the high bowl profile of the Corinthian helmet with a more open profile, cheek pieces cut in the sides to allow you to hear properly, etc... The Attic helmet has a lower bowl profile, most often the nose bridge is just vestigial if it still exists, smaller cheek pieces and easier to produce while still offering a good amount of protection. The Corinthian helmet is at this time is completely obsolete, the last archaeological finding dates from 400 B.C. and was found in Scythian lands.

+3 votes     media: Type5_italo-chalcidian
Seek.n.Destroy
Seek.n.Destroy Jul 21 2014, 1:32pm replied:

Quite possible, our main scener started to remake the town but only the main streets were done, the rest is still native placeholders. It ought to be functional once the scene is completed.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 20 2014, 6:06pm replied:

No, the Economic Advisor and War Advisor can be hired through the Minister and through the Spouse (of which I was not sure if it was still possible to obtain in the mod due to some scripts that need to be reworked), I didn't remember about the travellers though so that's always nice to know.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 20 2014, 6:04pm replied:

1.160 only enables the Steam Workshop and a network fix, 1.158 mods should be 100% compatible.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 20 2014, 11:01am replied:

For Kings, speak to your minister regarding hiring staff members.

For Lords, speak to your spouse regarding hiring staff members.

I don't know if the wedding stuff will work with the mod since I haven't remade the native families code yet.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 16 2014, 5:25pm replied:

Yes and that since the very first versions.
V2.0 when it was introduced:
Moddb.com

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jul 13 2014, 5:21pm says:

That particular helmet if from Todi in Italy
Cdn.superstock.com
Don't forget that Etruscans were deeply influenced by the Greeks, from our main reference book about Italian helmets it seems to indicate that it was mostly used by Etruscans, they spread the helmet up to their colonies in Campania and had their own workshops to manufacture them so it wasn't imported from the Greeks. The colonies in Magna Graecia used it too but it seems it wasn't as popular there, it is still very possible that we will make some contemporary Chalcidian helmets that were found there.

+1 vote     media: type3_italo-chalcidian
Seek.n.Destroy
Seek.n.Destroy Jul 13 2014, 4:14pm says:

No, this is a strictly Italian variation of the Chalcidian helmet who might have originated from either Greece or Italy itself according to some books that debate its origin. The Thracian, Phrygian, Boeotian, Pylos and Attic type of helmets are the most commonly used in Hellenic lands, I believe the Chalcidian might have fallen out of fashion there. It might be still present (in our timeframe) in the Greek colonies of Southern Italy and Sicily, with a bit more research we could advance more on the matter but they certainly would look different that the recent models.

+1 vote     media: type3_italo-chalcidian
Seek.n.Destroy
Seek.n.Destroy Jul 5 2014, 10:41am replied:

F.A.Q.:
"Q: Will you add faction X ?
A: We're not making any promises concerning upcoming factions, we follow our planning and eventually new factions are done."

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 28 2014, 5:59pm replied:

Thanks, Celts still have to be almost completely overhauled as they are the least from being finished of the current factions, so far we have made ourselves most of the helmets present in our timeframe, three swords, five spears and two shield types. Armors and clothes are reworked OSPs and Native content until we start working on them, we have some research done and if all goes well they will look really neat.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 26 2014, 8:31am replied:

Concerning battles, the side in disadvantage will most likely wait for the enemy to make a move, else it might be that the Freelancer battles fall back to the Native AI behavior that sure loves to circle around each other. I'll have a look eventually.

Concerning Calradian references showing up, we know about it but we haven't changed much dialog yet, it's low priority for us.

Split tribes is most likely to occur but we haven't enough resources done yet, the Celts are quite "simple" right now.

The current map wasn't done by the team, if we get to edit the map the best would be to make a new one.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 26 2014, 8:27am replied:

There's quite a lot of scripting involved around city/castle behavior and I don't think the game would handle it well if some were added post compilation since faction objectives, lord behavior, trade, merchants, scenes, patrols would have to be updated frequently to take into account these new places. It's more pain than gain in my opinion. It would do well for a mini mod but you can forget it for a total conversion.
At this particular time there were two major Greek leagues, the Corinthian League (Corinth, Athens, Thebes, Argos, etc...) and the Aiatolian League as well as Independent city states such as Crete, Rhodes and Sparta (which later formed the Achaean League). At this point I don't think separating them would be beneficial.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 23 2014, 7:53am replied:

Something like that Img3.allvoices.com ?
If that's what you mean, definitely no, they have no place here.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 22 2014, 4:49pm replied:

It's in the plans for a long time, to replace the inaccurate one we are using now with a proper breastplate. Something along those lines:
Tw.greywool.com
And maybe some more elaborated linothoraxes although for now it isn't much of a priority, go steal some Samnite armors for the meantime :)

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 22 2014, 4:34pm replied:

It is very unlikely, unless we delay our plans because there is a fairly large amount of models to be made for factions such as Carthage. The reason we have some models made is because they are very close in design to the ones of factions we are working on, so with a little bit of editing we end up doing some side progress on Carthage for example. In this particular case Rgcotl started working on scale covered linothoraxes for the Etruscans which are fairly similar to the ones Carthage was most likely using in our time period. During the Syracusan campaigns the Sacred band was described as using iron covered armors and since the iron breastplate was still rather a novelty in the Greek world, iron scaled or laminated linothoraxes are the most probable option so some model editing and retexturing out of the Etruscan version we have the Carthaginian one. There's some stuff to come that will benefit multiple factions so in the end we are left with the unique pieces of equipment to make.

+1 vote     media: carthago_scalethorax
Seek.n.Destroy
Seek.n.Destroy Jun 22 2014, 11:47am replied:

Please reformulate your question as we can't figure out what it is about.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 20 2014, 4:29am replied:

Yes it's included, it just means that development on the singleplayer campaign started "recently" and there is still much to do until completion.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 18 2014, 11:27am replied:

300 B.C., you could've figured it out by reading the introduction text up there.
"Introduction:
Rome at War is a Third Century B.C. themed Multiplayer Mod (with SP in alpha stage) developed for Mount and Blade Warband V. 1.158"

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 17 2014, 1:56pm replied:

When we feel like releasing one.

+3 votes     mod: Rome At War2
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