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Seek.n.Destroy
Seek.n.Destroy 3hours 8mins ago replied:

Es claro que se puede... Pero se necesita tiempo para hacer algo que es unico. Nosotros no vamos solo añadir los mismos OSPs que ya no los puedo ver más, tenemos contenido para criar y esto es demorado.
Como fue hecho con los Samnitas, la facción de los Etruscos va a salir bastante completa y única en la proxima versión....

+1 vote     mod: Rome At War2
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
Seek.n.Destroy
Seek.n.Destroy Jun 15 2014, 9:28am replied:

Eventually yes, Illyrians should come first and Iberians should come when we start making Carthage if all goes according to plan.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 15 2014, 4:42am replied:

At this timeframe if they ever heard about Rome they wouldn't give a damn about them, they are nothing but an Italian tribe to the rest of the world. They are a threat to the Samnites and Etruscans, Gallic tribes don't care much about them either having reached their pick at the third century B.C. and sacked Rome 90 years before. They are centuries away from having to fight the Germanic tribes which at this point are mostly skirmishing qmong themselves and the Gauls.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 13 2014, 7:34pm replied:

Yes.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 12 2014, 4:37pm replied:

Why not play the Samnites instead? There's plenty of troops for multiplayer already.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 12 2014, 9:10am replied:

Refer to the F.A.Q., we'll do them if we ever get to it but factions like Celts (that need an overhaul), Etruscans (which are in the works), Illyrians and Carthage are a higher priority than Britannic tribes or the Ptolemaic Empire.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 12 2014, 9:07am replied:

They are there... You can recruit them from the Campania region south of Rome (the villages around Capua and Nola).

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy Jun 10 2014, 6:05am says:

It's supposed to be in the far upper left corner:
Roadrunnersguidetotheancientworld.files.wordpress.com
3.bp.blogspot.com

+1 vote     media: Very WIP Londinium
Seek.n.Destroy
Seek.n.Destroy Jun 8 2014, 5:18am replied:

Either a corrupted download or wrong game version, you need Warband version 1.153+ to run the mod.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 23 2014, 2:11pm replied:

There is no passive melee defence for shields in Warband, it can protect you from missiles when not actively defending but not from other attacks.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 23 2014, 1:54pm replied:

While it is not impossible it would be in no way practical and prone to errors since most of the new locations rely on scripts to work properly and might not function well with locations added to an already compiled module. Changing the map should be the easiest task but I don't have the time to make step by step tutorials about that. In my opinion it's more trouble than it is worth.
In the future there will be more locations to visit and hopefully with new scenes and our own map, we are stuck with this one for now.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 19 2014, 7:45am replied:

Try our google drive download link: Drive.google.com

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 14 2014, 10:11am replied:

He didn't, but that's not the model that is the problem, it's the mechanics behind it, all we can make of it is a rigged horse, which will look and behave terrible.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 14 2014, 9:35am replied:

A couple of years after our timeframe he got some as a gift from Ptolemy I believe, but no, elephants look terrible in Warband.

+2 votes     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 6 2014, 2:02am replied:

Yes "- Early stage Singleplayer + many more small gameplay changes" is written in the features list.

+1 vote     mod: Rome At War2
Seek.n.Destroy
Seek.n.Destroy May 5 2014, 5:05pm says:

You're exaggerating quite a bit, the Sceners Guild thread in the Taleworlds forum is where the magic is made, posts like this Forums.taleworlds.com make my scenes look like playmobil forts :)
There are some mods with impressive scenes too, 1257 AD, Twilight of The Sun King, Brytenwalda, Peloponnesian War, 1429 La Guerre de Cent Ans, etc... And of course our own scener KickingJoub made some great scenes like Lugdunum, the garrison fort of Tusculum, Troy, Roman Villa and event maps like Chaeronae in which we reenacted the battle fought between the Athenian and Boeotian coalition against Philip and Alexander which was a lot of fun (except that I played with the Greeks and they lost, again :D).
I just recently learned how to make scenes from A to Z and we are really lacking props so it's still nowhere near what I want it to look like, as with everything we've done we'll work on improving it as much as possible.

+2 votes     article: New Scenes for Singleplayer and Multiplayer
Seek.n.Destroy
Seek.n.Destroy May 5 2014, 1:19pm replied:

Runtime errors are frequently associated to memory errors in this case lack of RAM memory, I believe Rgcotl ran some tests and at least 2.6 Gb of RAM were necessary to launch everything properly if I remember correctly.

+1 vote     download: RaW 2.4
Seek.n.Destroy
Seek.n.Destroy May 5 2014, 6:17am says:

Thanks, I forgot to mention that you can view the fullscreen images by clicking on them, it's hard to tell what's going on on a small image.

+2 votes     article: New Scenes for Singleplayer and Multiplayer
Seek.n.Destroy
Seek.n.Destroy May 4 2014, 2:16pm replied:

Then it is a bit useless to report it as a mod bug if you induced it, without cheating I have the AI acting normally in a 200+ days campaign.

+1 vote     mod: Rome At War2
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