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Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

No Carthage yet and there's a MP event most Saturdays at 18:00 in the official server.

Good karma+2 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Unlikely as of now but not impossible in the future. The thureo started being used in Hellenistic armies after the Celtic invasion of Greece (later known as Galatians) circa 280 B.C., so 20 years after the starting point of the mod. If we ever reach the point where we have too much time in our hands and start including event/condition related reforms it's a possibility, an unlikely one as we have plenty to do before reaching this point.

Good karma+2 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Diversity mainly, while it isn't as popular as the Imperial era I find it more interesting on most aspects, there's a large diversity of cultures present, much more variety in military equipment and more wars going on.

Good karma+5 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Because it´s a significant anachronism, meaning that it's out of time as it wouldn't be invented/used until 300 years past the starting date of the mod. The mod itself starts right before Rome's first major expansion into Italy, the early republican era Rome is rather different from the Imperial era Rome and still a rather minor faction in Europe. A different era with a different struggle.

Good karma+4 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

No, we haven't touched them yet. We'd want to make something completely different from the random Warband arena brawls but that requires new scenes, props and scripts and right now we're focusing on making a stable base to expand upon.

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Next patch brings some additional optimization on resources that should make for faster loading times and better performance.
After that I don't think there is much more that can be done to improve the performance without downgrading textures and models or making lods manually which is rather tedious work. I doubt the mod will ever run as well as Native so if you have any trouble running it you should expect the mod to run worse. You should enable load textures on demand in the launcher options so the textures are only loaded when they are going to be used, longer load times but overall better performance.

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Celtic Clothes

We need to finish the current factions first, after that we can add other factions. Plans for the near future include splitting-up some of the current factions.

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Celtic Clothes

More than most clothes but less than a subarmalis (because of the padding).

Good karma+5 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

The music pack just adds a new soundtrack to replace the Warband one, AI playing the instruments on the battlefield might come later, no promises though.
We'll add some new scenes gradually, we're waiting to find the time to add some new custom props to start making "final" scenes, the ones currently in are intended as temporary for the most part.

Good karma+2 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Not exactly, around a week after Rgcotl finishes the models needed, which could take some time until he finds some of it and the motivation to do it. I'll keep myself busy in the meantime, I'm also waiting for my pc to be repaired so I can work on some scenes, my laptop tends to have problems while using the editor.
We've been offered help on a few occasions but most of the time it was just promises. Admittedly on the modeling part Rgcotl did set a rather high standard to keep up with he was willing to teach while few were willing to learn.

Good karma+6 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Up until February or sometime around it we were working on 2.6 bringing a new world map, reworking the old factions and adding new ones but we realised it would take way longer than anticipated so we started working on updating the 2.5 version, reworking the celts and adding content to the multiplayer as well as bugfixes. However as nothing really goes as planned, my pc decided to give up on me last month but luckily I had made some backups and resumed the work on a laptop that can barely run the game hence why it's taking so long.
I made good progress the past few weeks and it should be take a week of testing and polishing after Rgcotl finishes some models needed for release. Until then I'll keep myself busy, I've reworked and re-organized most of the resources used in the mod and it should give a slight boost to loading times and hopefully performance, I'll have to run comparison tests with a proper (and reliable) computer though.

Good karma+10 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

You can report bugs on our forum board:
Forums.taleworlds.com
It's been quite some time since last release so chances are that we're already aware of most of the bugs. Unless it's something unusual compared to bugs due to incomplete features.

Good karma+2 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

I had it in mind for some time but I still need to think of a good way to implement it and make them more "unique". You can always access the cheatmenu to give yourself a standard or eagle.

Good karma+2 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Hardly a problem, bots in MP are near useless and will only be revamped once we AI mesh all the scenes.

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

It's Rgcotl and I most of the time, with help from KickingJoub that owns the official server, organizes events and makes some scenes, Theretor who creates some music tracks for the mod and Efrem who helps me with research and references.
Gothic Knight quit some time ago but he made most of the weapons in the mod and a good part of the shields, there's also LionStrong that has made two models for the mod.

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Learning how to use the module system is the only way to do it.

You can post suggestions, bug reports, screenshots, etc... on our board in the Taleworlds forum: Forums.taleworlds.com

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Made from scratch with some leftover code from the old M&B and a modified version of Zaitenko's scripts to move troops from the villages to the castles and towns. I believe Twilight of the Sun King mod did something similar and recently the source code has been released: Forums.taleworlds.com

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

If it's such easy work then that makes us lazy not to have done in the three years and a half that the mod has existed because we are still busy with the current factions. The Celts and Romans are not even finished yet and they require less work than Carthage which you are really underestimating in terms of work needed to complete them.

Good karma+7 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

We're not even done with any "secondary" faction, we don't have the workforce nor time to make Carthage at the moment.

Good karma+7 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

We're planning a small patch for 2.5 in April with mostly bugfixes, tweaks, some rebalance and updated models at least for the current celtic faction.
The big world map update will still take some time but will include more celtic, oscan and hellenistic factions but not Carthage. We're a small team and just the models for Carthage can take us a year to make.

Good karma+5 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

For clans look here:
Forums.taleworlds.com
For event notifications on steam look here:
Steamcommunity.com

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

We'll make more previews eventually but we prefer to show finished products or at least something we'd be keeping for a while. We have a couple of things in progress but nothing finished, I don't think it's any interest to show bits of unfinished models and promises.
It's very likely that we won't be able to make it to an April release, we recently made a list of what we want to include in the next version and it's pretty extensive. Making all that in ~6 weeks doesn't seem possible.

Good karma+2 votes
Seek.n.Destroy
Seek.n.Destroy @ prev celtic leather

Boiled leather or "waxed" similar to the treatment given to linen armors to stiffen them up would make sense as a couple of layers of linen covered with bee wax is surprisingly resilient.

Good karma+4 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

That's because we/they use compressed archive files (rar, zip, etc..) while Bear Force II uses an installer. There's plenty of guides on how to install Warband mods and the programs you need (either winrar or 7-Zip).

Good karma+4 votes
Seek.n.Destroy
Seek.n.Destroy @ prev celtic leather

Not really but Rgcotl and Gothic Knight created a couple of OSP items before creating the mod:
Forums.taleworlds.com
Mbrepository.com
Forums.taleworlds.com
Some are still in use in the mod but a good part of it was updated or replaced.

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Yes that's fixed, they had the equipment but their attributes were too low.

Good karma+4 votes
Seek.n.Destroy
Seek.n.Destroy @ prev celtic leather

The armor is based on the Glauberg statue: Static.webshopapp.com
We went for leather as most of the artist interpretation of this armor, I don't know how it compares to linen but it still should offer decent protection against slashes/cuts but not do much to protect you from piecing attacks (spears and javelins). "Leather corselets" are sometimes mentioned or at least interpreted as being so. It fills the gap we have between light and heavy armor for the celts in the mod which is very welcome in terms of balance.

Good karma+7 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

No, only basic units can be upgraded. Low level Hoplites, Hastati, Phalangites, etc... into more heavily equipped versions.
Tw.greywool.com
Tw.greywool.com

Good karma+3 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

Q key (or A if your keyboard is azerty) but that's for multiplayer only for now.

Good karma+4 votes
Seek.n.Destroy
Seek.n.Destroy @ Rome At War2

By comparison L'Aigle is almost certainly going to run better than RaW because it's better optimized in terms of resources (smaller textures, lower polycount for models, etc...) and the average unit in L'Aigle should have an item pool in the range of 5 to 20 items (from what I could tell when playing as France) while in RaW it's about 15 to 40 with a couple of units going up to the 64 items limit which is a lot more to load during a battle.
The main thing that should impact performance in L'Aigle should be the particle effects (i.e. smoke, dust, fire, etc...) as at least for me they can impact performance quite a lot and additional battle scripts such as cannons and other AI related stuff.
While in RaW as we cover an era with less uniformized armies and various drastically different cultures, units tend to have a fairly large item pool as aforementioned. We're using 1024 x 1024 textures for the diffuse (most of which also use alpha channels) and 512 x 512 for the specular and normalmap coupled with most armors using multiple meshes that makes for a lot of textures being loaded. You'll notice that when looking away from the fight the performance increases.

How to optimise the whole thing? I have a couple of ideas but I don't know how far that will help:
- Optimise the resource organization; The mod should load faster but I have no idea how it will impact battles.
- Optimise the battle morale scripts; There's a loop within a loop and that's bound to cause some stuttering with a lot of troops involved.
- Better lods for the items; The best is to make them by hand but that's mind numbing work.
- Use some of the new game operations to manage some multimesh models; I need some documentation on that and I don't know if it will even work.
What you can do:
- Disable the formations and battle AI scripts in the mod options; It should help with the stuttering.

Tl;dr:
The game wasn't optimised to run well with 1k troops let alone this mod. There's only so much the engine can take and it doesn't make use of all the potential of a good computer.
There's some things that can be done to save a few fps but ultimately we look for Bannerlord in terms of optimization.
Also, there is an ingame fps display that can be enabled in the launcher options.

Good karma+6 votes
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