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  • Sortie de RTR VII

    Rome Total Realism VII














    [fs="Les nouveaux concepts de RTR VII"]The Rome Total Realism team is proud to announce the release of RTRVII. This is the third and final part of the RTRVII project, which started with the release of RTR: The Iberian Conflict (TIC), in January 2008, was followed by RTRVII: Fate of Empires (FOE), in November 2009, and now reaches its culmination here, in RTRVII.

    It is with great pride that we present this project to the greater community. Total War Center has been a marvellous home and has been central to the development of this mod. Without the insight of our friends, fans, and partners this project would not be as great as it is today. The developers of this mod thoroughly enjoyed each and every step of the process which led to the culmination of our efforts. We hope that you, as the player, will have as much fun playing, as we had developing RTRVII.
    [fs="La carte"]The RTR VII map is essentially an extension of the map from RTR VII: Fate of Empires. The map extends north and encompasses all of Gaul, while extending east to the Black Sea. South of the Balkans there is Greece, and east of the Aegean Sea there is Ionia. All the regions from RTRVII: FOE (Iberian, North Africa, Sicily, Italy, Epirus, and Southern Gaul) will be included.

    The intention of the RTR VII map is to explore the Western Mediterranean in great detail. We hope to provide the player with an immersive and unique experience that accurately represents the geopolitical situation during the time period.
    [/fs][fs="Les factions"]
    Achaean League
    Aetolian League
    Kingdom of Sparta
    Antigonid Dynasty
    Attalid Dynasty
    Kingdom of Ardiaei
    Kingdom of Noricum
    Getai Confederacy
    Lusitanians
    Aedui Confederacy
    Averni Confederacy
    Republic of Rome
    Republic of Carthage,
    Celtiberians
    Kingdom of the Massyli
    [/fs][/fs]
    [fs="Nouveautés"][fs="Carte de Campagne"]The new strategy map is based around the concept of detail and quality. From the outset of the development process, the intent of the developers was to create an immersive environment in which the player can manage his empire in a historically accurate setting. This means that the RTRVII map has been "zoomed in" in order to create a more detailed environment.

    Players should also notice that there are many unique elements to RTRVII that are very rare amongst other mods. Nearly all of the models on the campaign map have been redone, including the settlements and naval vessels. The RTRVII strategy map bears almost no resemblance to RTR 6 or Vanilla. The new map truly is a piece art which we are sure our fans will enjoy.
    [/fs]

    [fs="MES"]RTR VII will use a polished version of the economical system which you will already have used in RTRVII: Fate of Empires. This means that you will have to make important choices, which will influence the further development of a settlement.

    Every region has certain resources, around which the economical system has been set up. Once you have gained access to a resource, you will be able to use it in that particular region to build up an industry. In other regions you will be able to do this too, but then you'll first have to construct an 'import building'. Each economical building tree has specific bonusses, and as your settlement grows you will be able to develop more industries. Like this, it's up to you what you want your economy to look like! [/fs]

    [fs="Espions"]The use of spies has been completely revamped in RTR VII, which adds a new tactical dynamic to the game. A freshly recruited spy will have different functions, which you will have to utulise to fully benefit from them. In his home settlement, a spie will provide stability bonusses. However, in adjacent regions he will cause unrest and help to integrate a newly conquered region into your empire. [/fs]

    [fs="Système de domination romaine"]The Roman Leadership System implemented in Rome Total Realism VII is based on the Cursus Honorum of ancient Rome. Players utilizing the Romans will notice that each family member is designated a role. These family members will be best suited to preform assignments and duties that they would have been presented with during the time of the Roman Republic. All family members are capable of climbing the Cursus Honorum, however they will be need to accomplish historical requirements before they can climb each rank.

    Family members with different roles will have different abilities. For example, Praetors will hold imperium within friendly provinces, but not outside of Roman territory. Aediles will have administrative abilities within settlements, but not outside of settlements. This means that different family members will be more suited to accomplish a task than others.

    The system will consist of two parts: a trait and an ancillary. When a family member becomes eligible for a certain office, a trait telling so will appear. To actually benefit from it, he will have to travel to Rome itself to get the ancillary connected to the trait. When the character is in an area which is part of his imperium, for instance when a new aedilis gets into a settlement, the combination will start working. This is visible through a trait and the fact that a character gets command, management and influence bonusses connected to his office.[/fs][/fs]




    [fs="RTR VII Cinématique"]
    [YOUTUBE]21UIZP-P-Qo[/YOUTUBE]








    [/fs]

    [fs="Téléchargement"]





    [/fs]

    Comme vous avez pu noter dans ma grande bontée j'ai rapidement traduit les titres, mais disons que la bontée d'un autre fera la suite peut être...
    Dernière modification par Stilgar, 04-09-2011, 16h03.

  • #2
    Le patch n°1 est sorti !!

    http://www.twcenter.net/forums/showt...php?p=10645701
    Dernière modification par ED76, 24-11-2011, 22h21.

    Commentaire


    • #3
      Patch :
      ------> le plus important :
      plus de CTD ,
      batiments de gouvernements gratuits et indestructibles ce qui permet un retour plus simple à l'IA en cas de perte de la province ( mais on ne récupère plus d'argent en détruisant ceux de l'ennemi )

      Résumé :
      -Correction du CTD des murs ( les wooden_wall )
      -Rééquilibrage du système d'intégration politique ( bâtiments du gouvernement : coûts 0 et indestructibles ) + Quelques corrections et améliorations pour les gouvernements

      -Correction de routes
      -Réorganisation des ports et des ports de guerre
      -Mise à niveau Amphipolis et Cassandreia ( -->régions majeures ), afin d'aider les Antigonides ( la faction Macédoine )

      -Amélioration des alertes de l'interface stratégique
      -Ajout diplomatie "forcée"

      -Ajout des descriptions de plusieurs bâtiments, tels que les bâtiments du port à Pella, et Kogaionon dace
      -Ajout de nouvelles descriptions pour les unités Getes
      -Ajout de quelques descriptions de la campagne

      -peltastes thraces et Getes avec des skins et des stats différents
      -Amélioration du skin pour la cavalerie lourde Norici et les Swordsmen Dii ;modèle et skin pour les Toxotai grecs et les samnite milites

      -Amélioration des bannières de faction
      -Correction de la carte d'information du gouvernement Keltoi
      -Quelques corrections de sprite
      -Rééquilibrage de certaines troupes spartiates pour limiter l'expansion de Sparte

      -Plusieurs corrections diverses :
      ressources , développements pour la faction cités indépendantes ,bug dans le ciel nocturne , Suppression du temple punique en Delphi , Correction de la question du port Thermon , augmentation du moral des unités de généraux , bug de l'intro Aitolian ,
      bug du roi spartiate....etc
      Dernière modification par ED76, 25-11-2011, 17h34.

      Commentaire

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