Regarding an error log: how does that work?
1. It's Feral - there is no log (see their Mac M2TW)
2. It's the old way. If so, how? Using the dreaded steam launch option?
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Total War Mods - Modding Portal - Total War Series
M2TW Modding - Battle Map Buildings - Techtrees - worldpkgdesc
Rome Remastered Modding - New Campaign Map
IWTE functions for RR - Unit models in RR
Does anyone know when a patch will come out?
Yes, this! This is what I really want to know too. My abiding memory of the original is the frustration caused by the psychotic campaign AI, which eventually made me sick of the game.
From the sounds of things the remaster is not comprehensive enough to have changed this, I fear...
How are the limit-stretching goes?
Any news about what the settlement limit, unit-size limit, number of units etc would be?
alhoon is not a member of the infamous Hoons: a (fictional) nazi-sympathizer KKK clan. Of course, no Hoon would openly admit affiliation to the uninitiated.
"Angry Uncle Gordon" describes me well.
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Beta-tester for Darthmod Empire, the default modification for Empire Total War that does not ask for your money behind patreon.
Developer of Causa Belli submod for Darthmod, headed by Hammeredalways and a ton of other people.
Developer of LtC: Random maps submod for Lands to Conquer (that brings a multitude of random maps and other features).
So here is the first Beta patch:
https://www.totalwar.com/blog/total-...ch-2-0-1-notes
No words on UI, as expected.
They won't change the UI as it was a deliberate decision to have it changed :p
Member of the Beyond Skyrim Project
It could be optional (like many other features) and problem solved..
Was RTW originally available in Mandarin? I believe it became an interesting market for CA since the introduction of Three Kingdoms...
The first update wasn't even reserved for modding stuff yet. But yeah, UI is tricky because clearly they have NO intention of changing it (on their own) and "casual non-modding players who never ever touched complex stuff like EBII etc and couldn't care less about descriptions/functionality" seem to be in love with it. The best we can do is provide direct modding feedback (UI is more flexible to modding now, though lots of issues there) and show them there is *demand* for UI changes.
I've been modding the UI and it's not (completely) a lost cause. The fundamental rule is that you can't change the panels and icons' behavior, only position. A couple of fundamental problems with it though, that I already reported to Feral...
1) You can move minimap but can't move/resize/hide the window around it (a functionality that could very easily be added in IMO because all we need are appropriate missing entries in .pos files, which is how it is possible to move other things around in the first place). The same thing with advisor frame in the top left corner (no entries) but this one is of no importance, I guess. Though I would like to be able to hide most of the clutter unnecessary for gameplay if I could.
2) There is control over fonts (sometimes) but they seem to be limited to what Feral used. Which is... not a lot of options and like some people here already said, sometimes hard to read fonts. Also, you can't choose font size, only choose between small/medium/bold variants.
3) They used animations and this hinders us further because animation ending positions are fixed which means, even if in theory we're able to change positions and sizes of windows they used, wherever animation movement is concerned (damn, almost EVERYWHERE) they'll break/leave artifacts/snap back to their original positions. Because control over animation ending positions isn't there (yet, though there is a file for it... so maybe there is hope... if it's considered a priority... if enough people care...). It concerns only movement - so you can make description window wider, yes, but you can't make it go higher and change its position on y axis, for example. That's where problems will appear.
4) News panel is completely unmoddable and hard-coded atm. Fonts can't be changed, windows can't be resized, elements won't become bigger... which sucks. It's all so small! I was only able to move it on y axis nothing more. You can also make it higher but that's unhelpful - not all elements become bigger so you're left with empty space.
5) The horrible one - building effects list in the building info panel will always remain hardcoded atm, it won't get bigger nor wider (so always scrolling, even if description window will be bigger) and changing font to something bigger won't do the trick because same problem - with a bigger font it is like 1 single effect visible at once, the rest you need to scroll down to see, horrible. But that's NOT all of it. Building requirements (and possibly units available for recruitment) rows (the ones with icons now instead of text) are BROKEN right now. If you add 1 more building requirement than what vanilla is using all at once (which is what they've tested it for) the list will break with empty space and broken icon. Imagine that you create a mod with more complex requirements for building trees... with OR conditions and whatnot... 10 building requirements or so... and guess what they don't appear at all... WOW. Hopefully they'll fix this and - at the very least - add a working scrolling feature to make that list usable for modding. (though it still sucks being forced to scroll through everything separately while the original didn't really have this problem because it was all part of the same list - just easily readable wall of text that could fit any amount of content)
6) I've seen many people happy because they can use 120% UI option from the graphics settings... to see things better. But this creates even more clutter and still doesn't come close to the original's clarity. Some spaces and fonts are still pretty small and constrained, other elements create clutter and are pointless. Now, it can all be modded to a degree but... fonts are hard to change and if we enable 120% UI to resize everything/make fonts bigger with our UI mods on (so we also have different position and nicer placement of some elements/or call it a "classic UI mod") we'll run into problems with resolutions - best case scenario elements cover one another on some resolutions OR worst case scenario bizarre UI artifacts (due to exceeding the maximum animation position on different resolution than modder's native). Depends on the native UI design/resolution of the modder. For him/her might be good, for everyone else disaster. Which basically forces us to create... fully personalized UI mods. Or different variants for everyone else if the modder has the patience.
I've pointed out all of the above to Feral. However, I've been told by Feral they have a lot on their hands and there is hardly anyone posting modding requests about the UI... they've added my requests to their lists of "things to look into" but I've also been told many of them may be "impossible to achieve due to engine limitations ." Soooo... you can guess what that means. Still, I noticed they do talk with us and they're open. They're really active on official TW Discord. Try to mess with the UI in UI-overrides folder and report some useful requests/feedback back to them. Maybe that will help. Raising limits and regions sounds super super nice but it really all hangs on the knives' edge if we can't fix the UI. Like, sure, in theory amazing mods are still possible to be created and used but in practice.. UI immersion/flow of information would be extremely hindered.
Proudly under the patronage of General Brewster of the Imperial House of Hader
Proud patron of 4zumi, Akar, CommodusIV ,Swaeft and Peaman
https://youtu.be/bcI7SfxwNtA
Mak's mod? 😮
Looks great to say the least!
https://www.feralinteractive.com/en/news/1118
So this page says;
"Patch 2.0.1 focuses on stability, but work continues to improve AI, pathfinding, and modding functionality for future patches."
Fingers crossed.
Looks like they're commited to this.The focus for our next patch and beyond is to investigate and improve areas of the game including AI, pathfinding and modding functionality.
Proudly under the patronage of General Brewster of the Imperial House of Hader
Proud patron of 4zumi, Akar, CommodusIV ,Swaeft and Peaman
Seems like it.
Like a smart company would.
I mean, without improvements in mentioned areas, the game is just a mediocre reskin of RTW and quite expensive at that for a very old game.
Indeed, and I'm guessing future sales are depening on good mods.
Proudly under the patronage of General Brewster of the Imperial House of Hader
Proud patron of 4zumi, Akar, CommodusIV ,Swaeft and Peaman
For sure. The reason so many people return to these games is exactly because of the mods.
I won't be buying it because it's not windows 7 compatible. When I retired I built my gaming computer and all the tech blogs were saying, "go with Win 10!" So I bought a copy and had a year of frustration. Every time I fixed a problem a new update would cause another crash. I finally uninstalled 10, bought a copy of Win 7 on Ebay and its been smooth sailing ever since.
I don't buy the new TW games after being burned by Rome 2.