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ROMANS = {
//add this line
archetype = BIOLOGICAL
possible = { authority = { NOT = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_NOT_USE_MACHINE_INTELLIGENCE } } }
portraits = {
"roman_human"
"greek_human"
}
graphical_culture = roman_human_graph_cult_01
move_pop_sound_effect = "moving_pop_confirmation"
}
Now, after I am done showing off my awful modeling and texturing skills, here is the status of the mod:
Most of the ships and stations are modeled and textured. Military ships, military stations, and turrets are done. Civilian ships and stations are half-done. I am not very happy with the textures of the miliraty ships, so I plan to re-texture them.
After that I will probably go back to looking for resources for more portraits.
Also, the ships are more than half-way through and they are effing ugly, but awesome in a way. I will probably post some images soon.
IF you care to find some info on them, there are a few pages on wikipedia, should you choose to create some outfits that reflect them. As for a potential namelist, I've actually been making one for them with another namelist I found in an old game's files. So far I copy-pasted almost a hundred male names and edited a few of them to create female names as well, and I also made several ship names too (I literally went full shitbrain on them, didn't know what to call them so I made them up with some cringy names with somewhat hidden references). Fleet names will probably be just "1st/2nd/3rd Armada", at least for the time being, not sure what to do for the armies.
A) remove all tile blockers from said planet;
B) instantly spawn pops on all free (and freed) tiles;
By now I've deactivated Twink's mod, but I've only played Stellaris afterwards only to try and see if the bug was fixed on my end, but after that I haven't spent another single minute on the game. Therefore, I'm not sure if the "pops with helmets" issue is still happening and if it was or not a problem with that other mod.
Also, about the Illyrins, I tried a google image search on them, and it looks like they used armor/clothes similar to Greeks, but different helmets. Is that right?
Otherwise, how about making the helmets part of the clothing? This would solve the issue with civilians/pops spawning with helmets while wearing togas.
Also, would you consider adding in Roman sounds aswell? For example, you select your fleet and you hear your admiral say "For the Glory of Rome" and things like that? Rome 2 has lots of
sounds that would be great!
Thanks.
It looks like most people like the helmets. Have you considered making a private mod, without the helmets? It's just editing 2 text files. That's what I do with all the mods that have some features I like and others I don't like.
Oh Boris, you innocent boi. Trust me when I tell you that, since I'm an obsessive antiquity lover, this mod will definitely do just fine for my Roman Republic of Terra game. Great job, thank you so much for this mod!
I have experimented with masts (my first model had a mast), but they feel out of place. Possibly some models will have masts as antennas (science ship, and possibly heavier military ships). I agree on the sails. They are out of the question. Oars don't fit into the space setting either.
The model I am currently working on has a polyreme hull with a superstructure similar to modern ships, and small wing-like structures instead of oars.
Another idea I had, was having the guns styled after ballistas, but at this point it's only a very tentative idea.
Also, thanks for the feedback on the helmets. I assume you mean the roman helmets (they do look a bit bright, now that you mention it). I will experiment with making them slightly darker.
That's currently not in the roadmap. The next step is definitely ship models, and after that, probably Persians and "Generic Barbarians". If you want late medieval / renaissance portraits, try the Holy Roman Empire variant in
deutschlandlied . That guy is far more talented than me.
The space polyremes sounds interesting, looking forward to see how you do that. May want to leave the masts, but, definately don't put sails on them.
Also, the helmets seem a bit too bright, they don't really mesh well with the pictures.
I have been experimenting with expanding this mod from just "Romans" to "Ancient Civilisaztions Graphics Pack".
I made some portraits for Greeks [pasteboard.co]. I hope to add them to the mod when I do the adjustments for Banks.
Also, I am trying to learn how to make ships. My idea is that the Greeks and Romans will have their starships styled after the ancient x-remes (biremes, triremes, etc.). I am still not sure if it will look cool or ridiculous, or both. Here is some WIP [pasteboard.co]. I am still learning the whole texturing business, so don't get your hopes up for the near future.
Female w/o crest [pasteboard.co]
Female w crest [pasteboard.co]
Male w/o crest [pasteboard.co]
Male w/ crest [pasteboard.co]
So, what do you think? Do you like the previous version, with the "correct" but cut-off crest? The version with the low crest that is cut off only in the female portrait (I have no idea why)? Or the version without the crest at all?
First, thanks for all the support. I am new at this, and I didn't expect that.
Second, I have been experimenting with adding helmets to the mod. The plan was to define the helmets as hair styles that only admirals and generals can get (the effect of this is that admirals and generals will sometimes randomly spawn with helmets). Here are my first two partially successful attempts at this:
Female [pasteboard.co]
Male [pasteboard.co]
The crest of the helmet is way too tall for the space the games gives to the portraits, so the top gets cut off, and I'm not sure I like it.
What do you think about that? Are you OK with the cut-off helmets, or do you think it's better to drop this idea entirely?
Thanks.