Epistolary Richard
03-28-2005, 15:06
http://www.geocities.com/epistolaryrichard/rtz_promo3.jpg
The Roman invaders are ambushed and destroyed by a grand union of tribes under British command
Rome: Total ZOR
A Rome: Total War modification
Download (http://www.twcenter.net/downloads/db/?mod=452)
Expansion packs:
- Rome Total ZOR - additional graphics (http://www.twcenter.net/downloads/db/?mod=453)
This optional pack provides the larger unit_info cards used in each unit's description sheet. They're not necessary for the mod to work, but they're there if you want a more complete gaming experience.
Thread index:
- Detail of how it works (https://forums.totalwar.org/vb/showpost.php?p=729985&postcount=3)
- Known Issues and Solutions, see the bottom of this post
- Pictures of some hidden 'default' skins used in ZOR mod (https://forums.totalwar.org/vb/showpost.php?p=730042&postcount=6)
- Example of customising your unit recruitment in ZOR mod (https://forums.totalwar.org/vb/showpost.php?p=729985&postcount=3)
Other threads of interest:
- stichmaster1's bribery mod (https://forums.totalwar.org/vb/showthread.php?t=45570)
Note: if you've already downloaded the ZOR mod, you can adapt it to play as stichmaster1's bribery mod by just using this copy of export_descr_buildings (http://www.geocities.com/epistolaryrichard/van/export_descr_buildings.txt) (right click and save as).
About Rome Total ZOR
Who’s it for?
This mod is intended only for users who already have experience in modifying their games. It uses a manual installation process that requires basic familiarity with the game directory.
What’s it about
This mod makes it easier to move one unit from one faction to another with the minimum of editing.
It also allows the user to to completely replace the current recruitment system with one based on Zone Of Recruitment.
From the readme:
This mod is designed to be a functional base that allows units to be recruited by other factions with the minimum of editing. It also enables the replacement the basis of recruitment of all army units from the factional basis in RTW to a Zone of Recruitment model.
This means that the units available for recruitment need no longer depend on who you are, but where you are, allowing factions to field every single army unit in the game if they control the right territories.
Please note: This mod is not intended to be a properly balanced, tested or fully realised project. It rather provides the 'bare bones' for future ZOR-based modifications and remains a work-in-progress.
Download the full readme here (http://www.geocities.com/epistolaryrichard/readme.txt).
This readme contains detailed installation instructions, info on the mod’s mechanics, a description of changes, ideas for future modifications, the background of the mod and a list of known issues.
What else does it do?
In order to allow users to suit this mod to their own preferences, it has stayed as close as possible to the vanilla RTW v1.2 so all bugs and ‘features’ in the five text files that this mod uses will remain.
From the readme:
Many existing mods and others in progress incorporate ZOR concepts; but as there are so many different ways of implementing these ideas this mod has aimed to stick as closely as possible to the vanilla game so as to allow users to set their own limits in developing their games.
How big is it?
1.4 meg
Is it compatible with existing mods or fixes?
It’s unlikely, as the five text files edited are the ones most commonly changed by any other mod . As it has tried to stay as close as possible to vanilla 1.2 any fixes (eg, horse archer fix) should be easy to implement without any knock-on effects to the mod.
What’s the latest?
Updates and additional downloads will be edited into this first post. The separate readme listed above (ie, not the one in the zip file) will also be kept up-to-date.
I have a question or have discovered an ‘issue’
First check the list at the bottom of this post or the latest readme (http://www.geocities.com/epistolaryrichard/readme.txt) under ‘Known Issues’. If that’s no help then send me a PM or reply in this thread.
Why are you doing this?
From the readme:
I created this mod as part of developing a fully realised modification that would address my concerns about the original method of recruitment. … This mod was designed to help users doing their own ZOR tailoring by doing the grunt-work for them. I hope that it will encourage those of us who are only casual modders to start exploring the myriad possibilities for recruitment that RTW provides.
Okay, show me what you’ve got
Download (http://www.twcenter.net/downloads/db/?mod=452).
http://www.geocities.com/epistolaryrichard/rtz_promo4.jpg
Horsemen from all of Parthia’s client kingdoms attack the Egyptians and their Seleucid vassals
Thanks to…
As ever, I am obliged to Creative Arts for releasing the game in the first place, the Totalwar.org modding moderators (especially Myrddraal) and everyone in the Totalwar.org modding community who introduced me to the pleasures of breaking the game apart and putting it back together and providing all the guidance and solutions that helped me make this mod in the first place.
-----------------------------------------------
For ease of reference I'm maintaining a copy of the Known Issues list here:
Limitations
Skins - Because of the way the game looks at the data and hard-coding limits, it's not been possible to properly split out every single unit. As a result a few units (mainly found in barbarian and eastern) have had to be left with 'generic' skins for their type. Their skins will not therefore always match the unit card.
Peasants - Peasants (and indeed strategic models like diplomats, spies, ships etc.) have been left with their old recruitment system. So you can currently only build your own faction's version of them.
Known Issues
Unit_Info cards - For space reasons, rtz.zip only includes the graphics for the smaller unit cards used mostly commonly throughout the game. It does not include the larger unit_info cards used for the unit detailed description.
Solution - Fixed, you can find them at Rome Total ZOR - additional graphics (http://www.twcenter.net/downloads/db/?mod=453)
Missing skins or sprites - Many of the changes in descr_model_battle involved telling the game which texture and sprite to look at for each model for each faction. This has not had to be done for every model (thankfully) but from my experience it's sometimes a little fickle.
Solution - If textures or sprites fail to appear (the model is white or suddenly disappears at a certain distance) some success has been achieved by defining the texture/sprite for every faction. Be wary of knock-on effects though as many models are used across different factions.
Standard Bearers - For similar reasons to the above, the standard bearer models are used across several different factions and so they will often not appear as the correct faction.
Custom Battles - As all the units are now available for each faction you will notice the custom battle army selection screen is rather fuller than usual. It will only ever display a maximum of 100 units, the other units are there (the computer can auto-pick them) but you can't manually select them.
Solution - To avoid this, just swap in your retained copy of export_descr_unit before you play.
Warcry - the warcry attribute is hardcoded to the barbarian factions. This means that non-barbarian infantry recruited by a barbarian faction (eg, if the Gauls recruited a Triarii) will sometimes have the warcry special ability.
Solution - You can remove this feature if you don't want it by giving the infantry unit in question the Cantabrian Circle special ability. This special ability cannot be used by infantry but it overlays the Warcry icon, thus preventing the player from activating it. It is not currently known whether the AI will be able to circumvent this and make use of Warcry with non-barbarian troops under its command.
Widespread Spanish Infantry - the following line was left in the export_descr_buildings.txt level 1 barracks by mistake:
recruit "carthaginian city militia" 0 requires factions { spain, }
Solution - Fixed, the mod has been updated and this line has been removed.
Bribery - now every unit can be owned by every faction it makes bribery far more powerful as any units you bribe join your army and do not disperse. However this is tempered by the fact that you won't be able to retrain the units unless you have holdings in their initial 'cultural' lands.
Solution - Gentleman's rules, I'm afraid, disband any units you would not normally be able to bribe. The AI will still get the benefits, but you may consider that makes it a more challenging opponent. Plus, if any of your own troops are bribed you now have the opportunity to bribe them back (or alternatively punish their treachery on the field of battle ~D )
-------------------------------------------
Update 30/03/05
- Rome Total ZOR is now hosted by Total War Center
- Mod updated to fix widespread Spanish Infantry bug
- Added link to ZOR graphics expansion pack
- Added link to stichmaster1's bribery mod
Update 28/03/05
Added thread index and additional issues and solutions for Bribery.
The Roman invaders are ambushed and destroyed by a grand union of tribes under British command
Rome: Total ZOR
A Rome: Total War modification
Download (http://www.twcenter.net/downloads/db/?mod=452)
Expansion packs:
- Rome Total ZOR - additional graphics (http://www.twcenter.net/downloads/db/?mod=453)
This optional pack provides the larger unit_info cards used in each unit's description sheet. They're not necessary for the mod to work, but they're there if you want a more complete gaming experience.
Thread index:
- Detail of how it works (https://forums.totalwar.org/vb/showpost.php?p=729985&postcount=3)
- Known Issues and Solutions, see the bottom of this post
- Pictures of some hidden 'default' skins used in ZOR mod (https://forums.totalwar.org/vb/showpost.php?p=730042&postcount=6)
- Example of customising your unit recruitment in ZOR mod (https://forums.totalwar.org/vb/showpost.php?p=729985&postcount=3)
Other threads of interest:
- stichmaster1's bribery mod (https://forums.totalwar.org/vb/showthread.php?t=45570)
Note: if you've already downloaded the ZOR mod, you can adapt it to play as stichmaster1's bribery mod by just using this copy of export_descr_buildings (http://www.geocities.com/epistolaryrichard/van/export_descr_buildings.txt) (right click and save as).
About Rome Total ZOR
Who’s it for?
This mod is intended only for users who already have experience in modifying their games. It uses a manual installation process that requires basic familiarity with the game directory.
What’s it about
This mod makes it easier to move one unit from one faction to another with the minimum of editing.
It also allows the user to to completely replace the current recruitment system with one based on Zone Of Recruitment.
From the readme:
This mod is designed to be a functional base that allows units to be recruited by other factions with the minimum of editing. It also enables the replacement the basis of recruitment of all army units from the factional basis in RTW to a Zone of Recruitment model.
This means that the units available for recruitment need no longer depend on who you are, but where you are, allowing factions to field every single army unit in the game if they control the right territories.
Please note: This mod is not intended to be a properly balanced, tested or fully realised project. It rather provides the 'bare bones' for future ZOR-based modifications and remains a work-in-progress.
Download the full readme here (http://www.geocities.com/epistolaryrichard/readme.txt).
This readme contains detailed installation instructions, info on the mod’s mechanics, a description of changes, ideas for future modifications, the background of the mod and a list of known issues.
What else does it do?
In order to allow users to suit this mod to their own preferences, it has stayed as close as possible to the vanilla RTW v1.2 so all bugs and ‘features’ in the five text files that this mod uses will remain.
From the readme:
Many existing mods and others in progress incorporate ZOR concepts; but as there are so many different ways of implementing these ideas this mod has aimed to stick as closely as possible to the vanilla game so as to allow users to set their own limits in developing their games.
How big is it?
1.4 meg
Is it compatible with existing mods or fixes?
It’s unlikely, as the five text files edited are the ones most commonly changed by any other mod . As it has tried to stay as close as possible to vanilla 1.2 any fixes (eg, horse archer fix) should be easy to implement without any knock-on effects to the mod.
What’s the latest?
Updates and additional downloads will be edited into this first post. The separate readme listed above (ie, not the one in the zip file) will also be kept up-to-date.
I have a question or have discovered an ‘issue’
First check the list at the bottom of this post or the latest readme (http://www.geocities.com/epistolaryrichard/readme.txt) under ‘Known Issues’. If that’s no help then send me a PM or reply in this thread.
Why are you doing this?
From the readme:
I created this mod as part of developing a fully realised modification that would address my concerns about the original method of recruitment. … This mod was designed to help users doing their own ZOR tailoring by doing the grunt-work for them. I hope that it will encourage those of us who are only casual modders to start exploring the myriad possibilities for recruitment that RTW provides.
Okay, show me what you’ve got
Download (http://www.twcenter.net/downloads/db/?mod=452).
http://www.geocities.com/epistolaryrichard/rtz_promo4.jpg
Horsemen from all of Parthia’s client kingdoms attack the Egyptians and their Seleucid vassals
Thanks to…
As ever, I am obliged to Creative Arts for releasing the game in the first place, the Totalwar.org modding moderators (especially Myrddraal) and everyone in the Totalwar.org modding community who introduced me to the pleasures of breaking the game apart and putting it back together and providing all the guidance and solutions that helped me make this mod in the first place.
-----------------------------------------------
For ease of reference I'm maintaining a copy of the Known Issues list here:
Limitations
Skins - Because of the way the game looks at the data and hard-coding limits, it's not been possible to properly split out every single unit. As a result a few units (mainly found in barbarian and eastern) have had to be left with 'generic' skins for their type. Their skins will not therefore always match the unit card.
Peasants - Peasants (and indeed strategic models like diplomats, spies, ships etc.) have been left with their old recruitment system. So you can currently only build your own faction's version of them.
Known Issues
Unit_Info cards - For space reasons, rtz.zip only includes the graphics for the smaller unit cards used mostly commonly throughout the game. It does not include the larger unit_info cards used for the unit detailed description.
Solution - Fixed, you can find them at Rome Total ZOR - additional graphics (http://www.twcenter.net/downloads/db/?mod=453)
Missing skins or sprites - Many of the changes in descr_model_battle involved telling the game which texture and sprite to look at for each model for each faction. This has not had to be done for every model (thankfully) but from my experience it's sometimes a little fickle.
Solution - If textures or sprites fail to appear (the model is white or suddenly disappears at a certain distance) some success has been achieved by defining the texture/sprite for every faction. Be wary of knock-on effects though as many models are used across different factions.
Standard Bearers - For similar reasons to the above, the standard bearer models are used across several different factions and so they will often not appear as the correct faction.
Custom Battles - As all the units are now available for each faction you will notice the custom battle army selection screen is rather fuller than usual. It will only ever display a maximum of 100 units, the other units are there (the computer can auto-pick them) but you can't manually select them.
Solution - To avoid this, just swap in your retained copy of export_descr_unit before you play.
Warcry - the warcry attribute is hardcoded to the barbarian factions. This means that non-barbarian infantry recruited by a barbarian faction (eg, if the Gauls recruited a Triarii) will sometimes have the warcry special ability.
Solution - You can remove this feature if you don't want it by giving the infantry unit in question the Cantabrian Circle special ability. This special ability cannot be used by infantry but it overlays the Warcry icon, thus preventing the player from activating it. It is not currently known whether the AI will be able to circumvent this and make use of Warcry with non-barbarian troops under its command.
Widespread Spanish Infantry - the following line was left in the export_descr_buildings.txt level 1 barracks by mistake:
recruit "carthaginian city militia" 0 requires factions { spain, }
Solution - Fixed, the mod has been updated and this line has been removed.
Bribery - now every unit can be owned by every faction it makes bribery far more powerful as any units you bribe join your army and do not disperse. However this is tempered by the fact that you won't be able to retrain the units unless you have holdings in their initial 'cultural' lands.
Solution - Gentleman's rules, I'm afraid, disband any units you would not normally be able to bribe. The AI will still get the benefits, but you may consider that makes it a more challenging opponent. Plus, if any of your own troops are bribed you now have the opportunity to bribe them back (or alternatively punish their treachery on the field of battle ~D )
-------------------------------------------
Update 30/03/05
- Rome Total ZOR is now hosted by Total War Center
- Mod updated to fix widespread Spanish Infantry bug
- Added link to ZOR graphics expansion pack
- Added link to stichmaster1's bribery mod
Update 28/03/05
Added thread index and additional issues and solutions for Bribery.