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View Full Version : Mundus Magnus. Large strategy map, version 2.



Dead Moroz
06-20-2005, 09:36
http://img240.echo.cx/img240/7788/mapsmall9bk.gif

http://img204.echo.cx/img204/8779/map7nd.th.gif (http://img204.echo.cx/my.php?image=map7nd.gif)


Mundus Magnus, v.2.0

Features:

1. New map expanded to north, south and east, with numerous changes within old area.
2. More or less geographically correct depiction of landscapes and provinces (for 270 BC).

http://img298.echo.cx/img298/6075/landscape01northernindia6sn.th.jpg (http://img298.echo.cx/my.php?image=landscape01northernindia6sn.jpg) http://img161.echo.cx/img161/6811/landscape02southernindia9zs.th.jpg (http://img161.echo.cx/my.php?image=landscape02southernindia9zs.jpg) http://img159.echo.cx/img159/4889/landscape03bactria4qu.th.jpg (http://img159.echo.cx/my.php?image=landscape03bactria4qu.jpg)
http://img137.exs.cx/img137/8100/landscape04aral9dg.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape04aral9dg.jpg) http://img137.exs.cx/img137/3001/landscape05armenia9em.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape05armenia9em.jpg) http://img208.echo.cx/img208/9969/landscape06spain9ix.th.jpg (http://img208.echo.cx/my.php?image=landscape06spain9ix.jpg)
http://img137.exs.cx/img137/7214/landscape07britannia0hy.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape07britannia0hy.jpg) http://img137.exs.cx/img137/6416/landscape08norway5uo.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape08norway5uo.jpg) http://img137.exs.cx/img137/9013/landscape09swamps8om.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape09swamps8om.jpg)
http://img137.exs.cx/img137/1341/landscape10garamantes8za.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape10garamantes8za.jpg) http://img296.echo.cx/img296/4138/landscape11nilevalley0tn.th.jpg (http://img296.echo.cx/my.php?image=landscape11nilevalley0tn.jpg) http://img137.exs.cx/img137/9486/landscape12arabiafelix8cs.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape12arabiafelix8cs.jpg)
http://img137.exs.cx/img137/3642/landscape13persia5vg.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=landscape13persia5vg.jpg)

3. Corrected base farm levels of provinces. Better farms can be built only in regions with high fertility.
4. Storms and floods happens more often.
5. 4 new trade resources: ivory, salt, fish and horses.

http://img137.exs.cx/img137/4442/resources6zs.jpg

6. Historically correct start positions of factions.
7. Historically correct factions' symbols. (For strategy map only. You have to unpack pack files before installation to play with all new images.).

http://img114.echo.cx/img114/2310/newsymbols0mb.th.jpg (http://img114.echo.cx/my.php?image=newsymbols0mb.jpg)

8. Scythia replaced with Sarmatia.

http://img292.echo.cx/img292/1372/sarmatia2br.jpg

9. Rebalanced factions.
10. Corrected compositions of rebels.
11. Corrected old and new added mercenaries pools.
12. New rebel units: Moorish Archers, Garamante Warriors, Nubian Spearmen.

http://img231.echo.cx/img231/5334/newrebelunits8ft.jpg

13. New mercenary units: Aetolian Cavalry, Nomadic Cataphracts, Nubian Archers, Syrian Archers.

http://img298.echo.cx/img298/8553/newmercs8mp.jpg

14. New units in city's view.

http://img137.exs.cx/img137/6212/cityview13le.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=cityview13le.jpg) http://img137.exs.cx/img137/9093/cityview25dl.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=cityview25dl.jpg) http://img137.exs.cx/img137/5467/cityview34zp.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=cityview34zp.jpg)
http://img137.exs.cx/img137/5558/cityview46xv.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=cityview46xv.jpg) http://img137.exs.cx/img137/4130/cityview57hk.th.jpg (http://img137.exs.cx/my.php?loc=img137&image=cityview57hk.jpg)

15. Rebels can produce diplomats, spies and assassins now.
16. Reworked speed of units on different ground types on battle and strategy maps.
17. Increased movement radius on strategy map.
18. New walls system: wooden wall (available in town) - stone wall (available in large town) - large stone wall (available in huge city).
19. Buildings corrections:
- Stone walls are now available for Gauls, Iberians and Dacians.
- Sarmatia cannot build walls.
- Roads are not available in deserts anymore.
- Caravan type buildings are available in lower levels of city.
- Caravan type buildings are not available for Pontus anymore. Carthage and Numidia can build such type of buildings in desert regions. Silk Road is available for Parthia only.
- Sarmatia cannot build roads, but can build Caravan.
20. Anti-squalor changes:
- "Health" buildings now have happiness bonus.
- "Academy" buildings now have happiness and law bonuses.
- Happiness bonus of "Entertainment" and "Tavern" buildings now increased.
- Law bonuses of "Despotic" buildings now increased.
- Walls now have law bonus.
- Hippodrome and Circus Maximus now have happiness bonus.
- Happiness and law bonuses of temples increased.
- Increased effect of anti-squalor and law traits and ancillaries.
21. Other cosmetic changes: correct leader pictures and new faction maps for faction selection screen; new faction colors for mini-map.
22. Include community fixes:
- Enabled mercenary Horse Archers in Armenia mercenary pool.
- Seleucid Armoured Elephants are available only in regions with elephant resource now.
- Iberian generals have proper appearance now.
- Thracian Phalanx Pikemen are now available in Army Barracks.
- Praetorian Cohorts can no longer be recruited before Marian reforms.
- Scythian and Pontic General's units are upgraded after Marian reforms now.
- Horse Archers can proper fire while moving.
- Gauls can no longer recruit Naked Fanatics with farming shrine.
- Rebel archers don't have British swordsman among 'em anymore.
- Numidian family members can get priests as ancillaries now.
- Assassins gains experience for successful sabotage now.
- Fixed inconsistent mass values for Bastarnae Mercenaries, Bull Warriors, Silver Shield Legionaries.
- Later Thracian general's bodyguards have proper stats now.
- Sarmatian Mercenaries and Illyrian Mercenaries use correct modifiers when fighting mounted units.
- Head Hurlers now are infantry throwing heads before charge.
- Seleucid War Elephants now use indian elephant model instead of african.
23. Include descriptions from "Completed Factions" mod by jpinard/Luvian/Siblesz.


Muchas gracias to Europa Barbarorum mod team, especially eadingas.
Thanks to jpinard, Luvian and Siblesz for their Completed Factions mod.
Thanks to CA for improving AI in 1.2.
Thanks to Titus Andronicus for new units.
Thanks to LAca for Garamante warrior.
Thanks to Warspite for textures. (Sorry, man, I could not contact you anyhow to ask for permission. Hope, you don't mind I use it.)
Thanks to all TW community for ideas.


Link for download:
http://www.twcenter.net/downloads/db/index.php?mod=563

Duncan_Hardy
06-20-2005, 11:12
Nice work!

The original was great; this looks as if it'll be even better ~D

Lasias Wenson
06-20-2005, 12:23
Great map, but is there any way to use it with the old wall system?

Dead Moroz
06-20-2005, 13:32
Great map, but is there any way to use it with the old wall system?
Yes. Don't install these files:

descr_building_battle.txt
descr_sm_settlements.txt
descr_walls.txt
export_descr_advice.txt

Restore to vanilla walls section in export_descr_buildings.txt. Delete stone walls in several barbarian cities in descr_strat.txt.

Ianofsmeg16
06-20-2005, 17:56
great show dear fellow!! one thing.....BRITISH ARCHERS, why oh why do peoplke always miss out the fact briton has no archers...idea for patch lol

Myrddraal
06-20-2005, 18:37
Great stuff as usual

GoreBag
06-20-2005, 20:34
Excellent! I thoroughly enjoyed the last version. I hope everything is clear with EB this time, though.

steve
06-21-2005, 21:05
Great mod! i love the new units. I tried playing as the rebels but it was just to overwhelming.. So i think i will try as rome .

GoreBag
06-25-2005, 02:48
How does one "unpack the pack files"? I'd like to see the new factions in use by every facet of the game.

OctavianAugustus
06-26-2005, 03:02
i use the older version of this mod becuase i havent got enough time to install the new version yet **and I WILL keep the old wall system sorry**

also i put the dogs and pigs back in because im a fiend for as many units as possible

its my own preferance i guess...the dogs are weak anyways and easy 2 kill with arrows...

i really want to install the new version but....will my savegame work from the old version? if not, im going to finish my game first before i get the new version
by then im sure version 3 will be out

can i make a suggestion for version 3 please?

please leave the old wall system in there **But pls keep your brick walls addition for barbarians-thats a good addition**

i personally like building 5 or so versions of walls ....

other than that I LOVE the MM!!!
you guys are freaking awesome and i totally respect what your doing for this game

THANK YOU A MILLION TIMES!!!!! ~:cheers:

OctavianAugustus
06-26-2005, 03:06
hey actually what do i have to do to just add these 2 things *because i have edited the original version alot and i dont want to lose those tweaks*

i want to add only

- The new units

- the new city view units

if you have time to walk me thru it thank you very much indeed
agian your Mod rocks !!

and i would LOVE to see this mod MM compatible with the ChivTW mod

i dont know if you guys know each other or anything but it would be great to see you guys do some sort of combined project of the sorts (for the campaign map when C:TW is finished)

if u guys dont want to do that , its fine
ill eventually figure out how to do it *if possible*
for my own purposes lol

agian Great Mod here!!

ThIrD-EyE
06-28-2005, 12:38
what do i have to install to have just the new strategy map and starting locations? i love to conquer all the land in the game, but i need more land.

MiniKiller
07-09-2005, 03:40
Im so confused with all the .pak stuff i cant install this gaaa

vlad 1
07-09-2005, 20:45
i must say scythians live in ukraine -your disposition for sarmatians wrong

scythian live on dniper river near crimea island
and control terrytory (от дуная до волги - я прочитал множество исторических книг и уверенно утверждаю это - сарматы жили ближе к волге и за волгой и на самом юге укрины - но по численности и по контролировании территорий скифы значительно превосходили сарматов -on russ)

ThIrD-EyE
07-10-2005, 01:06
i tried instalking the game on an unmodified 1.2 installation, and the game just crashes when i start it up. i may have read the .pak directions wrong because it was in broken english. if anyone could help me, that would be great.

mentor
07-20-2005, 06:32
2 ThIrD-EyE

Hi, u've to unpack *.pac files using unpacker - u'll see DATA folder within PACKS folder with unpacked files, copy patch.pac to new folder PATCH_UNPACKED (for example) and rename this file to ui_1.pac (for example) and run unpacker again. Copy DATA folder from PATCH_UNPACKED to PACKS and overwrite older files. And finally just copy DATA from PACKS to //Rome Total War. Thats all ;)

mentor
07-21-2005, 06:15
And finally - delete PACKS folder and enjoy game ~D

Gisela
07-26-2005, 20:12
:help:

hi all

I've installed version 2 of the great mundus map. I am playing romans (Juli), but i'm not able to build some roads.

Anyone knows the reason???

I've installed 2.0 over an existing version 1.2 or so from the mundus map. I already tried to make some changes in "export_descr_buildings.txt" but with no effect yet.

Gisela
07-26-2005, 20:20
oh I'm so sorry

now it works. I took an old version of file "export_descr_buildings.txt"

:duel:

Silver Rusher
07-27-2005, 21:35
I love this mod soooooo much...

Playing a Parthia campaign on it right now. I've conquered just about half of the Seleucid lands ~:) The map is HUGE!!!

vlad 1
07-30-2005, 11:42
plz rename name scythiamns on map magnus v2 on more historical right name massagets
becouse scythians live on dniepr(borisfen) and done and danube rivers and in crimea island- need read more history books ~;)

The Blind King of Bohemia
07-30-2005, 13:34
Does the map really slow down the game? Its just i was thinking of downloading it but I imagine the end turns are twice as long and that always does my nut in with the waiting.

Alexander the Pretty Good
07-30-2005, 18:19
There isn't much of an increase in turn length - only the rebels seems longer, and not by much.

I really like the new map and faction stuff. Too bad you can't do the packing work with ModSwitcher - but other than that I have no complaints.

EdwardL
07-30-2005, 22:23
there seems to be a CTD problem with the way the nubian spearmen are setup without phalanx mode. On battle map it tends to crash when you issue them to charge at close range (i think).

M.T.Cicero
07-31-2005, 16:30
I'd like to know what files I need to install/modify to have only the new map (and maybe the new units, altho I can go with the map only if it's simplier). No road, farms etc. tweaks, tgas and Scythia/Sarmatia thingy. Some I don't like (want the epic walls back), some I already have, but the main reason is that some of the changes seem to mess with my other tweaking mods and also with some changes I made on my own and which I would really like to keep.

I've tried to only use the provincial campaign folder, mundus_magnus_regions_and_settlement_ names.txt and three .txt files dealing with merc pools and rebel factions. Then show_err came up with dozens of errors about farm, desert and road type resources, new units and immobile and altruist traits. I sorted all this out and BAM - no more help from show_err! :dizzy2: ~:confused: ~:confused: :dizzy2: Now it's just CTD when I try to start the campaign and I'm out of ideas what could be wrong. Plz help, I really like this mo and want to try it out. :help:

redblack9
08-06-2005, 12:30
this mod is great, i love the size of the map especialy! But I want to be able to conquer the entire map with yhe julii faction how do i change the victory conditions so that i may have a chance to do so?

Myrddraal
08-06-2005, 12:55
Victory conditions cannot be edited currently, so what you have to do is change the rome province. Put rome in a corner of the map as rebels or something, then you'll have to capture it before you win.

I've deleted your double post.

SAn'kheriv
08-10-2005, 14:10
hi all!
i'm new here, and new to modding this game, so be patient with me ~:)

i tried to install this mod over a clean ver1.2.
i finished the prologue (for some reason, i failed to do so after installing the mod, so i reinstalled the whole game, done the tutorial, and then installed the mod. is that reasonable? should i be able to start off without the tutorial?)
i unpacked all the packs, including patch.
i copied all the unpacked files into data folder
i copied all the files from the zip file into data folder.

now i can get to choosing a faction in the modded provicial campaign, but then the game shuts down without any warning.

what did i do wrong?

potatodude
08-13-2005, 13:43
Hi! I'm new to these forums and this is my first post so bear with me.

I find that I am also having trouble with the CTD bug with respect to Nubian Spearmen charging against other units. As the first time I encountered this bug was it was with Nubian Spearman against Desert Cavalry, I based the rest of my tests upon Nubian Spearman against other sorts of cavalry. I carried out this experiment using custom battle and each time a cavalry unit is charged by the Nubian Spearman unit regardless of which unit I am in control of, the game crashes to desktop without fail.

I was wondering if anyone knows of a workaround for this CTD bug or if anyone knows which specific files to add or delete to restore the Nubian Spearman units back to their original state?

Ianofsmeg16
08-13-2005, 15:00
Hey, is there any plans to do this for BI?

Abdel Hak
08-15-2005, 21:17
Hello, everybody!

By the way, excellent mod, I'm enjoying a lot. It's really awesome!

But I need some help with the skirmish bug!
I read the txt file, and it says that the mod has already incorporated the correction for this bug!

But, when I was playing with the "militia cavalry", a kind of horse archer, but with javalins, I could realize that they are not throwing the javalins while skirmishing, they fire only when they're stopped!

Is it the bug?
I have not yet the opportunity to test the real horse archers.........
How can I fix it?

Could anybody support me?

Thanks anyway
Regards, Abdel Hak

Dead Moroz
08-17-2005, 20:12
Hello, everybody!

By the way, excellent mod, I'm enjoying a lot. It's really awesome!

But I need some help with the skirmish bug!
I read the txt file, and it says that the mod has already incorporated the correction for this bug!

But, when I was playing with the "militia cavalry", a kind of horse archer, but with javalins, I could realize that they are not throwing the javalins while skirmishing, they fire only when they're stopped!

Is it the bug?
I have not yet the opportunity to test the real horse archers.........
How can I fix it?

Could anybody support me?

Thanks anyway
Regards, Abdel Hak
First of all, I didn't change anything for this unit. I made some tests and... welcome another bug by CA! The problem is that the distance when militia cavalry begins to "rout" in skirmish mod is longer then distance of their "shots". They just cannot throw their javelins, 'coz enemies are too far from them. But too close to begin recede. Man, isn't it funny!? ~;)

Dead Moroz
08-17-2005, 20:19
Answering to the questions about bug with Nubian spearmen. Sorry, men, I don't know what you're talking about. I tested this unit against cavalry for several times and everything works fine. Are you sure you didn't change something in files after installing of MM?

If you want to restore original stats of NS, just replace it in MM's export_descr_unit.txt with vanilla text. Should work.

Abdel Hak
08-18-2005, 14:12
Hello, Dead Mouroz, thanks for the answer!

By the way, I'd like to give you more data.....

Most of the time, when I rout with my Militia Cavalry, I do this manually, and not automatically, pressing the SKIRMISH button.

So, I can garantee you that the distance between my militia cavary and the unit that is persuing me is short enough to allow my cavalry to thrown their javalins.....

Sometimes I rout walking, sometimes running.....and the militia cavalry don't thrown their javalins.....

But here you go an interesting data: When I send the militia cavalry run or walk into the direction of the enemy unit, they could thrown their javalins.
But if my unit is running away (I think can say SKIRMISHING) from the enemy unit, the bug appears!

Could you, or anyone, check this? Thanks for listening to me!

Best Regards, Abdel Hak

GMT
08-18-2005, 22:23
Hello, Dead Mouroz, thanks for the answer!

Sometimes I rout walking, sometimes running.....and the militia cavalry don't thrown their javalins.....

Best Regards, Abdel Hak

uhmm units that are routing do *not* fire anything, they just get the hell out of there and try to get over the edges of the map ASAP.

except for elephant units who run amok and trample any unit they encounter, including your own units.

Abdel Hak
08-19-2005, 13:47
Hello GMT.
Sorry, but I think I mada a mistake,using a wrong word!

I shouldn't use the word "routing"., but running away from enemy unit, like in SKIRMISH mode!

When this kind of unit (militia cavalry) are skirmishing from enemy unit, they are able to thrown their javalins....
And usually, I control the skirmish mode manually, because I don't trust the skirmish button. I lost many units because of this!

Abdel Hak

Mo-Tito
08-19-2005, 23:19
hi all!
i'm new here, and new to modding this game, so be patient with me ~:)

i tried to install this mod over a clean ver1.2.
i finished the prologue (for some reason, i failed to do so after installing the mod, so i reinstalled the whole game, done the tutorial, and then installed the mod. is that reasonable? should i be able to start off without the tutorial?)
i unpacked all the packs, including patch.
i copied all the unpacked files into data folder
i copied all the files from the zip file into data folder.

now i can get to choosing a faction in the modded provicial campaign, but then the game shuts down without any warning.

what did i do wrong?

im having a simular problem

i installed ver1.2 of rtw and then downloaded mundus magnus

i used winzip to unpack the files and copied them into the data folder

i can get all the way to choosing the faction but then when i click to continue it crashes to the desktop. can someone help me?

Mo-Tito
08-19-2005, 23:21
i used winRAR not winzip sry

Mo-Tito
08-20-2005, 01:11
ive been messing around with it for a while and i think my problem is i dont know how to use xpak. can someone give a better discription on how to use it. i really want to play mundus magnus! it looks so cool

Ciaran
08-20-2005, 13:18
Why would you need to use xpak to play MM? Anyways, there´s a quite exhausting tutorial in the scriptorium for xpak.

To find a problem with crashes, add the line -show_err to the command line in the desktop shortcut.

Mo-Tito
08-20-2005, 19:39
well i got xpak to unpack all the .pak files including the "patch" file by following directions. i put all the .pak files in a separt folder except the "patch" file and put xpak.exe and xpak.bat along with them and ran xpak.bat. i then changed the name of the patch file and ran xpak.bat in the same folder puting all the files into the DATA folder. i then put all the folders in the DATA folder into my rome data folder then copied the contents of the install.zip (after unziping it) into the rome data folder. it is still crashing after selecting a faction and going to play the campain. i added -show_err to the target line in the shortcut but did nothing and it still crashes...im so confused

ThIrD-EyE
08-26-2005, 00:18
well i got xpak to unpack all the .pak files including the "patch" file by following directions. i put all the .pak files in a separt folder except the "patch" file and put xpak.exe and xpak.bat along with them and ran xpak.bat. i then changed the name of the patch file and ran xpak.bat in the same folder puting all the files into the DATA folder. i then put all the folders in the DATA folder into my rome data folder then copied the contents of the install.zip (after unziping it) into the rome data folder. it is still crashing after selecting a faction and going to play the campain. i added -show_err to the target line in the shortcut but did nothing and it still crashes...im so confused now you know how i feel. it sucks that alot of good mods are made or released by people who dont speak good english. it leads to confusion if you cant understand what the person is trying to see. case in point, the directions for installing MM. i gave up on it because i got bored of RTW.

manbaps
08-28-2005, 12:30
I get the same problem with the CTD after selecting the faction. I installed on a clean RTW 1.2 just be copying the install.zip into the data folder then running it. Do i need to extract the pak files, then install MM?

EDIT: using xpack extracting pak files and then installing made no difference so im stuck no idea whats wrong. any ideas people?

EDIT2: will now go to loading screen after selecting faction but CTDs at about 75% loaded

DARTH_VADER
08-28-2005, 22:59
Hello.
Are you ngr from twcenter name?
If yes then we have talked before.
If not then pls tell me if I could use this great map into my upcoming darthmod_5.8
Infact I am ready to upload but need your permission.
Do I have to ask also someone else?

Ciaran
08-31-2005, 11:29
I started the Mundus Magnus campaign just yesterday, and I love the new look of the radar map, it looks better than the original.

Mo-Tito, could it be you tried to start the Imperial campaign? I haven´t tried, but selecting provincial campaign works just fine.

alpaca
09-01-2005, 15:17
Right.
If you want to use the files in the patch_0.pak I'd suggest the following approach:
- Extract xpak.exe to your Data/packs directory
- Create a file named xpak.bat in the same directory
- Right click on xpak.bat and choose "Edit"
- Notepad should open. Paste the following lines into it (make sure Word Wrap is off and these are TWO lines) and save the file:
xpak.exe -mkdir models_building_textures.pak battle_open.pak game_init.pak sprites_1.pak ui_0.pak ui_1.pak models_unit_textures.pak sprites_0.pak patch_0.pak
xpak.exe models_building_textures.pak battle_open.pak game_init.pak sprites_1.pak ui_0.pak ui_1.pak models_unit_textures.pak sprites_0.pak patch_0.pak
- Run xpak.bat
- Copy the Data/packs/DATA directory to your "Rome - Total War" directory, overwriting everything
- Delete all contents of the Data/packs directory

About the CTDs: Ya, have you tried to start the Imperial Campaign or the Provincial Campaign?

MiniKiller
09-03-2005, 02:49
This is where my PC skills deminish lol all this pack unpack stuff I cant get it for the life of me but want this map. Im going n-u-t-z!

Ciaran
09-05-2005, 10:36
I don´t see your problem, MiniKiller. Download the mod package, unzip it (doubleclicking on it should start Winzip), read the readme, do as it says, start Rome and select "Provincial campaign", there you are. Where´s the dificulty?
Unless you want to do some modding on your own there´s nothing more to do.

Magraev
09-06-2005, 10:11
I've downloaded this mod and I love the new map. I'm playing as Carthage, and it was a great joy to see, that I started with Sicily for myself ~;)

Some questions remain though.

1) Why does every rebel city contain crack troops backed by a great and unbribable leader? I accept that this may make the game longer since you have to fight every rebel force instead of bribing them, but it still seems weird and unhistorical.

2) The Ptolemaic Empire still employs troops from the old times (axemen etc.)? I thought you'd exchange them with phalanxes and such?

3) Are you saying that there can be no roads at all in the desert? That makes expanding south from Carthage much harder. I'll see how it works when I get there.

4) Since I'm playing Carthage I'm sad to see they don't get any archers (pet peeve - sorry)

5) I managed to unpack the new icons and they're beautifull. Still this should be a bit easier if possible.

Still I love the mod, and I hugely respect the work put into it.

Ciaran
09-06-2005, 11:41
1) Why does every rebel city contain crack troops backed by a great and unbribable leader?
I agree, I think that´s a bit overdone, especially if you count in the roaming crack rebel armies, too. Anything else it´s fun. As a matter of fact, I almost feel like I´m playing some new version of "Master of Magic", not because of the units, but there you also started conquering rebels for quite some time before the first real opponent showed up.
By the way, another problem might arise from the initial distribution of the factions, since the AI seems unable to cross the sea in order to conquer new lands, it´s unlikely that the AI-controlled Britons or Scipii get anywhere.

Magraev
09-06-2005, 12:03
By the way, another problem might arise from the initial distribution of the factions, since the AI seems unable to cross the sea in order to conquer new lands, it´s unlikely that the AI-controlled Britons or Scipii get anywhere.

I have to disagree.

In my Carthage game the Scipiones have taken Sparta, Corinth and Athens, so they are doing just fine with naval assault. To bad for them, that I have taken their southern city in Italy and am closing in on Capua... The Brutii have taken a couple of cities across the sea too.

Ciaran
09-06-2005, 12:46
I was just quoting some findings of others here in the forum, or rather the general forum, for that matter. I really can´t tell. Of course, I would gladly see my source proven wrong.

Tricky Lady
09-07-2005, 23:39
I have been playing the MM mod for a few weeks now and I'm loving it so far, but unfortunately I am suffering multiple CTDs right now.

In my Scipii campaign, I have entered into a war with the Ptolemaic Empire, and now I am fighting the first battles against them. I have now tried to finish a first battle against Egypt, but EVERY TIME the game CTDs. Not good.

I read the posts by other members mentioning a CTD when the opposition brings Nubian Spearmen to the battle. Well, the Egyptian army I fought (resulting in a CTD each time - I tried twice), had 5 units of Nubian Spearmen.
It's a pity that this CTD ruins my Scipii campaign, as I was really loving the new campaign map.

Anyone else had problems with the Nubians? Is there a way to dribble around this annoying and show-stopping CTD (I don't want to start autocalcing my battles vs Egypt because of their stupid chariots).
Thanks for your help.

Some pictures:
The status of my campaign: everyone is expanding.
https://img391.imageshack.us/img391/6941/campaign7ib.jpg

And this is the army that I can't beat because of the repeated CTD interruption:
https://img391.imageshack.us/img391/5720/nubians7rh.jpg

Magraev
09-08-2005, 07:33
Maybe one could copy vanilla nubian spearmen stats into the unit-file?

Probably not as simple as that? ~:confused:

Ciaran
09-08-2005, 09:50
Have you tried using the show_err command, Tricky Lady? That might give a hint to what is at fault.

Tricky Lady
09-08-2005, 09:55
Mmmm, I'm going to try that this evening, yes... Haven't thought of that before.

I also checked the Readme.txt again, and I can't seem to find any changes related to the Nubian Spearmen, so perhaps it's something related to my PC? I just found it bizarre that other members had the same problem when fighting the same units so...

Another small issue: The faction icons that are displayed when other factions play their turn are still the old, vanilla ones. Is there any way to upgrade these icons to Deadmoroz' new versions, as those are much nicer?
Tnx.

Tricky Lady
09-08-2005, 09:59
Maybe one could copy vanilla nubian spearmen stats into the unit-file?

Probably not as simple as that? ~:confused:

I could compare the MM unit file to the vanilla unit file and see if there are any changes...

Can you tell me which files to compare as I'm a complete n00b when it comes to modding RTW. :wacko:

Magraev
09-08-2005, 12:22
well I don't know if the system makes a backup of the vanilla - otherwise you have to have your own backup or a separate "clean" install.

The unit lies in the data directory and is called "export_descr_unit.txt" or something very close to that. There are probably other files at work (graphicsfiles, soundfiles etc.) but this file contains all data about how the unit performs (speed, strength, ect.)

I'll try to pick a fight with the Ptolemaics later today and see if I get a CTD. More info when I get there.

Tricky Lady
09-08-2005, 21:19
I compared the two files (MM export_descr_unit against the vanilla one), and found some differences:

From the Mundus Magnus file:

type egyptian nubian spearmen
dictionary egyptian_nubian_spearmen ; Nubian Spearmen
category infantry
class spearmen
voice_type Heavy_1
soldier egyptian_nubian_infantry, 60, 0, 1.5
attributes sea_faring, hide_improved_forest, hide_long_grass, can_sap
formation 1, 1, 2, 2, 5, horde
stat_health 1, 0
stat_pri 5, 10, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear
stat_sec 2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 0, 3, 5, flesh
stat_sec_armour 0, 0, flesh
stat_heat -1
stat_ground 2, 2, 0, -2
stat_mental 2, impetuous, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 230, 100, 30, 40, 230
ownership egypt, slave

From the vanilla file:

type egyptian nubian spearmen
dictionary egyptian_nubian_spearmen ; Nubian Spearmen
category infantry
class spearmen
voice_type Heavy_1
soldier egyptian_nubian_infantry, 40, 0, 1
attributes sea_faring, hide_forest, can_sap
formation 1, 1, 2, 2, 5, square, phalanx
stat_health 1, 0
stat_pri 5, 5, no, 0, 0, melee, simple, piercing, spear, 25 ,1
stat_pri_attr spear
stat_sec 2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 0, 3, 5, flesh
stat_sec_armour 0, 0, flesh
stat_heat -1
stat_ground 2, 2, -2, -2
stat_mental 2, normal, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 230, 100, 30, 40, 230
ownership egypt

As you can see, there are some differences in the categories "soldier", "attributes", "formation", "stat_pri", "stat_ground", "stat_mental".

I have no clue if these stats contribute to the CTDs but perhaps someone of you see something particular in these stats?

I'll see if Custom battles produce the same issue...

EDIT:
I just ran a few Custom battles (Egypt vs Romans), and I was unable to reproduce the CTD (a good thing actually). I tried a few different setups (Nubians vs legionaries, vs cavalry etc) and on different terrain (grasslands, desert), and everything went well.
So I relaunched my campaign, fought "the" battle against Egypt again, and this time I could charge and rout the Nubians, and -yay!!- the game didn't CTD. A good thing really, so I quickly saved the game.

Now I'm even more puzzled what caused the crash? Perhaps the Nubians charged my men in the previous battles? I don't know...

Magraev
09-09-2005, 07:52
Well I tried the Nubians yesterday too. No CTD. I noticed the differences too, but they seemed harmless enough. They make the nubians a lot more rabble-like and that's cool.

I guess the nubians are off the hook for now.

I did get a total CTD later, while checking the development of the carthagenian general that took Roma.

Tricky Lady
09-09-2005, 09:59
I agree, downgrading the Nubian spearmen to some sort of untrained rabble is a good change. There are many good things in the MM mod, so I don't think I'll ever play vanilla RTW anymore now. I just can't play on such a "small-scale" map anymore :wink:

Bit strange that you got a CTD on such a harmless action (checking stats), Magraev. I can't remember my RTW crashing after installing the 1.2 patch. So there certainly is something, but it's perhaps not directly related to installing the Mundus Magnus mod?

Anyway, I'll keep on playing. Hopefully the game won't CTD anymore. I'll report other CTDs here, if they pop up.
Happy bug-hunting! :wink:

Ciaran
09-09-2005, 10:16
Have you changed the stats back to the vanilla version ones, Tricky Lady, or what did you do?

Tricky Lady
09-09-2005, 11:10
No, I haven't changed anything yet.

Just fought a few Roman vs Egypt battles on the campaign map again, and the first two went okay (Egypt fielded Nubians in both battles), but the third one CTD'ed .... again.

The battle was going okay for me, but the CTD happened when I charged my front line (triarii) towards the Egyptians (Nubian spearmen).
I also charged their general (chariot archers) unit but my men hadn't made it up there yet when the game crashed. As far as I can remember (my attention was at another part of the battlefield), the triarii were about to make contact with the Nubian spearmen. *sigh*

Yesterday I thought that the CTD was just an unlucky coincidence, but now it seems that there is something more structurally wrong somewhere.
I hope we can solve this issue as this mod has renewed my interest in RTW, and no way that I'll play vanilla RTW again (unless for PBM purposes).

EDIT:
Custom battles with principes, triarii vs Nubian spearmen and egyptian general chariots didn't reproduce the CTD. :confused:

Magussen
09-09-2005, 20:34
IIRC a non phalanx spear unit causes a crash when switching to a secondary weapon.
Solution : either give the nubians phalanx ability or disable their secondary weapon.

Tricky Lady
09-09-2005, 22:36
OK sounds reasonable.

But which of the following things do I have to modify in order to test your theory?


stat_sec 2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no

Thanks for your help

Tricky Lady
09-10-2005, 10:43
After reading this thread (https://forums.totalwar.org/vb/showthread.php?t=43275&page=1&pp=30&highlight=remove+secondary), I decided to modify the txt files a little (according to the hints given by JeromeGrasdyke and Duke John), but oddly I cannot avoid the CTDs as soon as I use Nubian spearmen.

I ran a couple of custom battles, and I noticed that when you ALT-attack the opponents (so the Nubians use their secondary weapon, right?) there is no problem.
But try to have them switch from their secondary weapons back to their spears when they're already engaged in a melee. You'll have a CTD. Guaranteed.

I'll try to replace the current secondary weapon (a knife) by the stats for peasants. Hope it will work!

EDIT: it works. :smiley:

Magussen
09-11-2005, 09:57
Ok, maybe it is switching from and not switching to a secondary weapon that causes CTD .
Anyway the problem is the switching.


In the example you give it would be the first number to reduce to 0, and while you are at it do the same for the second.

stat_sec 2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no

becomes
stat_sec 0, 0, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no

It should not be too tricky, now ~;)

Magussen
09-11-2005, 10:09
Another way to solve this is to change the animation used for the secondary weapon, making the model a fs spearman, fs spearman instead of a fs spearman, fs swordsman.
I have not a very good idea of how skilled you are at text editing that game, and I am not using my mother tongue ( yes , Belgian too... ) so I can just hope it is clear enough.

Tricky Lady
09-11-2005, 22:33
So when I implement the changes you propose, the Nubians will keep the knife as a secondary weapon, but the game won't crash when they switch between their two weapons? Would be good.

Anyway, I fought many battles against the Egyptians in the mean time (more than I would have wanted by the way; I hate those yellow armies). No more troubles nor CTDs so far, so that's good :wink:

Magussen
09-12-2005, 03:24
Yes with the last change I suggested they would keep their stupid knives and use them with the spear animation, underhand stabbing.

Serhok
09-16-2005, 13:15
Dead'ushka Moroz, thanks a lot for your mod. There're exactly cool faction symbols and other usefull stuff.
Keep on modding!

charo74
09-20-2005, 03:10
wonderful

:huh2: Is this mod compatible with other mods?

vlad 1
09-22-2005, 20:25
Is this mod compatible with other mods?

with vlad total war mod -best mod for rome total war game
https://forums.totalwar.org/vb/showthread.php?p=930794#post930794

Roberto
10-03-2005, 07:44
To bad this does not work with 1.3 :embarassed:

Magraev
10-03-2005, 08:15
Yeah - we need a new version for the BI :help:

Roberto
10-03-2005, 15:44
and a new one for the orignal

Philip of Massalia
10-03-2005, 15:55
The Mod I dream is Magna Carta with RTR units ;)~;) :bow:

Suraknar
10-05-2005, 05:56
Really nice map!

This will make playing with any faction, but specially Greek Cities, for some memorable gameplay...

All the way to India ;)

The only thing that does not seem to be popular is the new Wall system, I read you previous reply and I did not install the 4 files that implement it, however, I wonder if that would affect the Gauls, Iberians and Dacians from building Stone Walls, as they should btw, Alesia, where Veringetorix and Caesar fought was a Gaulish Stone Fortification.

vlad 1
10-06-2005, 20:42
Yeah - we need a new version for the BI
now i work with this problem~;) :charge:

Roberto
10-06-2005, 21:19
You mean your going to fix it:dizzy2:

sik1977
10-08-2005, 12:14
Please release two versions for BI, one simple version with the large map and minimal changes to BI Vanilla stats etc., and one with whatever changes you desire.

Thanks.

P.S. Tried to run the MM V1.2 with RTW 1.3 but that didnt work. I don't like the additional changes in MM V2.0 (No roads in deserts, walls, etc.) so didnt try 2.0 with RTW1.3.

EvilNed
10-09-2005, 13:47
MM 2.0 doesnt work with 1.3 (or BI) either. Darnit. Well, I refuse to go back to that old vanilla campaign map. Someone just has to convert this mod for 1.3. :)

Roberto
10-12-2005, 22:32
But the question is why doesn,t it work:help:

Roberto
10-21-2005, 15:18
Well i see from a another forum that some one got it working for 1.3 and babarian invasion how do you do it~:eek:

EvilNed
10-22-2005, 12:00
Link?

Roberto
10-23-2005, 00:29
http://www.twcenter.net/forums/showthread.php?t=34527 :bow:

EvilNed
10-23-2005, 14:41
Thank you thank you! Lets see if I can figure it out. :P

Vikings
10-26-2005, 17:06
HI, looking forward to check out your huge map. I do have a question here will 4 turns or four seasons mod run okay with this??

sik1977
11-18-2005, 09:04
I can confirm that Dead Moroz, the creator of MM, is no longer working to update this excellent mod (source: PM). I hope someone else in the community, with Dead Moroz's consent, agrees to update MM for RTW v1.3 soon.

If anyone has any news on any update for this mod, please do let us know.

Thanks.

Myrddraal
11-18-2005, 17:55
How far has he got with the updating?

I might do it, it depends on how much work is needed. :bow:

Troy Lawton
11-23-2005, 04:18
How is this progressing? I am very keen to get map up and running. I would offer to help but I am mod illiterate.

Troy

Mooks
11-26-2005, 06:28
Ok, I want to download this but I have no idea how. Messing with the inside of my comp SCARES ME :hide:

It says on the readme that you need to download a extracter at http://www.twcenter.net/downloads/db/?mod=43 - I did that...Cept I was lost from there.

Is there a step by step guide someone can show me?

Mooks
11-27-2005, 07:02
I love how enthusastic this forum is about helping someone :charge:

Myrddraal
11-27-2005, 22:40
give us a chance bandit :bow:

Your question isn't all that clear, but if I get u right, you want to know how to use XPak right?

Have a look at this:
https://forums.totalwar.org/vb/showpost.php?p=643512&postcount=4

PS
This remindes me of my first visit here, I asked a question, didn't get a reply quickly and posted that this forum didn't seem to like asking questions. That was about the map generator for VI I think. Since then the .org has won me over (as you can probably tell :grin:) If you check out the scriptorium, the question you're asking has probably been answered in there. For example, that link is to a thread in the scriptorium :bow:

EdwardL
11-28-2005, 12:32
Dead Moroz was only partially responsible for Mundus.. He was working with a crew from EB, where without their knowledge or consent pre released the map. This may be the reason why we dont see any fixes to bugs, updates or conversions from RTW to BI from him. Maybe we can track down those responsible for the map and convince them to convert it? :)

EvilNed
11-28-2005, 13:15
I would convert it if I only knew how! But the Bi seems very complex. I know how to make maps for 1.2, but 1.3 changed alot of things.

Bombasticus Maximus
04-21-2006, 18:22
What version of RTW is this for 1.5?

vlad 1
04-24-2006, 09:43
map magnus v2 work ok in barb invasion 1.6
look here
https://img84.imageshack.us/img84/1619/magn13pr.jpg
https://img84.imageshack.us/img84/52/magn26fa.jpg
MAP MAGNUS FINISHED-need just correct some units for some nations and this is be full finish.

the pasta king
04-25-2006, 17:49
hey Vlad, it was great to see the previous post, i have been searching for a Mundus magnus equivalent for BI since it was released. The thing is I am not a die hard realism fan, so if its not too late would you be able to make this map you've shown us downloadable separately from the rest of your stuff I have seen at TWC? thanks:viking:

Lasias Wenson
06-21-2006, 17:33
It seems someone has taken the trouble to make the Mundus Magnus map for Bi, it can be found here: http://www.totalwarmods.com/

I don't know whether it works, as I haven't installed it yet, but I surely will. ~;)

Arioh
06-23-2006, 18:21
i ve played the first ,and i see the 2nd is greater..lol

The Spartan (Returns)
08-04-2006, 20:23
could this map work for RTW 1.5? (no mods)

the pasta king
08-11-2006, 21:37
yes, the map has been adjusted for 1.3/5, I don't remember where the download link is, but it does exist.... somewhere...

Rex_Pelasgorum
09-02-2006, 13:45
the download link for Mundus Magnus compatible whith RTW 1.3 and 1.5 is http://twcenter.net/downloads/db/?mod=780

iamspamus
09-16-2006, 23:35
Hello,

Has this Mundus Magnus mod / map been upgraded yet for Barbarian Invasions or Alexander?

I played the original one (though there was some crashing issues) and really liked it.

Thanks,
Jason
iamspamus

legion commander167
09-17-2006, 02:41
are you gonna make this for medeval2 totalwar?

Tobiasschaap
10-15-2006, 17:28
Hi there, i have a question about mundus magnus vers. 2.0.
Is it possible to 'automanage all settlements', because it is removed from the left side of the screen when selecting a faction. I don't know how to do it, i looked in the world/campaigns/mundus magnus folder to look for something with automanage but i havn't found anything. Is it also possible to set the 'unlimited battle time' on?

Thank you in advance!

the pasta king
10-27-2006, 11:50
once you start a game have a look in the in-game options scroll for the battle time limit, dont know if the automanage can be done from here though....

Vuk
10-27-2006, 12:13
great show dear fellow!! one thing.....BRITISH ARCHERS, why oh why do peoplke always miss out the fact briton has no archers...idea for patch lol


RTE will be fixing that I believe!

Roy1991
10-27-2006, 14:58
great show dear fellow!! one thing.....BRITISH ARCHERS, why oh why do peoplke always miss out the fact briton has no archers...idea for patch lol

I read somewhere that the British barbarians rarely used bows, because the shield wall formation was used a lot in Britain.
Instead they made a lot of use of javelins.

Don't know if it's true though, and I don't remember where I read it :(

Vuk
10-27-2006, 15:10
On the contrary, while it was not a common practice, British barbarians used bows in a number of wars. The best bows came from Ireland; They were short, short ranged, and powerfull (used primarily for horsemen). They did not have many skilled bowmakers, and so they were very costly, but they certainly exsisted.

Ghost_loy
11-24-2006, 03:21
the download link for Mundus Magnus compatible whith RTW 1.3 and 1.5 is http://twcenter.net/downloads/db/?mod=780

Whenever i go to the d/l section of twcenter i get this....

Warning: require_once(/home/totalwar/public_html/whatisthis/conf_global.php) [function.require-once]: failed to open stream: No such file or directory in /home/totalwar/public_html/downloads/api/API.php on line 65

Fatal error: require_once() [function.require]: Failed opening required '/home/totalwar/public_html/whatisthis/conf_global.php' (include_path='.:/usr/lib/php:/usr/local/lib/php') in /home/totalwar/public_html/downloads/api/API.php on line 65


I know this has nothing to do with your mod but does anyone have any idea what this means?

svramjus
11-29-2006, 01:57
Can I use it for Rome Total War 1.3 or 1.4 running under the rome enhancement 2.2 mod. If possible please explain.:help: :wall:

Myrddraal
11-29-2006, 16:28
I'm not familiar with the Rome enhancement mod, but usually combining mods takes a bit of work. If the mod doesn't affect the map and unit names, then it should be fine, but I doubt it.

It's possible, but you'd have to put some work in.

Unknown Soldier
03-13-2007, 14:17
Hey I click the link and get

Warning: require_once(/home/totalwar/public_html/whatisthis/conf_global.php) [function.require-once]: failed to open stream: No such file or directory in /home/totalwar/public_html/downloads/api/API.php on line 65

Fatal error: require_once() [function.require]: Failed opening required '/home/totalwar/public_html/whatisthis/conf_global.php' (include_path='.:/usr/lib/php:/usr/local/lib/php') in /home/totalwar/public_html/downloads/api/API.php on line 65

in a browser window

whats going on?

I want to play! :furious3:

Regards

Lord_Magister
03-13-2007, 14:28
Hello guys..please i really want to play this mod (Mundus Magnus 2.0) but i cant download it..i dont know why...please give me a good link or send it to my email blasphemious_wound@hotmail.com

thanks

the pasta king
08-18-2007, 16:14
Does anyone know if there is a copy of MM for the original RTW campaign, that can be installed on a copy of RTW with BI installed and patched to 1.6?

Omanes Alexandrapolites
08-18-2007, 16:52
Hi the pasta king,
You can download Mundus Magnus for 1.5 from here (http://www.twcenter.net/forums/downloads.php?do=file&id=823&act=down). Hope this helps, good luck, cheers!

the pasta king
08-18-2007, 20:00
thanks Omanes Alexandrapolites, fingers crossed.......

paul_kiss
09-02-2007, 18:58
I'm playing Magnus Mundus, this is great, really. I've no words to express how wonderful the gaming process has become. Now it's not some mere "who will be the 1st to kill em all", now it's all the matter of playing for pleasure.

Really great.

Flying Pig
03-18-2008, 20:23
Can you post a link to just the map and imperial_campaign folder?

Celtic_Punk
05-06-2008, 09:31
I'm having a problem with this thing... it detects the mod, i can select it in provincial campaign... but it wont start the game... it just goes back to the menu after i try to start from faction selection.

Aradan
05-06-2008, 18:58
Another wild stab in the dark; try updating your BI to 1.6 before attempting to install.

Tzar469
05-13-2008, 05:47
I'm having a problem with this thing... it detects the mod, i can select it in provincial campaign... but it wont start the game... it just goes back to the menu after i try to start from faction selection.

I have the same problem. I'm using vanilla RTW 1.5. This looks to me like a great modification and I really want to play it :help:

Aemilius Augustus
05-14-2008, 00:02
I downloaded this mod and tried. I totally love it. I always wanted a extended campagn map. I did found a few small errors. Regarding the new resources, when you move your mouse of them on the strategy map you will see the old names. For instance furs instead of salt. Also when I tried to start a new game I could not see the options such as manage or settlements or no battle time limits. I had to switch on these options through the esc menu in the game. Other then these two minor two things the map works great for me and it is very well done. I love it!

As a suggestion. You might want to add in more types of merc units. Perhaps Indian mercs in India and maybe some mercs from the mercenary xpack mod?

beatoangelico
05-14-2008, 00:24
I downloaded this mod and tried. I totally love it. I always wanted a extended campagn map. I did found a few small errors. Regarding the new resources, when you move your mouse of them on the strategy map you will see the old names. For instance furs instead of salt.


read the readme.



Also when I tried to start a new game I could not see the options such as manage or settlements or no battle time limits. I had to switch on these options through the esc menu in the game. Other then these two minor two things the map works great for me and it is very well done. I love it!


it's normal, MM is installed as a provincial campaign and as such these options are not available in the faction selection screen.

Aemilius Augustus
05-14-2008, 00:50
read the readme.

What readme? None came with the file I downloaded.

Tzar469
05-14-2008, 03:18
There is no readme in the file that was modified for v1.5 but there is a readme in an older version that was modified for v1.3. To change the names of the resources:


If you like, you can adjust the text files in data/text to display text for the new resources. Open data/text/strat.txt, look for the following lines and replace Furs, Elephants, Dogs and Pigs with Salt, Ivory, Fish and Horses:

{SMT_RESOURCE_FURS} Salt
{SMT_RESOURCE_ELEPHANT} Ivory
{SMT_RESOURCE_DOG} Fish
{SMT_RESOURCE_PIG} Horses

Do the same in data/text/tooltips.txt, so that these lines are changed:

{TMT_FURS_TOOLTIP} Salt - a valuable trade resource
{TMT_PIGS_TOOLTIP} Horses - a valuable trade resource
{TMT_DOGS_TOOLTIP} Fish - a valuable trade resource
{TMT_ELEPHANTS_TOOLTIP} Allows the training of elephant units\nIvory - a valuable trade resource


Note that when you change these files, you will also get these tooltips in the imperial camaign.

Aemilius Augustus
05-15-2008, 12:13
There is no readme in the file that was modified for v1.5 but there is a readme in an older version that was modified for v1.3. To change the names of the resources:



Note that when you change these files, you will also get these tooltips in the imperial camaign.

Cool thanks :):2thumbsup: It's good to know what I need to change.:)

Tzar469
05-15-2008, 23:48
I'm having a problem with this thing... it detects the mod, i can select it in provincial campaign... but it wont start the game... it just goes back to the menu after i try to start from faction selection.

I found the solution to this problem. Make sure you have ALL the files from the download in your /data directory and subdirectory. Then search for map.rwm and delete it. Your campaign should work now.