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cunctator
02-18-2007, 15:34
I've made a small minimod for 0.81a V2 with a bunch of features that didn't make it into 0.81a but I wanted to have in my next campaign. It mainly adds recruitable generals to the Roman faction and re includes first cohorts to EB and activates the night battle feature. A feature that was also already prepared for 0.81a but not yet activated. For all who don't remember these features from vanilla I have a small introduction below.


https://img296.imageshack.us/img296/6133/dividerrome4cf.jpg

Download link V.1.3:
http://www.twcenter.net/forums/downloads.php?do=file&id=1195

Change log:

Changes in 1.3:
-Includes all permament bugfixes from EB 0.81a V2 as far as they effect files altered by this mod
-Praetorian cohorts charge bonus fixed
-morale bonus of 21 in one pontic temple fixed (now 2)
-added icons for schildtrom and shield wall formations to EB cultural UIs
-It's now (hopefully) easier to get a triumph
V 1.2a
-includes the changes of the Improved CTD FIX (new EDB)
V 1.2:
-Fully comaptible with EB 0.81a
-Marian legionaries are now more difficult to recruit outside of Italy: They now need at least a level 4 MIC and a type II government
-fixed several bugs in the roman recruitment system that didn't made it into the hotfix
-several new quotes

To install:
-You need an existing EB 0.81a V2 (or EB 0.81a but V2 is recommended) installation before you can install this mod
-unzip the file into your Rome directory, overwrite all files.
-delete the "map.rwm" file in your "Rome\EB\Data\world\maps\base" directory

https://img262.imageshack.us/img262/6285/fcinstallka6.jpg


https://img296.imageshack.us/img296/6133/dividerrome4cf.jpg

Features:

2 new Roman first cohort units for Marian and Augustan reform eras recruitable in Roma in the corresponding level 5 MIC.

-The first cohorts contains the aquilifer that carries the legions eagle standard that gives a moral bonus to nearby units. They consists of the best legionaries of the legion and thus have slightly better stats than the normal versions. All first cohort are numbered consecutively from I to infinity.

The first cohort of Legio I:
https://img214.imageshack.us/img214/6582/fcl15ij.th.jpg (https://img214.imageshack.us/my.php?image=fcl15ij.jpg)https://img303.imageshack.us/img303/4495/firstbattlejp2.th.jpg (https://img303.imageshack.us/my.php?image=firstbattlejp2.jpg)

-Eagles can be lost (and of course in this case captured by the enemies of Rome) in battle when the Roman army is defeated and the first cohort wiped out:
https://img386.imageshack.us/img386/9338/eaglelostll6.th.jpg (https://img386.imageshack.us/my.php?image=eaglelostll6.jpg)https://img160.imageshack.us/img160/3759/eaglecaptgrxh6.th.jpg (https://img160.imageshack.us/my.php?image=eaglecaptgrxh6.jpg)

With some appropriate consequences for the their general:

https://img412.imageshack.us/img412/9425/eaglelost1gx4.th.jpg (https://img412.imageshack.us/my.php?image=eaglelost1gx4.jpg)https://img225.imageshack.us/img225/3050/eaglecapt1vg0.th.jpg (https://img225.imageshack.us/my.php?image=eaglecapt1vg0.jpg)


The eagle is transferred to the nearest enemy settlement were the roman general can try to recapture it to at least partially restore his reputation. Also this settlement will be a prefered target by the roman AI.




https://img296.imageshack.us/img296/6133/dividerrome4cf.jpg

Recruitable Roman Generals
Recruited generals age and can get traits as normal family members but are not part of your family tree and can't become faction leader until they are adopted.

They are buildable in level 5 MICs by training their corresponding guard units:
-Equites Consulares in Roma with Camillan and Polybian reforms
-Equites Consulares in all homeland provinces after the Marian reforms
-Equites Singulares in all type2 fully Romanized provinces after the Augustan reforms

A newly recruited general:
https://img260.imageshack.us/img260/1605/newgenjy4.th.jpg (https://img260.imageshack.us/my.php?image=newgenjy4.jpg)


https://img296.imageshack.us/img296/6133/dividerrome4cf.jpg

Night Battles
-Night battles work as in BI, but without the silly torches. A general with the night attacker trait can choose if he wants to try a night attack. generals can get this trait if the succesfully fought a night battle or have more than 4 command stars. Reinforcing armies lead by gnerals without the night attacker trait, or captains can not participate in night battles.

https://img301.imageshack.us/img301/7581/nf1yj.th.jpg (https://img301.imageshack.us/my.php?image=nf1yj.jpg)https://img216.imageshack.us/img216/6554/na0kf.th.jpg (https://img216.imageshack.us/my.php?image=na0kf.jpg)

https://img224.imageshack.us/img224/2852/00178zh.th.jpg (https://img224.imageshack.us/my.php?image=00178zh.jpg)https://img224.imageshack.us/img224/9812/00229nh.th.jpg (https://img224.imageshack.us/my.php?image=00229nh.jpg)



https://img296.imageshack.us/img296/6133/dividerrome4cf.jpg


Also:
-Commanding officers for all roman cavalry units
-A new unique building in Phasania (garamante royal cemeteries).
https://img153.imageshack.us/img153/7007/garamcemtdi2.th.jpg (https://img153.imageshack.us/my.php?image=garamcemtdi2.jpg)
-several new quotes


https://img296.imageshack.us/img296/6133/dividerrome4cf.jpg

Kugutsu
02-18-2007, 15:48
Awesome. Thanks Cunctator, I can now start my Roman campaign with no regrets!

DeathEmperor
02-18-2007, 17:42
So to use this do I save it to the folder where I installed EB? And after I save it there I unzip the files it's done? (and then doing this: -delete the "map.rwm" file in your "Rome\EB\Data\world\maps\base" directory)

I'm not very experienced when it comes to editing things around, but I really want to try this thing out. :yes:

Blingerman
02-18-2007, 18:30
Well, I think it is not working, or I have installed wrong. I cannot see First cohors in custom battles and the checkbox for night battles is not working. Shoul I install it over the Rtw folder or over the EB folder that is inside the Rtw one?
Edited: It should be installed over Rome total war\EB directory not over the Rome total war directory. Now it works ok
Thanks for this superb mod

cunctator
02-18-2007, 18:47
Edit: Unzip into the EB folder made a mistake with the zip file.

cunctator
02-18-2007, 18:58
I am now uploading V. 1.1 that really only needs to be unzipped into the main Rome directory and also adds voices to the first cohorts.

Blingerman
02-18-2007, 19:08
cool, just downloading
Edit: One new thing I have observed that marian first cohortes have 202 soldiers instead of 242 of the imperial one. Is it intended? Is there any problem if I change it manually to 60 in the txt in order to have the 242?

cunctator
02-18-2007, 19:24
It is intended since the strength of first cohorts wasn't increase to 800 men somewhere in the early principate.

There is no problem if you change it to 60 in EDU.


So to use this do I save it to the folder where I installed EB? And after I save it there I unzip the files it's done? (and then doing this: -delete the "map.rwm" file in your "Rome\EB\Data\world\maps\base" directory)

I'm not very experienced when it comes to editing things around, but I really want to try this thing out. :yes:

Correct. Normally the 0.81 installer should automatically delete the map.rwm file but it is appearently not doing this. With an old map file weird things can happen like misplace unique buildings.

Censor
02-20-2007, 02:21
I can't wait to use this mod for my new campaign, but I have a few questions.

First, are you sure the EDB is the correct one? I was editing my vanilla EB .81 EDB to put in the Saba farms, and I was going to do that again for the mod but I saw that the EDB seemed dated. It had factions like seleukids, armenia, romans_brutii, etc.

Last, will activating the night battles work with using the BI exe for EB?

Great work, and thanks!

Foot
02-20-2007, 02:25
I can't wait to use this mod for my new campaign, but I have a few questions.

First, are you sure the EDB is the correct one? I was editing my vanilla EB .81 EDB to put in the Saba farms, and I was going to do that again for the mod but I saw that the EDB seemed dated. It had factions like seleukids, armenia, romans_brutii, etc.


Eh, those are internal names. We haven't changed them, they just correspond to different factions.

Foot

cunctator
02-20-2007, 09:00
Yea, for example the internal name for romani is seleucids, so can be confusing sometimes. A leftover from the 0.7X culture swap, when things as faction culture were hardcoded prior to R:TW 1.3. The only exceptions is the former "romans_senate" faction whose internal name had to be changed (it's saba now) to deactivate the senate mechanism from vanilla and use the faction slot.



Last, will activating the night battles work with using the BI exe for EB?

Great work, and thanks!

I've not tested this but since the feature works exactly as in BI in should work without problems.

Janius
02-20-2007, 09:53
Damn I already started a 0.81 Romani campaign :wall:

This mod isn't by chance 0.81 save game compatible?

Or do I have to start a new campaign? :help:

Omanes Alexandrapolites
02-20-2007, 10:19
Sorry Janius, it wont be save game compatible as it adds new units to the game. Unfortunately that always ruins compatibility.

Janius
02-20-2007, 10:42
thx for the reply, will try it some other time then :clown:

Velvet Elvis
02-22-2007, 03:33
I installed this mod and started a new campaign. I can't build any regional MIC's in any city. Thoughts?

cunctator
02-22-2007, 09:28
That's intetional you can't build regional MICs with a type1 government or no real gov. at all. You have to build type IV, 3 or 2 govs. to have access to regional MICs. Only the type allied/client state gov. will give you all regional MIC levels and thus best access to foreign units.

Also in Italy itself italic regionals, as the smanites, are only available in the factional MIC in certain provinces, so that they can disappear in later reform eras to simulate how continous roman rule has changed italian society. Thus a regional MIC would be quite useless in most provinces there.

Imperator
02-24-2007, 16:25
thanks a lot! Now I can play the ultimate Romani campaign!:2thumbsup:

DeathEmperor
03-01-2007, 05:05
I know this is really late, but I haven't been able to get this mod to work since I downloaded it. :embarassed:

First I downloaded it and saved it into the folder I have EB installed in. Next I unzipped it in the folder and......nothing.

So I went into the Data folder and unzipped it there and again nothing. By 'overwrite all files' do you mean to delete the original scripts and replace them with the ones included in the download?


I'm completely stumped on this, and I want to get this mini-mod working before I start a Roman campaign. :help:

cunctator
03-02-2007, 10:00
If you are one of the first 40 people who have donwlaoded it you have to unzip it into the Rome\EB subdirectory, thereafter I fixed that so that all later versions have simply to be extracted inly into the Rome directoy as describe in the install instructions.

Where you save the .zip file doesn't matter it is only important where the content is extracted. Since most files that I modified for the mod are also part of regular EB you will be asked if you want to overwrite these files when it is exracted, then just choose yes, you don't have to delete anything manually, except tthe map.rwm if you before upragded an existing 0.8 with the 0.81 patch since this forgotten to add to the 0.81 installer.

The ordinary Rome\data subdirectory is (mostly) not used by EB, so unzipping the mod files there will only srew up your vanilla game.

Makr
03-06-2007, 03:20
Hey....any chance for a .81a version :2thumbsup:

cunctator
03-06-2007, 09:25
Of course. I've uploaded a new version now, 1.2, compatible with the hotfix 0.81a. It is as savegame compatible as the hotfix. (I could continue my campaign, but you may encounter some problems that wouldn't have been there otherwise.)

Changes in Version 1.2:
-Fully comaptible with 0.81a
-Marian legionaries are now more difficult to recruit outside of Italy: They now need at least a level 4 MIC and a type II government
-fixed several bugs in the roman recruitment system that didn't made it into the hotfix
-several new quotes

MarcusAureliusAntoninus
03-06-2007, 09:36
Yea! I'm going to download this finally. Definately a must for anyone who loves ROMA! (Though after two hundred years of Romans I don't know when I'll ever start a new campaign.)

(Since this would obviously conflict with the city restriction mod I'm making, I'm thinking of using this as the base to alter. That way this minimod would be needed before the city minimod. I don't suppose you would object, cunctator?)

cunctator
03-06-2007, 10:31
Of course not. Maybe it would be best if you combine both mods to have a simple one file install process.

kalkwerk
03-06-2007, 12:11
Any chance to add cultures?

Jarardo
03-06-2007, 18:13
What were the old requirements for recruiting Marian Legionaries outside of Itally?

cunctator
03-06-2007, 18:34
Any chance to add cultures?

I think you mean using BI's religion system to simulate different cultures and assimlation processes after conquest. That would change the way EB is working significantly and be too much work for a minimod.



What were the old requirements for recruiting Marian Legionaries outside of Itally?


Just a marian level 3 MIC.

cyberVIP
03-09-2007, 08:45
Salute komrades
2 Cunctator
just installed your mod on 0.81a3(zip).
one question: in 0.81 I could build Ostia like mercantile port in Roma (6 trade routs), but after 0.81a3+mod I can`t. I wonder why? Bcous of fix or mod? pity i didn`t test it w/o mod :(
Tnx

cunctator
03-09-2007, 11:07
It's a fix, but from my mod. Latium does not have a great natural harbour suitable for the larger merchantships of antiquity. In augustan times the huge grain freighter were gnerally unloaded in the campanian harbours and smaller ships moved the goods up to ostia and Roma to supply the city. later Claudius started the constrcution of an enormous and expensive artifical harbour 8the greatest man made example in antiquity) north of Ostia and Traian enlarged it again.

To learn more about the ports of Roma you can visit this excellent homepage:
http://www.ostia-antica.org/

The artifical harbour is described under Portus (the harbour district).
http://www.ostia-antica.org/map/plan1.gif

cyberVIP
03-09-2007, 11:49
Thanks for fast reply, I`ve cought an idea.

btw, why did your work not included in the Release?

cyberVIP
03-15-2007, 12:22
One more question: Is it compatible with new "Improved CTD FIX" (new EDB)?

cunctator
03-15-2007, 13:12
I dind't realised that it was yet released. I've uploaded a new version, 1.2a now, that contains all the changes from "Improved CTD FIX" (new EDB).

cyberVIP
03-16-2007, 10:23
Hi
Just installed last version (1.2a) and launched Sweboz campaign for 'inspection'. But in the capital building list i`ve seen a warning!!! structure. Is it 0.81a3 or mod bug? want to report but don`t know where. So first i put it here :)

cunctator
03-16-2007, 11:45
That is currently an EB wide problem. For some weird reason some of the buildings that exist in a settlement from the start of the campaign are of Western greek culture (the slave faction default culuture). Some buildings as the one in the sweboz capital normally don't have a greek variant and thus no description except the warning should not appear on screen thingy.

Birka Viking
03-20-2007, 12:29
Hi cunctator realy nice work you have done. I wonder if this work will be included in future versions of EB? Or will this only be a mod to EB??
Cheers

cunctator
03-22-2007, 21:28
Yes, you will see probably all of these things in the next major release of EB.

Birka Viking
03-23-2007, 01:47
Ok this sounds realy great thanks:balloon2:

Zim
03-23-2007, 02:04
Just downloaded the mod before starting my Roman campaign last night. Can't wait to see those first cohorts in action, although it'll take me a while to get the Marian reforms.

I know the mod isn't save game compatible. Does that mean all of my old saves should be deleted, or just that the changes made won't apply to them?

Redmeth
03-24-2007, 01:30
I have one thing that worries me, if the Roman generals are recruitable, doesn't that mean that the Roman AI will start to spam them in great numbers? Killing generals is already hard as it is... I mean it's really nice IF you're playing the Romans. Otherwise First cohorts and night battles are a welcome addition

Domitius Ulpianus
03-24-2007, 09:08
I am curious about something...Cunctator you say the AI will go after the settlement where the Eagle is being "kept". How do you make the AI behave like this...the reason I am asking is because I was wondering if the same "mechanism" can be used to somewhat instruct the AI to attack certain places...and counter some of the stupid AI behaviour seen in RTW.


Thanks a lot,....can't wait to finish my current campaing to install your mod.!!

cunctator
03-24-2007, 10:02
I have one thing that worries me, if the Roman generals are recruitable, doesn't that mean that the Roman AI will start to spam them in great numbers? Killing generals is already hard as it is... I mean it's really nice IF you're playing the Romans. Otherwise First cohorts and night battles are a welcome addition

In camillan and polybian eras Roman generals can only be recruited in Roma and it takes 4 turns and a level 5 MIC to build them. Thus the AI could build 4 full sized equites extraordinarii units in the same time as one half sized generals unit. Together with the fact that it seems that most AI units are trained in frontline cities I think this should be enough to prevent Ai from spaming them.

After the marian reforms generals can be recruited in all homeland provinces but then the Romans will have a bigger empire that should balance the enlarged recruitment era, and the AI still can't produce them in the same numbers as ordinary units.

After the augustan reforms things look different, but I doubt the AI will ever manage to reach this stage.




I am curious about something...Cunctator you say the AI will go after the settlement where the Eagle is being "kept". How do you make the AI behave like this...the reason I am asking is because I was wondering if the same "mechanism" can be used to somewhat instruct the AI to attack certain places...and counter some of the stupid AI behaviour seen in RTW.


It's a hardcoded feature, from the vanilla game.

Redmeth
03-24-2007, 12:09
Thanks for the answer, I'm convinced. :2thumbsup:

Andrea69
03-24-2007, 13:35
Hello Cunctator

How about extending this mod to all factions in EB as far as the generals recruiting feature? Every faction should be able to recruit his generals.

KARTLOS
03-29-2007, 14:43
do you need to have bi installed for this mod to work?

L.C.Cinna
04-01-2007, 19:05
do you need to have bi installed for this mod to work?


I'd like to know that as well. Do I need BI or does it work with the normal EB install?

Geoffrey S
04-01-2007, 19:25
It's designed for regular RTW with EB on top.

L.C.Cinna
04-02-2007, 18:06
and if I play 0.81a on BI, do you think it will work?

cunctator
04-06-2007, 09:24
Sorry I couldn't anwer earlier. As Geoffrey said, it does not need BI but is fully compatible with it.

alatar
04-09-2007, 18:10
Just a sugestion, as this is the ultamite rome campian, could you change the dates to reflect this (like it says in the ad/bc thread, you could base it on the founding of rome). I think you would have to change the script file, and the descr_strat file.

Just an idea:yes:

Bovarius
04-14-2007, 01:18
Cunctator, i downloaded and installed your mini-mod. But when i want to start a game it loads but just before i get the mapvieuw, the game shuts down and i return to desktop. I made sure it wasn't because of the map.rwm and even reinstalled it to make sure i didn't make a mistake. But even then it still doesn't work. On the downloading-site someone posted that the file is corrupt, could that be the problem?

kirwan
04-14-2007, 21:22
Hi! I've got the same problem! :help: Where may I get it from?

btw: It sounds excellent!

Now it works. but... when I start playing, everything starts shaking...wird...

cunctator
04-15-2007, 19:27
You can try the alternative download from rapidshare if the TWC file is corrupted.

http://rapidshare.com/files/24613154/fcm1.2a.zip.html

Waht do you mean by everything is shaking?

Blingerman
04-17-2007, 13:25
Hi Does the first cohorts mod change the EBBS_script.txt? as I wanna use the money fix to avoid full stacks after full stacks of german troops?

cunctator
04-18-2007, 16:15
No, EBBS_script.txt is unchanged.

Narhon
04-24-2007, 21:29
most other people seem to to be able to play this Mod but I keep CTD with no error warnings. Does anyone have any suggestions

oops. sorry for the incomplete post.

cunctator
04-25-2007, 14:50
Without any description about the circumstances of your CTD, or even an uploaded savegame it is unlikely that anybody will be able to help you.

Narhon
04-27-2007, 16:55
most other people seem to to be able to play this Mod but I keep CTD with no error warnings. Does anyone have any suggestions

oops. sorry for the incomplete post.
:help:

I have the EB .80 and the .81a patch for some reason I could not get the full install to download. The .81 works fine I installed the First cohort mod and The custom battle works fine but the Campaign CTD as soon as the campaign loading screen is complete. I uninstalled the game several times and the problem still persists. I did try I am looking forward to playing this mod. I did try loading file at a time and the game played fine or crashed before the first screen was up and the message stated something about looking for the (first cohorts) sorry I did not copy the exact message. when I loaded the last few files the export_descr_unit files the game loaded but crashed when the campaign was finished loading. The custom battle worked :wall:

I am looking forward to playing this mod.

Warmaster Horus
04-27-2007, 17:32
Hi! This minimod is great. I just love the First Cohort, despite the fact that I can only use them in custom battles (They'll come soon in my campaign though). I abandonned my Romani Campaign up to 214 to get them, because I just couldn't imagine a Roman Legio without an Eagle and a First Cohort.

I do have one question though: if I disband my first Cohort of Legio I, while having a Legio II, when I recruit another Legio, will it be numbered Legio I or Legio III?

cunctator
04-28-2007, 08:59
@ Narhon: What version of the 0.81a patch do you use? There was a problem with the EB081a-hotfix.exe installer so that the game did not work after installation.

The correct installation order if can't get the 0.81a full install would be:
1. EB v0.80
2. EB v0.80 -> v0.81 patch
3. EB v0.81 -> v0.81a Hotfix, .zip version

You can get the two latter patchs here:
https://www.europabarbarorum.com/downloads_patch.html

If your install is ok, does the campaign game in 0.81a work for you before you install the first cohort mod? From my experience the game usually crashs without warning if any necessary file is missing. Also have you deleted the map.rwm in the "Rome\EB\Data\world\maps\base" directory?

Dropping just single files in the directories instead of the whole mod will inevitably not work since all are needed.


I do have one question though: if I disband my first Cohort of Legio I, while having a Legio II, when I recruit another Legio, will it be numbered Legio I or Legio III?

Should be Legio III.

Narhon
04-28-2007, 15:46
I got the game to work I had a firewall problem and could not install the full install but a friend brought that to my attention. I installed the full install and the hotfix zip and then installed the first cohort. I am currently enjoying the mod. thanks for all your help and for a great mod. so far I give the mod a 9.5 out of ten and that is because I do not believe in perfect 10. one can improve everything someway or other.:idea2:

AngryAngelDD
05-07-2007, 08:37
i played v1.2 as Romani to ca. 144BC....now i got an CTD during the very last moment of the eleutheroi turn.
probably a rebellion ctd in Asia Minor (pergamum) or perhaps eastern africa (aquileia or other city)

so i have a question for this minimod.

is it savegame compatible if i install v1.2a, or even some of the other fixes in the sticky thread for EB?

thx
AA

cunctator
05-07-2007, 20:41
All post 0.81a versions, thus 1.2 and 1.2a should be save game compatible. Also it is always to try it out if old savegames still work. I could continue my campaign from 0.81 into 0.81a even if the latter version is not save game compatible in all cases.

The last additional fix I'am aware of is the Rebel City CTD - Improved Fix (https://forums.totalwar.org/vb/showthread.php?t=81220) which is already included in 1.2a.

If there are other fixes out now they obviously shouldn't replace any files from the minimod. If they do so you can use winmerge to synchronize the files.

AngryAngelDD
05-07-2007, 22:50
k, indeed good news :2thumbsup:
thank you

i´ll try 1.2a first, if this don´t help, i´ll try the other fixes...

AngryAngelDD
05-08-2007, 09:01
:no:

1.
i tried first 1.2a (and deleted map.rwm)

:thumbsdown:
the error still happens, just a little bit earlier (before the eleutheroi turn)


2.
then i tried the "broader ctd fix", the "typo fix", the "EBBS-fix" (and deleted map.rwm)

:thumbsdown:
the error still happens....again at the end of the eleutheroi turn

this makes me :wall:


edit:
i don´t know what the Oasis fix and the Trait file nerf fix are for, so i didn´t apply them.

if you need the save game, i can mail it to you.

AngryAngelDD
05-09-2007, 08:34
so i found the problem, but not the solution

the situation is the same:

now running v1.2a
+ typofix
+ ebbs-fix
+ broader ctd-fix (applied permanently, but that don´t cause the problem)


the game chrashes at the very end of the eleutheroi turn IF the script is activated....

if the script is off, i can get to next season.

so do you think, that i should apply the temporary Trait fix?
or do you have another idea?


for now i´ll try to run the game with Script off to reach the next season and then activate it again.

after-trial-edit: this won´t work...so it crashes just in the next turn :(


so far
AA

MarcusAureliusAntoninus
05-09-2007, 21:11
Any addition, especially one of the CTD Fixes, will cause problems when running a mini-mod. This mod will only work right if you install it on a clean v081a EB.

AngryAngelDD
05-10-2007, 07:15
then i will make a clean EB installation with FC,NB,RRG v1.2a and try again...

Darth Stalin
05-16-2007, 22:43
Three questions:

1. What should be the CORRECT installation queue of EB, fixes and First Cohort mod in order to keep the game free from CTDs? (at least from the most serious ones...) => what should be installed first and in what order should the rest be installed?
2. Is the First Cohort already compatible with the latest v2 Patch?

3. Have You any idea how is the same about Watchman's extension to the First Cohort mod?

@AngryAngelDD:
does the "FC,NB,RRG v1.2a" mean the name of this Cunctator's "First Cohort+Night Battles+Roman Recruitable Generals v1.2a mod" ? I think so, but I'd like to be sure...

cunctator
05-17-2007, 09:09
There is not yet a new version that includes these fix but I am working on it.

Darth Stalin
05-17-2007, 09:52
OK.
So to both Cunctator & Watchman:
1. after Cunctator makes the next version of his FC mod, utilizing the v2 Patch, shall the Watchman upgrade his mod after it is upgraded by Cunctator, or these two mod shall be independent?
I’m asking due to the fact that I’m a little bit confused with the number of mods and mini-mods issued currently to EB...
What is now (before implementation of v2 Patch) is that the Watchman’s mod is based upon Cunctator’s, and it seems – for me, maybe I’m wrong – that one have to install FIRST the Cunctator’s FC mod, THEN to upgrade it with Watchman’s one.

After v2 Patch is implemented, what structure and relationships between these two mods shall be? Shall they be independent ? I.e., one could choose to play either Cunctator’s or Watchman’s mod?
In fact, what is the difference between these two mods except adding some units in Watchman’s? (maybe a stupid question, but...)

@Watchman:
If I understand correctly, to make Your mod being playable under BI engine, should I copy the “imperial_campaign” directory and rename it to “barbarian_invasion”, and then change the shortcut path by adding “-BI” – similar to Thorloff’s RoA? Or does Your mod use the BI just as it is, with only changing the shortcut path?
I’m asking ‘cause I’m not sure if I’m doing everything OK...

And anyway it seems that I have to reinstall my EB again and copy this, keeping one copy of the EB 0.81a clean (with only v2 Patch and CTD fixes and elephant fix) installed, with second one as a basis for either Cunctator’s or Watchman’s mods... with yet another copy for Thorloff’s RoA... as I have non-EB RTW copies used for SPQR and Ancient Empires (with non-alread-installed “clean” RTR PE 1.8, but who knows... maybe I shall install it too...)
I got stuck with the mods for RTW and it seems that I’ll have lot of fun playing them... only the poor M2TW lies aside bought a month ago and not installed...

Watchman
05-17-2007, 16:40
I don't ever recall adding any units you know... just modifying the existing ones a bit.

Anyway, to be honest I don't anymore quite remember what exactly I lifted off cunctator's, so installing that one first would probably be a good idea. Putting my files in afterwards will then simply overwrite whatever's necessary, natch.

Although I assume I could also include the whole thing once the newest version gets released, but dunno what c-man himself would think about that...?

Darth Stalin
05-17-2007, 18:06
Well, Watchman, maybe You and Cunctator should co-operate a little in the next release of Your mini-mods, as they should be upgraded to suit the v2 Patch... so each of You know what the other is doing/changing...

cunctator
05-17-2007, 19:22
Updated to Version 1.3, fully compatible with EB 0.81a V2

Changes in 1.3:
-Includes all permament bugfixes from EB 0.81a V2 as far as they effect files altered by this mod
-Praetorian cohorts charge bonus fixed
-morale bonus of 21 in one pontic temple fixed (now 2)
-added icons for schildtrom and shield wall formations to EB cultural UIs
-It's now (hopefully) easier to get a triumph



Although I assume I could also include the whole thing once the newest version gets released, but dunno what c-man himself would think about that...?

Of course you can include everything you need from my mod.

Darth Stalin
05-17-2007, 21:36
Yeah! That's a great news!
One question:
in Watchman's mod to get it played one must change the shortcut path by adding a "-BI" after the "\RTW". Is that necessary also in Your FC mod?

Watchman
05-17-2007, 21:42
Of course you can include everything you need from my mod.:bow: Muchos gracias.

cunctator
05-18-2007, 09:37
Yeah! That's a great news!
One question:
in Watchman's mod to get it played one must change the shortcut path by adding a "-BI" after the "\RTW". Is that necessary also in Your FC mod?

No it is not necessary, the minimod works with the R:TW 1.5 exe as well, but you can of course play it using BI.

AngryAngelDD
05-20-2007, 09:07
@AngryAngelDD:
does the "FC,NB,RRG v1.2a" mean the name of this Cunctator's "First Cohort+Night Battles+Roman Recruitable Generals v1.2a mod" ? I think so, but I'd like to be sure...




yes, it does.

anyway i didn´t found a solution with this version, so i will try the new V1.3 for EB .81aV2 this week

Shifty_GMH
05-21-2007, 17:58
Cunctator is your mod compatible with the Force Diplomacy mod?

Also, is your mod save-game compatible with v.81a v2?

cunctator
05-21-2007, 19:12
It is fully comaptible with the Force Diplomacy mod.

I was told adding new units (as my mod does) is not save game compatible. I think it's always worth to try but don't expect that it will work if you don't start a new campaign.

Shifty_GMH
05-21-2007, 20:13
It is fully compatible with the Force Diplomacy mod.

I was told adding new units (as my mod does) is not save game compatible. I think it's always worth to try but don't expect that it will work if you don't start a new campaign.


Ok, thanks.

Definitely want to try your mod. Might wait till I start a new campaign though. If I decide not to wait and it works, I will let you know.

Jesus_saves
05-21-2007, 23:11
It is fully comaptible with the Force Diplomacy mod.

I was told adding new units (as my mod does) is not save game compatible. I think it's always worth to try but don't expect that it will work if you don't start a new campaign.

It is. But the traits are :dizzy2:

I Down loaded a romani Campaign form the bugs section and almost every family member had the 'slain by Seleucids' trait

AngryAngelDD
05-24-2007, 22:18
Finally good news for me:

i installed 0.81aV2 + FirstCohorts v1.3 on a fresh BI-Install !

i take my last savegame from 0.81a + FirstCoh v1.2 on RTW1.5....and it works fine!

i didn´t have the CTD anymore..... :2thumbsup:


as far as i understand the 0.81aV2 simply incorporates all of the permanent fixes but didn´t really change anything
same does FCM 1.3

so it is not clear to me, why the game works correct now?!
is it the change to BI1.6 ? (don´t think so)


anyway i´m happy now.....at least till the next CTD occurs :laugh4:


AA

cunctator
05-25-2007, 17:17
Good to hear that it is now orking for you.

Other than a 0.81a + permanent fixes + FCM 1.2 install, the new version also does include the permamanent fixes in the files modified by my mod. This explains probably why it works no.

kemozz
06-29-2007, 06:11
Excellent mod. First cohorts are a must, and night battles are awesome, i have a few questions. are first cohorts only recruitable in roma? and what excatly is the purpose of recruitable generals?

Darth Stalin
06-30-2007, 14:32
Hey, where the "Forced Diplomacy" mod can be downloaded from?

And to Watchman:
when the newest version of Your mod (based upon First Cohort, IIRC) shall be available? (I mean version compatible with the lates EB 0.81a v2)

Starance Quintus
07-13-2007, 00:35
Sorry Janius, it wont be save game compatible as it adds new units to the game. Unfortunately that always ruins compatibility.

I have it installed with my saved game and it works fine with no CTD's apart from when I build new MIC in a conquered region that has prevoius MIC's

Callicles
09-02-2007, 23:26
What if all I want to do is activate the night battles? Is there a simpler way to do just that? Thanks.

TWFanatic
09-07-2007, 22:20
Is it just me or do night battles still look the same? They're no darker at all than before, and no torches are carried.:no:

Patriote
09-09-2007, 20:36
I think the torches were removed on purpose. However, in my case, I don't even have the night battles option. I mean, there is no little box that I can check when the battle screen options pop-ups, anyone could :help: me ??

Darth Stalin
09-16-2007, 12:02
Well, IIRC to fight night battles you have to have a General/Faction Leader being a "Night Fighter"... so if you have an army being commanded by someone who is bnot a "Night Fighter", you cannot fight battles at night...

Patriote
09-17-2007, 01:13
Yeah you're right but normally in BI, if your leading general does not have the night fighting ability, the night battle option box is grayed out and you can't use the option

What I was talking about is the fact that the night battle option box is not there at all, someone has any idea about I could have screw up ?? :shame:

TWFanatic
09-17-2007, 20:24
What I was saying is that nights are no darker than they are in vanilla RTW 1.5 - whether it be in the campaign, custom battle, historical battle, etc. Besides that, I love it.:balloon2:

Theages
09-23-2007, 09:29
There is discrepancy between the discription of the carthaginian unit Misteret Izrahim Tsorim (militia) in the export_units.txt (stating phalanx is possible) and the export_descr_unit.txt, which only allows square as formation and not phalanx.

the same inconsistancy with Dorkim Leebi-Ponnim Mookdamim, Dorkim Leebi-Ponnim Mesoorianim

Kurulham
09-23-2007, 09:43
That's because they use the "classic" phalanx, the non-Makedonian one, which is represented in EB with a normal formation with long spears. Note that the various classic hoplitai have the same setup.

On another note, cunctator, after installing your the mod I ceased to be able to load a new imperial campaign; apparently the changes to descr_strat.txt for night battles did not make William (my computer) happy. Any chance you could let me know (here or via PM, doesn't matter to me - though folks here might want to know too) how exactly you changed things to permit night battles?

Also, have you successfully gotten a triumph under this mod? I was picking through the triggers and I think I found why nobody's been getting triumphs, but your mod doesn't change those values so I might be wrong.

MarcusAureliusAntoninus
09-23-2007, 09:48
cunctator is on a leave of absence so answers may be 'slow'.

I'm pretty sure that this minimod doesn't change the truimph code. I don't think there is even a EDCT in this mod. Hopefully, the triumph will work in then next release.

Kurulham
09-23-2007, 09:52
There is an EDCT; the only changes to the triumph code are an increase in the likelihood of the Senate granting you a triumph once you've already got Prospective Triumphator. Not sure if there are any other changes in the EDCT.

MarcusAureliusAntoninus
09-23-2007, 10:03
Oh yeah, aren't there are traits for losing and eagle and such?

I don't think there are any changes to the Triumph, though. I think this minimod was put together before the error in the Triumph code was known.

figulus
10-09-2007, 19:52
Great mod! Everything seems to be working as said but the one problem i'm having is that the first cohorts (pm) aren't numbered? it says legio and then
blank? anybody had this happen to them?

Figulus.

iamroot
10-11-2007, 14:16
If I don't have BI installed, will the night battles work?

iamroot
10-11-2007, 14:34
I've just installed the mod and it seems to work fine. However, how can I recruit generals?

MarcusAureliusAntoninus
10-11-2007, 18:44
Night battles work in RTWv1.5, but the sheer fact that they exsist makes some other things not work, such as some message screens.

I believe recruitable generals need a L5MIC.

iamroot
10-12-2007, 04:19
Does this mod work with EB 1.0?

MarcusAureliusAntoninus
10-12-2007, 04:21
Does this mod work with EB 1.0?
No.

It will break v1.0.

iamroot
10-12-2007, 06:21
Oh. That's sad. I have yet to install 1.0, are the features in this mod present in EB?

MarcusAureliusAntoninus
10-12-2007, 09:09
Oh. That's sad. I have yet to install 1.0, are the features in this mod present in EB?
Of the three main things this mod does: Recruitable generals are in. Night battles in RTWv1.5 make some other features not work, so night battles were decided against. And the First Cohort is supposed to be in but didn't make it.

iamroot
10-12-2007, 11:32
So I'll be able to recruit generals once I get the level 5 MIC in the vanilla EB game?

Darth Stalin
10-12-2007, 15:29
OK, so is there a chance of getting this mod adaptes for EB 1.0? Especially the first cohort feature?

MarcusAureliusAntoninus
10-12-2007, 19:46
Recruitable generals require Type4 L5RegionalMIC for foreign generals, and something like L4FactionalMIC for your own.

First Cohorts will be in the next release of EB, they were the first thing added to the list of to-do for the next release. They should be in the current version, but didn't make it...

Christianus
10-12-2007, 21:13
Hey Marcus! Is it possible to get to see that "list of to-do"?

MarcusAureliusAntoninus
10-13-2007, 02:27
Sure, here it is:
1- First Cohorts
2- Bug fixes
3- A couple things that didn't make the deadline
4- Awesome new stuff

That's about it.

Watchman
10-13-2007, 11:51
...you're evil, too. :sweatdrop:

Christianus
10-14-2007, 02:39
HAHA!

Intranetusa
10-14-2007, 04:31
...you're evil, too. :sweatdrop:

btw, is Ming the merciless a Caucasian or Mongoloid? Cuz I thought the original creators of Flash Gordon wanted to stereotype East Asians...but then in Sci Fi's new Flash Gordon series, Ming the merciless is a Caucasian with a badly gelled toupe-ish hairstyle.

Geoffrey S
10-14-2007, 10:54
I'm curious, what did the night battles break?

TWFanatic
10-14-2007, 21:07
I've added first cohorts and eagle-bearers to EB 1. They're awesome.:2thumbsup:

MarcusAureliusAntoninus
10-14-2007, 21:17
I'm curious, what did the night battles break?
For one thing, event screens. If you play with this minimod (or citymod) have you noticed when you defeat someone all you get is a black picture?

Zaknafien
10-14-2007, 21:21
TWFanatic, why dont you upload it so others can enjoy?

Geoffrey S
10-14-2007, 21:22
Nope, haven't noticed that, but I haven't been able to play for over half a year now. But that's all, nothing game breaking? If so, personally I wouldn't mind modding the game to include night battles.

Spoofa
10-14-2007, 23:14
heh, night battles arent much, considering you need at least command 4 to get the trait, something I find rare, also it hardly comes in handy.

but it does have its moments...

Admetos
10-14-2007, 23:50
Originally Posted by Zaknafien
TWFanatic, why dont you upload it so others can enjoy?

Yeah, it would be great if you could upload this TWFanatic.

Dan The Great
10-15-2007, 00:22
The night battles aren't as dark as BI. Is there a way to fix it? (i don't have BI so swaping files won't work and i know it from reading AARs)

TWFanatic
10-15-2007, 03:00
I noticed that too.


TWFanatic, why dont you upload it so others can enjoy?
Because I've modified my files in countless other ways in adittion to this. Interesting idea though, maybe I'll upload my "custom EB files" sometime soon.

Mister V
10-15-2007, 21:22
Any info if this is coming for EB1?

MarcusAureliusAntoninus
10-15-2007, 21:33
Any info if this is coming for EB1?
No, it will not be updated for v1.0.
Night battles will not be added to EB and the rest was supposed to be in for v1.0 and will be in v1.1.

bryanlu2001
10-17-2007, 02:44
is this mini mod compatible with EB1.0?

TWFanatic
10-17-2007, 02:49
No.

C.LVCIANVS
10-18-2007, 22:59
No, it will not be updated for v1.0.
Night battles will not be added to EB and the rest was supposed to be in for v1.0 and will be in v1.1.
:2thumbsup:
That's the reason I'm waiting to start my roman campaign until v1.1 .
Thanks to the Gods for Cunctator & Antoninus, I've romanized a lot in v0.8 with this mod. So now I'll unromanize the world until v1.1. For a better romanisation then again.:smash:

Darth Stalin
10-20-2007, 15:17
TWFanatic, could you then paste in here the code responsible for adding First Cohorts and eagle bearers? And where from came the eagle bearers' skins/models?

TWFanatic
10-20-2007, 15:23
1. Soon.
2. SPQR

Barrabas
10-20-2007, 17:07
That would be really appreciated TWFanatic.

MarcusAureliusAntoninus
10-20-2007, 22:37
If you are using models/skins from another mod, make sure you have permission from them before you release something to the public.

TWFanatic
10-21-2007, 01:46
Of course. I asked two days ago...hopefully he'll respond soon.

Darth Stalin
10-21-2007, 15:30
Yep, that would save me time and space for dowlnoading and installing SPQR in order only to find the eagle-carriers and take them out...

TWFanatic
10-24-2007, 21:19
I've finally gotten permission to use the SPQR aquilifers, but I've encountered a new problem...I suck at making unit cards. They currently have a white background, as apposed to the normal textured off white background. Does anyone know how to fix this?

I'll try the scriptorium for tutorials...

Mr Durian
10-25-2007, 02:03
Hey TWFanatic, could you still play a saved game after altering the file?

Admetos
10-25-2007, 02:08
It shouldn't be save-game compatible if it adds new unts, which it does.

TWFanatic
10-25-2007, 02:18
Unless you have praetorian cavalry in your campaign, then it should be save game compatible. This unit was deleted since they are useless anyways (highly bugged).

Nevertheless, I will include an "uninstallation," which really just installs all the vanilla 1.0 files again, replacing the modded ones. So you don't even need to worry about backing up.

Mr Durian
10-25-2007, 03:41
ok guys I installed the mod but I can't play the campaign. When I click on the campaign button I get this error pop up message saying please select from the list. and then when I exit the game I get the message
https://img484.imageshack.us/img484/1712/erroria1.th.jpg (https://img484.imageshack.us/my.php?image=erroria1.jpg)

I've installed in on v.081a and deleted the map.rmw file. I dont know what I'm doing wrong

MarcusAureliusAntoninus
10-25-2007, 04:18
ok guys I installed the mod but I can't play the campaign. When I click on the campaign button I get this error pop up message saying please select from the list. and then when I exit the game I get the message
https://img484.imageshack.us/img484/1712/erroria1.th.jpg (https://img484.imageshack.us/my.php?image=erroria1.jpg)

I've installed in on v.081a and deleted the map.rmw file. I dont know what I'm doing wrong
You should probably upgrade to EB v1.0, v0.8x is outdated...

Mr Durian
10-25-2007, 04:19
You should probably upgrade to EB v1.0, v0.8x is outdated...


but the mod doesn't work for v1.0?

MarcusAureliusAntoninus
10-25-2007, 04:22
but the mod doesn't work for v1.0?
Well, recruitable generals are in, night battles are bugged, and TWFanatic is making a First Cohort mod for v1.0, so there is no reason to not upgrage.

Barrabas
10-26-2007, 14:43
Unless you have praetorian cavalry in your campaign, then it should be save game compatible. This unit was deleted since they are useless anyways (highly bugged).

Nevertheless, I will include an "uninstallation," which really just installs all the vanilla 1.0 files again, replacing the modded ones. So you don't even need to worry about backing up.
Excellent news!
Thanks a lot for doing this, I look forward to use them when I eventually reach the Marian reforms.