Re: DarthMod 6.8 Unleashed!
A bump for the most amazing mod I played for Rtw so far.
Re: DarthMod 6.8 Unleashed!
Preparing patch...will contain:
-New map (vanilla with different distribution of lands and different campaign AI)Same as DarthMod 5.0 if some remember.
-Formations with bridge tactics enhanced(The only thing that I have not altered in first formations of DM6.8 and to my eyes seems idiotic so I modded it.
-Compatibility with music mods (lite music mod for example)
-Included gladiators for slave uprisings
-I want to include also land bridges in vanilla map. Can someone provide to me ready working files for land bridges connecting sicely-italy, iberian peninsula-africa,rhodes-asia,england-flanders, Cyprus-asia-arabia or any other ideas?
Re: DarthMod 6.8 Unleashed!
Amazing as always Lord Vader.
Re: DarthMod 6.8 Unleashed!
Good work Darth, will give this a try...
~:cheers:
DarthMod 6.9 Released(obsolete)
New patch 6.9 Released
Download here:
http://files.filefront.com/Darth_Mod.../fileinfo.html
and read info at edited first post
Also a small bug fix available check link above
Quick_Darth_Gameplay_Patch!(Test it to use it for 7.0)
Here is a small but valuable addition to your 6.9 DarthMod.
Download it!!!!
Its main purpose is to enhance the gameplay experience of your DarthMod and also by the feedback you will give you will contribute to the release of a perfect DarthMod according to your needs.
how to install?
-Have a clean DarthMod_6.9 installed as per instructions
-Unzip
-Open the file "Quick_Darth_Patch" and copy the whole content to \Activision\Rome - Total War
(And not \Activision\Rome - Total War\Data=wrong)
Contents:
-Included much modding of hoplite/phalanx/spear units for better and more realistic usage of them.
-Fixed some minor issues of AI formations for Romans-Macedon
-Changed the map distribution again to create even better gameplay and more powerful Carthage.(To improve this I should have also imported some
starting ports for Carthage and ships but test it as it is now to tell me)
-Made secondary protective formation for all units according to their role.
For example the melee-phalanx units will be more coherent (like shieldwall) and missile units will spread as usually. To activate it you must toggle the known button of loose/tight formation.(For phalanxes you must first unphalanx and then activate it to re-phalanx.)
This does not apply only to human bcs as I think it has to do with an internal formation used when units go at melee. When they do this they use the spaces scripted for them to use when at loose formation. So then when they actually are in contact with enemy they are more coherent and
protected even if they are not in a special formation.)
This has to be proved and tested by you bcs it may be my false opinion.
-Include the small CTD-Scythia Fix
-Include improved Vassal_Beta3 (to use it first apply this small patch and then copy the content of the file "BETA_VASSAL3" with the same method as I advise above.You will witness super and new challenge by playing campaign VH to overpass the passiveness and for test play first with greek_cities
as it is a guaranteed challenge.(Then tell me for others)
That's it. I am counting on you and also hope you enjoy it!
Darth Vader
-PS. You will lose your save games (Do not use them after install) but it is worth the effort believe me
Re: DarthMod 6.8 Unleashed!
Darth,
You've been asking for feedback so here's mine-I think that the mod is excellent. The formations and the adjustments you've made to factions' startpos has made the game much more challenging. The battles seem to last much longer too!...even when you have a mega star general. Playing as Julii the Gauls are actually tough! You have to be very careful with General's Bodygaurd units which I think is good and more historical. They can get chewed up quickly if you just throw them into a melee and don't keep an eye on them. All in all I think that the mod makes the AI behave more intelligently and the game's more of a challenge. Keep the Senate in any future mod! The lack of the Senate and the challenge it presents kind of turned me off of RTR.
One problem! (kind of a big one). I don't know whether it's due to the mod itself or not (very well might not be), but when I try to break a siege the game freezes. Have to shut the computer down and restart. Doesn't happen if I'm assaulting a city, only when I'm trying to break out and the troops are exiting the fortifications. I don't recall that ever having happened with vanilla so I thought I'd mention it. I can't finish a campaign!...and I'm actually enjoying them with your mod.
Anyway, I think you've done a really great job- Thanks!
Re: DarthMod 6.8 Unleashed!
I am kappy you enjoy the mod :). Indeed a lot of work is done to enhance the gameplay.I hope you play with my latest quick patch which enhances even more.
As for the problem you mention maybe it is solved with my updated DarthFormations 10.8 standalone version.
Otherwise I cannot think what could it be but only if you tell me that by sallying you have also siege weapons?
These cannot get out and so it also happened in vanilla sometimes.(to me)
Also I hope you have not made customizations of the mod bcs then a lot could happen.(Even if you add a texture for a unit can cause a ctd if you neglect smthg). If you had done customization which files were modded?
Re: DarthMod 6.8 Unleashed!
Darth,
I tried your Vassal mod. The Scipii (as per your post) were immediately outlawed but as I was sitting around minding my own business (as Julii) I somehow was accused of starting a civil war! When I tried attacking the "unnaturally hairy" Gauls I was told that I didn't have enough popular support...hmm. That can ruin a would be conquerers day. Any suggestions??
Too bad because I love the concept. I even like the fact that one Roman faction's outlawed from the git-go. Always thought that 3 were too many.
Thanks
Re: DarthMod 6.8 Unleashed!
updated. DarthMod_7.0 ready.
The org should support more I think
Re: DarthMod 6.8 Unleashed!
Re: DarthMod 6.8 Unleashed!
Quote:
Originally Posted by Epistolary Richard
Updated thread title.
Tks! I needed that.
Re: DarthMod 6.8 Unleashed!
I've been having some fun recently with Darthmod actually - I do recommend it. I'll post some pictures when I get a chance.
DARTHMOD_fix_V1.0 updated 15/5/2006
DARTHMOD_fix_V1.0 updated 15/5/2006
This is mostly a gameplay fix provided to DarthMod fans by hearing various requests of playtesters either here in this forum either privately in PM.
So what it includes:
-A really new balance in unit stats that affects mostly elephants and phalanxes.
The elephants will be better balanced (Powerful but vulnerable to skirmishers and mass of phalanx). This was not so clear in Very Hard
battle settings due to the various bonuses given in this occasion.
The phalanxes are now more difficult to break when in cohesion and removed the occasional tossing effect (although sometimes it exists
very rarely but cannot do more in this). Generally will not be too much powerful but more lasting in holding their position.
-Improved the greek-theban formation AI. I have found some flaws which were corrected and also now it is more correctly deployed by
the AI. Previously many times AI started deploying greeks correctly but then made a lot of divides which is not the greek-theban idea.
-Vitally I have concluded in something very unique to Total War AI procedure. "The campaign AI is linked to the battlefield AI".
For example if we choose in desc_strat.txt file an AI faction setting, it affects how the AI will behave also in the battlefield instead of
only the campaign map. This is not proven yet, and it is stated here for all to test differences in battle AI in factions of "greek_cities",
"Macedon", "Seleucid" prior to this darth-fix. I have for example realized that the "balanced smith" AI is the best choice to give for a
heavy phalanx based faction. "Balanced napoleon" is a very good setting for mix of phalanx-powerful cavalry". Other variations give
different AI settings. For example give to greek_cities a "caesar" AI and will try to maneuver and divide his forces too much for the
capability of their phalanxes. I would like very much the testing of this from hard core play-testers or modders to give me light if this is
finally truth!
-Contains also the BI fix that fixes ctds in campaign map.
To install it, unzip it and copy the folder to your Rome - Total War folder (DarthMod_7.5 installation) with the same file structure as provided inside. (Or simply copy the Rome - Total War folder inside to replace your original.
The fix will be progressively updated here as you will mention your comments and provide more solutions to be used for upcoming DarthMod_8.0 Dark Edition
It is recommended to be downloaded immediatelly as it generally fixes and enhances DarthMod even more.