Page 6 of 12 FirstFirst ... 2345678910 ... LastLast
Results 151 to 180 of 352

Thread: City Mod

  1. #151
    Megas Alexandros's heir Member Spoofa's Avatar
    Join Date
    Aug 2006
    Posts
    695

    Default Re: City Mod

    oh NOES!


    The capital of the world now cannot grow to huge!


    this is bad news indeed.


    the citizens shall weep throughout the night for this blasphemy!


  2. #152
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod



    If you want, you can go to the descr_regions.txt and add the 'huge' hidden resource the Pella, delete the map.rwm, and have the changes midcampaign.


  3. #153
    Megas Alexandros's heir Member Spoofa's Avatar
    Join Date
    Aug 2006
    Posts
    695

    Default Re: City Mod

    oh cool, maybe they wont be weeping tonight after all.

  4. #154

    Default Re: City Mod

    Hey, i downloaded tyour mod to use for MP, and uninstalled it, but my Getic Cities are still limited, and not only that, they limit what i can build and recruit that is alrerady in EB 1.0... which fuckin sucks so i want to know how to permenantly remove your mod, so ic an recruit my good troops and build the huge temples, as it is in regular EB 1.0

  5. #155
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Quote Originally Posted by Gaius marcus
    Hey, i downloaded tyour mod to use for MP, and uninstalled it, but my Getic Cities are still limited, and not only that, they limit what i can build and recruit that is alrerady in EB 1.0... which fuckin sucks so i want to know how to permenantly remove your mod, so ic an recruit my good troops and build the huge temples, as it is in regular EB 1.0
    There shouldn't be any recruitment restrictions...

    There is no uninstaller. If you want to remove it, you'll have to delete all of EB and reinstall. To make it easier, you could just extract the original EB folder for the installer using 7-zip and save it over your pre-exsisting version of EB (avoiding all of the uninstall/reinstall of the installer exe).

    EDIT: Oh yeah, if you do that and install the original over a folder with this mod in it, make sure to delete the map.rwm after doing everything.
    Last edited by MarcusAureliusAntoninus; 11-22-2007 at 21:04.


  6. #156
    Member Member Dumbass's Avatar
    Join Date
    Sep 2006
    Location
    Incognito
    Posts
    387

    Default Re: City Mod

    I don't think it's savegame compatible, so if you started your game with city mod, then revert back to the original file, the city mod resources file will still be active in your campaign. City mod does not limit what units can be created, and most buildings can be built in large cities.

    And from what I can tell from your tone, don't blame your ignorance on the mod creator, he's put a lot of hard work in, and if it fucking sucks, think before downloading a mod next time.

  7. #157

    Default Re: City Mod

    I love the mod, but I have one question/request. Is it possible for this mod to be made compatable with CirdanDharix's EB tweaks mod? If so, could you do it? Thanks!

  8. #158
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Quote Originally Posted by icydawgfish
    I love the mod, but I have one question/request. Is it possible for this mod to be made compatable with CirdanDharix's EB tweaks mod? If so, could you do it? Thanks!
    What all does that change? I thought that was mostly unit changes, which shouldn't conflict...


  9. #159

    Default Re: City Mod

    I'll post a link. https://forums.totalwar.org/vb/showthread.php?t=94823

    He said it was incompatable with your mod because he edited the same filees as you did. But correct me if I'm wrong, but didn't you just add the city size hidden resources? If this could be verified as compatable, or made compatable, that would rock my socks off.

  10. #160
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    I changed the descr_regions.txt (designating what town gets what size) and the export_descr_buildings.txt (restricting palace construction and changing a dozen or so bonuses on random structures), that is all.


  11. #161
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Smile Re: City Mod

    Marcus, my friend, I saw City Mod script's I really liked it.. but why do we need map.rwm?

    Also, I wanted to ask, could it work to make the script like this:

    Attike
    Athenai
    greek_cities
    Athenaioi
    58 177 106
    lead, silver, iron, olive_oil, bigport, tradeport, variantgr, SW, C, y1, y2, n4, y8, city, large, huge, italy, royal_barracks
    5
    2
    and in exp_b_txt

    }
    royal_barracks_A1 requires factions { seleucid, } and building_present_min_level government gov1 and building_present_min_level hinterland_reforms1 romani1 and not building_present_min_level hinterland_reforms1 romani2 and
    {
    capability
    {
    law_bonus 2
    trade_base_income_bonus bonus 2
    recruit "roman missile accensi" 0 requires factions { seleucid, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8 and hidden_resource royal_barracks

    so that shoul also work??

    Also, can you pleas upload some screen's of C_map? I would relly like to see what is happening?

    thank you
    “Give me a place to stand and with a lever I will move the whole world.”

  12. #162
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    It has a map.rwm because I made changes to the descr_regions. The mod will not work unless you have a map.rwm generated with the new descr_regions.txt, so I added a map.rwm just in case somebody would forget to delete their own before running the minimod.

    If you added a hidden_resource with the name "royal_barracks" and then required it for recruitment, it could work just like any other HR. I don't know why you would name the HR as such, though that doesn't matter. (Don't forget to add any new HRs to the list at the very top of the EDB.)

    The campaign map looks just like any other v1.0 game except certain cities cannot get beyond certain sizes. I personally don't have a game on this minimod in v1.0 so I can't post any screenshots.


  13. #163
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    It has a map.rwm because I made changes to the descr_regions. The mod will not work unless you have a map.rwm generated with the new descr_regions.txt, so I added a map.rwm just in case somebody would forget to delete their own before running the minimod.

    If you added a hidden_resource with the name "royal_barracks" and then required it for recruitment, it could work just like any other HR. I don't know why you would name the HR as such, though that doesn't matter. (Don't forget to add any new HRs to the list at the very top of the EDB.)

    The campaign map looks just like any other v1.0 game except certain cities cannot get beyond certain sizes. I personally don't have a game on this minimod in v1.0 so I can't post any screenshots.

    I have tested this It works just fine.. I have screen's in EB Alex thread

    https://forums.totalwar.org/vb/showt...t=96135&page=2

    It's just that there are endless options here..

    But the thing's I added are there just because AI on Alexander is retraining all the time.. so, No body want's to go to Asia Minor Or Greece or Italy and then face endless Army and Royal barrack's in EVERY single town - that is by my opinion (with all respect) one of the weaker stand's of EB, I relly never happend that AS has Royal Barrack's in All cities that are ALL large or huge

    That is why I am trying to mod here..

    Do, the officiall EB ALEX team mod will be out for EB 1.1
    “Give me a place to stand and with a lever I will move the whole world.”

  14. #164
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Remember that there is a cap on HRs, though. 64, IIRC.


  15. #165
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Smile Re: City Mod

    Can you please specify what do you mean by that - I think I know, but just in case..

    Thank's
    “Give me a place to stand and with a lever I will move the whole world.”

  16. #166
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Like nearly everything in RTW, there is a hardcoded maximum number of hidden resources allowed in the game engine. The maximun number of hidden resources for RTW is 64, #65+ will be ignored by the engine.


  17. #167
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Smile Re: City Mod

    Oh.. I see....

    Well, maybe Alex support's more

    What is the current number? or planned for EB 1.1 64?

    And thank you for the Alex thread
    “Give me a place to stand and with a lever I will move the whole world.”

  18. #168
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    RTW has a cap of 64, so does BI and M2TW, so it would suprise me if they raised the amount just to lower it again with the next release. I think there are only about 20-30 RHs in EB (they are all listed at the top of the EDB) and not many more are planned, maybe a couple.


  19. #169
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Talking Re: City Mod

    Marcus? Did you ever tough to 'advance' in the city mod development - as..do you can see what I mean in the Alex-mod thread- but in a wider sence.. like hidden_resource's for Cities would also apply for barrack's and big port's and wall's and Academic's building's and aqueduct's for example?

    Or you don't have that much time to mod?
    “Give me a place to stand and with a lever I will move the whole world.”

  20. #170
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    I've thought about restricting things further, and for that purpose I've moved the city levels at which certain buildings can be built. But I don't really want to force everything to only one way things can develop. What was built where would change greatly based on who wins what wars. I just made this mod so that not everything is everywhere.


  21. #171
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Udated the mod. Just a small change to integrate the Pahlav fix. Since it is a simple edit, it is save-game compatible. Post here if anything goes wrong...


  22. #172

    Default Re: City Mod

    Cheers Marcus!
    Only a few seek liberty; the majority seek nothing more than fair masters - Sallust

    A lie told often enough becomes truth - Vladimir Lenin

  23. #173

    Default Re: City Mod

    Does this version contain the changes in export_descr_buildings.txt of the latest rebellion fix?

  24. #174
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Quote Originally Posted by Seyduna
    Does this version contain the changes in export_descr_buildings.txt of the latest rebellion fix?
    No, I haven't updated it to include that. Though, there isn't a huge chance of encountering that kind of bug. (That crash only happens when a town doesn't have a MIC [or its damaged] and the governor's house is damaged as well.)


  25. #175

    Default Re: City Mod

    although it doesnt ctd in game, i get this message upon quitting the game:

    script error in eb/data/world/maps/base/descr_regions.txt at line 23, column 67. unrecognised 'city' as a region resource class (or hidden resource)

    i'm running twfanatics first cohort mod with this (including the fix so as to use city mod with it). and also, alexander with eb mod (not the new betas, but the original)

  26. #176
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Your minimods are conflicting. This message means that the City Mod EDB is not the one being used, and the City Mod is currently having no effect on your game other than giving you error messages..


  27. #177

    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    Your minimods are conflicting. This message means that the City Mod EDB is not the one being used, and the City Mod is currently having no effect on your game other than giving you error messages..
    so alx.exe is the probably the problem, right? twfanatics mod is supposed to support yours so that only leaves alx.exe. if its not having any effect, i might as well leave it as it is rather than reinstall everything.

    on second thought, perhaps i should uninstall city mod. the only thing i need is eb's descr_region.txt file. twfanatics first cohort mod has a working export_descr_buildings.txt file. can i anybody send me their original descr_region.txt file?
    Last edited by Danzifuge; 03-08-2008 at 22:05.

  28. #178
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Default Re: City Mod

    I have integrated ALXEB City mod version (do in ALXEB mod it allows that about 30% of regions have large or huge capability and 10% huge or so..)

    All capitals and some strategic areas can be huge now. And many many cities can be large.. other can all be huge
    “Give me a place to stand and with a lever I will move the whole world.”

  29. #179

    Default Re: City Mod

    Has this been implemented into EBv1.1? If not, is it compatable?
    Only a few seek liberty; the majority seek nothing more than fair masters - Sallust

    A lie told often enough becomes truth - Vladimir Lenin

  30. #180
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    It is not part of v1.1, and the current version is not compatible with v1.1.

    I wanted to make sure my files were 100% the same as v1.1, so I downloaded v1.1 and just got it installed. I'll try to make a new version that is compatible with v1.1 within the next couple days.


Page 6 of 12 FirstFirst ... 2345678910 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO