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Thread: Problem Factions/Rebels... A Solution??

  1. #31
    Member Member Lord President of Gallifrey's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    The scripted armies idea for people like Spartacus would be a good idea, but for the migration of tribes maybe we could implement the Horde system from Barbarian Invasion.

  2. #32

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Flanker View Post
    The scripted armies idea for people like Spartacus would be a good idea, but for the migration of tribes maybe we could implement the Horde system from Barbarian Invasion.
    Every horde is a normal faction, and uses a normal faction slot. There are just 20 (+1 for rebels) and they are all already used.

  3. #33
    Member Member Lord President of Gallifrey's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Every horde is a normal faction, and uses a normal faction slot. There are just 20 (+1 for rebels) and they are all already used.
    I'm not sure why the horde ability would use a faction slot

    But if a modder says it won't work, then it won't

    Is there a limit to the amount of scripted armies?

  4. #34

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Flanker View Post
    I'm not sure why the horde ability would use a faction slot

    But if a modder says it won't work, then it won't

    Is there a limit to the amount of scripted armies?
    Well, I interpreted it as if you want to add a new faction as a horde. Sorry. But I am not sure If you can make the horde ability in rtw. I´ll look into that tomorow.
    And no, there is no limit to scripted armys. Within reason, of course. If you would spawn full stacks all over the place at the same time, the game could get a bit laggy (and the turn very long)

  5. #35
    Member Member Lord President of Gallifrey's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Well, I interpreted it as if you want to add a new faction as a horde. Sorry. But I am not sure If you can make the horde ability in rtw. I´ll look into that tomorow.
    And no, there is no limit to scripted armys. Within reason, of course. If you would spawn full stacks all over the place at the same time, the game could get a bit laggy (and the turn very long)
    No prob.

    Maybe we should compile a list of armies we should recreate with scripting/hording.

  6. #36

    Default Re: Problem Factions/Rebels... A Solution??

    i like that idea

  7. #37
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    You can make hordes in RTW if you run the game with the BI.exe ... Then we can also have legions being randomly named with the legionary_name attribute and we can have Shield Wall for barbarians !
    Last edited by Macedon1an; 08-16-2011 at 12:13.

  8. #38

    Default Re: Problem Factions/Rebels... A Solution??

    but how do we run it with bi exe?

  9. #39
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    If we make the mod modfoldered we can start it trough the Bi exe with the -mod: switchline.

  10. #40

    Default Re: Problem Factions/Rebels... A Solution??

    well all of my work is based on a copy of rtw exe.. last time i modfoldered the whole mod got screwy

  11. #41
    Member Member Skull's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by ahowl11 View Post
    well all of my work is based on a copy of rtw exe.. last time i modfoldered the whole mod got screwy
    So...total convension???
    When the camel {S}thinks,it is time to leave the oassis!

  12. #42
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Then we will add this switchline at the end of a BI shortcut : -mod:Data (worked for me).

  13. #43

    Default Re: Problem Factions/Rebels... A Solution??

    we can try it!

  14. #44
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    So... I ran RTW with the BI exe using -mod:Data and made named legions and shieldwall
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    But custom battles and quick battles don't work and I can't start a campaign with the Senate...So that is a big problem...

    Fortunately, I found out that named legions are possible in RTW without BI.exe

  15. #45
    Member Member Skull's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Macedon1an View Post
    Fortunately, I found out that named legions are possible in RTW without BI.exe
    How?:D
    Last edited by Skull; 08-17-2011 at 14:48.
    When the camel {S}thinks,it is time to leave the oassis!

  16. #46
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Skull View Post
    How?:D
    Here is the tutorial: Part 1 and Part 2

  17. #47

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Macedon1an View Post
    Here is the tutorial: Part 1 and Part 2
    I have BI, but never played it, so I have to ask:
    What makes the difference to have a named legion? That you just can recruit them in 1 Settlement - for example, Legio 6 in Segesta? That would throw the vanilla balancing completely away - Vanilla is balanced for 4 roman factions; rather bad, as Romans always take the maps quickly, but still. Having one Roman faction, which has recruitment limitations, Is just the other extreme - Rome would be wiped out like it is nothing.

  18. #48
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    I have BI, but never played it, so I have to ask:
    What makes the difference to have a named legion? That you just can recruit them in 1 Settlement - for example, Legio 6 in Segesta? That would throw the vanilla balancing completely away - Vanilla is balanced for 4 roman factions; rather bad, as Romans always take the maps quickly, but still. Having one Roman faction, which has recruitment limitations, Is just the other extreme - Rome would be wiped out like it is nothing.
    The difference in a named legion and a standard legion is....the name... Its the same unit in Britania and in Italy , no different stats, just gives it a name based on where it is recruited like Legio V Britanica or Legio III Italica

  19. #49

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Macedon1an View Post
    The difference in a named legion and a standard legion is....the name... Its the same unit in Britania and in Italy , no different stats, just gives it a name based on where it is recruited like Legio V Britanica or Legio III Italica
    Ah. The Tutorial didn´t want to load, but I´ve looked at it now. The only mod I played with named legions till now made for every Legion another Unit, so you couldn´t recruit/retrain them in any other settlement. Can you do retrain those Legions in other settlements?

  20. #50
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Can you do retrain those Legions in other settlements?
    Yes... We just need to make Legionary first cohort recruitable in every settlement not just Rome.

  21. #51

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Macedon1an View Post
    Yes... We just need to make Legionary first cohort recruitable in every settlement not just Rome.
    Is this a first cohort only feature?

  22. #52
    Member Member Skull's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Macedon1an View Post
    Yes... We just need to make Legionary first cohort recruitable in every settlement not just Rome.
    No.
    I say just in some realy important regions,like Brittania,Germania Superior,Athens,every region in italy,Charthage...

    Alos thanks for the tutorial,I realy appriciate it

    Quote Originally Posted by Magneto View Post
    Is this a first cohort only feature?
    Nope.
    You can have this legions features given to barbarian pesents if you whant....
    Quote Originally Posted by Magneto View Post
    I have BI, but never played it
    Why?It's awsome
    Last edited by Skull; 08-17-2011 at 15:48.
    When the camel {S}thinks,it is time to leave the oassis!

  23. #53
    Member Member Macedon1an's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Is this a first cohort only feature?
    No. You can add this to every unit in the game, but its best used on first cohorts.
    Quote Originally Posted by Skull View Post
    No.
    I say just in some realy important regions,like Brittania,Germania Superior,Athens,every region in italy,Charthage...
    Agree!

  24. #54

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Skull View Post
    No.
    I say just in some realy important regions,like Brittania,Germania Superior,Athens,every region in italy,Charthage...

    Alos thanks for the tutorial,I realy appriciate it


    Nope.
    You can have this legions features given to barbarian pesents if you whant....

    Why?It's awsome
    Well, I have it for 2 days and this 2 days I was occupied with HRTW.

    But now I understand how it works. How is it displayed ingame?

  25. #55
    Member Member Skull's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Well, I have it for 2 days and this 2 days I was occupied with HRTW.

    But now I understand how it works. How is it displayed ingame?
    Okay...

    See,when you recrute a unit with named legion attribute,the unit will be named by the name of the "Legion" entery in descr regions,for example,if you reicrut a firts cohort in rome,it will be caled Legio {Legion enetery} I.
    If you reicrute another first cohort,it will be called Legio {Legion entery} II,Next one III,next IV and so on...

    Also,when you get time to play BI,play as Saxons,AXES RULE
    When the camel {S}thinks,it is time to leave the oassis!

  26. #56

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Skull View Post
    Okay...

    See,when you recrute a unit with named legion attribute,the unit will be named by the name of the "Legion" entery in descr regions,for example,if you reicrut a firts cohort in rome,it will be caled Legio {Legion enetery} I.
    If you reicrute another first cohort,it will be called Legio {Legion entery} II,Next one III,next IV and so on...

    Also,when you get time to play BI,play as Saxons,AXES RULE
    Ok. So, if I recruit a first cohort in Rome, and have it the whole rest of the game stay in Londinium, and retrain it there, its still the Rome Legion? Sounds very logical.

  27. #57
    Member Member Skull's Avatar
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    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by Magneto View Post
    Ok. So, if I recruit a first cohort in Rome, and have it the whole rest of the game stay in Londinium, and retrain it there, its still the Rome Legion? Sounds very logical.
    I don't know.
    I don't play with Rome in BI.
    When the camel {S}thinks,it is time to leave the oassis!

  28. #58

    Default Re: Problem Factions/Rebels... A Solution??

    i like running the mod on the bi exe... i like all the features of bi.. also it doesnt take anything away from rtw exe does it? like phalanxes and testudo?

  29. #59

    Default Re: Problem Factions/Rebels... A Solution??

    Quote Originally Posted by ahowl11 View Post
    i like running the mod on the bi exe... i like all the features of bi.. also it doesnt take anything away from rtw exe does it? like phalanxes and testudo?
    I´m pretty sure that not. However, if we make it running on bi exe, we should make it that way that it is running on rtw with Optional running on bi exe.

  30. #60

    Default Re: Problem Factions/Rebels... A Solution??

    explain?

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