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V.T. Marvin
04-16-2008, 21:24
Historically, a victory in big battle brought, besides its tactical or strategic effect, also a substantial financial gain for the victor. The fallen enemies could be stripped off armour and weapons, the camp with supply train and sometimes even war-chest of the defeated enemy could be captured...

This humble mirco-mod tries to simulate that within the limitations of the RTW engine. Basically, after a large battle (say, more than 1200 soldiers on the loser´s side) the victor gains a trait saying that enemy camp (and even treasury if the battle was really huge, like a full stack on the loser´s side) was captured and the faction is than rewarded with some money (1000,- or 3000,- mnai) next turn. Depending on the general´s personality, there is some probability that he might get some other traits, some permanent, but most only temporary. He might even use the captured enemy supplies to enhance his own supply situation...

NOTE: This mod is NOT save-game compatible, you will have to start a new campaign!!!

Download here: http://www.axifile.com?1582291

or here:http://www.megaupload.com/?d=1MXQTTOC

or here:http://rapidshare.com/files/123878509/SoV_v14-for_EB11.rar.html

or here: http://uploaded.to/?id=ne0dne

Installation:
1.Backup the files
- ...EB\Data\ export_descr_character_traits.txt
- ...EB\Data\ export_descr_VnVs_enums.txt
- ...EB\Data\text\ export_VnVs.txt
- ...EB\Data\script\show_me\EBBS_SCRIPT.TXT

2.Unpack the archive into your ....EB\Data folder
3.You will be asked whether you want to overwrite the above-mentioned files – select “YES”
4. Download the UnitSize fix from the EB FTP (ftp://europabarbarorum.org/unitsize.zip) and unpack it into <RTW directory>/EB/data.

ReadMe file for further details included!

Have fun!

And let me know if something is not working as it should. Namely, from the secont turn on, ALL your generals should have a trait indicating on what unit-size setting you are playing (Small/Normal/Large/Huge). If it does not correspond to your actual setting, please let me or bovi know (via PM) about that, so that we can get it right. Thanks.

Hooahguy
04-16-2008, 22:55
YAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Khazar_Dahvos
04-17-2008, 02:29
time to pry gold and silver teeth from enemy jaws!!!!:bling:

belliger
04-17-2008, 10:39
good! :2thumbsup:
tis is absolutely an overdued mod for EB ; as far as EB inventors still keep the aim to make this WONDERFUL game an attempt to be an historical ... documentary/exploration/ so on.
there is a book by V.D. Hanson : ' ripples of battle ' :book: where he analyzes, among others, the battle of Delio, between athenians and boeotians. and a large part of that chapter is about the economic gains and commodities obtained by the boeotian with the spoils of just that single battle. it is nearly umbelievable.
so, welcome to this good improving of the realityness.

a small suggestion (maybe there is already) :idea2: :
when a faction is destroyed, could be appropriate that the winner gets in his treasury something like the 'crown's treasury' of the destroyed faction.
those kings and royal families had always large amounts of gold and riches not available for the state, and just for personal commodities.
what do you modders think about it?
cheers
belliger

V.T. Marvin
04-17-2008, 11:27
a small suggestion (maybe there is already) :idea2: :
when a faction is destroyed, could be appropriate that the winner gets in his treasury something like the 'crown's treasury' of the destroyed faction.
those kings and royal families had always large amounts of gold and riches not available for the state, and just for personal commodities.
what do you modders think about it?
belliger
It is a very good idea and it would be nice to implement that, but I am afraid that there is no chance how to connect the event that a faction was destroyed with by whom it was destroyed in the traits/script .txt files. There is a rather limited sets of triggers that could be used for modding purposes in the RTW engine and I currently see no way how to do that...:wall: If someone invent a workaround, it would be awesome!!!:yes:

belliger
04-17-2008, 15:38
'xcuse me, for inexperience.
1) i pressed for the connection to download your minimod ('Spoils of Victory - a micro-mod for EB 1.1').
2) it redirects me to this 'LogMeIn' site. after few strange links/tries/offers and so on... now i got this sort of'authorization' to download your file. But:
it gives me the following request: 'Enter your file ID for download'
what is this file ID?
what/where/how should i act?

belliger
04-17-2008, 15:41
sorry man to disturb you.
i just did and fixed, don't need to reply to my former question/post.

tahnk you again

mucky305
04-17-2008, 16:04
Roma Surrectum (another RTW mod) includes a treasury building within the capitals. This building can be destroyed to yield treasure for the conqueror or the owning faction (with significant consequences).

Darth Stalin
04-17-2008, 16:53
Now I've just to merge SoV with ALX files (trait file I suppose), then make some of my own changes to EBBS script and traits... some changes of buildings and units... and then - start again Romani campaign!

Now I know what to change in my starting steps of Romani... and my empire will inevitably grow quite nice, with heavily experienced forces...

belliger
04-17-2008, 17:10
we all wait for your mod!

Darth Stalin
04-17-2008, 17:23
Heh, as soon as I finish it, it will be uploaded to be used - though I'm not sure whether do it as a merge with ALX files or release just my files to be installed OVER ALX files.
It will also contain Phalanx mod too, as I think the TWFanatic's work is also awesome!

Yet, it will need merging, testing and modding, and due to my restricte time, it may take a few weeks of activity.

Sarkiss
04-17-2008, 21:08
Marvin, first of all congratulations and thank you for this masterpiece!
a quick question. is SoV working for all the factions are is it only selected few atm?
thanks again:thumbsup: :thumbsup:

V.T. Marvin
04-17-2008, 21:36
It should work for all factions :yes: - I have fixed the "CAMPAIGN_SCRIPT.txt" myself and checked it for all factions (on "Huge" settings, but it should work for the others as well). There should be no more problems, hopefully! Currently I am playing my fist EB 1.1. campaign while using this mod (and few others and BI.exe) and so far it I have not met any troubles at all - but it still too soon to be absolutely certain. Try and see! :clown:

belliger
04-19-2008, 13:17
hi vibius.
i downloaded your minimod on my EB.
but i cannot see if it works.
i mean, i play the battles, and win - of course... - but then i cannot notice if i gain anything .
where/how sholud it appear?

Sarkiss
04-19-2008, 16:55
i tried Epirus and Hayasdan.
Epirot family members get "Huge unit size" trait whereas Hai get "Large unit size" :shocked:
is it normal? iirc they all should get "huge", right?

EDIT: i have also applied unit size fix prior to SoV.

XSamatan
04-19-2008, 17:21
fantastic mod, congratulations!!

just one problem... after the battle is finished and I should come back to main screen I recieve numerous CTD, do you know anything about this?

I'm running vista and there are no other mods installed.

greetings

Ibrahim
04-21-2008, 06:26
can you post another download link? the one provided won't work (I can use filefront really)
thanks in advance.

V.T. Marvin
04-21-2008, 11:43
Sarkiss, and other people whom it may concern, Unit sizes were broken in the original EB 1.1. I have fixed some and included the fix into my micro-mod. But apparently I did not fix them all (I do apologize for that :shame:).
Recently the Team has issued an updated Unit size fix - see the sticky in the Bug Forum (https://forums.totalwar.org/vb/showthread.php?t=101971) which "Tellos now believes them all correct."

For the fixes to take effect, you should FIRST install my micro-mod and THAN apply the fix and THAN start a new campaign.

If the unit sizes still show wrong values, report that to bovi or Tellos or post in this thread (https://forums.totalwar.org/vb/showthread.php?t=102164).

Ad XSamatan - I have no clue what may be causing your problem, but I wold guess that it is not related to my micro-mod. Do you have the same problem with clean EB 1.1.? Random post-battle CTDs are quite normal, unfortunatelly.

Sometimes it helps to watch the battle-results screen until the msic stops playing (so that the comp have enough time to "settle-down" itself) and only than click "O.K. - continue".

Persistent CTDs should be reported to the Bug Forum. See the stickies first!

XSamatan
04-21-2008, 13:24
hey martin,

I really don't have so much ctd with a clean EB 11. I recieved nearly every third battle a CTD, with normal EB this amount is much lesser.
I'm gonna trying it with the unit fix now, will tell you if it helps.

BTW: I don't play it on huge unit size, maybe thats the point?

cheers

V.T. Marvin
04-21-2008, 13:42
I really cannot help you with the increased incidence of CTDs when using my micro-mod. I, for instance, have more than 20 hours of gameplay, more than 100 turns and dozens of battles (many of them trigerring my spoils) and not a single CTD yet. (and I am using BI.exe and few other mods and my personal tweaks on top of that)...

As for the size you use: my mod makes the unit-sizes visible as the game perceives them. I.e. every general should have a trait saying "Huge/Large/Norma/Small Unit Size" if it corresponds to your actual settings, everything should be just fine. If not, apply the fix (see my post above) over my micro-mod and start a new campaign. If it still wrong, it means that the fix is still not complete, so please report that as described in my previous post.

XSamatan
04-21-2008, 14:25
In the past hours I decided to reinstall EB, and now everything is shiny.

I don't know what happend, but it works now. maybe vista kicks EB of, or something like that.

thanks for your mod and time,

cu XSamatan

MerlinusCDXX
04-27-2008, 10:08
Is this compatible with citymod (1.1)?

V.T. Marvin
04-28-2008, 10:28
MAA´s City mod changes different files, so these two mods should be compatible O.K. The only thing that MIGHT cause a trouble is the CAMPAIGN_SCRIPT.TXT. I do not know whether MAA already applied the UnitSize fix...

I would recommend to install my mod first, than the City mod and run the game to see, if UnitSizes are O.K. - from the second turn on, all your generals shoud have a trait saying what UnitSize you are playing on.
If it is not consistent with your actual settings, you would have to download the fix (see the Bug Forum) and copy the relevant part of the fixed CAMPAIGN_SCRIPT.TXT into the MAA´s one.

Darth Stalin
04-29-2008, 18:53
Hey, V.T. marvin!
Does the uploaded mod include the latest EDCT fix - the nomad impostor fix?
The fix has been released on April 27th (last Sunday), so I'm not sure whether Your mod has adopted the change...
Hope that your mod will pe updated to this fix, as finding and putting fixes to mod is a delicate matter...

V.T. Marvin
04-29-2008, 21:41
Nope, it does not contain that fix, unfortunately. :cry:

Luckily the fix is very easy to do by him/her-self for everybody. Just open the "export_descr_character_traits.txt", search for the word "impostor" - the 6th occurence will bring you to the following passage:

Trigger Client_Ruler_provokes_unrest_in_not_Type4
WhenToTest CharacterTurnEnd

Condition EndedInSettlement
and CharacterIsLocal
and Trait Type4Governor = 1
and not SettlementBuildingExists = gov4
;and Trait SpartanTraining < 1
and Trait Impostor < 1


Affects Impostor 1 Chance 100
Just add another line to it - marked by red...

Trigger Client_Ruler_provokes_unrest_in_not_Type4
WhenToTest CharacterTurnEnd

Condition EndedInSettlement
and CharacterIsLocal
and Trait Type4Governor = 1
and not SettlementBuildingExists = gov4
and not SettlementBuildingExists = govnomad
;and Trait SpartanTraining < 1
and Trait Impostor < 1


Affects Impostor 1 Chance 100
...and this is it.

bovi
04-30-2008, 08:16
There is one more change in that fix:


;------------------------------------------
Trigger Impostor_in_GovNomad
WhenToTest CharacterTurnEnd

Condition EndedInSettlement
and Trait Impostor > 0
and SettlementBuildingExists = govnomad

Affects Impostor -1 Chance 100


Search for Impostor_in_Type4 and paste it below that trigger.

V.T. Marvin
04-30-2008, 10:25
Oops! I have overlooked that one:sorry: Thank you so much, bovi!:bow: :flowers:

bovi
05-03-2008, 07:14
You may want to get WinMerge to be able to easily see the differences between files. I'm using UltraCompare myself, but that's not free. SVN also has a diff/merge tool, and while it isn't really very good it certainly can iterate the lines that have differences.

||Lz3||
06-01-2008, 19:53
which files did you changed? so I can do it manually

cause I would like (enourmously) to be able to play this whit alex.exe whitout having to overwrite any file


:huh2:

V.T. Marvin
06-02-2008, 11:46
I have changed the following files: export_descr_character_traits.txt, export_descr_VnVs_enums.txt, export_VnVs.txt, EBBS_SCRIPT.TXT, descr_strat. All changes are or your better convenience described in more detail in the README file bundled in the archive in order to allow their further modding and personal adjustments.

I guess that adapt my micro-mod for alex.exe will be quite easy - just copy-and-paste. I would only recommend to use some freeware text editor OTHER THAN Windows Notepad which sometimes screw the files up. Notepad++ is very good, for instance.

Good luck!

||Lz3||
06-02-2008, 23:01
I have added the CAMPAIGN_SCRIPT.txt as well, because there were a few minor errors in the original one, so you can take it as an unofficial fix. After the official fix is released by the EB Team, feel free to overwrite it. However, for the functioning of the mod it is ESSENTIAL that you use either this or future officially fixed CAMPAIGN_SCRIPT.txt – Spoils of Victory might not work with the “clean” EB 1.1 one.



is the official "fixed" script already available ?

cause it would be a real pain in the... to have to replace my old tweaked script , it took me about an hour to make it work whit alx and several other mods :huh2:

V.T. Marvin
06-03-2008, 07:12
With the exception of the CAMPAIGN_SCRIPT.TXT I have ONLY ADDED new code into the "vanilla" EB files. Therefore you can easily copy these added sections - all of them are properly marked and their general positions are described in the ReadMe - and paste it into your modded files. Thus you will preserve your previous changes AND gain all the Spoils of Victory features. (BTW - Quinn Inuit has implemented SoV into his ExRM mod which is based on RTR rather than on EB quite easily in this way, for example.).

As far as CAMPAIGN_SCRIPT.TXT is concerned: use the UnitSize fix in the EB1.1 bug fixes - see the sticky in the Bug Forum.

belliger
06-04-2008, 17:18
hallo marvin.
i installed the AI balanced mod by Redmeth, (the challenge one).
i wish also to install your Spoils of Victory minimod,.
do they interfere? can they be installed and work together?
i ask it because i see that some files to overwrite are the same, despite that sometimes they don't have the .txt end.
thanks

V.T. Marvin
06-05-2008, 07:29
Both my and Redmeth&#180;s mod make changes in the EBBS. Therefore I would recommend to install my mod first, make a copy of my EEBS somewhere else, than install the Redmeth&#180;s mod (so it will overwrite the EEBS to the Redmeth&#180;s version) and then manually copy-and-paste my addition (you will find it on the top of the file) to the EBBS to Redmeth&#180;s version.

BEWARE: I think (but I am not quite sure of it) that the Redmeth&#180;s mod is for EB 1.0 only! What version are you playing? Make sure that your version of EB matches with that for which the mods are intended!

If you still use EB 1.0 you will find the right version of Spoils of Victory here: https://forums.totalwar.org/vb/showthread.php?t=90706

Victor1234
06-12-2008, 20:00
Could anyone upload the file to a mirror? I haven't been able to download after 9 tries now. Either the page loads and it tells me I should've disabled my firewall (!) or it doesn't load at all because the server timed out or the connection was reset or something.

BeeSting
06-17-2008, 00:44
Hi,

Does this mod work for AI factions as well?

V.T. Marvin
06-20-2008, 21:36
Yes it does.

BTW, I have added a few other options to download that, see the first post.

Victor1234
06-21-2008, 01:54
Thanks for the mirrors :2thumbsup:

fenix3279
06-26-2008, 20:06
I seem to be having problems with rar. file types. I've got the mod in my RTW database but I can't get it to ask if it should begin downloading when I click on it.

||Lz3||
06-26-2008, 20:17
Marvin I added the codes manually to my files ,and the campaign start normally , but my character never get the trait concerning unit sizes :huh2:

what could be the problem? I'm sure I added everything where it was suposed to be

edit: I think you overlooked the trait "Unit Size"... its not mentioned in the readme file... and there's a ";" before hidden, that seems to make the trait appear , but now there are some problems... I tested it whit makedonia and it said huge unit size instead of large....which is weird since I'm using "thellos now bealives them all correct"

what would be the best way to test if it works? (that means getting a proper size battle) how did you used to test it?

fenix3279
06-27-2008, 02:27
Any ideas?

||Lz3||
06-27-2008, 05:17
Any ideas?

I dont really understand the question:sweatdrop:

so... you downloaded it already but it failed so you want to download it again??:inquisitive:

V.T. Marvin
06-27-2008, 09:33
Marvin I added the codes manually to my files ,and the campaign start normally , but my character never get the trait concerning unit sizes :huh2:

what could be the problem? I'm sure I added everything where it was suposed to be

edit: I think you overlooked the trait "Unit Size"... its not mentioned in the readme file... and there's a ";" before hidden, that seems to make the trait appear , but now there are some problems... I tested it whit makedonia and it said huge unit size instead of large....which is weird since I'm using "thellos now bealives them all correct"

I have not mentioned the UnitSize trait as it was not my addition, it was i the ame already. In my modded EDCT I have also added the ";" before the "hidden" attribute to make it appear for de-bugging purposes.

Te actual value of the trait, however, id NOT governed by the EDCT file, but rather by the DESCR_STRAT.txt file. Now, if it shows incorrect value even if you use the "thellos now bealives them all correct" official fix, I would suggest to use my moddified DESCR_STRAT.txt bundeld in the Spoils of Victory .rar archive.

If it still shows incorrect value, it would mean that I have got it wrong too. :shame: In such a case please write me about that. I will then produce a quick-fix. Reportedly, new sub-version of EB 1.1 (like "EB 1.1v2" or whatever) is on the way and I intend to make a new release of my micro-mod for that, which would include a fix for this bug as well.


what would be the best way to test if it works? (that means getting a proper size battle) how did you used to test it?
The way to test it is rather simple actually. First, make sure you have the ";" before the "hidden" attribute to make the actual value of the trait visible in the game.

Then launch a new campaign and look whether the value corresponds to your actual settings.

If yes, you are safe with your chosen faction.

If not, check the DESCR_STRAT.txt file, which attributes the UnitsSize value to your characters based on the population to garrison ratio in a selected city at the start of the game. Correct the value and try again.

Best luck!!! :2thumbsup:

V.T. Marvin

||Lz3||
06-27-2008, 17:07
I was refering about how to test if a battle triggers SoV correctly, what I'm doing now is using Makedonia and then using Pella's half stack to attack phyrros' stack :sweatdrop:


but I'm not sure if it large enough...
ok.. here we go to the codes again... :sweatdrop:

||Lz3||
06-27-2008, 17:36
I think I've discovered what is wrong...I'm using also MAA City mod , and I do have tellos version of the script but I change manually some ratios cause I thought they where part of the minimod...:sweatdrop:

that must be it

edit: just managed to get a proper size battle (using cheats hehe)1750 - 2750 , and I got several traits related to SoV so I think is working! ("its alive!!) :D


oh and would you mind if I make a "pack" for our fellow EB players which includes SoV along whit several other minimods? :sweatdrop:

fenix3279
06-27-2008, 23:01
I dont really understand the question:sweatdrop:

so... you downloaded it already but it failed so you want to download it again??:inquisitive:

Well, I downloaded the mod into my RTW directory. Now I'm supposed to "drop" the new files into the EB folder and presume overwriting the neccessary files. Problem is that when I click on it, it says it can't find the information required. It also said something about error with rar. file types.

||Lz3||
06-27-2008, 23:23
umm , do you still have the original .rar file that you downloaded?
if you do, try the "extract here" option and then copy all the files and paste them in EB\Data folder


if that isnt your problem pehaps your winrar has a problem of some sort
http://www.win-rar.com/download.html

but I'm sure if its free there :sweatdrop:

V.T. Marvin
07-02-2008, 11:14
@|Lz3| - I am actually grateful to you that you have bundled my micro-mod into your mod-pack. You have done amazing job with that:2thumbsup:
BTW - are you sure that you will not make a version of your pack for BI.exe too? I would love to use that!:yes:

@defiant3279 - I really have no idea what your problem might be. You may also try to unpack the archive by 7zip. It is free and should work just fine.:idea2:

fenix3279
07-07-2008, 04:54
umm , do you still have the original .rar file that you downloaded?
if you do, try the "extract here" option and then copy all the files and paste them in EB\Data folder


if that isnt your problem pehaps your winrar has a problem of some sort
http://www.win-rar.com/download.html

but I'm sure if its free there :sweatdrop:
That seems to have done the trick. Thanks for the link.

Vermin
07-09-2008, 14:00
V.T. Marvin,

I'm trying to use your SOV mod, merged with the Palanx Mod, Roman Allied Legions Mod and Konny Traits with the BI.exe.

The unit sizes are showing up correct but I just can't seem to get any money or related traits even when i meet the thresholds in the table. :help:

I have no idea why not!

The game otherwise works fine. I used textpad, notepad and winmerge for editing and saved as unicode where required.

I was testing using the conole command to autowin battle - does this affect the mod?

Does the battle being a siege affect it? (I think the "and not a siege" line has been commented out)?

Maybe I inadvertantly saved a file as the wrong sort?

Before I start a new campiagn (where I will need the money! :laugh4: ),

could you please help.

NB I can PM you my 5 modded files if necessary.
EDCT
ED_VnVs_enums
Campaign_script
E_VnVs
EBBS_Script

Must be something basic! :embarassed:

Rgds

Vermin

V.T. Marvin
07-12-2008, 00:33
That is really weird. I am sure that neither autocalc nor autowin nor siege battles does not affect the mod - I have gained the intended results myself.

Do you gain the message about acquiring the traits (Enemy camp/treasury captured)? If yes and the only trouble is that you do not get the money, at least you know, that a bug is in EBBS.txt.

If you do not get the required traits at all, at least you know, that a bug is in the EDCT.txt.

Try to make sure once again, that you have copied ALL the relevant code - namely the triggers as well as the traits themselves in EDCT. If you still cannot find the bug, sent me your files (marvin.v.t@gmail.com) and I will try to have look at them...

Good luck:2thumbsup:

Vermin
07-13-2008, 06:17
Thanks,

I re-edited one of the files and I tried a new game with the Arverni - and it definitely worked then got the traits and the loot. I must have made an error in the original editing (Doh!) . User error again!

I am now trying with the Maks but it looks good!

Thanks for the great mod!

Regards

Vermin

runner3434
08-03-2008, 09:04
can you tell me how to get it to work for EB on BI

thank you

Che Roriniho
08-11-2008, 11:49
Quick question: I know that this isn't SG compatible, but will it prevent you from using old SG's (obviously sans SoV)?

V.T. Marvin
08-12-2008, 11:46
I am not sure whether I understand your question correctly, Che, but if you are asking what happens if you load an older savegame (without SoV) with SoV newly istalled, my answer would be, that all your traits will be totally messed up so it will be unplayable (and vice versa).

It is the same with all and anychanges in the EDCT.txt file - it comes at a price of having to start a new campaign and forget the old one.

A partial soultion is to have several separate EB installations (simple copy-and-paste of the whole RTW folder and edit the shortcut to a new path) but needs a lot of room at your harddisk. Personally I always have clean EB (named as "EB Multiplayer" for convenience) and another rather extensively modded for my campaign...

||Lz3||
08-12-2008, 20:24
there seems to be a work around actually VT M... well I haven't tested it but LordbulA says that if you add the new traits and everything trait related at the end of the respective trait files it IS savegame compatible ... so your minimod might be able to be SGC, after all there's nothing that isn't retroactive IIRC like Descr_strat or so :thinking:

V.T. Marvin
08-13-2008, 07:25
Wow! I did not knew that!!! Well, the triggers acually are at the very end of the file, so that should not be a problem. On the other hand the traits themselves are (because of my lazyness) defined at the very top of the file. So if you (or anybody) would want to make SoV save-game-compatible (or at least to test this possibility) you should only cut my added traits from the beginning of the file and paste them at the end of the traits section, just before the triggers begin. If it work (I am unfortuately not in position to test it myself for quite some time) it would be just amazing! I have always considered the save-game incompatiblity of my mod as major disadvatage.:embarassed:

Thank you for the info!!!:2thumbsup:

C.LVCIANVS
01-01-2009, 13:37
:bounce:
Happy New Year!
Awesome work with this mod WTMarv, I've installed it thanks to your instructions easily on my EB 1.2-bi.exe. Balooning!:balloon2:

:sweatdrop:
But I've got problems with the CAMPAIGN_SCRIPT. Theorically the 1.2 version must be correct, and it coulds overwrite yours 1.1 fixed one... So why the game crashes at the starting of a new campaign, just before the intro EBph video? Still probs with the script? It seems all correct!!!
:wall:

Thanks to any idea...

EDIT: Trying with the ";Hidden" bug... WinMerge... One step beyond!
REDIT: I surrender. Starting a no-warthropies campaign.

V.T. Marvin
01-05-2009, 10:11
Ave C.LVCIANVS! Thanks for your appreciation and do not give up! There might be several ways to cope with it - the CTDs are probably caused by th fact that the mod is for EB 1.1 and NOT COMPATIBLE with EB 1.2 without some minor work:

1.- Try to use the EB 1.2 MINI MOD PACK! (https://forums.totalwar.org/vb/showthread.php?t=105242) by ||Lz3|| who has done the great job of adapting SoV besides other popular mods for EB 1.2.:2thumbsup:
If you want to use BI.exe, it is generally easier to adapt your modded game for BI rather than adapt the mods for BI game (if you understand what I mean:embarassed:).

2.- If you want just SoV and no other mods DO NOT copy the files int the .rar archive into your EB folder - these are for EB 1.1 ONLY!
Unpack the archive somewhere else and than manually copy my additions to the respective files of vanilla EB 1.2 - you can find these very easily as they are conveniently at the top and/or bottom of the files and properly marked as such (see bundled readme file for details). WinMerge might mess things up as EB 1.1 and EB 1.2 files might differ considerably - EB 1.1 residua are the probable cause of your CTDs.
Do not touch CAMPAIGN_SCRIPT at all - this file it was bundled into the archive only as a temporary solution the bug in the original EB 1.1 file - it is obsolete and no longer neccessary, EB 1.2 CAMPAIGN_SCRIPT is perfectly all right as it is.

Hope it helps!:2thumbsup:

C.LVCIANVS
01-06-2009, 19:25
Thanks again Marv...
:rolleyes:
I used winmerge only to find and check differences between files, your readme was simple and clear... Theorically residua of 1.1 would not be present, it's a work of copy&paste... I've seen that a backup.txt file appears instantly in the 'Data' or 'text' or 'scripts' folders when I close and save the newly moded 'descr_character_traits' or 'VnVs' or 'EBBS' files, as if they've been marked as "corrupted"... :gah:

I was thinking about the unit_size trait parameters (garrison_to_population_ratio > # ... < #); they've been altered from 1.1 to 1.2 considerably, so the game doesn't fit in them like before...

:freak:... Sounds nonsense...

V.T. Marvin
01-06-2009, 23:45
I am sorry that my lazyness and lack of time to update my mod for EB 1.2 is causing you so much trouble.:shame: Please accept a beer as a satisfaction:~:cheers:

Garrison-to-population ratios apear only in the CAMPAIGN_SCRIPT.TXT, which assigns UnitSize traits according to them. As this file is apparently perfectly O.K. in EB 1.2 it should not cause any problems - just use the original EB 1.2 one and it will be all right.

If the copy-and-paste method somehow corrupts your files, the only thing that comes to my mind as the possible cause is that Windows Notepad sometimes saves the files in different format than in which they were created and thus mess it all up.:wall:
I have never noticed such thing as the backup file, you mentioned, so I really have no idea why this happens.:embarassed:
Just to be on the safe side, I would recommend to use Notepad++ (I have used it for my humble modding attempts and it woked fine. It is absolutely free and very efficient, download here (http://sourceforge.net/projects/notepad-plus/)). You may try it as well, but whether it helps, I do not know. :stupido2:
Probably the easiest solution would be to use EB 1.2 minimod pack by ||Lz3|| - link in my previous post - or just forget about it and enjoy the game as it is.
EB RULEZZ!!!!:egypt:

C.LVCIANVS
01-07-2009, 20:28
:jester:

... I can't resist to a fresh "Mrogbonnian" beer...:wiseguy:

:drunk::burnout:

... noW evErYtHinG IS CleAr to mE, My DEaR FelLoW... To bE is muCH BETteR thAn Eb; becAuS "QVisqu...e....St...BArba..HEY BaRMAn! One MOre HerE!! ...Alio...IACta EsT, DudE !!!":freak:


EDIT::stars: Ok, I must take advantage of this sober moment, until lasts... As you suggested, I've edited the files using Notepad++... And now all goes perfectly. :cool4: No more strange backup files in folders, and the game loads like an oneraria ship. It Seemed like windows notepad save its files as non-notepad; weird thing in my opinion, quite normal in this crazy world.:rolleyes: Now SoV works also for EB 1.2.

Again renew my infinite gratitude to His Laziness VTMarvin for his providential support to a silly, ignorant plebeian lost in his narrow mind. May the Gods always protect yours, Milord.:mellow:

TheStranger
09-26-2011, 00:11
Hi there,

I wanted to try this great mod but apparently there are a few problems which I encountered.

First I use EB+ALEX.exe, the phalanx mod, Atraphoenix EOM and the Legions mod from him. Works all perfectly. So I copied and paste the parts V.T.Marvin described in the readme with Notepad++, so everthing is fine. I really looked that I'm pasting the parts in the exact places etc. (and didn't copy the campaign_script.txt, because it didn't seem necessary anymore). I started the game loaded a new campaign but the characters didn't get the unitsize trait in round two. Even when I fought battles (which I autoresolved) I didn't get anything. Ok so I took a look in the files oncemore, but didn't find anything missing. I decided to apply the different things in the campaign_script.txt using winmerge. Then after a new test I attacked a city, autoresolved and then the attacking char got the trait with enemy camp captured (but I can't remember there was the unit size trait). So I thought everything is fine and started a new campaign with the Aedui. And after I fought a heroic victory mself (using NOT autoresolve) I got a CTD after the battle before the campaign screen. And of course I activated the script.

I really want to play with this mod, but I'm running out of ideas. Maybe someone has the files merged with alex (I wanted to try Lzs minmod, but the download link is dead). Could anyone help me? Would be really really great.

jirisys
09-26-2011, 02:57
I think there's a problem with the campaing_script since it is for 1.1. I have painstakingly tried very hard to implement it into the mod pack, but to no avail.

And marvin was too lazy to make it for 1.2 :laugh4:

~Jirisys ()

TheStranger
09-26-2011, 10:32
Ah ok so I doesn't really work - like I expected. Because with the 1.2. campaign_script it's like nothing is installed and with the old one I get a crash when I play a battle by myself. Strange thing is that there are some posts who say it does work (maybe). The minimod is also for 1.2. and included SoV and apparently it works? Hmmm

jirisys
10-04-2011, 01:20
Ah ok so I doesn't really work - like I expected. Because with the 1.2. campaign_script it's like nothing is installed and with the old one I get a crash when I play a battle by myself. Strange thing is that there are some posts who say it does work (maybe). The minimod is also for 1.2. and included SoV and apparently it works? Hmmm

It never worked for me in the mod pack. No "Enemy Camp Captured" trait gained.

~Jirisys ()