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Atraphoenix
04-22-2009, 20:19
Realist Movement Mod for EB:

last updated: 14.06.2009

This is my last submod for EB. I have no plan to modding again until Juli for I need to prepare myself for my vital exam at the end of June.

It took me to some time to test but in theory it should be save game compatible.

I used RS limit namely 260 for movement points. Default value for EB is 80. I pıt backup for both this mod also for the optional 0 Recruitment Mod.

Instructions:

Download the mod from here:

link updated.

http://files.filefront.com/13898279

after download just replace descr_character file in EB/Data folder and sp game edu backup folder otherwise no change. I have backup do not worry:yes:

then have fun:beam:

Optional:

I put 0 Recruitment Mod for you it depend on you to use it or not. But I like 0 recruitment although I never recruit more than 3 unit in one turn except emergencies. Do not forget EB Team scripted AI Recruitment as without losing any population, use wisely:book:.

Instructions:

replace EDU file in EB/Data folder and sp game edu backup folder otherwise no change. I have backup for it too, do not worry:yes:


Screenies:

https://img10.imageshack.us/img10/4453/rometwalx20090422213137.jpg
https://img14.imageshack.us/img14/361/rometwalx20090422213118.jpg
https://img8.imageshack.us/img8/9688/rometwalx20090422213059.jpg
https://img8.imageshack.us/img8/46/rometwalx20090422212954.jpg
https://img8.imageshack.us/img8/7346/rometwalx20090422212907.jpg
https://img14.imageshack.us/img14/1900/rometwalx20090422212440.jpg
https://img8.imageshack.us/img8/7602/rometwalx20090422212428.jpg
https://img10.imageshack.us/img10/2049/rometwalx20090422212421.jpg
https://img10.imageshack.us/img10/3126/rometwalx20090422212417.jpg
https://img23.imageshack.us/img23/5139/rometwalx20090422212404.jpg


Please wish me good luck for my exam cos I will not here until Juli. I will miss your support. Though It is a mod, I do not count it as a mod it took me less than half an hour to mod, Frapsing, filefronting, and writing here. You can call this as modlet :yes: I count it like that! My previous mod took my 2 months!

Atra.

P.S. I tested on alex. RS team uses this system with RTW, BI, alex. so do not worry, if you have some error message at the beginning that means you have forgotten to replace files in sp game edu backup folder.

A bientout! J'espere....

/Bean\
04-22-2009, 20:45
Hmm, mixed feelings on this one. I like the idea of not taking a year to traverse Italy. However I do not like the idea of enemy armies coming from miles away in one turn, if you get me. Of course they would in reality be able to move that far in such a space of time, but then I would also be able to intercept them in that amount of time, and, as we all know, the campaign map is not RTS.

Oh, I almost forgot: Good luck!

Atraphoenix
04-22-2009, 20:58
thanks mate,
do not let the green colour confuse you. you are in the middle of green area so you need 6 months (2 turns from Massilia to taras) not just 3 months from massilia to taras but in fact I am sure Romans were capable of marching from Massilia to Taras less then 3 months.
Also AI is capable to use same movement points, so more challenge!
I advice everyone to use optional 0 recruitment otherwise your campaign will be a suicide...

tomorrow is official holiday here so I will be conquering the world tonight :laugh4:

lenin96
04-23-2009, 02:35
I just tried it but the game isn't working now, was there meant to be a descr_character file in the sp game edu backup already? Because I didn't see one in there.

Atraphoenix
04-23-2009, 15:18
In EB folder there is a folder called as "sp game edu backup" there is a file called "descr_character" the same file is also included in the EB/Data folder YOU HAVE TO REPLACE BOTH OF THEM OR THE MOD DOES NOT WORK!

Please read the instructions first then ask, and I will not be here about 2 months. I have no chance to answer you for a long time plz ask EB team or the people who knows how to mod.

If you have some missing files that means you have corrupted copy of EB that also means you need to reinstall it. there should be "2" "descr_character" files one in EB data folder one in "sp game edu backup" folder.

PraetorFigus
04-24-2009, 22:43
I've tried this and my saved campaigns got a little buggy with army movement (had something on rebel's turn I could not get past). So, I went to the scriptorium and checked to see what has been found before on this and I found a thread by Myrddraal that warns of having a value above 100. Here is the thread https://forums.totalwar.org/vb/showthread.php?t=51371

This may affect most the RTW engine then BI and ALX from what I see, but what have those who play RS say about stability of the game with the 260 points?

seienchin
04-26-2009, 11:29
Cool Idea, makes it even more important to protect your boarders :egypt:

Atraphoenix
05-01-2009, 09:32
I am playing with this mod without any problem with pahlava.
So I think ı must advice you start a new campaign if you have buggy issues. when I conquered whole mesopotamia I will add my screenies. so the most logical choice for now start a new. sorry :shame:
I can assure game engine can handle it. I had read the thread but RS uses it so do I without any problem.

Atraphoenix
05-03-2009, 12:17
I started a new campaign with pahlava now I am around 260s. I use the most tactics :
wait 20 30 secs after battles and exit and restart RTW not just main menu completely.
and of course save regularly in every 2 or 3 hours.

I just met one CTD after I forgot the last that I passed 4 hours :beam: so at least exit and restart in every 3 hours but 2 or 2.5 is advisable especially after late campaign period become rather instable. as u know reforms, yuezhi and casse invasions etc.
and use alex my best engine until now. I even hate M2TW and kingdoms for they unabled to assign faction heir and city view in campaign map without battles.

PraetorFigus
05-09-2009, 18:14
Just updating on my use of this mod.

This is working with Alex, currently in year 257 as Seleucids and no problems yet related to this change:horn:

fightermedic
06-14-2009, 10:33
the download link is broken
maybe somebody could re-upload?

Atraphoenix
06-14-2009, 11:51
link updated, I do not know why frontie keep deleting my files :sweatdrop:
you can download from main page.

fightermedic
06-16-2009, 17:08
thanks a lot

Xurr
06-19-2009, 00:00
This is an interesting mod. I like the idea of more realistic movement but as far as game play and as Beanerz said it makes it difficult to intercept armies and defend. Have you thought about implementing more realistic movement speeds from the other direction? Instead of increasing movement points, decrease turn time. I.e. 12 turns per year, this would be much more difficult to mod but would solve the super speedy roadrunner army problem.

miotas
06-19-2009, 00:55
This looks like a very useful mod, it should make roleplaying much easier being able to have FM's move at a more reasonable pace. I'm assuming that it's not possible to make this player only or you would have done it, but is there a way to make this FM only?

Atraphoenix
06-19-2009, 09:53
RTW does not allow you to define each unit's movement.
if you think a monthly system that can be scripted easily but that means more than 10.000 turn :dizzy2:
and you can have only one winter month because you cannot give more than one winter turn. when you press end turn after winter season your FMs gets another age. namely they get older after winter turns not yearly process.
so if you think it is logical to have just one winter month you can script it. but I chose the logical way because most of the EB maps under snow more than 6 months.
but FMs can get movement traits that helps a bit. but I do not want to touch traits because when I tried to add religion to EB religious traits destroyed my installation. so I leave the traits alone.
You can have religion in EB without traits but it is illogical so I quit it. and I am against safe but too valuable ancillaries to use as religious modding.

Exosus
06-29-2009, 02:50
I am getting a CTD whenever I try to use the optional 0-turn recruitment mod. The Realistic Movement one works fine, but if I add the other it starts CTD'ing immediately upon startup - it gets to the very first screen that says "Europa Barborum; Quisque est barbarus alio" and such and then immediately crashes back to desktop.

Even when I try to restore it from backup, it continues to crash in the same way until I reinstall EB. I have repeated this process several times and I'm almost sure I'm installing it correctly. I has a confus:shame:

Atraphoenix
06-29-2009, 16:48
you must be using other mods as well that increased or modded EDU file. for example my 0 recruitment mod is not compatible with my RS Legions Adaptation for Alexander EB.
as you may know modding EDU is very popular so I advice you not to use it with other mods or stick to vanilla EB.
Also my mod files for 0 recruitment may be corrupted. so do not worry use your mods then change recruitment time to 0 in the EDU file yourself you will just replace nearly 560 entry it does not take 15 mins.

gamerdude873
07-02-2009, 03:06
What would go well with this "modlet" I think is one that makes armies much more expensive, thus preventing "stack attacks" and making an open field battle's success critical. It would slow down the play to counter the increased movement. Anyone got a few months on their hands to burn :D?

Atraphoenix
07-02-2009, 08:38
if the aging was not hardcoded with winter I would mod a monthly script but if you mod monthly system you will have 11 summer months and 1 winter month so I gave up it.

Azathoth
07-10-2009, 01:25
What exactly do you have to change if you want to do this manually?

Atraphoenix
07-10-2009, 11:26
you mean 12 turn per year, you have to code EBBS script there was a script generator for RTW forgot the name but you can search in modding tools. it automatically produces turns peryear but you have to copy the script part into 4 turn per year section that is in the very end of the EBBS script.
but as you have to change all reforms (that wwas triggered with turn number) or you will get them very early that means you may get even imperials before 200 BC. as EBBS is around more than 1000 turns so you basically will make a script that will have more than 7-8 000 turns. so why ı gave up.
I mostly conquer half of the world before 300. turn.
What shall I do with the remaing 6500 turn! :dizzy2:

P.S. If you decide to code manually beware you need just 6 months, while script generator handles it in less than 5 mins. :-)

Azathoth
07-10-2009, 19:19
No, I meant the increased movement rate, what has to be modified?

Atraphoenix
07-13-2009, 08:03
No, I meant the increased movement rate, what has to be modified?

character.txt file should be modified.

Azathoth
08-09-2009, 06:33
So it's descr_character and I change starting action points to, uh, what number do you use?

Sorry for pestering you so much. :laugh4:

Ibrahim
08-09-2009, 21:39
if the aging was not hardcoded with winter I would mod a monthly script but if you mod monthly system you will have 11 summer months and 1 winter month so I gave up it.

that would explain Zhanguo TW 1.7-they have 12 month a year turns, and only one (december) is winter.

Atraphoenix
08-11-2009, 07:50
So it's descr_character and I change starting action points to, uh, what number do you use?

Sorry for pestering you so much. :laugh4:

I used 260 same as Roma Surrectum used. After I had some enormous value "350" but it was too effective on game play though it is realist. strong factions dominated the game.

like you can easily destroy pahlava just in the first turn if you play AS.

According to Achaemenid resources it took only 13 days from Persepolis to Susa via Royal road.
if I do apply this because of we have 3 months just in one turn you can move an army from sardis to baktria. :laugh4: :yes:

Atraphoenix
08-11-2009, 07:55
that would explain Zhanguo TW 1.7-they have 12 month a year turns, and only one (december) is winter.

if someone had helped me with months I could make a script with monthly turn easily.
it is quite easy in fact with script generators. :yes: but with generator it will says just summer for 11 month.

Ibrahim
08-11-2009, 18:56
if someone had helped me with months I could make a script with monthly turn easily.
it is quite easy in fact with script generators. :yes: but with generator it will says just summer for 11 month.

as I said, there is only one winter, and 11 summers, sping, and fall months in Zanguo. i.e there isn't much you can do.:no:

Azathoth
08-12-2009, 17:36
Thanks, Atra, but I feel kind of embarrassed for not noticing it in the first post. :oops:

Atraphoenix
08-12-2009, 18:43
No problem mate we are here to help :yes:

ziegenpeter
11-05-2009, 08:39
Does anyone know what distance an army could march in 3 or 2 month? Winter/Summer?
Because I think 12tpy is way to much, you never get the reform. But maybe we could alter 4tpy or as compromise 6tpy, but we should find out what distance the armies can march, before altering the edu arbitrairily...

podoh
11-05-2009, 21:28
According to Atraphoenix earlier in this thread:



According to Achaemenid resources it took only 13 days from Persepolis to Susa via Royal road.
if I do apply this because of we have 3 months just in one turn you can move an army from sardis to baktria. :laugh4: :yes:

Also, I would prefer 12tpy.
It would increase playing time, but when the constuction and recruitment time is equally augmented, the turns themselves would become shorter, because there isn't as much to micromanage.

ziegenpeter
11-06-2009, 17:49
True! Except that in some phases of the games it isnt MY turn that takes that long :beam:

I think the little monkey in my pc, responsible for the eleutheroi is always high:
"What did I wanna do again...?"

Atraphoenix
11-06-2009, 20:42
I have calculated there is more than 3500 turns if you start 272 BC end finish around 14 BC.
just imagine we have 200 regions and one easily conquer whole map less than 500 turns.
what will the blitzers do with 3000 turns? :laugh4:
Rebel hunting?

bigmilt16
11-06-2009, 22:50
The cost of recruitment and construction should skyrocket to slow down blitzers if that's the case. I certainly agree however that movement or turns should be adjusted a bit.

Foot
11-06-2009, 23:02
We are not going alter the balance of the game to stop a style of play. Our main focus is on slow-play roleplayers, and so we will balance the game for that kind of gameplay. How that effects blitzers is really a null subject.

Foot

applebreath
11-06-2009, 23:19
Our main focus is on slow-play roleplayers, and so we will balance the game for that kind of gameplay.

Sounds good to me. That means you must be going with 12 turns per year. Correct?

-Apple

podoh
11-07-2009, 16:05
There is another considerable drawback for the 12tpy system: the population growth rates would get way out of hand.

Now, the engine only really knows two seasons, right? The rest is represented by traits of the family members, that change every season. Is it possible to add in a similar way a building to each town, which represents the effect of the season on the population of the city. In the winter months, for example this could be a massive population growth penalty, signifiing the large mortality in those months.

However, it must be possible to script these "buildings" to change every month/season, just like the character's traits.
I don't have any knowlegde on scripting, so I can't assess if this is possible.

bigmilt16
12-20-2009, 20:51
Wow.

Anybody ever notice how this mod literally brings the slave factions to life? Their armies ally to defend one another against aggressors and ACTIVELY ATTACK OTHER FACTIONS! Never ever seen that. They wiped out the Saba in the first 10 turns.

seleucid empire
07-22-2012, 11:40
hey with the zero turn recruitment, does that mean the AI can make a superstack straight away with thier money script??? cause it would really suck having to face a full stack of parthian cats or ptolemaic agema on turn 2

vollorix
02-14-2013, 20:44
First of all, Atraphoenix: sorry for using your thread/mod, but since there are some issues with it, which i´ve corrected for myself, i thought it would be apropriated to post it here, instead of making a new one. Hope you don´t mind :)
Btw: if a (-n easier ) solution does already exists, i can delete this post anytime, if asked to.

For those of you who might have troubles with the Realistic Movement Mod and the silver chevroned super Rebells ( not the scripted armies led by Allied Generals ):

I´ve found the reason for the endless "Elite stack spamming" around the Alpine provinces. It´s a garrison script, located in EBBS ( found in .../EB/Data/scripts/show_me/EBBS_SCRIPT.txt ), which is written to provide those towns, usualy guarded by "Rebell superstacks", with additional garrison units. While it´s quite possible to disable those specific script entries, i´ve tried not to mess up with the engine as such, but to adjust the unit composition which will be spawned through the script.
The main issue, early in the game, is settled in Eburonum garrison script, and 2 units of Neitos and Uirudusios each is created each turn, as soon as the garrison leaves the town ( due to the extended movement points ). After a year you already have near a superstack composed of those two units.
All i´ve done was simple text editing, without changing the script art:
- backup first; using NotePad++ or similar, not the windows text editor to not screw anything up; you can adjust the script to your gusto, as long as you know exactly what you are doing, i.e. using correct unit names from the EDU etc.; it seems save game compatible in my tests, and it should be, since the EBBS script will be activated each time you start a game.

1. For Eburonum: replaced Neitos with Boi Swordmen, and Uirus with Gaeroas, now spawning 1 unit of each of them instead of 2. Lowered their experience from 5 chev. to 1, and armour and weapons upgrades to standard +1 from 3 resp. 2. I haven´t changed the second part of the script values for the late game, though.
;EXTRA GARRISON

monitor_event CharacterTurnEnd FactionType slave
and Trait EburonumGovernor > 0
and EndedInSettlement
and GarrisonToPopulationRatio < 0.05
and I_TurnNumber < 688
and I_SettlementOwner Eburonum = slave
console_command create_unit Eburonum "celtic infantry boii" 1 1 1 1
console_command create_unit Eburonum "celtic infantry gaeroas" 1 1 1 1
end_monitor
Lines edited: 183009-183013
2. For Iuvavoaeta: replaced Neitos + Uirus with Norice Gaecory + Teceitos; rest values see above ( one could put Alpine Phalanx/Short Swordmen instead, but i´ve moded the Teceitos "down", so they are now in no way a well armoured, but a levy "ap" unit, so... it´s up to you ).
;EXTRA GARRISON

monitor_event CharacterTurnEnd FactionType slave
and Trait IuvavoaetaGovernor > 0
and EndedInSettlement
and GarrisonToPopulationRatio < 0.05
and I_SettlementOwner Iuvavoaeta = slave
console_command create_unit Iuvavoaeta "celtic infantry gaecori" 1 1 1 1
console_command create_unit Iuvavoaeta "celtic infantry teceitos" 1 1 1 1
end_monitor
Lines changed: 185551-185558
3. For Gintaro Ostan: i´ve found the Duguntiz + Karatovas ( german spearmen + baltic swordmen ) with 2 chevr. exp. quite ok, only changed their upgrades.
;EXTRA GARRISON

monitor_event CharacterTurnEnd FactionType slave
and Trait GintarasOstanGovernor > 0
and EndedInSettlement
and GarrisonToPopulationRatio < 0.04
and I_SettlementOwner Gintaras_Ostan = slave
console_command create_unit Gintaras_Ostan "germanic infantry frameharjoz" 1 2 1 1
console_command create_unit Gintaras_Ostan "germanic infantry karotovas" 1 2 1 1
end_monitor
Lines edited: 193186 to 193195

4. For Carrodunum: Karatovas ( Baltic Swordmen ) for Celtic Swordmen, Teceitos for Lugii "ap" monsters, Karas Viras aka Baltic Frontier Men for Uirus ). Changed numbers, exp., weapons and armour to default: 1.
;EXTRA GARRISON

monitor_event CharacterTurnEnd FactionType slave
and Trait CarrodunumGovernor > 0
and EndedInSettlement
and GarrisonToPopulationRatio < 0.05
and I_SettlementOwner Carrodunum = slave
console_command create_unit Carrodunum "germanic infantry karotovas" 1 1 1 1
console_command create_unit Carrodunum "celtic infantry teceitos" 1 1 1 1
console_command create_unit Carrodunum "germanic infantry karas viras" 1 1 1 1
end_monitor
Lines edited: 188101-188109

Now, the Boii Rebells still become 1 unit of Boii Swordmen + 1 unit of Gaeroas scripted each turn as soon as the garrison has left the settlment, but those two unit parties ain´t a real threat to anyone, untill they gather into a full stack; but even then they are a beatable, though still quite tough, unit composition ( perhaps because i´ve upped short sword lethality a bit ).

I haven´t noticed other towns "scripting" units at all, tbh., it was only Eburonum. Life for Sweboz can still be quite tough: since i was testing, i didn´t scout enough, and lost my FL + FH alltogether with my capital, lol. My campaign was quite interesting, with unexpected attacks and ambushes; i had to retake Gwjam Silengoz 3 times from the "Boii", and then from Baltic Rebells, iirc ( no walls...o0 ).

The changes are too easily made not to be able to edit the text yourself, and btw. to learn about the engine a little bit, imo, so i´m not uploading any files; it´s not my mod anyway, just some suggestions ).

b0Gia
04-26-2016, 12:41
Here is a new link for this mod:
http://www.mediafire.com/download/b5gqf8t4rd1iuw0/Realist_Movement_Mod.rar