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Epistolary Richard
11-23-2005, 03:09
https://img373.imageshack.us/img373/5214/rebelcommander1zz.jpg
A Barbarian Invasion Mod by Epistolary Richard

https://img53.imageshack.us/img53/3397/british4rv.jpghttps://img373.imageshack.us/img373/7366/wrer9vq.jpghttps://img382.imageshack.us/img382/7568/ostrogoths9ey.jpghttps://img382.imageshack.us/img382/1231/erer2hf.jpghttps://img400.imageshack.us/img400/9483/slavs4cl.jpghttps://img332.imageshack.us/img332/5718/slave8uy.jpghttps://img53.imageshack.us/img53/3397/british4rv.jpghttps://img373.imageshack.us/img373/7366/wrer9vq.jpghttps://img382.imageshack.us/img382/7568/ostrogoths9ey.jpg


Download (http://www.twcenter.net/downloads/db/index.php?mod=762)

What does it do?
Rebel Commander allows the player to play as any of the emergent factions which are not normally available to be played. Instead of modding the game to set-up these factions at the beginning, it allows the player to take control of these factions when they actually appear in the game - emerging after certain events or dates as in the vanilla game.

What version is this for?
It is for the vanilla Barbarian Invasion Expansion pack. It is not compatible with prior versions of RTW.

How big is it?
Approx. 2 meg

How does it work?
The emergent factions are marked as 'Not Playable at Start' on the Faction Selection Screen. To play as one of these factions, you must select one of the other factions that begins the game:
https://img354.imageshack.us/img354/9863/start13qm.th.jpg (https://img354.imageshack.us/my.php?image=start13qm.jpg)https://img354.imageshack.us/img354/7374/start21yx.th.jpg (https://img354.imageshack.us/my.php?image=start21yx.jpg)

Note that, as in the picture, it's best to set it to 'No Advice' this will prevent automatic advice from blocking the Rebel Commander advisor.


https://img382.imageshack.us/img382/1231/erer2hf.jpg The Eastern Roman Rebels

https://img382.imageshack.us/img382/2976/ere10ke.th.jpg (https://img382.imageshack.us/my.php?image=ere10ke.jpg)https://img382.imageshack.us/img382/6420/ere26ju.th.jpg (https://img382.imageshack.us/my.php?image=ere26ju.jpg)https://img382.imageshack.us/img382/3357/ere31uc.th.jpg (https://img382.imageshack.us/my.php?image=ere31uc.jpg)
Start the game as the Eastern Roman Empire and play as normal. As soon as the one of your settlements rebels, the advisor will appear. Click on the 'Show Me How' button and the game will then transfer control from your starting faction to the rebels.


https://img373.imageshack.us/img373/7366/wrer9vq.jpg The Western Roman Rebels

https://img457.imageshack.us/img457/3249/wre16bb.th.jpg (https://img457.imageshack.us/my.php?image=wre16bb.jpg)https://img457.imageshack.us/img457/4930/wre22pc.th.jpg (https://img457.imageshack.us/my.php?image=wre22pc.jpg)
Start the game as the Western Roman Empire and play as normal. As soon as one of your settlements rebels, the advisor will appear. Click on the 'Show Me How' button and the game will then transfer control from your starting faction to the rebels.


https://img382.imageshack.us/img382/7568/ostrogoths9ey.jpg The Ostrogoths

https://img382.imageshack.us/img382/8711/ost10gw.th.jpg (https://img382.imageshack.us/my.php?image=ost10gw.jpg)https://img400.imageshack.us/img400/1969/ost25jo.th.jpg (https://img400.imageshack.us/my.php?image=ost25jo.jpg)
Start the game as the Goths and play as normal. As soon as one of your settlements rebels, the advisor will appear. Click on the 'Show Me How' button and the game will then transfer control from your starting faction to the Ostrogoths.


https://img400.imageshack.us/img400/9483/slavs4cl.jpg The Slavs

https://img400.imageshack.us/img400/6228/slav14dn.th.jpg (https://img400.imageshack.us/my.php?image=slav14dn.jpg)https://img515.imageshack.us/img515/9408/slav29wj.th.jpg (https://img515.imageshack.us/my.php?image=slav29wj.jpg)https://img515.imageshack.us/img515/6781/slav34ko.th.jpg (https://img515.imageshack.us/my.php?image=slav34ko.jpg)https://img515.imageshack.us/img515/2986/slav45to.th.jpg (https://img515.imageshack.us/my.php?image=slav45to.jpg)

As you can see from the third picture above, the world you enter may be very different from when the game started.

Start as the Sassanids. In your first turn the advisor will appear, click on the advisor to bring up her speech and then click on the 'Show Me How' button. The game will then go on autopilot until the Slavs emerge. Please wait patiently until this occurs. When it does, the game will stop at the beginning of your first turn and give you control.


https://img53.imageshack.us/img53/3397/british4rv.jpg The Romano-British

https://img53.imageshack.us/img53/5290/rb13pg.th.jpg (https://img53.imageshack.us/my.php?image=rb13pg.jpg)https://img332.imageshack.us/img332/8669/rb21sf.th.jpg (https://img332.imageshack.us/my.php?image=rb21sf.jpg)https://img332.imageshack.us/img332/1227/rb32wy.th.jpg (https://img332.imageshack.us/my.php?image=rb32wy.jpg)

Also to note, the faction icon does not change until you either reload or return from the battlemap

Start as the Huns. In your first turn the advisor will appear, click on the advisor to bring up her speech and then click on the 'Show Me How' button. The game will then go on autopilot until the turn after the Romano-British emerge. Please wait patiently until this occurs. When it does, the game will stop at the beginning of your first turn and give you control.


And as a special additional feature, Rebel Commander also unlocks allows you to take control of the original Rebel faction.

https://img332.imageshack.us/img332/5718/slave8uy.jpg The Rebels

The Rebels presents a unique challenge to experienced players - but be aware, the play of the Rebel faction is not recommended by CA and may crash.

To play as the rebels, select them from the Faction Selection Screen and start the game as normal.


Sounds great, where can I get it?
Right here: Download (http://www.twcenter.net/downloads/db/index.php?mod=762)



https://img513.imageshack.us/img513/1860/rcbanner3gr.jpg (https://forums.totalwar.org/vb/showthread.php?t=57253)

https://img53.imageshack.us/img53/3397/british4rv.jpghttps://img373.imageshack.us/img373/7366/wrer9vq.jpghttps://img382.imageshack.us/img382/7568/ostrogoths9ey.jpghttps://img382.imageshack.us/img382/1231/erer2hf.jpghttps://img400.imageshack.us/img400/9483/slavs4cl.jpghttps://img332.imageshack.us/img332/5718/slave8uy.jpghttps://img53.imageshack.us/img53/3397/british4rv.jpghttps://img373.imageshack.us/img373/7366/wrer9vq.jpghttps://img382.imageshack.us/img382/7568/ostrogoths9ey.jpg

Mod Compatibility
More advanced users may wish to make Rebel Commander compatible with their own personal mods. Rebel Commander should be compatible with most lightly modded games (eg, ones with modded skins, unit stats, unit formations, additional units etc.). It does however mod the descr_strat file which any map mod will also alter.

To make Rebel Commander compatible with a map mod, install it as normal but do _not_ replace the descr_strat file. Instead go into your original descr_strat file and move the emergent factions from unplayable to playable at the top of the file. This was the only change made in this file.

If you'd like to incorporate Rebel Commander within your own mod for public release, then please feel free to do so. I only ask that you let me know that you're using it and give appropriate credit.

Thanks go to Myrddraal for inspiration and advice.

GrimSta
11-23-2005, 03:12
Dude, this is sweet!!! how long did it take you to make this! download number one goes GrimSta's way!

Riothamus
11-24-2005, 02:40
Thank you Epistolary Richard! I modded your mod with Attila's reloaded 3.0 in order to use his skins...so far so good... very cool! ~:cheers:

Patricius
11-24-2005, 02:41
That is a very clever modification! I can now have a chance to play the Romano-British starting as a horde, and the chance to play as the empire rebels is very intriguing.

Myrddraal
11-24-2005, 03:28
nice to see you got it out :bow:

Divinus Arma
11-24-2005, 05:56
So here is a question....

with the addition of these factions within this mod, how many total playable factions does that add up to in BI?

Prodigal
11-24-2005, 08:14
Cheers for this, I've been gagging to play Romano-British since I first saw them appear in BI.

Ilsamir Lord
11-24-2005, 09:33
It would appear to be sixteen (if the number of faction icons in that first screen is anything to go by), but I could be wrong~:) .

Monkwarrior
11-24-2005, 09:35
Great!!!
Congratulations ER. This is a master piece of modding.~:cheers:

Would you mind if I translate it to Spanish?
It is probable that many Spanish players would like to use it.
I will contact you for the uploading question.:bow:

Epistolary Richard
11-24-2005, 16:47
Thank you for the kind comments.

What would be really nice to round-off this mod would be if an artistically talented person was interested in producing some vanilla-standard in-game victory conditions maps for the Roman Rebels, Romano-British, Ostrogoths and Slavs.

Also, the Roman Rebels don't have a faction description. I don't know this period of history at all, so if anyone wants to take a crack at those two it would be appreciated.




So here is a question....

with the addition of these factions within this mod, how many total playable factions does that add up to in BI?

With modding, there are 20 playable factions in BI (the 21st is the slave faction which, while playable, uses completely different rules than the others). The screenshot only shows 16 because that is the original 10 factions, plus the 5 emergent factions plus the slave faction, the mod doesn't unlock the other 5 factions that begin the game - but it is simple enough to do so by adding the two maps, campaign description and adjusting the descr_strat.


Would you mind if I translate it to Spanish?
I wouldn't mind at all.

Hans Kloss
11-24-2005, 17:26
Great job done Richard ! ~:cheers:

Although I have already modded my ERE and WRE rebels to be playable factions, your mod seem to be much more interesting to play then my manual editing

The_Mark
11-25-2005, 22:47
Brilliant, Richard!

So the control-command does work properly with BI? Goody-good.

dclare4
11-28-2005, 01:25
Holy bloody elephant tusks!

I'll ask my mod group mates but man this looks amazing and it's really just what I've been looking for. Err... would you be open to mod groups incorporating this into their mods, with full documentation and accreditation it goes without saying, please? Also, is there a way to change the Slavs so they emerge from the Sarmatians instead of the Sassanids and have the Romano-British emerge from the Franks instead of the Huns? It's a bit of a mod design thing (the Sarmatians and Franks are like the main modded factions which the Slavs and R-Brits should later emerge from) and we'd really appreciate it!

This really is - unspeakably incredible!

Hoping for your kind consideration,
Harlechman
Zulu Total War Team

Epistolary Richard
11-28-2005, 08:51
Yes, swapping them between starting factions is easy. Just have a look at the triggers at the bottom of export_descr_advice - they govern which faction gets the pop-up advisor allowing you to change control.

Also, you might want to change the Romano-British so they emerge in a different way (either on rebellion or on a specific date in descr_sm_factions or descr_events) as I'm running into a CTD two turns after they capture their first settlement.

EdwardL
11-28-2005, 12:19
GJ, i been craving some romano-british, but ill have to wait until a bigger map/increased province map comes out before i get back into BI. Mundus magna has spoiled me. Everytime i get going against a non roman opponent, it just leads to boredom as the conquest of 2 or 3 provinces usually means defeat for a faction... kind of annoying. With mundus, you can actually enjoy a camp map for a solid month. Each faction has enough space to consolidate power and become formidable. Gotta watch out for unchecked Iberians.. Bull warriors can get nasty :)

dclare4
11-29-2005, 04:17
If our mod starts in, oh, 1803 (that's AD, yes at the Peace of Amiens during the Napoleonic wars) and we set the R-Brits to appear in 100AD will they automatically appear? The characters are auto-generated right? I've not downloaded the mod and tried it yet but I will this week.

Thanks!
Harlechman

Epistolary Richard
11-29-2005, 10:31
I haven't tried actually modding the emergence yet, all the rest of the factions seem simple enough however the RBs vanilla emergence criteria seems to be set outside of the modding files available. What might be possible is to add a date for them in descr_events so that they operate like the Slavs - alternatively, one have to change them to a spawn_on_rebellion such as the Ostrogoths. I'd be very interested to know if just adding the date in descr_events works.

Epistolary Richard
12-01-2005, 02:22
I'm happy to report that I've fixed the CTDing Romano-British by simple dint of transferring control on the turn after they appear rather than before.

It's available for Download from the original links in the top post.

The RB emergence certainly is a tenacious chap - I tried setting a date like the Slavs and changing them to appear on rebellion. The date thing CTD'd whilst it completely ignored the spawns_on_revolt. It can always be modded in to start the game - but this is a caveat to whomever is considering changing the RB for another faction in one of their mods.

RedShooter
12-06-2005, 18:22
After capturing the 1st city ( playing as SLAVS ) the game starts crash..~:(

Epistolary Richard
12-06-2005, 22:15
Hmmm... thanks for the report. I'll try and fix it this evening.

Epistolary Richard
12-07-2005, 01:38
Thanks for reporting that, RedShooter. I've fixed that CTD and uploaded a corrected v1.2. You can install it straight on top of the old one if you don't want to bother restoring your vanilla settings.

Kagemusha
12-09-2005, 01:41
Great job Epistola Richard!!:bow: With your permission Jidai no Ran mod team would be honored to use your work?~:)

Epistolary Richard
12-13-2005, 18:37
Always an honour to serve the noble Jidai no Ran. :bow: But do check out the Make all Factions playable in BI (https://forums.totalwar.org/vb/showthread.php?t=57734) which achieves the same results with a slightly different approach.

Mindblank
01-02-2006, 12:27
Epistolary Richard, thanks for a great mod.

I just started a Romano-British campaign on BI 1.6, and am fully enjoying this new challenge (if you're interested in the details, you can read this fairly long post http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=32836.topic). I have one question and one suggestion though.

The question: since I installed your mod, I don't get the option to continue battles anymore, when the whole enemy army routs. Essentially, when the last unit starts routing, the battle automatically ends (I don't get the end battle / continue battle dialog box), and I'm directly shown the battle outcome statistics. This is a little annoying, because I get all these small enemy leftover stacks all over the map, that aren't really neither a challenge nor a threat. I'm not using any other mods (I have made a minor change myself - see below - but I doubt that would cause it). Do you have any idea how I could change this back to how it was before?

The suggestion: I noticed that the Romano-British don't get all the units in campaign mode, that they get in custom battle. Those missing are: bucelarii, regular & repeating ballistae, regular & heavy onager (this is from memory - some of the artillery may actually already be in the campaign mode). I added these myself, but maybe you want to add them directly to your mod in its next release?

Epistolary Richard
01-03-2006, 00:10
Thanks for the feedback. I did notice that I didn't get the continue battle option any more, however I've mostly played BI through Rebel Commander so I assumed it was something that had been taken out of BI!

As for the missing RB stuff - for mod compatability purposes I don't want to change the export_descr_buildings file, but it's a good suggestion. If you want to post the changes you made here it will give other people the chance to do them themselves if they so choose. :thumbsup:

Mindblank
01-03-2006, 01:46
I played a couple of campaigns with BI 1.4 & 1.6 before installing your mod, and I always got the option to continue battles. So it does seem to be related to the mod.

I was wondering if it depends on the faction you play. When the AI routs the player's army, it never decides to pursue routers, effectively simulating what we are experiencing. Does the game somehow assume that a faction it has termed as "non-playable" should behave like an AI-controlled faction?

Since you say you've been playing BI mostly through Rebel Commander, it would be interesting to know if you have noticed this strange behavior with all factions, or just the originally non-playable ones?

I'll post my changes to export_descr_buildings later, since I'm writing this from a different PC.

Mindblank
01-03-2006, 11:52
Alright. In order to give the extra units to the Romano-British, here are the changes I made to the file export_descr_buildings.txt (which can be found in C:\Program Files\Activision\Rome - Total War\bi\data):

Scroll down to the section called "building missiles", then a little further to "catapult range requires...". Then just add the text "romano-british" to the units you want.

This is the result for the catapult range and the siege engineer (which is all you need to change):

catapult_range requires factions { burgundii, lombardi, alemanni, franks, eastern, roman, }
{
capability
{
recruit "chosen archer alemanni" 0 requires factions { burgundii, lombardi, alemanni, }
recruit "lombard archers" 1 requires factions { burgundii, lombardi, alemanni, }
recruit "alemanni onager" 0 requires factions { burgundii, lombardi, alemanni, }
recruit "celtic slingers" 1 requires factions { celts, }
recruit "celtic crossbowmen" 1 requires factions { celts, }
recruit "celtic kerns" 1 requires factions { celts, }
recruit "frankish ballistae" 0 requires factions { franks, }
recruit "saxon hunters" 1 requires factions { franks, saxons, }
recruit "desert archers african" 1 requires factions { carthaginian, }
recruit "mountain slinger" 0 requires factions { eastern, }
recruit "kurdish javelinmen" 0 requires factions { eastern, }
recruit "desert archers sassanid" 1 requires factions { eastern, }
recruit "sassanid ballistae" 0 requires factions { eastern, }
recruit "sassanid onagers" 0 requires factions { eastern, }
recruit "hunnic archers" 1 requires factions { huns, }
recruit "sarmatian virgin archers horse" 0 requires factions { roxolani, sarmatians, }
recruit "sarmatian virgin archers foot" 0 requires factions { roxolani, sarmatians, }
recruit "steppe raiders" 1 requires factions { slavs, vandals, }
recruit "goth raiders" 1 requires factions { ostrogoths, goths, }
recruit "western archer" 2 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "bucellarii" 0 requires factions { romano_british, empire_west_rebels, empire_west, }
recruit "eastern archer" 0 requires factions { empire_east_rebels, empire_east, }
recruit "roman onagers" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "roman ballistae" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "roman scorpion" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
}
construction 6
cost 4800
settlement_min large_city
upgrades
{
siege_engineer
}
}
siege_engineer requires factions { burgundii, lombardi, alemanni, franks, eastern, roman, }
{
capability
{
recruit "lombard archers" 1 requires factions { burgundii, lombardi, alemanni, }
recruit "chosen archer alemanni" 0 requires factions { burgundii, lombardi, alemanni, }
recruit "alemanni onager" 1 requires factions { burgundii, lombardi, alemanni, }
recruit "celtic slingers" 1 requires factions { celts, }
recruit "celtic kerns" 1 requires factions { celts, }
recruit "celtic crossbowmen" 1 requires factions { celts, }
recruit "frankish ballistae" 0 requires factions { franks, }
recruit "frankish onager" 0 requires factions { franks, }
recruit "saxon hunters" 1 requires factions { franks, saxons, }
recruit "desert archers african" 1 requires factions { carthaginian, }
recruit "mountain slinger" 0 requires factions { eastern, }
recruit "kurdish javelinmen" 0 requires factions { eastern, }
recruit "desert archers sassanid" 1 requires factions { eastern, }
recruit "sassanid ballistae" 0 requires factions { eastern, }
recruit "sassanid onagers" 0 requires factions { eastern, }
recruit "sassanid heavy onager" 0 requires factions { eastern, }
recruit "hunnic archers" 1 requires factions { huns, }
recruit "sarmatian virgin archers horse" 0 requires factions { roxolani, sarmatians, }
recruit "sarmatian virgin archers foot" 0 requires factions { roxolani, sarmatians, }
recruit "steppe raiders" 1 requires factions { slavs, vandals, }
recruit "goth raiders" 1 requires factions { ostrogoths, goths, }
recruit "western archer" 2 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "bucellarii" 1 requires factions { romano_british, empire_west_rebels, empire_west, }
recruit "eastern archer" 1 requires factions { empire_east_rebels, empire_east, }
recruit "roman onagers" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "roman ballistae" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "roman heavy onager" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "roman repeating ballistae" 0 requires factions { romano_british, empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
recruit "carriage ballistae" 0 requires factions { empire_east_rebels, empire_west_rebels, empire_east, empire_west, }
recruit "roman scorpion" 0 requires factions { empire_east_rebels, empire_east, empire_west_rebels, empire_west, }
}
construction 7
cost 9600
settlement_min huge_city
upgrades
{
}

Jarardo
01-05-2006, 06:32
Great Mod, I've been having a blast with the Romano British. Night battles arent working for me though, they're no longer an option in BI with any faction. A general may still have the trait, but the little box isnt there to choose a night battle.


EDIT:EDIT AGAIN: Alright, I havent tested this thouroghly. But if the(top of the) descr_strat file looks like this:

>>>_____________________________________________________________________________

; Custom campaign script generated by Romans Campaign Map Editor

campaign barbarian_invasion
options bi
playable
huns

________________________________________________________________________________
>>>

The night battles work. What was missing was the "options bi" line. I dont know if you may have taken that out for another reason.


This is how it looks without it:
>>>_____________________________________________________________________________

; Custom campaign script generated by Romans Campaign Map Editor

campaign barbarian_invasion
playable
huns

________________________________________________________________________________
>>>


I was able to start as the huns, and switch over to the Romano-British, since then I've only done one auto fight, and I played out one night fight. YAY! I also did a few loads and saves.

The Battles are still ending when the last enemy starts to rout.

@Mindblank, Your post from The Totalwar forums turned me onto this mod, thanks! I'm going to try to add the First Cohort in tommorow.
BYE FROM JARARDO

Epistolary Richard
01-06-2006, 03:42
Thanks for the info, Jarardo. I don't remember taking anything out of the descr_strat file like that, is it possible this was something added for 1.6?

If there are any more patches or updates I would recommend using your original descr_strat file but moving the rebel factions from the unplayable to the playable section at the top. That's the only adjustment I made to the file and if you use you original, hopefully occurrences like this can be avoided :thumbsup:

Jarardo
01-06-2006, 08:26
It may be something that 1.6 requires. Because no its not in the RebelCommander desc_strat file. I did read a post from someone who updated to 1.6 and was then having this problem, so that just might be it! Anyway thanks again for the mods, having a good time with them. I'm working right now on changing the Romano-British names.

Its almost as fun as dancing, except chicks do like to dance more than play with notepad!

Adamskay
02-09-2006, 15:31
MindBlank: The question: since I installed your mod, I don't get the option to continue battles anymore, when the whole enemy army routs. Essentially, when the last unit starts routing, the battle automatically ends (I don't get the end battle / continue battle dialog box), and I'm directly shown the battle outcome statistics. This is a little annoying, because I get all these small enemy leftover stacks all over the map, that aren't really neither a challenge nor a threat. I'm not using any other mods (I have made a minor change myself - see below - but I doubt that would cause it). Do you have any idea how I could change this back to how it was before?

I have this problem too. You know how it "repair"? Please, help.

Epistolary Richard
02-09-2006, 20:46
Don't know what causes it, and I don't know how to fix it. Sorry. :sad:

Adamskay
02-09-2006, 20:55
ehhh, ok but it's very sad. Do you know other mod in what I can play Romano - British BUT not change the map, units etc. (Britannica change the map in BI).
For instance I have 2 cities (Londinium and Eburacum), some army and one faction leader?

professorspatula
02-09-2006, 22:20
The 'not being able to continue a battle when the last enemy unit is broken' happens whenever you switch faction mid-campaign as far as I've noticed. I actually like this - it stops you having the advantage of being able to finish off the AI when the AI doesn't have the option to continue a battle themselves.

My own mod does let you play the Romano-British (see my sig for the link). Just look at the readme.txt file in the .zip file for the instructions about the Romano-British provincial campaign. The rest of the stuff you don't have to install.

Adamskay
02-09-2006, 22:59
Ok, thx for help. I'm playing Romano-British faction now. I'm your debtor.
:juggle2: for you. :)

=E.T=
02-09-2006, 23:05
Great!!!
Congratulations ER. This is a master piece of modding.~:cheers:

Would you mind if I translate it to Spanish?
It is probable that many Spanish players would like to use it.
I will contact you for the uploading question.:bow:

Plz help ER to translate it !!! :help:

:juggle2: tnx!

@ ER : You put the mod into RTW section (?)


Check here to receive updates on this file Author: Epistolary Richard
Date Added: Nov 23rd 05
Size: 1.8 MB
Downloads: 1280
Compatibility: Rome: Total War
Screenshot: None
Installed By: 0 user(s)
Watched By: 3 user(s)
...:wall:


:2thumbsup:

Epistolary Richard
02-10-2006, 09:24
@ ER : You put the mod into RTW section (?)

Yes?

=E.T=
02-10-2006, 13:02
yep! But, you may edite it

;)

Reenk Roink
02-10-2006, 18:26
A very nice mod, got me back to BI while I wait for EB's patch...

Thank you and excellent work :2thumbsup:

Epistolary Richard
02-10-2006, 19:47
yep! But, you may edite it

;)
I know I can edit it. What's wrong with it being in the RTW section?

=E.T=
02-10-2006, 21:29
Sorry !!! :shame:

Don't exist a BI section.....:no:


:oops:

victor21
06-26-2007, 18:55
Sorry !!! :shame:

Don't exist a BI section.....:no:


:oops:
Great mod dude, but i guess i've found another bug. When I click on the family tree button, while playing the Slavs faction, the game crashes. Does anybody here experienced the same problem?

Third spearman from the left
07-26-2007, 13:05
Hi all

can someone point me in the right direction on a couple problems I'm trying to fix in RC, just preference choices.

I have made all the factions playable in RC except the slaves who I have placed back into non-playable section. I have maps, winning conditions and faction descriptions set-up and each non-playable faction looks and plays fine.

RB and the slavs also play fine however the ERER and WRER do not work for some reason. The 'show me how' icon does not pop up when the rebels appear and the same applies to the ostro-goths when they appear.

I have checked over what I can find, the triggers and the 'show me how' scripts but they all looks fine. Can anyone advise me on what I should be looking for and where? I have only added factions nothing else.

Myrddraal
07-27-2007, 04:23
So you're saying that the advisor appears, but the show me how button is blanked out. Right?

Third spearman from the left
07-27-2007, 12:24
The advisor appears generally telling me about events on that turn. She does not ask me if I want to take control and 'the show me how' icon is not highlighted.

Myrddraal
07-27-2007, 16:06
Well the problem is with your advice file then. I suggest you re-install the mod, see if that clears it.

Third spearman from the left
07-31-2007, 14:36
Ok I did a reinstall and added in the extra files slowly and now the WRER and ERER both work perfectly. I believe I left a cap in factions script above the slaves and this was causing the problem.

So now I have a RC mod which includes all the factions in the game with full maps rather then the X symbol, faction descriptions and winning conditions for all including WRER & ERER.

A couple of things I'd still like to see if I can fix are as follows,

Is it possible to swap the factions that trigger a rebel faction. For example make so that the Huns trigger the slavs and the Sanniands trigger the RBritsh? Reason I ask is that the player hubs don't match the faction types, RB have a barbarian look and the slavs a roman/sanniand look.

Second and again I know this sounds picky but I'm just interested to know is there a way to make the faction icon change to the correct colour and type, once you have switched factions on the player hub?

Thanks a again for your time :shame:

Numaan
06-16-2012, 09:13
im sorry but where do you put this rebel commander once you have downloaded it?

dancer
03-01-2013, 16:00
im sorry but where do you put this rebel commander once you have downloaded it?

hi i have the big problem
i cannot download the file when i klick on it
there is a new tab where 404 - not found is on so can please somebody fix it, or send to me a different download link

thanks

dancer
03-01-2013, 17:07
hi i have the big problem
i cannot download the file when i klick on it
there is a new tab where 404 - not found is on so can please somebody fix it, or send to me a different download link

thanks

dancer
03-01-2013, 23:29
hi i have found a download link
my problem is im not a modder i downloaded the file
then i coopied the file into the bi file so now i can use the different fractions but when i use western roman rebels or eastern nothing happens i get on the campaign map but then nothing is happening
do i have to change anythin thx !

master412160
10-29-2013, 09:43
This mod don't work properly. Family Tree ain't working for rebels of Western, eastern roman factions, the family tree of the slaves ain't working either.