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Maksimus
01-29-2008, 10:33
If there is a way to make it work - I don't know it, and I am afraid it is hard coded :shrug:
No worries.
Great work porting EB to alexander by the way. I was really enoying the new AI logistics during campaign mode but since school started again so I switched to custom battles and noticed that minor nuisance.
Maksimus
01-29-2008, 11:00
Thank you for support :grin:
Maksimus
01-31-2008, 04:33
::
:: JOHNNY SHUMATE ::
WITH ALEXANDER EB TEAM::
https://img441.imageshack.us/img441/8638/alexanderwk4.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/6482/philipiiko9.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/9839/cunaxaip2.jpg (https://imageshack.us)
https://img170.imageshack.us/img170/1053/viriathus2lj6.jpg (https://imageshack.us)
https://img170.imageshack.us/img170/584/ur1csn6.jpg (https://imageshack.us)
https://img245.imageshack.us/img245/2656/celticpc9.jpg (https://imageshack.us)
https://img401.imageshack.us/img401/7504/towerburnwm8.jpg (https://imageshack.us)
https://img175.imageshack.us/img175/1320/thebancav2fv7.jpg (https://imageshack.us)
https://img401.imageshack.us/img401/7876/skythdf0.jpg (https://imageshack.us)
https://img166.imageshack.us/img166/6480/corcernii8.jpg (https://imageshack.us)
https://img170.imageshack.us/img170/1848/ramses2oj7.jpg (https://imageshack.us)
https://img211.imageshack.us/img211/913/gallicdk3.jpg (https://imageshack.us)
https://img165.imageshack.us/img165/4529/bataviancomp2be0.jpg (https://imageshack.us)
https://img181.imageshack.us/img181/9262/h1uk4.jpg (https://imageshack.us)
https://img211.imageshack.us/img211/2362/germanicwro6.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/9507/spartasm6.jpg (https://imageshack.us)
https://img177.imageshack.us/img177/2392/skythianqg9.jpg (https://imageshack.us)
https://img101.imageshack.us/img101/8083/lionsdl6.jpg (https://imageshack.us)
https://img166.imageshack.us/img166/1274/makstv0.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/4616/luectranb5.jpg (https://imageshack.us)
https://img441.imageshack.us/img441/1111/horsezkx1.jpg (https://imageshack.us)https://img297.imageshack.us/img297/7079/hypaspistbkf5.jpg (https://imageshack.us)
More about Johnny Shumate http://community.imaginefx.com/fxpose/johnny_shumates_portfolio/default.aspx
Maksimus
01-31-2008, 04:43
::
:: JOHNNY SHUMATE ::
WITH ALEXANDER EB TEAM::
https://img441.imageshack.us/img441/8638/alexanderwk4.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/6482/philipiiko9.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/9839/cunaxaip2.jpg (https://imageshack.us)
https://img170.imageshack.us/img170/1053/viriathus2lj6.jpg (https://imageshack.us)
https://img170.imageshack.us/img170/584/ur1csn6.jpg (https://imageshack.us)
https://img245.imageshack.us/img245/2656/celticpc9.jpg (https://imageshack.us)
https://img401.imageshack.us/img401/7504/towerburnwm8.jpg (https://imageshack.us)
https://img175.imageshack.us/img175/1320/thebancav2fv7.jpg (https://imageshack.us)
https://img401.imageshack.us/img401/7876/skythdf0.jpg (https://imageshack.us)
https://img166.imageshack.us/img166/6480/corcernii8.jpg (https://imageshack.us)
https://img170.imageshack.us/img170/1848/ramses2oj7.jpg (https://imageshack.us)
https://img211.imageshack.us/img211/913/gallicdk3.jpg (https://imageshack.us)
https://img165.imageshack.us/img165/4529/bataviancomp2be0.jpg (https://imageshack.us)
https://img181.imageshack.us/img181/9262/h1uk4.jpg (https://imageshack.us)
https://img211.imageshack.us/img211/2362/germanicwro6.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/9507/spartasm6.jpg (https://imageshack.us)
https://img177.imageshack.us/img177/2392/skythianqg9.jpg (https://imageshack.us)
https://img101.imageshack.us/img101/8083/lionsdl6.jpg (https://imageshack.us)
https://img166.imageshack.us/img166/1274/makstv0.jpg (https://imageshack.us)
https://img525.imageshack.us/img525/4616/luectranb5.jpg (https://imageshack.us)
https://img441.imageshack.us/img441/1111/horsezkx1.jpg (https://imageshack.us)https://img297.imageshack.us/img297/7079/hypaspistbkf5.jpg (https://imageshack.us)
More about Johnny Shumate http://community.imaginefx.com/fxpose/johnny_shumates_portfolio/default.aspx
Mediteran
01-31-2008, 12:19
what does this mean?:balloon2:
Maksimus
01-31-2008, 13:03
It means that Johnny gave us special premission to use his art for the minimod (specially for loading screens) and that he will be updated on regular basis.
Plus, I have asked him to be Art Director for the minimod - basicly for the loading screens that is most important
And offcourse, Johnny is one of the best (I would say the best) Ancient Military Artists on the Web that is very active. That would say that any future work of his we could use for the minimod as long it is not commercial!
Many many thanks to Jonny!
Alexander Team will be active for long months to come
Mediteran
01-31-2008, 13:24
whao well that is indeed good news, i love johnnys work :)
Oh... my... God...
I discovered Johnny's drawings myself a few days ago, and I'm amazed at how good he is. Can't believe he now works for Alexander EB Team :dizzy2:
Maksimus
01-31-2008, 13:45
He does not work for us really - he gave us premission to use his work for the minimod and he likes to know how popular it will be (so we keep him informed)
His work is very special, I am glad he share's it
For the future, who knows - maybe he would like to be Art Director - if he has some time - he works alot and has a familly - still, I will inform you all if he says Ok..
Anyways - I think that this community will help him in inspiration and support
I know I would - and I was once in 'pro-comics' buissines :grin:
That is some fantastic artwork from Johnny, amazing.
Maksimus
01-31-2008, 13:55
I could not upload all the nice work by johnny because Org. limits the number of pictures per post.. so, I had to delete some from the main post so I could implement some.. at TWC it is a different story :grin: ...
Gebeleisis
01-31-2008, 14:50
That pictures are GOLD FOR A PHOTOSHOPER!
The best loading screens can be made from those drawings/paintings!
OMFG!
Maksimus
01-31-2008, 15:22
any ides ? :curtain:
sycander
01-31-2008, 18:30
First of all sorry my french english
I played EB1.0, and I saw this thread, so, I install Alex.
I've renamed the shortcut EB10, and download the eb10_on_alex file, but I dont know were paste the data folder...
In EB data folder, then clic "yes" when asking if "overwrite"??
Because there is very numerous things in original EB folder that will disappear:
for example: the folder "models_building" contains more element (7: 3 folders and 4 .cas), beside, the EB10_on_Alex' "models_building" folder contain only one (texture).
What to do?
I try playing but it freezes on Europa barbarorum first screen.
Thx for ur help!
Maksimus
01-31-2008, 20:15
the 7z file is in the folder called ''EB10_on_ALEX.exe'' - inside that folder is ''EB'' folder - the only thing you need to do is to 'drag and drop' the ''EB'' folder into your ''Rome Total War'' folder - also recheck the target line (or just copy paste it from here :grin: )
If you have any more probs - say so
sycander
01-31-2008, 23:28
Thing is: I already have the original "EB" folder in my Rome Total war folder.
(With "alexander" folder, "data", and "Miles", others are application and icons)
So if i copypaste, there is a conflict between the two EB folder.
edit: good now
Waou. i just begin an Aedui campaign, and eleutheroi are multiplying as rabbit.
Maksimus
02-01-2008, 04:55
Have fun ! :grin:
PaladinX
02-01-2008, 09:10
That mod makes the diffrence. AI is much enhanced!
Is there a way to use EB-Alex with the wonderful Fanatic’s First Cohort mod?
I had a try but couldn´t start a new campagne - recived error:-(
tx
That mod makes the diffrence. AI is much enhanced!
Is there a way to use EB-Alex with the wonderful Fanatic’s First Cohort mod?
I had a try but couldn´t start a new campagne - recived error:-(
tx
They should be compatible: they change different files.
What kind of error do you get?
PaladinX
02-01-2008, 10:00
something with "rebel unit can not be found". when ever i try start a new campaign i land back in main-menue.
the error-message appears when i go back to desktop. and for your info i installed rtw/bi/eb/alex/ and eb-alex/CityMod/TWFanaticsforCityMod/ForcedDiplo
cheers
something with "rebel unit can not be found". when ever i try start a new campaign i land back in main-menue.
the error-message appears when i go back to desktop. and for your info i installed rtw/bi/eb/alex/ and eb-alex/CityMod/TWFanaticsforCityMod/ForcedDiplo
cheers
Ehm, forget what I said, I was referring to using the ALX exe only, not the Alexander EB Beta, I didn't try it out yet
Alex EB must probably change a lot of files, including some that are changed by TWFanatic's minimod as well, didn't look at them however...
The only way to make both work is to find all the files modified by both mods and modify AlexEB version by changing the same things TWFanatic changed in his minimod; I fear there's no other way.
Maksimus
02-01-2008, 11:24
SunShadow is right 100%, Fanatic’s First Cohort mod changes some of the same files as we do... but we have First Cohorts
https://img141.imageshack.us/img141/7200/fcohortssu8.jpg (https://imageshack.us)
:grin:
PaladinX
02-01-2008, 11:35
nice - but the main reason i wanted to use TWFristsMod was the updated use of Hoplites!
btw i can not even think about playing eb without alex anymore, its like i found a key to the AI future and i`m in here right from the start...
Maksimus
02-01-2008, 12:08
I know what you mean .. we will be very active even after EB team switches totaly on EB2 ... then there might be just quite a few surprise's:robot:
Good Ship Chuckle
02-06-2008, 22:38
I am also interested in downloading EB for Alexander, but I have encountered a problem.
I've been to both the Sega and TW site and clicked on the link to take me to the place to download Alexander total war. Upon doing so, I get to a site that says:
http://www.totalwar.com/en/buyonline.html
CAT_000002
We have encountered an internal application error. The error has been logged.
Contact System Support
What????:inquisitive:
Evidently something is wrong. Maybe you can explain to me the problem, or maybe its a temporary thing.
Maksimus
02-07-2008, 01:05
If that is an EB or even ALX EB error - I am going to hang myself :viking:
But I am sure that it is not so.. what I am suggesting is to seek help from the tehnical part of EB team in the Tehnical sub-forum because I am sure that there were some kind of these issues before - like .. it is very possible the aplication i looking for installed RTW in default folder and you may have installed in a different one :shrug:
Like I said - not sure.. sorry I can't give you any directions, I got my ALX from the store :grin:
Good Ship Chuckle
02-07-2008, 23:53
No, no. You misunderstand me. I am trying to purchase and then download the actual Rome: Total War Alexander expansion (the game I need before I can download EB ALX.exe). The official Total war site isn't allowing me to purchase it.
Or do I not have to download the Rome: Total War Alexander expansion in the first place to use ALX.exe? I'm almost sure I do.
It just seems strange that I (the customer with money in my hand) can't purchase the official Rome: Total War Alexander expansion from Sega nor Total war sites.
Do you know of anywhere else you can get it, perhaps one that isn't having technical difficulties?
Never mind (for the last question at least). I FOUND A SITE THAT ACTUALLY IS SELLING ALEXANDER THE OFFICIAL EXPANSION! :2thumbsup: Took me long enough. Sheeesh! You would think Sega would be offering a direct link to it. Here's the site at least.
https://fe.trymedia.com/magnus/bbyt.html?contentid=c877bdc35d937a0b883613515163b33d&offering=60m_d&mv_pc=t_07to&dm=
overweightninja
02-08-2008, 01:28
No, no. You misunderstand me. I am trying to purchase and then download the actual Rome: Total War Alexander expansion (the game I need before I can download EB ALX.exe). The official Total war site isn't allowing me to purchase it.
Or do I not have to download the Rome: Total War Alexander expansion in the first place to use ALX.exe? I'm almost sure I do.
It just seems strange that I (the customer with money in my hand) can't purchase the official Rome: Total War Alexander expansion from Sega nor Total war sites.
Do you know of anywhere else you can get it, perhaps one that isn't having technical difficulties?
I assume you don't HAVE to download it for some reason (ie you have no address or something).
If that's the case.....
http://www.amazon.com/Rome-Total-War-Alexander-expansion/dp/B000ZMYZWC/ref=pd_bbs_sr_1?ie=UTF8&s=videogames&qid=1202424924&sr=8-1
It's a fiver (about 10$) on amazon.co.uk though so looks like you yanks are getting a bit ripped off there.
EDIT Alexander is available through valve's steam software for $15 US. That also means it'll be a download version and luckily enough, to quote the page:
"NOTE:
The Rome: Total War Alexander Expansion requires Rome: Total War to play and will work with boxed retail versions as well as the Steam version."
So happy days you don't need to get another copy of RTW too.
Link to steam:
http://www.steampowered.com/v/index.php
Hope that's the trick.
EDIT 2
Oh you've done it anyway while I was typing this, how irritating lol :D
Glad you're sorted though
Cheers
Good Ship Chuckle
02-08-2008, 02:32
:laugh4: Sorry you didn't see my edit soon enough.
~:doh: I can't believe it!! So Alexander is available in hardcopy. I've been to several sites, all saying that Alexander is downloadable only. Maybe that's old news. Thanks for the help.
I love the description under your name...barely a levy...fat:tongue3: .
Yarrggg! I have to use the US Amazon site, and there it costs $29.99. Preposterous! It's cheaper to buy in the UK and then ship to the US. Unfortunately Amazon doesn't even deliver video games to US. I lose anyways...
Aleks_Born
02-09-2008, 19:57
Please, can anybody help me?
I have installed EAEM ALX EB MOD with temporary fix (missing texture). But I can't begin to play. In last menu when I choose any faction to play, after several seconds I return in previous menu, where I can choose EB Main Campaing, Historical batle.... I'm sure that I copy EAEM in right folders, I did it and reinstalled EB three time.
Maksimus
02-09-2008, 22:01
Please, can anybody help me?
I have installed EAEM ALX EB MOD with temporary fix (missing texture). But I can't begin to play. In last menu when I choose any faction to play, after several seconds I return in previous menu, where I can choose EB Main Campaing, Historical batle.... I'm sure that I copy EAEM in right folders, I did it and reinstalled EB three time.
Ok, you will need to help me so I can help you :yes:
First of all, about 100 people downloaded EAEM beta (and I to am playing it) so it is hardly a problem with the uploaded files.. Please answer few simple questions
1 - have you manually edited any of the EB files? (If you did you shouldn't)
2 - have you manually edited any of the Alexander vanilla files? (If you did you shouldn't)
3 - have you managed to RUN EB simply on ALX.exe (without the mod - just with *exe) (If you did it's ok)
4 - have you managed to RUN Alexander vanilla (simply by checking that it works .. that is the *exe... some versions from China wont work that well :grin: ) (If you did it's ok)
5 - If all above positive I can only suggest the following: Try to run EB simply on ALX.exe (then use EVERY officiall fix) and then - if it works you can use the EAEM mod
6 - The right instructions for install are: RTW +1,3+1,5 patch + Alexander add-on + EB + Official fixes + EB for ALX (the 0,85mgb file) + EAEM mod..
Please get back to me if you want I can upload my files for you again :shrug:
he @Maksimus
I want to thank you and the others that involved in this project it is indeed the most stable and challenging EB game i ever played
I mean i play as roman and when i tried to attack Pella i had a huge fight with 4 full stacks in a row during the ai turn !!! and my computer didn't crashed after 3 battles during the ai turn (memory) when i lost the last battle just nearly 2 full stacks (1 from the rear and 1 from the front) i retreated the army it was down to 10% and came back a year later to finish the job with a new army i faced again 3 full stacks and now with a lot of merc's with them
I had the same when i sieged the Epiriote (sp) capital they send 2.5 full stacks to lift my siege to that city
Alex.exe is just a really good combination with EB thank you
Maksimus
02-10-2008, 02:24
Thank you very much for support :yes:
question: do you use vanilla EB+ALX.exe or Beta mod?
note:please tell us it is the mod we worked so hard on it :laugh4:
Sorry it's the vanilla EB+ALX.exe that i use
but this one alone is a great achievement and discovery for EB
Maksimus
02-11-2008, 21:43
Just one appeal question: Did anyone tried the Beta mod just so I can know it works?! (since there are some 100 downloads:shrug: ) ... please answer
PaladinX
02-12-2008, 09:10
@aleks: i had the same problem - i think its because you use some other mods on eb like citymod or firstcor... use the alex.beta just with eb alone and it will work fine!
and yes, alex.beta for eb works wunderfull. no crash so far. very nice ai in strategic map and some improvements in battel map too. ai is now a damm of a challenge. think about just hold a minimum army in field for defense only - its over now. ai see´s weekness and get´s in there to hurt...
cheers from frankfurt
Maksimus
02-12-2008, 13:28
Thank you :yes:
Paganist
02-12-2008, 17:03
Here you have my thoughts about this. At first, I couldn't make the game to work before I changed my EB folders position to same where Alexander did exists, so you could possibly mention that in first post.
Okay, to the point:
Loading to main menu is faster, not hugely, but definetely it is faster. And yes, I haven't tried any battles yet (hadn't had time), but game itself with script runs MUCH MUCH more smoother. I can scroll without problems now, which was definetely the most annoying part in normal EB. (Should I say vanilla EB? :dizzy2: )
Time after pressing end turn improved a bit too (45 s vs 60-70 s) so this is definetely worth of downloading if you want to see smoother EB.
Here's a balloon for great job: :balloon2: , okay take two then :) :balloon3:
Reason for edit: You asked about beta mod? I downloaded it. It seems to work fine, but as i mentioned before, I haven't tried any battles yet. Maybe this is the reason why it didn't work before I moved it to other folder....
Maksimus
02-12-2008, 20:42
Thank you for baloons, but..
Here you have my thoughts about this. At first, I couldn't make the game to work before I changed my EB folders position to same where Alexander did exists, so you could possibly mention that in first post.
I don't understand this part... sorry :shrug:
Paganist
02-13-2008, 15:48
Oh sorry my bad :)
Okay, I have three different folders for rtw mods. One contains normal rtw without anything, in one I had EB and one had normal rtw + alexander expansion.
named: RTWEB RTWALX, RTWBI
Oh man, i'll curse my bad english... RTW EB contains normal rtw + EB and there is not Alexander folder at all (which contains all the stuff of alexander expansion) Game didn't work although I made those changes to target line + that other line.
Then I changed location of folder which contains mod EB to there where is stuff from Alexander + normal rtw. Then it started to work. (btw, It complained: File doesnt exist: alexander/data/models_unit/ALEX_Indian_porus_lod1.cas )
Sorry if you couldn't understand : )
Maksimus
02-13-2008, 17:25
I understand, It's just that this BETA mod is made for vanilla install folders.. because some EB DMB files are loaded from vanilla alexander folder.. for finall EAEM beta ALX mod it will all be loaded form vanilla EB folder only so you wont have that problem again :grin:
Paganist
02-13-2008, 19:05
Alright, I've run couple of battles now and well, I'm impressed. Enemy really is doing something instead of waiting that I come and kill them.
Oh, and starting situation with Romani is too easy. Situation before was a lot better. Now romani has 6-7 Pedites Extraordinarii at Rome instead of just having those two small starting armies at north and south. Way too easy. Maybe you should give them tag "Easy" instead of that moderate...
Maksimus
02-13-2008, 23:08
Alright, I've run couple of battles now and well, I'm impressed. Enemy really is doing something instead of waiting that I come and kill them.
Oh, and starting situation with Romani is too easy. Situation before was a lot better. Now romani has 6-7 Pedites Extraordinarii at Rome instead of just having those two small starting armies at north and south. Way too easy. Maybe you should give them tag "Easy" instead of that moderate...
Will kill couple of those armies in Rome and closer... it's just that I did not manage to add those in C_script - but I added them in descr_start.txt ...
Will be tweaked for final.. :grin:
Southern Hunter
02-14-2008, 04:25
Has someone put together a new EBBS that tones down the refresh of money and men so that the AI cannot just reinforce their half dead armies forever? As I understand it, this is what is keeping the AI from losing at all in their capital? It simply can't be taken in an auto-battle?
I just have one question... What is the reason behind commenting out all the triggers in the export_descr_character_traits.txt file?
Paganist
02-14-2008, 19:49
Sorry, but I forgot to mention one pretty important thing. I downloaded that mod, but there was no immortal trait in descr_character_trait.txt (Or whatever it is...). I had to add it there manually :P
Maksimus
02-14-2008, 20:12
Has someone put together a new EBBS that tones down the refresh of money and men so that the AI cannot just reinforce their half dead armies forever? As I understand it, this is what is keeping the AI from losing at all in their capital? It simply can't be taken in an auto-battle?
We have one of the best money scripts in EB world (as you can see by playing it) LGK made it very very nice...
LGK posted this when he made the script
At last i got my EB and now begin to test it immediately. Made a few short runs with BI exe to note campaign flow there, then switched to alex, starting new campaign. Here are my observations.
Human player: Casse
RomeTW-ALX.exe only (alex not installed)
Difficulty: H/M (not fought many tac battles anyway)
EBBS script: original, then changed (see below)
Victory towns assigned: no
descr_strat: "options +prebattle_night_battle_tickbox", NOT "options bi" (see below)
I confirm that AI factions have a tough time expanding, despite AI being more active in general under alex... It wasn't a prob in XGM, where rebels are weak and unscripted, but in EB many rebel towns eventually get half-stack garrisons full of golden chevrons... This doesn't mean that AI can't expand at all (Lusitans took Numantia in 255!), but smaller factions tend to stagnate most of the time, falling in dire debt under high upkeep rates and still reluctant to attack rebel cities.
Now i think that "difficult start help" (what a misnomer!) in EBBS (section 5a) isn't up to the task. Now, it gives 20000 mnai per year to all factions short of 5000 mnai, which is excessive for larger ones (not to mention makes pointless such things as naval blockades) and not enough for smaller factions (eg checked stagnating Pontos in 253 and found them losing over 7000 per turn - that's about 30000 per year, EB original script can't solve this). There is also per-city help in EBBS, but again, it's useless for smaller factions. Also i checked konny's and Davor's scripts and found it less than ideal... so here is my variant, applied in mid-campaign circa 250 with great effect.
It is divided in two parts for each faction:
1) This part will cover any debt as big as 65536 mnai (per turn)...
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < -32768
console_command add_money romans_julii, 32768
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < -16384
console_command add_money romans_julii, 16384
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < -8192
console_command add_money romans_julii, 8192
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < -4096
console_command add_money romans_julii, 4096
end_monitor
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 0
console_command add_money romans_julii, 4096
end_monitor
...and leaves treasury within certain range (0-4095 mnai in this case) afterwards. One can get lesser values and even exact zero treasury continuing this pattern (note last 2 bonuses are equal and last bound is 0), but script becomes bloated soon and i don't think it's really necessary.
2) This part will help small factions only!
monitor_event FactionTurnStart FactionType romans_julii
and not FactionIsLocal
and Treasury < 5000
and I_CompareCounter seasonCounter = 4
if I_NumberOfSettlements romans_julii < 5
console_command add_money romans_julii, 5000
end_if
if I_NumberOfSettlements romans_julii < 4
console_command add_money romans_julii, 5000
end_if
if I_NumberOfSettlements romans_julii < 3
console_command add_money romans_julii, 10000
end_if
end_monitor
It's nothing more than modified original EBBS section-5a script. It gives 20000 mnai per year if AI faction has only 1-2 cities, 10000 in case of 3 cities, and 5000 if 4 cities (i noticed that after gaining 3-4 regions AI factions finally can take care of themselves and perform well, but some further faction-specific tweaks are possible). Now human tactics of targeting AI economics makes some sense, at least when fighting large empires (we can always pretend that enemy resorts to desperate measures when he's reduced to last 2-3 regions).
Reloading game with new script variant had a couple of sleeping factions almost immediately awake and going on conquest (though i'm still worrying about gauls, still beaten by rebel garrisons). But, if script alone won't be enough, there are other possibilities, eg giving AI generals command traits vs rebels (not sure if they affect autocalc, though), in similar giving rebel generals negative traits vs neighbouring AI (thus making certain factions harder to take certain regions and leading to more historical expansion), aging some rebel generals, so they die early and garrisons come out... All such changes can take into account human player's faction proximity - luckily most edits then will affect campaign script and descr_strat, not the background script.
Also tried to destroy some factions (using auto_win cheat) - and all the pictures were shown with no probs (though text stated something about Romans rejoicing, despite the fact that destroyers were the seleucids).
Maksimus
02-14-2008, 20:15
I just have one question... What is the reason behind commenting out all the triggers in the export_descr_character_traits.txt file?
It's because of the NightBattle effect you get and after some battles you win during the night you get +2 command at night and even +3 I think..
It is a standard BI feature you can see it in BI folder - the triggers are needed because of the Night Effects :grin:
Maksimus
02-14-2008, 20:21
Sorry, but I forgot to mention one pretty important thing. I downloaded that mod, but there was no immortal trait in descr_character_trait.txt (Or whatever it is...). I had to add it there manually :P
it's in eb/data/text/ ''export_VnVs.txt''
¬--------------------
{Immortal} Immortal
{Immortal_desc}
Hidden immortal trait
{Immortal_effects_desc}
No Effects
¬--------------------
and in eb/data/ ''export_descr_character_traits.txt''
;------------------------------------------
Trait Immortal
Characters family
Hidden
Level Immortal
Description Immortal_desc
EffectsDescription Immortal_effects_desc
Threshold 1
and in eb/data/ ''export_descr_VnVs_enums.txt''
Immortal
Immortal_desc
Immortal_effects_desc
:shrug:
It's because of the NightBattle effect you get and after some battles you win during the night you get +2 command at night and even +3 I think..
It is a standard BI feature you can see it in BI folder - the triggers are needed because of the Night Effects :grin:
So you commented out all traits except the night battle ones just to test them?
Maksimus
02-15-2008, 15:22
So you commented out all traits except the night battle ones just to test them?
Nah.. I did not make myself clear.. all uncommented traits - are uncommented because they need to enable nightbattles and trigger events that add nighbatle capability to those generals that don't have nighbatle capability during the game - like in Barbarian Invasion (and the trait section is done so no changes are going to take place in the future :no: )
I Am Herenow
02-17-2008, 15:57
I'm a bit confused about this minimod, and have a few questions:
Which thread is your official thread?
Is there a working version of the minimod?
Has the minimod been finished already?
Is there/will there be a full installer for the minimod (so that you don't have to manually change files yourself)?Thanks! :beam:
Maksimus
02-17-2008, 16:27
1 - This is the ALX Mod thread https://forums.totalwar.org/vb/showthread.php?t=96135
2 - Yes, It's the beta one (still, beta 2 will be out in days)
3 - For the finall ''yes'' I will have to wait for some ALX EB members to say ''ok'', but all version of this minimod are save-game copmpatible (from this beta to another beta and all the way to the finall EB10 tweaks)
4 - I think not for EB10 (but for EB11 we will be able to make it happen - and to tell you the truth, there is a number of players that like to know what part of the game is 'tweaked' so they can manually add other things, but bo matter that I think we will be able to push through official instaler in the future)
Aro those answers ok?
:grin:
I Am Herenow
02-17-2008, 17:15
Yeah, thanks a lot for clearing those things up :beam:
Maksimus
02-23-2008, 02:24
MiniMe? I have sent you EDB data on PM - maybe your PMs are full? :shrug:
Mudshovel
02-23-2008, 22:35
I didnt know where to post this , and I choose this thread because its the only one that I found that uses Alexander TW , besides , I love EB and I want to try this mod.
hello , im a HUGE fan of EB ,but I have a problem :( , I cant install Alexander TW !!! , I downloaded it from Gamespot.com , and when I tried to install it , I got this error :
Mo prior installation of Rom Total War was found . This installation program will now terminate ..
wtf :( its doesnt even give me the chance to select a folder to install it ><
what can I do? help ? :(
Maksimus
02-23-2008, 23:05
One thing - If you can extract only the ALX.exe file you can use it (by that I mean targetng it through the EB.exe properties)
Second thing, installing RTW in a default folder is one step closer to use ALX.exe in a simple way, because if you use your own selected folder you might have some probs that can realy be outsided only if you have some more expirience in installing TW games... but I am sure you do so I will say the third one
The third one is the intall process ''step by step'' - this means: install RTW in a default folder, then patch it to 1,3 and then to 1,5 and only then install Alexander..
And the mod disscussion is in another thread - this is the thread that helps you use ALX.exe with vanilla EB only, the ALX EB mode is beta and an beta 2 will be out in a few days (it's just that I have it done but I am waithing for some other ALX EB members to do their part :wall: )
hope this helps
MiniMe? I have sent you EDB data on PM - maybe your PMs are full? :shrug:
Maksimus, right now due to hardware problems I can't ran and mod EB om my computer :wall: :wall: :wall:
or even use my home PC
Maksimus
02-26-2008, 13:03
Ok, I will upload the BETA 2 today and than will see
Danzifuge
02-29-2008, 04:50
does anyone know where i can find the original loading screens and music for EB? i forgot to back em up, and i really like the old ones better.
Maksimus
02-29-2008, 07:47
:shrug:
edit: Oh but dont worry, I will upload new ones based on EB screen competitions in a matter of hours (you will like them I think)
Maksimus
03-02-2008, 08:42
I have updated the main post!
BETA 2 is a realease candidate :yes:
Danzifuge
03-03-2008, 06:02
can i get just the loading screens and music? or does anyone know where to find the original loading screens for EB?
Maksimus
03-03-2008, 16:37
.. well, I was going to upload them only and I will still it will take some time..
they are about 55 mgb clear 7z.. so If you download the FULL mod you will have some very very nice LS's that are ''Community Sreen Competition Poll'' based :grin:
here is how they look now
http://img3.freeimagehosting.net/uploads/bda3367417.jpg (http://www.freeimagehosting.net/)
http://img3.freeimagehosting.net/uploads/4efe46a81f.jpg (http://www.freeimagehosting.net/)
http://img3.freeimagehosting.net/uploads/5d7bc818ff.jpg (http://www.freeimagehosting.net/)
http://img3.freeimagehosting.net/uploads/2790830733.jpg (http://www.freeimagehosting.net/)
Danzifuge
03-04-2008, 08:52
.. well, I was going to upload them only and I will still it will take some time..
they are about 55 mgb clear 7z.. so If you download the FULL mod you will have some very very nice LS's that are ''Community Sreen Competition Poll'' based :grin:
i'm not really interested in testing out a beta just released. i'll wait 'til its fully finished and gone through a few rounds of debugging. wow, 55 mb. they look nice though.
Maksimus
03-04-2008, 10:48
the screens are about 38 mbg (but that is for about 70 screens).. I think I might upload only as in EB vaniall 33 and upload it (like the best looking ones :grin: )
And, this beta is only called that way becasue some ALXEB members are not around to say ''yes or no'' to the finall.. but I think there might be just a few more changes and that is it (and those are going to be ''start army'' changes due to a better balance)
I think that the finall might go out in a week I am not sure..
But if you follow this thread you can see when and why people have complaints (and that is very rare :curtain: )
Danzifuge
03-07-2008, 23:20
the screens are about 38 mbg (but that is for about 70 screens).. I think I might upload only as in EB vaniall 33 and upload it (like the best looking ones :grin: )
And, this beta is only called that way becasue some ALXEB members are not around to say ''yes or no'' to the finall.. but I think there might be just a few more changes and that is it (and those are going to be ''start army'' changes due to a better balance)
I think that the finall might go out in a week I am not sure..
But if you follow this thread you can see when and why people have complaints (and that is very rare :curtain: )
so... what all from alexander is going to be in the mod? i have alexander installed, but to be honest i havent even touched it. i only installed it because heard EB is so much better when running under alx.exe and has better ai. neither of which i've noticed much of a difference. also, attempting a surprise night attack option isn't available, although it appears. so the only real difference i've seen is dusk/dawn/night custom battles.
Maksimus
03-08-2008, 01:02
so... what all from alexander is going to be in the mod?
:thinking2:
no, only the mod data
i have alexander installed, but to be honest i havent even touched it. i only installed it because heard EB is so much better when running under alx.exe and has better ai. neither of which i've noticed much of a difference. also, attempting a surprise night attack option isn't available, although it appears. so the only real difference i've seen is dusk/dawn/night custom battles.
That is already explained, in the mod there are one (oldest FMember) per factions (two tops) that has ''NightBattleCapable 1'' trait.
In the ''transition files'' (those that you need to swich to ALX.exe on vanilla EB) - ''NightBattleCapable 1'' is not included in the ''descr_start.txt'' (It will for EB 11) so you need to have one good general so that the ''night box'' would be enabled - I saw that Pyrrhus is strong enough to have it without the night trait in vanilla EB - but if you are not playing Epeiros you need to make your general gain some stars so he could have the ability to fight at night.
Danzifuge
03-08-2008, 08:16
ok
any chance you can upload those loading screens? they look awesome
Hi Maksimus thanx for your work, but can you post a change log of your mod? I mean something more specifical than the new features reported in the first page... I've read all your post, but I want to know what exactly the ALXEB team has changed so far before messing with my installation... However I'm using alex.exe in my bartixian game and is very good :2thumbsup:
Maksimus
03-08-2008, 23:59
Hi Maksimus thanx for your work, but can you post a change log of your mod? I mean something more specifical than the new features reported in the first page... I've read all your post, but I want to know what exactly the ALXEB team has changed so far before messing with my installation... However I'm using alex.exe in my bartixian game and is very good :2thumbsup:
That will be done fully for the finall :grin:
I can just say that I will upload *backup* files (vanilla EB ones) so that anyone can just go back to vanilla EB if the mod is not the best solution for him.
But let me be short and imprecise a bit (:laugh4: ),
Battles and campaigns are now harder and I can say that they are now a serious challenge even for a veteran players (like me:curtain: ),
Rebels are stronger (but by winning some you win over some nice resources), World is more developed overall in the start (but further development is quite slower now due to expansion control), ..
There are some new units (for EB 10 I think we will add no more, one for dacia, two for hellenes and one mercenary + chinese units)..
Stepe Cavalry units now have +30% men (for the same price) in their units vice versa Hellenic and/or Roman/African/Barb.. - Plus I must say that stepe will now hardly be conquerd by some ''infantry'' faction thanks to the fixed devaluated autocalcs and to stronger cavalry overall in the mod..
There are some very very nice China mercenaries recruitable only in Sulek (they are very cost effective..but with somewhat less armour)..
And Egypt will not spoil the game conquering all AS in Middle East as early as 260bc... neither will KH destroy Macedonia as a rulle..
Well, I said I will be somewhat imprecise - sorry - more to come soon :grin:
Spartan21BS
03-09-2008, 05:45
Hey guys, I want to play Alexander EB, but want to make sure I know how to install it right.
To make sure this is the right way it needs to be done-
1. install fresh RTW
2. Patch 1.3 then 1.5
3.Install BI
4.Install Alexander add-on(is this the Alexander expansion that CA or put out, or the Alexander add on that is for download here?)
5. The install EB 1.0
Then change the EB.10 ti ALX.exe in the shortcut line.
Sorry for the ignorant questions, but I havent dealt with EB or mods in a year or so and am not sure how it works. It sounds great though, can't wait to play it.
Thanks guys.
Danzifuge
03-09-2008, 11:04
just tried out the beta2.
script error. descr_rebel_factions. line 2178 column 21. rebel unit type 'ALXEB hellenic diadokhoi phalanx' not found in unit_db
no other mods running. didnt think i would need to uninstall the previous alexander with eb mod (the first download link). figured all the files would be overwritten. could that be the problem? i'm using the same target shortcut as with the original mod too.
also, i like the money assistance you give the ai. instead of giving em a big wad of dough, you went with just enough to keep em technically out of the red.
Maksimus
03-09-2008, 21:36
Hey guys, I want to play Alexander EB, but want to make sure I know how to install it right.
To make sure this is the right way it needs to be done-
1. install fresh RTW
2. Patch 1.3 then 1.5
3.Install BI
4.Install Alexander add-on(is this the Alexander expansion that CA or put out, or the Alexander add on that is for download here?)
5. The install EB 1.0
Then change the EB.10 ti ALX.exe in the shortcut line.
Sorry for the ignorant questions, but I havent dealt with EB or mods in a year or so and am not sure how it works. It sounds great though, can't wait to play it.
Thanks guys.
Actually :grin:
You only need RTW +1,3 +1,5 (patches) + Alexander add on + EB 10 + EB 10 official fixes + The transition files as I call them (those that you need only to use ALX.exe engine - no the Mod We make) or you can just download our mod (but you might waith for a week and the finall:boxing: ) + and only then you change the shortcut
note: if you install BI after RTW - you dont need 1,3 and 1,5 patches because they are included in BI.. and after BI you can install Alexander and then the rest
just tried out the beta2.
script error. descr_rebel_factions. line 2178 column 21. rebel unit type 'ALXEB hellenic diadokhoi phalanx' not found in unit_db
no other mods running. didnt think i would need to uninstall the previous alexander with eb mod (the first download link). figured all the files would be overwritten. could that be the problem? i'm using the same target shortcut as with the original mod too.
also, i like the money assistance you give the ai. instead of giving em a big wad of dough, you went with just enough to keep em technically out of the red.
Check if you have copied all into correct folders and offcourse you must overwrite all
But as a temporary solution, do this: open ''descr_sm_factions.txt''
Finde this part:
rebel_type Ione_Mysia //greeks Mysia
category peasant_revolt
chance 3
description Ione_Mysia
;unit greek infantry taxeis phalangitai
unit hellenistic infantry heavy pezhetairoi
unit ALXEB hellenic diadokhoi phalanx
unit ALXEB hellenistic infantry heavy diadokhoi pezhetairoi
unit greek cavalry mistophoroi hippeis
unit greek skirmisher akontistai
unit greek missile sphendenotai
Make it like this
rebel_type Ione_Mysia //greeks Mysia
category peasant_revolt
chance 3
description Ione_Mysia
;unit greek infantry taxeis phalangitai
unit hellenistic infantry heavy pezhetairoi
;unit ALXEB hellenic diadokhoi phalanx
unit ALXEB hellenistic infantry heavy diadokhoi pezhetairoi
unit greek cavalry mistophoroi hippeis
unit greek skirmisher akontistai
unit greek missile sphendenotai
Danzifuge
03-09-2008, 22:21
Actually :grin:
You only need RTW +1,3 +1,5 (patches) + Alexander add on + EB 10 + EB 10 official fixes + The transition files as I call them (those that you need only to use ALX.exe engine - no the Mod We make) or you can just download our mod (but you might waith for a week and the finall:boxing: ) + and only then you change the shortcut
note: if you install BI after RTW - you dont need 1,3 and 1,5 patches because they are included in BI.. and after BI you can install Alexander and then the rest
Check if you have copied all into correct folders and offcourse you must overwrite all
But as a temporary solution, do this: open ''descr_sm_factions.txt''
Finde this part:
rebel_type Ione_Mysia //greeks Mysia
category peasant_revolt
chance 3
description Ione_Mysia
;unit greek infantry taxeis phalangitai
unit hellenistic infantry heavy pezhetairoi
unit ALXEB hellenic diadokhoi phalanx
unit ALXEB hellenistic infantry heavy diadokhoi pezhetairoi
unit greek cavalry mistophoroi hippeis
unit greek skirmisher akontistai
unit greek missile sphendenotai
Make it like this
rebel_type Ione_Mysia //greeks Mysia
category peasant_revolt
chance 3
description Ione_Mysia
;unit greek infantry taxeis phalangitai
unit hellenistic infantry heavy pezhetairoi
;unit ALXEB hellenic diadokhoi phalanx
unit ALXEB hellenistic infantry heavy diadokhoi pezhetairoi
unit greek cavalry mistophoroi hippeis
unit greek skirmisher akontistai
unit greek missile sphendenotai
there is no rebel_type in this file. in fact i think you're looking at the wrong file all together. everything in this file goes like this:
faction romans_julii
culture egyptian
symbol ../eb/data/models_strat/symbol_julii.CAS
rebel_symbol ../eb/data/models_strat/symbol_julii_rebel.CAS
primary_colour red 210, green 210, blue 210
secondary_colour red 189, green 189, blue 189
loading_logo loading_screen/symbols/symbol128_julii.tga
standard_index 0
logo_index 23
small_logo_index 248
triumph_value 5
intro_movie ../eb/data/fmv/intros/placeholder_intro.wmv
victory_movie ../eb/data/fmv/lose/julii_eliminated.wmv
defeat_movie ../eb/data/fmv/lose/julii_eliminated.wmv
death_movie fmv/death/death_julii_grass_320x240.wmv
custom_battle_availability yes
can_sap yes
prefers_naval_invasions no
descr_rebel_factions is the file i believe you were talking about. and there is no ione_mysia in that file.
EDIT: ok i think we're copasetic now. i checked the eabm files and in descr_rebel_factions, ione_mysia is in them, so it must not have overwritten that one. strange how the beautiful loading screen and everything made it. gonna give it another shot.
EDIT2: same error. hmm. oh, you know what also. everytime i get that error the rebel_factions file reverts back to what appears to be the rtw version. huh?
EDIT3: upon closer inspection the unit mentioned is in your eabm file, so i believe it is not a matter of being missing from there but from the "unit_db" as i described the script error above. there is no unit_db file, so it must be inside some file... somewherrrre.
EDIT4: i did a search for unit_db in the forums and it showed up in two threads concerning m2tw. ummm. this mod is for rtw right?
Spartan21BS
03-09-2008, 22:56
Actually :grin:
You only need RTW +1,3 +1,5 (patches) + Alexander add on + EB 10 + EB 10 official fixes + The transition files as I call them (those that you need only to use ALX.exe engine - no the Mod We make) or you can just download our mod (but you might waith for a week and the finall:boxing: ) + and only then you change the shortcut
note: if you install BI after RTW - you dont need 1,3 and 1,5 patches because they are included in BI.. and after BI you can install Alexander and then the rest
Check if you have copied all into correct folders and offcourse you must overwrite all
But as a temporary solution, do this: open ''descr_sm_factions.txt''
Finde this part:
rebel_type Ione_Mysia //greeks Mysia
category peasant_revolt
chance 3
description Ione_Mysia
;unit greek infantry taxeis phalangitai
unit hellenistic infantry heavy pezhetairoi
unit ALXEB hellenic diadokhoi phalanx
unit ALXEB hellenistic infantry heavy diadokhoi pezhetairoi
unit greek cavalry mistophoroi hippeis
unit greek skirmisher akontistai
unit greek missile sphendenotai
Make it like this
rebel_type Ione_Mysia //greeks Mysia
category peasant_revolt
chance 3
description Ione_Mysia
;unit greek infantry taxeis phalangitai
unit hellenistic infantry heavy pezhetairoi
;unit ALXEB hellenic diadokhoi phalanx
unit ALXEB hellenistic infantry heavy diadokhoi pezhetairoi
unit greek cavalry mistophoroi hippeis
unit greek skirmisher akontistai
unit greek missile sphendenotai
So actually for the install you dont need BI at all if you dont want it? Does it make a difference for better or worse if you use your mod with BI?
And what are the EB10 official fixes and ALX transition files?
Will all of these extra steps be taken care of if I wait for the final?
Again, sorry for all the questions, and thanks for your help.
Maksimus
03-10-2008, 00:35
So actually for the install you dont need BI at all if you dont want it? Does it make a difference for better or worse if you use your mod with BI?
And what are the EB10 official fixes and ALX transition files?
Will all of these extra steps be taken care of if I wait for the final?
Again, sorry for all the questions, and thanks for your help.
You dont really need BI and it does not make any difference for ALX.exe:square:
here are the fixes you NEED to play
https://forums.totalwar.org/vb/showthread.php?t=93820
And here is the thread that says what are ''transition files'' anyway it is in the top of the page :grin:
https://forums.totalwar.org/vb/showthread.php?t=94861
Yes, all extra steps will be taken care of for the finall and the whole ALXEB team will have a vote! - You should waith for the finall or influence the finall by testing and suggesting this Beta!:grin:
Spartan21BS
03-10-2008, 00:38
You dont really need BI and it does not make any difference for ALX.exe:square:
here are the fixes you NEED to play
https://forums.totalwar.org/vb/showthread.php?t=93820
And here is the thread that says what are ''transition files'' anyway it is in the top of the page :grin:
https://forums.totalwar.org/vb/showthread.php?t=94861
Yes, all extra steps will be taken care of for the finall and the whole ALXEB team will have a vote! - You should waith for the finall or influence the finall by testing and suggesting this Beta!:grin:
Thank you again for all your help. I cannot wait for the final one, it should be great. Since it is only a week or so I will probably wait, since it should be easier to install so I dont mess anything up.
Thanks again, good luck with the final release.
Danzifuge
03-10-2008, 00:59
i finally got it to work. oh stupid me. i was running a campagin/custom battle switcher tool (so as to have all available units in custom battles) and didnt even think twice about it. seems you haven't updated sp game edu and mp game edu to match the export_descr_unit file. you're gonna have to at least update the mp game edu if people want to use all the units in custom battle. also, loading times are EXTREMELY:book: slow now. like twice as slow initial loading and three-four times slower to load a game/battle. my cursor won't even move for a minute after loading and freezes up for another minute or so. i have a really crappy computer. i could deal with eb's crawling but this insane. i thought it was supposed to be uhhh... faster, acccording to everything i've been hearing
You dont really need BI and it does not make any difference for ALX.exe:square:
here are the fixes you NEED to play
https://forums.totalwar.org/vb/showthread.php?t=93820
And here is the thread that says what are ''transition files'' anyway it is in the top of the page :grin:
https://forums.totalwar.org/vb/showthread.php?t=94861
Yes, all extra steps will be taken care of for the finall and the whole ALXEB team will have a vote! - You should waith for the finall or influence the finall by testing and suggesting this Beta!:grin:
do i really really need all these fixes? permanent fixes? temporary fixes? and even optional fixes? why don't you just include them? not everybody uses them and that line about including all known fixes in the first post is so tiny it could easily be missed and there isnt even a link to the thread.
sorry about the complaining but i've been really frustrated about getting this thing to work. and you really need to organize and clarify your installation instruction a bit better (like don't hide them and separate the installation instructions of the transition files from the beta files) and explain the two a bit better.
and btw HOLY SHIT. the starting armies aint no joke no more. I'm about to piss my pants cuz pyrrhos has three elephant units sitting next to pella. also, whats the point in giving me 20k mnai if i'm going to lose all but 2k after the first turn due to some huge army upkeep. i can disband nearly all my troops but garrisons and i probably will still end up in the red and conquered by pyrrhos too. the point is you seem to have increased the population size but the income per city still doesnt seem to be quite enough to match the increased costs of armies. in fact, you've just widened the gap between an affordable garrison and absolute bankruptcy that was present in vanilla eb.
otherwise very elegant and diverse units (haven't played alexander yet) but they fit in nicely.
Maksimus
03-10-2008, 01:52
ifaster, acccording to everything i've been hearing
It is, its just that EB is one really advanced game anyway
do i really really need all these fixes? permanent fixes? temporary fixes? and even optional fixes? why don't you just include them?
There is one fix that is not included into the mod - ''pack'' and it is about 50mgb - so If we include it in.. then.. you konw, that is + 50mgb :shrug:
sorry about the complaining but i've been really frustrated about getting this thing to work. and you really need to organize and clarify your installation instruction a bit better (like don't hide them and separate the installation instructions of the transition files from the beta files) and explain the two a bit better.
[QUOTE=Danzifuge]and btw HOLY SHIT. the starting armies aint no joke no more. I'm about to piss my pants cuz pyrrhos has three elephant units sitting next to pella. also, whats the point in giving me 20k mnai if i'm going to lose all but 2k after the first turn due to some huge army upkeep. i can disband nearly all my troops but garrisons and i probably will still end up in the red and conquered by pyrrhos too. the point is you seem to have increased the population size but the income per city still doesnt seem to be quite enough to match the increased costs of armies. in fact, you've just widened the gap between an affordable garrison and absolute bankruptcy that was present in vanilla eb.
Macedonia is especially hard to play, + after a 2 turns you will lose at least 30% of your army because of Pyrr and Athenai... But overall we will increasse income for the finall :grin:
For some factions, you are not in that hard debt as with Makedonia. The point is you now have army that is capable of taking Athens and fight Pyrr.. It is your call if you want to take Greece or not - but you will lose many troops after first couple of turns anyway..
otherwise very elegant and diverse units (haven't played alexander yet) but they fit in nicely.
I should suggest more coz we will take into account that :grin:
Danzifuge
03-10-2008, 02:02
There is one fix that is not included into the mod - ''pack'' and it is about 50mgb - so If we include it in.. then.. you konw, that is + 50mgb :shrug:
and which fix is that?
Macedonia is especially hard to play, + after a 2 turns you will lose at least 30% of your army because of Pyrr and Athenai...
I'm going to have to lose more than 30% of my army to get out serious debt.
But overall we will increasse income for the finall :grin:
thank you
Maksimus
03-10-2008, 02:11
and which fix is that?
# Oppida
* Updated 2007-10-23
* If an Oppidum is present in a settlement with an incompatible culture, such as Arsé, the game will CTD when loading a battle on that tile, or viewing the settlement. Redmeth has fixed this so it will no longer crash. Unfortunately, this is part of a packed file which means the fix is pretty big (file size).
* The fix will overwrite descr_walls.txt and packs/mod_0.pak, you may want to make backups of these first.
* Download this file from Rapidshare.
* Unpack into <RTW directory>/EB/data.
https://forums.totalwar.org/vb/showthread.php?t=93820
I'm going to have to lose more than 30% of my army to get out serious debt.
If you are going to get out of serious debt with Macedon or other ''hard'' factions - you will need to fight from the start and fast - like.. put a siege on Athenai right away - or go after Thermon and Sparta or Byzant.. etc..
If you do that, you will certanly lose 30% of your army but you will gain pace for new one.. It is really EB vanilla strategy - it is common so we left it that way.. In my tweaks of vanilla RTW I always left factions set so they gain money from the start - but in EB it is other way around :shrug:
I say. Even when we add more income pattern for the mod - it will never be enough to feed Macedonian start-army :no:
You need to fight your way :grin:
Danzifuge
03-10-2008, 03:09
If you are going to get out of serious debt with Macedon or other ''hard'' factions - you will need to fight from the start and fast - like.. put a siege on Athenai right away - or go after Thermon and Sparta or Byzant.. etc..
If you do that, you will certanly lose 30% of your army but you will gain pace for new one.. It is really EB vanilla strategy - it is common so we left it that way.. In my tweaks of vanilla RTW I always left factions set so they gain money from the start - but in EB it is other way around :shrug:
I say. Even when we add more income pattern for the mod - it will never be enough to feed Macedonian start-army :no:
You need to fight your way :grin:
you're entirely right. from what i've seen mod-wise so far, it is the eb way to go bankrupt in the beginning. i'm just not economically inclined enough (that and the fact there is no definitive faq for all eb buildings) to survive as anybody other the carthies, rome, ptolies, or seleucs.
my main issue was this style of play is there is absolutely no room for error in the beginning of the game (in battle or in building) so its not very friendly for the first time eb player (or 2nd, 3rd, 5th, 8th, or 10 time player). i've restarted campaigns so many times, i'd rather just disband everybody and hit end turn for the first 5 years.
but none of this is your problem, really. and i think i'm going to uninstall eb tomorrow. maybe try out rtr.
Maksimus
03-10-2008, 03:56
RTR is (well I hope that no RTR fan will see this :curtain: ) ''the best of the rest''
.. There are just no RTW mod comparations to EB in any way :no: - EB is the least I would ever go after I played RTR
If you decide not to uninstall EB - I suggest the following tweak that is definetly going to help you and your game-style
open
''descr_sm_resources.txt'' in your EB/data folder and just make those values + 10 times or 5 times so that is the way ''general income works''!
You raise those values and you have positive economic stand!
And anyway, EB is not tested or designed for ALX.exe aggresive and advanced AI that plays 5 times smarter than RTW.exe, so huge AI money assistance (for example) is needed for RTW.exe but not for ALX.exe that is using resources and army much better.
That way I think we will have to think over those ''income issues'' very widely for the finall, - let me say.. that even I have more than hard time playing only because of the money - and I win Heroic after Heroic and I still cant get out of minus for decades - that IS GONIG TO be Changed for the Finall release (even If I upload special file-stand only for those that don't like the huge debt as I dont)
Maksimus
03-10-2008, 04:00
Can any admin merge this discussion replies with the active thread (coz some issues we need yet to address)
Thank you
Danzifuge
03-10-2008, 22:02
''descr_sm_resources.txt'' in your EB/data folder and just make those values + 10 times or 5 times so that is the way ''general income works''!
You raise those values and you have positive economic stand!
once again a complaint...
i know exactly how this will work. i raise those values alone and the next city or two i conquer will give me some huge profits. so by the time i conquer a good bit of territory i will already be a gajillionaire. and thats no fun either.
the key to a fun game is to start off breaking even or just a little profit (with the bigger factions), but still have enough in your treasury to recover if should you take a loss or two. and from there have every conquest of yours incrementally add to your profits while at the same time having to expand your expenditure on military to cover your ass. simply increasing the resource values without adjusting recruitment costs or anything else will make the game dull and especially easy after the first couple conquests facilitate everything you need to conquer the rest of the world.
if people play this game and are able to survive after a few conquests, what do you think simply multiplying the resource values 5 or 10x will do? they'll be rolling in money! this is not the way to do it. if this is to work correctly, upkeep costs need to be leveled with resource costs so that for every city you take the cost of garrisoning it should give you a slight profit but not too much more. i don't know if you've done this already with the higher upkeep cost, because i don't want to start a game where i'm headed for the shitter from turn 1 and have little hope of getting out of it for many many turns. SO LEVEL OUT THE PROFITS goddamit.
Danzifuge
03-10-2008, 22:08
i'm an asshole and had too much to drink sorry:pirate2:
Maksimus
03-11-2008, 00:39
In any case if your faction wins couple of towns and you are willing to be patient - you will be milioner :shrug:
In ALXEB Beta 2 resource values are up by +30%, and that is not enough to add to income. Building bonuses are larger and numerous in ALXEB (so are negative effect of some buildings).
The finall should only have +100% tops to resource values. And this is why:
(note: this is my opinion and it is not clearly represented by facts)
I will show the meaning symbolically through index value using EB vanilla with a constant expresed through number = 100
In EB vanilla game on the Start, you have:
Access to elites 100
Bruto Army Deployed 100
Army upkeep expenditure 100
Money income 100
Building Construction cost 100
Building Construction time 100
Unit Construction cost 100
Resource values 100
Trade and Income bonuses 100
General Level of Development 100
Overall Income Pattern 100
In ALXEB (EAEM mod) game on the Start, you have:
Access to elites 300
Bruto Army Deployed 400
Army upkeep expenditure 400
Money income 150
Building Construction cost 150
Building Construction time 150
Unit Construction cost 100
Resource values 130 (will be 200)
Trade and Income bonuses 150
General Level of Development 150
Overall Income Pattern 200
So, after you take couple of teritories, while you will have greater overall income - you will have to gain new teritories by using elites that cost alot! (coz in ALXEByou will just have to use elites if you want to take new lands - at least some elites)
And since you have access to elites from the start - you will spend more money on the Army in general - coz AI will use elites so you will need to use them too if you want to win - that is the point of new balance in ALXEB.
Add that the ''Main buildings'' and ''core buildings'' now cost more and take 50% longer to build - so we deal with the expansion and ''Huge World'' this way and also with negative bonuses on population growth if you have ''military machine'' in one city.
Even when you win a fortune - you will need even bigger one to take control over some teritories by using elites and fighting some nasty foes..
Anyway, I will test it and see it by myself.. I have tested Beta abd Beta 2 - and I had like 10 Heroic and I had very hard time to get out of the minus after destroying Macedonia, KH and Romans with Epeiros.
Danzifuge
03-12-2008, 03:30
messing with the resource values i found that slaves, silk, and grain have no value. how come? and why are dogs worth as much as purple dye, incense, and amber? also, i recommend elephants be lowered and iron, olive oil, wine and marble be increased. i'm gonna tweak it to my own preference, but i find approximately multiplying everything by four achieves a good stability, with macedonia breaking even.
another piece of advice. i'd limit the number of animated "trade ships" there are literally probably 50 or more of these guys sailing around the map at once which is probably causing a lot of the lag in game.
Maksimus
03-12-2008, 03:42
That is because EB team used different vanilla resource code names for different EB resources - that is, (They did not respond to me about which resource is which) - dogs (the code name) might be gold (in the game), and olive might be silver... etc :shrug:
For some reason they did it too in the faction scroll - you know,.. like.. Seleucids are Romans and Romans are Seleucids and Pontos is Carthage and Egypt is Carthage (by code names vice versa game ones)
I think this was done due to the hardcode vanilla patterns :shrug:
So, I guess that (as EB team said) the highest value of resources (even if it says ''pig'') is acctually gold. etc :grin:
note: I have doubled resource values (and it seems nice:curtain: )
Intranetusa
03-12-2008, 21:47
Sorry if it's already answered but, do we need to buy Alexander add on? Or can we just download the files and play with Alex.exe without buying anything?
Don't know where you'd get the .exe without buying the game :inquisitive:
Intranetusa
03-13-2008, 01:23
Don't know where you'd get the .exe without buying the game :inquisitive:
Didn't someone post it on filefront earlier? (a couple months ago)
It was just the exe file.
Maksimus
03-13-2008, 02:16
Sorry if it's already answered but, do we need to buy Alexander add on? Or can we just download the files and play with Alex.exe without buying anything?
Yes, you can use only ALX.exe
Maksimus
03-13-2008, 02:17
Don't know where you'd get the .exe without buying the game :inquisitive:
And if you install the game you can delete alexander files and just leave the ALX.exe :grin:
Danzifuge
03-13-2008, 03:36
i guess i'll have to undo my tweaks to the resources then, as they are not what they represent. another thing i've noticed is that you increased the charge bonus of units such as numidian cavalry to 63. this is equal to the charge of elephants and makes them obsolete in the game. why pay 23,000 and 5750 upkeep for 24 armoured indian elephants when you can get the same charge with numidian cavalry which only cost 2468 and 617 upkeep with 100 horses? the defensive values for numidian cavalry is noticeably less but if you have several of them they more than make up for the survival rate of elephants and no chance of going amok. i always thought the cost and upkeep for elephants should be lessened but their unique charge stats still made them useful for the rich. now they are just pointless.
Maksimus
03-13-2008, 04:25
i guess i'll have to undo my tweaks to the resources then, as they are not what they represent. another thing i've noticed is that you increased the charge bonus of units such as numidian cavalry to 63. this is equal to the charge of elephants and makes them obsolete in the game. why pay 23,000 and 5750 upkeep for 24 armoured indian elephants when you can get the same charge with numidian cavalry which only cost 2468 and 617 upkeep with 100 horses? the defensive values for numidian cavalry is noticeably less but if you have several of them they more than make up for the survival rate of elephants and no chance of going amok. i always thought the cost and upkeep for elephants should be lessened but their unique charge stats still made them useful for the rich. now they are just pointless.
There are just numerous of issues that influence the strenght of ''mount units'' - for example .. do Charge bonus is great, the horse is light - which brings less damage than medium or heavy horse or chariot or elephant ... also there are other twekas that influence much more than any caharge bonus like lethality one ... lethality bonus is overall = 1, but for cavarly it was much lower.. like 0.3 or 0.8 ..etc. We have tweaked cavalry according to our cavalry expert MrMerisi that was a cavalry man in Rhodesia.
There was open discussion on the ''EB cavalry balance'' issue on TWC, and we decided to listen to the cavalry man rather than some unclear sources :shrug:
Here is detail EDU guide ... also descr_mount.txt , bu that is another story :grin:
; RTW Unit Details spreadsheet-generated unit descriptions
;
;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;Category and class define the rough type of the unit. They're used for setting some
;default attributes and for determining where units go in formation amongst other things
; category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of non ridden on animals used by the unit
; mount Type of animal or vehicle ridden on
;
; mount_effect Factors to add when in combat against enemy units that have the specified mounts
; Up to three factors may be specified, which may be classes of mount, or specific types
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, phalanx, testudo, or wedge
;
; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
; Ridden horses and camels do not have separate hit points
;
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factorf
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
; prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
;
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_ownership List of factions and cultures that may have this unit
Danzifuge
03-13-2008, 04:49
There are just numerous of issues that influence the strenght of ''mount units'' - for example .. do Charge bonus is great, the horse is light - which brings less damage than medium or heavy horse or chariot or elephant ... also there are other twekas that influence much more than any caharge bonus like lethality one ... lethality bonus is overall = 1, but for cavarly it was much lower.. like 0.3 or 0.8 ..etc. We have tweaked cavalry according to our cavalry expert MrMerisi that was a cavalry man in Rhodesia.
There was open discussion on the ''EB cavalry balance'' issue on TWC, and we decided to listen to the cavalry man rather than some unclear sources :shrug:
Here is detail EDU guide ... also descr_mount.txt , bu that is another story :grin:
; RTW Unit Details spreadsheet-generated unit descriptions
;
;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;Category and class define the rough type of the unit. They're used for setting some
;default attributes and for determining where units go in formation amongst other things
; category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of non ridden on animals used by the unit
; mount Type of animal or vehicle ridden on
;
; mount_effect Factors to add when in combat against enemy units that have the specified mounts
; Up to three factors may be specified, which may be classes of mount, or specific types
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, phalanx, testudo, or wedge
;
; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
; Ridden horses and camels do not have separate hit points
;
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factorf
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
; prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
;
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_ownership List of factions and cultures that may have this unit
thank you for clarifying this. i will revert it back to the cavalry man's choice settings as he probably knows what he's doing.
also, just to let you know. strat.txt in EB\Data\text folder clarifies what resources are which.
{SMT_RESOURCE_GOLD} Large Vein Precious Metals
{SMT_RESOURCE_SILVER} Small Vein Precious Metals
{SMT_RESOURCE_IRON} Iron
{SMT_RESOURCE_POTTERY} Specialized Crafts
{SMT_RESOURCE_FURS} Slaves
{SMT_RESOURCE_GRAIN} Bugged Grain
{SMT_RESOURCE_TIMBER} Timber
{SMT_RESOURCE_ELEPHANT} Elephants
{SMT_RESOURCE_CAMEL} Mounts
{SMT_RESOURCE_DOG} Salt
{SMT_RESOURCE_PIG} Fish
{SMT_RESOURCE_OLIVE_OIL} Olive Oil
{SMT_RESOURCE_WINE} Wine
{SMT_RESOURCE_SLAVES} Refugees
{SMT_RESOURCE_GLASS} Grain
{SMT_RESOURCE_MARBLE} Marble
{SMT_RESOURCE_TEXTILES} Textiles
{SMT_RESOURCE_PURPLE_DYE} Dyes
{SMT_RESOURCE_INCENSE} Luxury Goods
{SMT_RESOURCE_SILK} Honey
{SMT_RESOURCE_WILD_ANIMALS} Wild Animals
{SMT_RESOURCE_HIDES} Livestock
{SMT_RESOURCE_TIN} Tin
{SMT_RESOURCE_COPPER} Copper
{SMT_RESOURCE_LEAD} Lead
{SMT_RESOURCE_AMBER} Precious Stones
i understand the bugged grain and refugees having no value, but honey?
Maksimus
03-13-2008, 23:58
Oh, yes, yes that is great :grin: .. well, either way if there is a strict and precise pattern of resource values tweaks, than the simple % addition to the existing ones is ok as a rule :shrug:
The EB way :grin:
I will see some tweaks.. maybe there should be a bit larger disproportion betwean some resources like silk and gold verses others (but by a small % manly)
And about cavalry tweaks, .. for EB 11 (after it is out) we will surely not mess with the charge bonus but the lethality and mount mass ... etc .. MrMerisi will be mostly in charge for that after EB 11 comes out.
Danzifuge
03-14-2008, 02:37
another strange situation i'm noticing and maybe the campaign was made to be this way but when i play as maks i dont have an army near pella, but when i played as epirus there was.
also, the first time i played as epirus i had decent populations in my cities, 2k+ and taras had some 4k. now the second time i dont have a city over 2k and taras is only 1,200. huh?
also also, my profits took a plunge mid-turn without building anything. all i did was attack and annihilate a mak army. before the battle i was running -10k profits. after it said -14k??? this after multiplying the resource values by 4 (the 5 and 4 ones),6 (the 2.66 ones),and 8 (the 1.66 ones). on the other hand carthage runs at a nice profit after the first two turns of about 5k profit. the huge difference between these two factions profits after multiplying the resource values was something else i was afraid of. ultimately the infrastructure of all factions just needs to be tweaked to help out the little guy and hinder the bullies.
another strange thing. i exterminated pella spreading 6k population and none of my cities increased in population. the very fact that pella had 8k while my epirote cities began with under 2k is kind of odd. hell i dont even have enough citizens and barracks to raise half a decent stack.
EDIT: shortly after taking pella and replenishing my forces after a hard fought battle, i'm now running a profit of about 3-4k. thats a huge leap from -14k. i've conscripted the hell out of pella too.
Maksimus
03-14-2008, 05:18
That is really how EB works, ALXEB Team did not add anything in the EBBS script (aside the money balance)..
And yes, the population is always the problem.. when you play some barb factions - you can see that they have even more population problems than hellenic ones for example :shrug:
And if you exterminate a settlement you are acctually killing the population - what you should do is to ''enslave'' them :yes:
I wont even say what were my extreme solutions when I lack the population - man, I even recruited units in one city so I could disband them in the other one where my army center is :wall:
Danzifuge
03-14-2008, 07:24
That is really how EB works, ALXEB Team did not add anything in the EBBS script (aside the money balance)..
And yes, the population is always the problem.. when you play some barb factions - you can see that they have even more population problems than hellenic ones for example :shrug:
And if you exterminate a settlement you are acctually killing the population - what you should do is to ''enslave'' them :yes:
I wont even say what were my extreme solutions when I lack the population - man, I even recruited units in one city so I could disband them in the other one where my army center is :wall:
i coulda swore it said "population to disperse among settlements"
these huge armies provide for some spectacular battles i must say.
i got my first heroic victory in a while. outnumbered 4:3 i defeated the maks as they attempted to lay siege to pella. rather than let them wait for reinforcements i met them outside the city gates and lost half my army but destroyed 95% of theirs. they fought bitterly and with high morale. not until i started surrounding their units on three sides did their elite units rout. my bodguard cavalry killed 500 some men alone. prior to that i had an outstanding victory outside pella where the forces were even (3200k) but i destroyed their entire army only taking 211 casualties. the elephants were really the saviours. without them i still would have won, but it would truely have been a stalemate after taking pella.
in other news, the romans finally took rhegion (271 b.c). good thing. i'm always tired of them mulling around the italian peninsula. i fear for taras now though. the greeks really aren't helping me with the maks. i signed a peace treaty with them, but i don't think theyve fought one battle with the maks based on the amount of reinforcements the maks keep bringing to the front.
also, thessaly is not a good place to find a battle. twice already the game has froze there, and only there. once at the end of a battle and once right before one loaded (at the zoomed in red box). i've never had a game freeze until this.
Danzifuge
03-14-2008, 11:57
270 b.c mak faction destroyed after taking pella and demetrias and thorougly whipping their ass.
surgeon retinue is mispelled. says chirurgeon when your retinue expands.
ctd after being attacked outside the eleutheroi town where the oracle of delphi is. i never got these before.
froze again at korinth. just as i won the battle. this is really getting annoying. every year it freezes or ctds.
Thanks for the work on the mod. What I am reading looks great!
The problem is that I don't think it is installed right on my system.
I have the old troop setup (Rome is described as having a new set up by a previous poster). I can't check the night battles box. The AI does not seem notably smarter. As Rome, I defeated the Epirote in Italy in four separate engagements against four different small armies. I besieged Taras with only one levy phalanx defending it. In my first try it still had 400+ troops, but I only lost maybe 50 troops as they sent their armies one or two at a time to be encircled by mine. Needless to say, I'm not impressed there. I saw an interesting calvary move once, and perhaps a feeble attempt to flank my larger army another time.
The instillation process is rather long(Rome, patch, patch, Alex, EB, EB fixes (in EB data), EB 10_on_Alex(pasted EB folder in Rome folder), change shortcut. Still, I can try it again if you think it would help. Should I, or did I miss a step this process?
Also, rebel armies are not sieging or even moving after spawning. I shifted my difficulty levels to very hard/ hard after reading up on this. I haven't played long since starting over with higher difficulty.
I'm new to TW and EB and really wanted to give Rome a go.
Thanks again.
Intranetusa
03-14-2008, 21:36
yeh same here, I'm still confused by the long installation.
I have the Alx.exe (but not the CD)...
So I install:
RTW
RTW 1.5 patch
Alx files
Alx fix immortal trait
Alx eb 7r?
I have BI, but Alx doesn't need the BI/1.6 patch right?
I made a major mistake. The one thing I didn't install was your actual mod.:oops: .
Now I have placed the contents of EAEM_EB_beta_2_full.7z in my Rome folder. Then I reapplied the EB10_on_Alex!. I did not see the immortals fix, but it appears fixed in those files.
But for your fixes there is variance in syntax between descr_strat.txt given in EB10_on_Alex.exe and the text in the manual edit.
Which is better?
I still have to add torches and the like manually? The immortal fix seems to already be included.
I am still confused, though. I won't have a chance to really play until tommorrow.
First impressions:
Rome appears the same, no army in Rome. Two small armies in the north and south. I can't see any difference between this mod and EB 1.0 thus far aside from the new loading screens(nice). Skimming earlier post I saw I can't fight night battles until I have a good general, no?
Hopefully the AI will improve as the game progresses. I also really want the spawning rebels/eleutheroi to be active. I haven't tried leaving an area undefended, to see if they will attack. Maybe then?
Thanks!
Maksimus
03-15-2008, 02:28
270 b.c mak faction destroyed after taking pella and demetrias and thorougly whipping their ass.
surgeon retinue is mispelled. says chirurgeon when your retinue expands.
ctd after being attacked outside the eleutheroi town where the oracle of delphi is. i never got these before.
froze again at korinth. just as i won the battle. this is really getting annoying. every year it freezes or ctds.
The great battles are the one thing LGK and I personally like so it is a ''Mark'' of the ALXEB mod.
And the thing about frozen campaign.. I must say I get them too, all the time acctually and had much more of them when I played on pure vanilla EB RTW.exe based - You just wont belive how many battles I had to re-play because of that :wall:
But that is not the ALXEB mod issue :no: unless there is a particular bug or something missing that should be reported - it is the extensive EB script and game pattern that makes your game and PC tremble :whip:
If there is a specific bug (like something missing like Dacian UI card or some texture) - I can fix it - but if you get a CTD that is not constant - than it is a system unbalance cause by EB.
If there are constant CTDs like at the same time and at the same spot that can not be overcomed by a game reload or after PC restart - you should tell me where that is so I can look into it. This way it seems very common at least.
I suggest (that if it is only a System or EB prob), you do the following:
1 - defragmet the hard drive
2 - check system errors
3 - remove all the pocesses from the taskbar (you dont need)
4 - remove torrent or other web programs like during the play
5 - or just do it like I do - shut down internet connection and disable antivirus and than play
6 - Oh.. and yes - dont use desktop icons if you dont have too - they use RAM
Most of these CTDs come as a sideffect of the lack of RAM and mostly to low-end PCs - still, my PC is excellent but I still get them :grin:
I suggest 2 programs that would solve your troubles
WinToolsNet Pro 9
TuneUp Utilities 2008 (note: this rograms diskdefragmenter is one the best in the world)
..
:square:
Maksimus
03-15-2008, 02:32
yeh same here, I'm still confused by the long installation.
I have the Alx.exe (but not the CD)...
So I install:
RTW
RTW 1.5 patch
Alx files
Alx fix immortal trait
Alx eb 7r?
I have BI, but Alx doesn't need the BI/1.6 patch right?
Its like this
RTW + 1,3 + 1,5 patch (or you can install BI instead of 1,3 and 1,5 patches because BI has those patches) and then install ALEX SEGA add-on and only then the ALXEB mod..
If you have the ALX.exe only you dont need to install the whole ALEX add-on - you only need the *exe
After you install all of those you change the EB.exe target (as explained in the main post) and you run the game
See , not that hard :grin:
Maksimus
03-15-2008, 02:45
I made a major mistake. The one thing I didn't install was your actual mod.:oops: .
Now I have placed the contents of EAEM_EB_beta_2_full.7z in my Rome folder. Then I reapplied the EB10_on_Alex!. I did not see the immortals fix, but it appears fixed in those files.
But for your fixes there is variance in syntax between descr_strat.txt given in EB10_on_Alex.exe and the text in the manual edit.
Which is better?
I still have to add torches and the like manually? The immortal fix seems to already be included.
I am still confused, though. I won't have a chance to really play until tommorrow.
First impressions:
Rome appears the same, no army in Rome. Two small armies in the north and south. I can't see any difference between this mod and EB 1.0 thus far aside from the new loading screens(nice). Skimming earlier post I saw I can't fight night battles until I have a good general, no?
Hopefully the AI will improve as the game progresses. I also really want the spawning rebels/eleutheroi to be active. I haven't tried leaving an area undefended, to see if they will attack. Maybe then?
Thanks!
First:You copy paste ''EAEM_EB_beta_2_full.7z'' and ''EB10_on_Alex.exe.7z'' into your RTW folder - not RTW/data:no:
Second: When you do that right you only need to change the EB.exe target as explained and the game will run :yes:
Also, ''EB10_on_Alex.exe.7z'' is the manual in files 'EXEPT' that the later manuall ''tweak'' we suggested is that instead of the descr_start.txt line
campaign imperial_campaign
options +options bi, night_battles_enabled
You should use:
campaign imperial_campaign
options +prebattle_night_battle_tickbox
And only because that makes the game accept only the one thing we want to use and that is ''prebattle_night_battle_tickbox''.
And there is nothing bad about using the first code - it works aswell
And yes, in the ''EB10_on_Alex.exe.7z'' you only have the files that are needed so you can play at night, there are no traits added as the ones that enable the NightFights - only pure EB vanilla with ALX.exe AI and night battles.
But in the Beta (as well in the finall release) those traits are added so you dont have to make good general coz all factions have one that can fight at night :grin:
I think that the finall release will have the installer so these issues will be overdued at last :grin:
Danzifuge
03-15-2008, 03:32
The great battles are the one thing LGK and I personally like so it is a ''Mark'' of the ALXEB mod.
And the thing about frozen campaign.. I must say I get them too, all the time acctually and had much more of them when I played on pure vanilla EB RTW.exe based - You just wont belive how many battles I had to re-play because of that :wall:
But that is not the ALXEB mod issue :no: unless there is a particular bug or something missing that should be reported - it is the extensive EB script and game pattern that makes your game and PC tremble :whip:
If there is a specific bug (like something missing like Dacian UI card or some texture) - I can fix it - but if you get a CTD that is not constant - than it is a system unbalance cause by EB.
If there are constant CTDs like at the same time and at the same spot that can not be overcomed by a game reload or after PC restart - you should tell me where that is so I can look into it. This way it seems very common at least.
I suggest (that if it is only a System or EB prob), you do the following:
1 - defragmet the hard drive
2 - check system errors
3 - remove all the pocesses from the taskbar (you dont need)
4 - remove torrent or other web programs like during the play
5 - or just do it like I do - shut down internet connection and disable antivirus and than play
6 - Oh.. and yes - dont use desktop icons if you dont have too - they use RAM
Most of these CTDs come as a sideffect of the lack of RAM and mostly to low-end PCs - still, my PC is excellent but I still get them :grin:
I suggest 2 programs that would solve your troubles
WinToolsNet Pro 9
TuneUp Utilities 2008 (note: this rograms diskdefragmenter is one the best in the world)
..
:square:
i'll check out those two utilities. and thanks for letting me know, i didnt know desktop icons take up ram. i must have 50 or 60 icons.
heres a new one on me. start of battle, camera went to the sky and my cursor started multiplying like rats, all moving at the same time. couldn't change the camera angle or nothing.
First:You copy paste ''EAEM_EB_beta_2_full.7z'' and ''EB10_on_Alex.exe.7z'' into your RTW folder - not RTW/data:no:
Second: When you do that right you only need to change the EB.exe target as explained and the game will run :yes:
Also, ''EB10_on_Alex.exe.7z'' is the manual in files 'EXEPT' that the later manuall ''tweak'' we suggested is that instead of the descr_start.txt line
campaign imperial_campaign
options +options bi, night_battles_enabled
You should use:
campaign imperial_campaign
options +prebattle_night_battle_tickbox
And only because that makes the game accept only the one thing we want to use and that is ''prebattle_night_battle_tickbox''.
And there is nothing bad about using the first code - it works aswell
And yes, in the ''EB10_on_Alex.exe.7z'' you only have the files that are needed so you can play at night, there are no traits added as the ones that enable the NightFights - only pure EB vanilla with ALX.exe AI and night battles.
But in the Beta (as well in the finall release) those traits are added so you dont have to make good general coz all factions have one that can fight at night :grin:
I think that the finall release will have the installer so these issues will be overdued at last :grin:
OK, mostly clear I think. Still no Pedites Extrodinar (sp) in Rome, but I like the northern and southern army setup as is. If this is not WAD, please let me know.
I'm going to manual change the night battle lines.
I applied everything else correctly, afaik. I'm thinking the beta 2 should be applied after the EB10_on_Alex (as it has less features and some common files), or is the latter not even needed with the beta?
1. Playing around with the Eperote faction (for the first time), I got a CTD on my third turn at the start of my second siege. The screen the campaign map turned blue and the mouse curser went nuts and crashed when I pressed escape. I've never seen that, but I like that it was at the start of the battle and not the end as I have had before. It did not repeat on reload.
2. On my first turn the attack city option was availabe for my siege of Pellas, though I had no spy in the city and no siege weapons. I attacked out of curiosity(maybe my sacrificial elephants could ram gates?), saw I had no way in and reloaded. I assume this is not WAD? It is repeatable, but no big deal except that I don't know if a spy has opened the gates or not.
I'm still not clear on if I have to manually add the night lighting, but I can figure that out on my own.
Thanks!
Danzifuge
03-15-2008, 05:01
1. Playing around with the Eperote faction (for the first time), I got a CTD on my third turn at the start of my second siege. The screen the campaign map turned blue and the mouse curser went nuts and crashed when I pressed escape. I've never seen that, but I like that it was at the start of the battle and not the end as I have had before. It did not repeat on reload.
glad i'm not the only one with ctds and freezes. that cursor going nuts is crazy. first there is two, then before you know it theres fifteen cursors all flying around your screen. like i said before, this never happened with regular eb or the transition files. should that 80 mbs of new files really take that much of a toll on performance?
Maksimus
03-15-2008, 06:54
OK, mostly clear I think. Still no Pedites Extrodinar (sp) in Rome, but I like the northern and southern army setup as is. If this is not WAD, please let me know.
I'm going to manual change the night battle lines.
I applied everything else correctly, afaik. I'm thinking the beta 2 should be applied after the EB10_on_Alex (as it has less features and some common files), or is the latter not even needed with the beta?
1. Playing around with the Eperote faction (for the first time), I got a CTD on my third turn at the start of my second siege. The screen the campaign map turned blue and the mouse curser went nuts and crashed when I pressed escape. I've never seen that, but I like that it was at the start of the battle and not the end as I have had before. It did not repeat on reload.
2. On my first turn the attack city option was availabe for my siege of Pellas, though I had no spy in the city and no siege weapons. I attacked out of curiosity(maybe my sacrificial elephants could ram gates?), saw I had no way in and reloaded. I assume this is not WAD? It is repeatable, but no big deal except that I don't know if a spy has opened the gates or not.
I'm still not clear on if I have to manually add the night lighting, but I can figure that out on my own.
Thanks!
I some CTD persist than it is a bug that should be fixed, but if you are able to reload the same situation and play fine after a CTD - than that is just EB :grin:
And, ... I will say it again, ''Beta 2'' and ''EB10_on_Alex'' have all you need inside them, so no need to manully change or add anything.. If you use Beta you already have ''EB10_on_Alex'' in that beta + our mod :shrug:
And what is WAD? :thinking2:
gurakshun
03-15-2008, 07:14
Its like this
RTW + 1,3 + 1,5 patch (or you can install BI instead of 1,3 and 1,5 patches because BI has those patches) and then install ALEX SEGA add-on and only then the ALXEB mod..
If you have the ALX.exe only you dont need to install the whole ALEX add-on - you only need the *exe
After you install all of those you change the EB.exe target (as explained in the main post) and you run the game
See , not that hard :grin:
and what CD can you use with the ALX.exe? Can you use the normal Rome TW CD?
I ask because I tried this -
1. Rome: TW vanilla
2. Alexander vanilla
3. EB 1.0
4. Any fixes I felt were necessary for EB 1.0
5. ALX files (the small 865 kb file)
6. EAEM (?) ALX-EB MOD
And I could start the game just fine, but when it came to any time i tried to actually start a battle, I got a CTD or it just acted like I never even clicked anything. By the way, I had my ALX cd in the drive the whole time. Oddly enough, the CD never started "spinning", you know the noise you can hear when the CD is being used, I don't think the CD was used at all....
So I'm gonna try just using the ROME TW-ALX.EXE and chat-filter.san with a clean install of RTW 1.5 + EB 1.0. I hope this one will lead me to more luck, I am eager to try the new engine.
I some CTD persist than it is a bug that should be fixed, but if you are able to reload the same situation and play fine after a CTD - than that is just EB :grin:
And, ... I will say it again, ''Beta 2'' and ''EB10_on_Alex'' have all you need inside them, so no need to manully change or add anything.. If you use Beta you already have ''EB10_on_Alex'' in that beta + our mod :shrug:
And what is WAD? :thinking2:
Got it, Beta has EB10_on_Alex. Thanks. Everything seems to be running well enough that I will feel confident commenting on your mod.
WAD - working as designed.
Also, just because a bug can be played through on reload, does not mean it is not a bug. It just means it is not as easy to fix, and may very well have nothing to do with your mod, or it might. Sucks :(
What Danzifuge and I are implying with the blue screen and crazy pointer, is that this bug is not present in RTW vanilla, or EB 1.0. Thus it is a result of your mod, or more probably the vanilla alex.exe.
Thanks for the help.
garukshun: The CD won't cause that. It is only used for copy protection purposes. All data is on the computer. Just make sure you put all the files in the right places. I like to extract them to temp location, and manually copy the folders to the right places (as long as you really understand what the right places are!). :) Otherwise you might accidentally put the beta 2 foler in the RTW folder(instead of its subfolders in the RTW folder), and it will do nothing!
I don't think a reinstall is necessary.
gurakshun
03-15-2008, 17:41
garukshun: The CD won't cause that. It is only used for copy protection purposes. All data is on the computer. Just make sure you put all the files in the right places. I like to extract them to temp location, and manually copy the folders to the right places (as long as you really understand what the right places are!). :) Otherwise you might accidentally put the beta 2 foler in the RTW folder(instead of its subfolders in the RTW folder), and it will do nothing!
I don't think a reinstall is necessary.
Thanks for a response, Milt. Does that mean the CD is required at all? Does the Rome TW-ALX.exe (purely the executable) require the Alexander CD and the Rome TW.exe require the original Rome:Total War CD?
Maksimus
03-15-2008, 21:10
Also, just because a bug can be played through on reload, does not mean it is not a bug. It just means it is not as easy to fix, and may very well have nothing to do with your mod, or it might. Sucks :(
I insist those played CTDs after reloads are pure vanilla issue that has been adressed many many times now by EB Team members. The same bugs I had on vanilla EB I have on ALXEB. Still it is very probably that some large armies verses another large army just demands more resources that are crashing you on the desktop - in ALXEB mod that is certanly more armies than in EB vanilla. :shrug:
What Danzifuge and I are implying with the blue screen and crazy pointer, is that this bug is not present in RTW vanilla, or EB 1.0. Thus it is a result of your mod, or more probably the vanilla alex.exe.
If you just run-fast through EB Tech&Bug subforum I think that there are much more than.
If there is a ALXEB mod bug - there would have to be a message after you exit the game or re-enter it and exit it again. Coz the things we edited must be shown as a bug (if there is one) in those messages :shrug:
And thanks for the CTD reports it really means alto to me and the rest of the team :grin:
Maksimus
03-15-2008, 21:12
Oh.. and I almost forgot.. AI is now retraining when he needs the troops most - so he wont just pile up army but will retrain it when the trouble is very close :square:
I insist those played CTDs after reloads are pure vanilla issue that has been adressed many many times now by EB Team members. The same bugs I had on vanilla EB I have on ALXEB. Still it is very probably that some large armies verses another large army just demands more resources that are crashing you on the desktop - in ALXEB mod that is certanly more armies than in EB vanilla. :shrug:
If you just run-fast through EB Tech&Bug subforum I think that there are much more than.
If there is a ALXEB mod bug - there would have to be a message after you exit the game or re-enter it and exit it again. Coz the things we edited must be shown as a bug (if there is one) in those messages :shrug:
And thanks for the CTD reports it really means alto to me and the rest of the team :grin:
You are probably right. I'm not that familiar with TW, so I'll take your word.
Anyways, now that I have everything installed right the game is playing great. No CTD's in many hours play. I love the new setup so far.
Faster than normal. Huge armies have been no problem :).
Rome is a challenge, which is what I wanted.
Intranetusa
03-16-2008, 01:59
RTW + 1,3 + 1,5 patch (or you can install BI instead of 1,3 and 1,5 patches because BI has those patches) and then install ALEX SEGA add-on and only then the ALXEB mod..
If you have the ALX.exe only you dont need to install the whole ALEX add-on - you only need the *exe
After you install all of those you change the EB.exe target (as explained in the main post) and you run the game
See , not that hard :grin:
Thanks a lot ^^
When you say I don't need the whole alex add on - does that mean I don't need to install anything in this topic?
I just install RTW, patches, and EB 1.0 and then just run/play the game with the ALX.exe file?
Danzifuge
03-16-2008, 04:48
i tried out those two progs and used just about every tool in them. not sure if it helped much but freed up a little hard disk space.
i figured out that blue sky freeze. i'm used to zooming out immediately when i start deployment (like full zoom out immediately) and with this mini-mod, i guess it doesnt like it so it puts me up in the sky. damn battle viewer was just being a dick i guess.
also, multiplying resource values. i'm gonna have to tone it down a bit. although i started in the shitter as epeirus (-10k/turn) with them multiplied from 4-8x (high-low), now that i've conquered all of mainland greece (267 b.c.) i'm netting +23k/turn and thats just way too much this early in the game. so i guess resource values don't have enough effect to get the human player out of the hole at game start, but will absolutely make you a billionaire after taking a couple cities. as my intended change was more to help the human player get out of the hole, i'm opting that the infrastructure be changed and not so much the resource values. too bad i have no idea how to do it.
EDIT: so i halved the resource values from where i was before and reloaded the current game. now i'm running about +3k and this is acceptable considering i blitzed the mainland without hardly building up my infrastructure and marching about 2 and a 1/2 full stacks. believe it or not, i still have an elephant unit still alive after fighting 7 or so battles with them. they heal great and are my biggest asset and i refuse to disband them at the beginning no matter how much debt i'm headed for.
current values are
gold 10
silver 10
pottery 6
furs 4
timber 6
iron 4
olive oil 4
wine 4
glass 4
marble 6
textiles 4
purple dye 12
incense 12
wild animals 4
hides 4
tin 6
copper 6
lead 4
amber 12
elephants 10
camels 4
pigs 4
dogs 12
i'm gonna restart a campaign with these values and see how it goes. would you still have the original values? i seem to have accidentally delete my backup.
Danzifuge
03-17-2008, 11:09
started a campaign as the getai with these values. conquered naissos and the city directly to the east of buridava on the coast. then went to take the city directly to the south. worst defeat ever (out of 2). their nine star general (nine stars!!!) beat my one star nobody. if my faction leader had lived 6 more monthes perhaps i could have won. somehow their skirmishers and levy hoplites managed to defeat my dacian heavy infantry on the walls, keeping them busy while they surrounded and destroyed my split troops in the streets (the first time splitting my army and attacking from different sides turned out to be my downfall). unbelievable, but i figured i been whooping ass so long it was bound to happen. unfortunately if i had lost this battle against any other faction but the eleutheroi, i know the game would be lost. and that is the worst part of this mod (EB), losing any one battle early on basically gives you no chance to redeem yourself and you've already lost.
current situation, 6-7 turns in, i'm -40k in the hole and netting -3k profit. this with a full stack (well, i HAD a full stack). also noticed buridava had some 4k population, while all my epirote and southern italian cities were under 2k. this must be have been done for the difficult start the getai start in, but surely not realistic.
Visitor13
03-18-2008, 16:56
EDIT: Never mind, I can check this on my own.
Danzifuge
03-19-2008, 01:03
about 15 years in (257 b.c.) as the getai. i gave up on taking tylis and accepted my defeat. disbanded the army and aimed to build up the economy. unfortunately, my family keeps coming of age and i am forced to send them on suicide missions. so far i've killed two nephews and my firstborn. i wish there was an option where you decide whether or not you want to bring a family member into the role of getai government or military. i really hate the idea of killing my family members because i don't need the extra cost. mines in naissos ultimately saved my ass netting me 4800 a turn. and now the maks share a border with me now that they took serdike. in the greek peninsula, land has changed hands a bit. the maks took thermon and athenai, but the greeks took korinthus. epirus briefly controlled demetrias but lost it 6 months later. the romans are advancing out of the alps into southern gaul and of course took rhegion but still not taras.
also, do you guys know where i can find what units are recruitable where? i have the recruitment viewer, but all the new units that were added of course arent in there. and the new units really kick ass.
Question: I saw a rumor that the max number of units had DOUBLED in alexander from RTW and BI. Is this true?
Parallel Pain
03-20-2008, 19:19
Is this compatable with TW Fanatic's first cohort/elephant/hoplite mod?
Danzifuge
03-21-2008, 02:46
153 b.c. maks finally betray me despite a shortlived alliance. there armies marching on naissos are impressive. two full stacks at first. i quickly vanquish them, having to spend all my saved up dough to hire a couple mercs as reinforcements. then to my delight i see three more full stacks headed north from pellas and one more full stack on my southeastern border near byzantion. all the while theyve cut my trade in half by blockading my port at kalatis.
well i think i'll call this campaign quits. despite the maks being at near constant war with epirus and the greeks for twenty years now (and few gains), it seems to have had no effect on their military prowess or economy. in fact i don't even think theyre attacking each other. once i noticed a half stack of epirotes walk right by two decent sized stacks of maks. the maks didnt even bat an eye. the ai factions in greece are concentrating hard on conquering eleutheroi towns but not so much each other. this is a strange strategy really, as most eleutheroi towns are more heavily fortified than other ai towns. and as for the (at least) 5 FULL stacks of troops theyre fielding at any given time, i guess the resource values i set are still a bit too high (at only 2x the original). i have no doubt that the seleucs and carthaginians are marching around 15+ full stacks. on the other hand, the getai are still massively underpowered economically. i can barely afford ONE full stack twenty years in and thats only due to the two mining towns of naissos and tylis (which i finally retook). all other non-mining towns in dacia/thrace arent worth a piece of shit stuck to a roll of toilet paper.
this is all assuming the ai are no longer receiving those massive money bonuses in which they gladly throw all into new recruits furthering their massive debt. i took a look at your script and from what i understand you're only giving them enough dough to keep them out of the negative. and not extra dough to spend screwing the human player.
gurakshun
03-21-2008, 04:35
Ok update, I still can't get any battles to run. Alex EB takes about 2 minutes to load from the starting credits picture (much slower than before normal EB), and i cannot start a single battle. Custom battles, thescreen returns me to the faction select screen for some bizarre reason. Historical battles/EB Main Campaign, it just CTDs to desktop. HELP! I've installd in this order
1. Normal Rome: Total War
2. Normal Alexander expansion
3. EB 1.0
4. ALEX mod (of course changed the start target).
SOOO.....
EDIT: Issue resolved. Make sure you put -noalexander in the shortcut run path, or it's not going to work at all. Just played my first custom battle and saw those cool night torches.
I'm up to about 239 with Rome and it has been a learning experience. I started a war with Carthage by invading Sicily and have really been disappointed with it. Carthage simply does not have enough soldiers, and those it does are in Iberia or trancing around the desert. They had eight units in Sicily. In Carthage, Utica and another north african city right, there were six units. Sardinia and Corsica had 2 or three units each. Cartage itself had only a governor. Their navy was made up of one qaudreme and two or three of the dark age (Pent..) boats.
I've turned off the fog of war. It seems that larger powers do not have enough troops. Smaller ones seem fine. Pontos is doing really well! The Audi seem to have an edge in Gaul. Casse has three cities. Some of the nomadic states look really healthy. Sweboz has completely stalled.
The AI seems to NEVER make peace with other AI nations. I saw Lusutanne(sp) become a client state of Carthage, but that seemed scripted.
I'm playing on very hard, hard and so expected a challenge and the Eloitheroi(sp) were rather challenging. I need to figure out a way to get larger powers more troops, or need some good house rules. Does the AI time to prepare for war? I did take a cheap shot against Koinon Hellenon when I saw them in danger of falling to Macedonia, which I regret now. I guess I am asking for game play advice.
Like I said before, I'm new to TW and EB. Have troop levels / income been reduced from EB vanilla for large AI states? I really want a more supercharged AI, even if that means it simply has more money than me.
Please help as the game has turned into knocking down toy soldiers and building up my cities. I'm otherwise impressed.
Other Issues: Battles open with viewer turned around backwards, except in the case of the enemy sallying out of its walls.
CTD/error caused by faulty general in Crete.
Playing Pontos from the start, I was forced into a war with the Seleukid (sp) when given the option of supporting them in a scripted war. Both choices destroy the alliance and lead to an invasion.
Most advanced faction message seems bugged. I got it un the early game with Casse.
gurakshun
03-21-2008, 23:11
Ok, another problem! I can get into custom battles, but I can't start a campaign! everytime I try it, it returns me to the "single player - EP Main campign/historical battles/custom battle" menu. And when i quit to desktop, it shows me an error saying "could not create settlement in line 1628, column 21 of descr_strat.txt". :help: :help: :help: :help:
I'm currently un-installing and re-installing RTW, Alex, EB 1.0, and this time JUST the EB on Alex file and NOT the ALX-EB beta mod...the game is being very slow to load with the ALX-EB beta mod
Danzifuge
03-22-2008, 03:31
I need to figure out a way to get larger powers more troops, or need some good house rules.
a big reason you're not seeing huge armies is because the money assistance script no longer gives 20k to the ai on a regular basis. double the resource values. i guarantee you'll see several full stacks. of course you'll still be knocking down toy soldiers. just more of them.
this game is never decided by decisive battles. its more representative of an industrial war. whoever can recruit faster and longer wins. even if you win 10 clear victories against your opponent, if he can outrecruit you you're still screwed.
Danzifuge
03-22-2008, 03:37
Ok, another problem! I can get into custom battles, but I can't start a campaign! everytime I try it, it returns me to the "single player - EP Main campign/historical battles/custom battle" menu. And when i quit to desktop, it shows me an error saying "could not create settlement in line 1628, column 21 of descr_strat.txt". :help: :help: :help: :help:
i do know the sp game edu/mp game edu files are not updated for this mini-mod. so the whole switching the "export_descr_unit.txt" file could be the problem if you're doing it
the game is being very slow to load with the ALX-EB beta mod
this is very true.
1. a big reason you're not seeing huge armies is because the money assistance script no longer gives 20k to the ai on a regular basis. double the resource values. i guarantee you'll see several full stacks. of course you'll still be knocking down toy soldiers. just more of them.
2. this game is never decided by decisive battles. its more representative of an industrial war. whoever can recruit faster and longer wins. even if you win 10 clear victories against your opponent, if he can outrecruit you you're still screwed.
1. That sounds like it would give big nations more troops, and the little guys look fine in my game. I wasn't expecting the moon, but not even having to defeat a whole stack worth of troops in conquering six carthaginian states seems to be a real problem. I thought it would be more fair to attack them, because they were not and had not been in real war in quite some time.
2. That sounds Roman, with their infinite legionaries. sadly enough.
I'm new to this game but there are some disappointing aspects. I don't really see any diplomacy, as in reputation, relations and what not. Total war also really seems to mean total war. I mean I take six states from Carthage and they are demanding a war indemnity of some 60,000 manai(sp) for peace. This is them desperate!
I've played until 260 with the Epirotes and I see what you mean about debt. It wasn't until 263 that I was running at a profit. Also no trouble with Macedonia and Rome sending troops. But they are both "small powers." Rome refused peace, but was polite enough to wait until I was done with Macedonia to start attacking. I guess Hieron was handing their donkeys to them sicily.
Italy is so tiny, that SPQ is rather easy conquest. Especially with those gate bashing elephants. Your right about them also. They are amazing. I could defeat armies twice my size(though possibly near equal in cost), by securing my right flank with two good phalanxes and then sending my elephants rampaging from the left flank through all of their troops to meet them (in charge after charge).
I have to say, the units, graphics, depth in buildings and cultures are all amazing. The EB teams has simply done amazing work, and the Alexander mod has just improved on this. The AI and diplomacy seem, sadly, a few generations behind.
Maksimus
03-23-2008, 19:43
Is this compatable with TW Fanatic's first cohort/elephant/hoplite mod?
No, because TW Fanatic's mod tweaks the same files we do :grin:
Question: I saw a rumor that the max number of units had DOUBLED in alexander from RTW and BI. Is this true?
True - it is 500!
I'm up to about 239 with Rome and it has been a learning experience. I started a war with Carthage by invading Sicily and have really been disappointed with it. Carthage simply does not have enough soldiers, and those it does are in Iberia or trancing around the desert. They had eight units in Sicily. In Carthage, Utica and another north african city right, there were six units. Sardinia and Corsica had 2 or three units each. Cartage itself had only a governor. Their navy was made up of one qaudreme and two or three of the dark age (Pent..) boats.
I've turned off the fog of war. It seems that larger powers do not have enough troops. Smaller ones seem fine. Pontos is doing really well! The Audi seem to have an edge in Gaul. Casse has three cities. Some of the nomadic states look really healthy. Sweboz has completely stalled.
The AI seems to NEVER make peace with other AI nations. I saw Lusutanne(sp) become a client state of Carthage, but that seemed scripted.
I'm playing on very hard, hard and so expected a challenge and the Eloitheroi(sp) were rather challenging. I need to figure out a way to get larger powers more troops, or need some good house rules. Does the AI time to prepare for war? I did take a cheap shot against Koinon Hellenon when I saw them in danger of falling to Macedonia, which I regret now. I guess I am asking for game play advice.
Like I said before, I'm new to TW and EB. Have troop levels / income been reduced from EB vanilla for large AI states? I really want a more supercharged AI, even if that means it simply has more money than me.
Please help as the game has turned into knocking down toy soldiers and building up my cities. I'm otherwise impressed.
Other Issues: Battles open with viewer turned around backwards, except in the case of the enemy sallying out of its walls.
CTD/error caused by faulty general in Crete.
Playing Pontos from the start, I was forced into a war with the Seleukid (sp) when given the option of supporting them in a scripted war. Both choices destroy the alliance and lead to an invasion.
Most advanced faction message seems bugged. I got it un the early game with Casse.
The issue with more armies and more retreaining features for large factions is solved with simple population spawns in the capitals (which is vanilla EB feature we expanded a bit). This way, large factions will have large armies, now, the CTD issue will be fixed (it happens sometimes with no reason but it might be the missing files - will check it:shrug: ).
The Most advanced faction message is nothing I can solve And the Carthage army in Sicily is low becasue AI ships away the armies from Sicily to Africa and Spain - bit will see it more. (note: there are more soldiers for the finall :curtain: )
Ok, another problem! I can get into custom battles, but I can't start a campaign! everytime I try it, it returns me to the "single player - EP Main campign/historical battles/custom battle" menu. And when i quit to desktop, it shows me an error saying "could not create settlement in line 1628, column 21 of descr_strat.txt". :help: :help: :help: :help:
I'm currently un-installing and re-installing RTW, Alex, EB 1.0, and this time JUST the EB on Alex file and NOT the ALX-EB beta mod...the game is being very slow to load with the ALX-EB beta mod
That is not the files issue - if it happens again - than quote the message entirely - it says what is the problem we can address (note: the descr_start.txt probs are not big ones, it is fixed in a matter of minutes)
@Danzifuge - all your info is precious, thanks man
Maksimus
03-23-2008, 21:30
@milt
The CTD issue with the Kydoni general persist only on your save game, I have loaded it and it gives me the CTD too, but not a new game.. It is the DATA BASE error :shrug:
If it happens again than you note it to me :yes:
Danzifuge
03-24-2008, 07:46
sadly ive given up on eb, so no more campaign info. it's just that i came into eb with the expectation that its realism would entail how wars were fought. in that i mean if for example i were to play the getai i would be able to defeat the macedonians with one full stack vs. three full stacks. 1 to 3 seems fair enough considering how minor a power the getai are vs. the average power the macedonians are. instead i'm seeing that i would need to defeat 6 or more full stacks of macedonians to actually be able to begin to claim any kind of victory (all this without being able to retrain any new recruits and having spent 20 years attempting to build up a decent economy). to me this just seems very unrealistic.
another big issue i'm finding is the lack of any kind of diplomacy policy by the ai. this is probably not entirely the eb team's fault, more of a problem with vanilla rtw, but i thought maybe some diplomacy changes may have be undertaken. i guess i was wrong. realistically peace treates were often signed after two or three victories by one faction. there are exceptions when one side refused any such deal. alexander vs. persia. rome vs. carthage. but total war seems to be literally the thoughts of the ai in the eb campaign. they don't sign a peace treaty until they're destroyed. and only then because they've ceased to exist as a faction.
naval warfare is non-existent. unless you consider endless battles with pirate ships to be representative of naval warfare in the mediterranean. as the ai doesnt really give a damn about their navies and blockades have virtually no effect, theres really no point in building much of a fleet unless you really like fighting pirates. again, this is may have more to do with a fault with rtw, but i thought the eb team would be able to do something about it. historically however, navies played a huge role in the mediterranean and often were a deciding factor in victory. if ships couldn't resupply their armies, the war might grind to a screeching halt.
also, i'm tired of tinkering with any files to try to get my shit-poor faction out of the great depression most of them start in. this essentially means that you cannot lose a single battle for the first several years or however long it takes for you to get back on your feet, or otherwise you're screwed for the entirety of the game. the ai won't sign a peace treaty with you for no amount of tribute or territories you offer them (not that you have anything to offer them anyway), so the game is over because they invade you and your faction is destroyed all because you lost one battle. shit you could have won 5 before that, but that doesnt matter. in reality battles were won and lost and stalemates occured but not so in this game. you are at severe disadvantage of not being able to recruit after losses because your economy is in the shitter early game.
everyone says rtr is inferior, but if it resolves one or more of the issues mentioned, i'd be enormously overjoyed.
i'm starting to believe that eb really stands for 'endless battles' or perhaps in my case 'endless brooding'
Maksimus
03-24-2008, 08:14
I am honestly rethinking of cutting down the upkeep costs by 50% or raise resources values by 100% +
What do you think?
I mean, I am a veteran, so I usually win all battles and only then boost the economy..
What is the solution by your opinion?
To cutt the upkeep costs? - tahat might be the answer :thinking2:
@Danzifuge
AFAIK diplomatic and naval problems are hardcoded, but things go a lot better in M2TW, despite of people blaming it without ever give the game a chance, so we have to wait for EB2 to have the possibility of modding diplomacy and AI (Artificial Idiocy) for example. And regarding battles... Many people seems to have problems in dealing with the large numbers of enemies you face in EB, but (I don't want to offend anyone) with a minimal tactical skill you can eat stacks for breakfast commanding largely inferior armies, because of course of the infinite dumbness of the AI. Sorry for people who don't enjoy battles against odds, but is really the only way to give veterans players a challenge to face...
P.S. I'm playing on H/M
Danzifuge
03-25-2008, 08:03
@Danzifuge
AFAIK diplomatic and naval problems are hardcoded, but things go a lot better in M2TW, despite of people blaming it without ever give the game a chance, so we have to wait for EB2 to have the possibility of modding diplomacy and AI (Artificial Idiocy) for example. And regarding battles... Many people seems to have problems in dealing with the large numbers of enemies you face in EB, but (I don't want to offend anyone) with a minimal tactical skill you can eat stacks for breakfast commanding largely inferior armies, because of course of the infinite dumbness of the AI. Sorry for people who don't enjoy battles against odds, but is really the only way to give veterans players a challenge to face...
P.S. I'm playing on H/M
yeah i eat em for breakfast stack after stack too. the problems start to arise when i can't recruit any more units due to the shit poor economy i start out in and the ai keeps throwing stack after stack at me. then i just get pissed and say fuck this game.
took a look at rtr and they actually start your economy pretty decent making a small profit. less units of course, but in a way they've simplified it by doing this instead of having to pour over a recruitment viewer constantly
Maksimus
03-25-2008, 09:11
We have solved the issue by tweaking -50% unit upkeep cost, which provides large armies (which menas you/we are not begginers that need to fight one great battle and win the war)
Also, the expansion is much more slower now :grin:
And now, the minus is depending on war-peace diplomatic realationship far far less (and some even make profit!) :grin:
Parallel Pain
03-27-2008, 21:02
How do you play on Alexander without downloading your thing which changes a lot of things it seems.
Night battle and the AI stuff are really all I want.
And if I don't tweak those files, maybe I can keep my first cohort/phalanx/elephant mod and AI formation.
Woreczko
03-27-2008, 21:25
Does cantabrian circle work on alex.exe? I tried it with dahae and baktrioi hippotoxotai - no effect (thankfully no CTD either)
EDIT: I`m dumb, they circle allright but only when within range.
overweightninja
03-27-2008, 22:59
How do you play on Alexander without downloading your thing which changes a lot of things it seems.
Night battle and the AI stuff are really all I want.
And if I don't tweak those files, maybe I can keep my first cohort/phalanx/elephant mod and AI formation.
If you go to the first page of this thread there are instructions available there (note that Maksimus has two (main) packages available, the ALEX mod itself and also a pack to simply "convert" your normal EB install to run on RomeTW-ALX.exe.
There is also a step by step to do it manually under the heading "EB-ALEX STEP-BY-STEP START!"...in big blue letters...in like the second paragraph :laugh4:
Hope that helps mate
Cheers
Maksimus
03-27-2008, 23:59
How do you play on Alexander without downloading your thing which changes a lot of things it seems.
Night battle and the AI stuff are really all I want.
And if I don't tweak those files, maybe I can keep my first cohort/phalanx/elephant mod and AI formation.
overweightninja made a clear answer :grin:
Anyway
!these are the links for what you need:
http://http://www.zshare.net/download/5651118871ec8a/
http://www.divshare.com/download/3127098-623
http://files.filefront.com/EB10+on+A.../fileinfo.html
overweightninja
03-28-2008, 00:17
overweightninja made a clear answer :grin:
Anyway
!these are the links for what you need:
http://http://www.zshare.net/download/5651118871ec8a/
http://www.divshare.com/download/3127098-623
http://files.filefront.com/EB10+on+A.../fileinfo.html
Ahh Maksimus, nice to see you again, I hope you're still around. I installed you're mod earlier today and got the error "Please select an item from the list" when trying to start a new campaign. So I've started again now I'm back from work, checking to see if the campaign will work at each major step from EB install onwards. I have just used your ALX.exe download (not the ALEX mod), and the error has come up again at this stage.
This is what I've done:
Installed RTW, patched 1.3, then 1.5.
Installed Alex
Installed EB
Installed all permanent and optional fixes
Installed you're tweak, switched shortcut to run off ALX exe
I swear I had this problem before and got round it somehow but I can't remember how, and my googles and searches of this forum have proven fruitless. Is this a known problem? Can you give me any advice?
Thanks in advance :D
Cheers
EDIT
Oh and btw I was going to have a stab around for myself first but as I'm asking questions anyway...
How would I go about force diplomacy? Is it included in the mod, can I install it normally, or would I have to manually change export_descr_advice.txt etc? Thanks :p
Maksimus
03-28-2008, 00:43
export_descr_advice.txt is not tweaked by the ALXEB mod
And the only thing you might look again is to chech the target line as specified or use working ALX.exe :grin:
overweightninja
03-28-2008, 00:54
export_descr_advice.txt is not tweaked by the ALXEB mod
And the only thing you might look again is to chech the target line as specified or use working ALX.exe :grin:
Not a problem with ALX install I think, tried a quick custom battle and got past the error on the menu with vanilla ALX, problem only occurs when trying to use EB.
Shortcut shouldn't be the problem either, game loads fine, the error occurs when I click EB Main Campaign from the menu. Nonetheless...
"C:\Games\EBALX\RomeTW-ALX.exe -nm -mod:eb -show_err"
Unless you can add anything further, I'll do the files manually I guess, let you know how I get on :|
Good to hear about force diplomacy btw.
Cheers
gurakshun
03-28-2008, 01:55
Not a problem with ALX install I think, tried a quick custom battle and got past the error on the menu with vanilla ALX, problem only occurs when trying to use EB.
Shortcut shouldn't be the problem either, game loads fine, the error occurs when I click EB Main Campaign from the menu. Nonetheless...
"C:\Games\EBALX\RomeTW-ALX.exe -nm -mod:eb -show_err"
Unless you can add anything further, I'll do the files manually I guess, let you know how I get on :|
Good to hear about force diplomacy btw.
Cheers
add the command -noalexander, i know this one had me fooled for a quite a while until i finally figured it out
overweightninja
03-28-2008, 02:07
add the command -noalexander, i know this one had me fooled for a quite a while until i finally figured it out
:wall: :wall: :wall: :wall:
Damn...I knew it was something simple last time. Thanks a lot mate, you're a star, have a balloon:
:balloon2:
I guess it would have worked if I'd done the files manually then, lucky the EB uninstaller takes so long to load up :)
Maksimus, perhaps worth putting that bit of info outside of the spoiler for the manual step by step? Could perhaps save some effort in future :beam:
Cheers
Parallel Pain
03-28-2008, 02:46
Ok last question.
Does this supposedly superior battlefield AI know "punch centre" and "hammer and anvil"?
Or does it only know double envelopment as shown in the screenshot.
Maksimus
03-28-2008, 09:50
@Parallel Pain - I am not sure what you mean really :thinking2:
AI is much more agressive, if you attack a wooden walll and you get your units closer - AI will run with units placed in the city and attack your ones (manly it is the case when archers get too close so AI sendt infantry to take them down - but as soon as you send your infantry AI pools back in the city!)
And, the ''-noalexander'' target line is quite there in the main post - maybe I just add it up before :grin:
Hello
This is probably been asked before but I am not keen in trawling all the pages so I apologise.
I play original EB on ALX (not the mob but I will try once it is 1.1) and want to use city mod. Is it okay to install this over the ALX.exe?
Thanks
Maksimus
03-28-2008, 11:12
Yes it is ok to use City mod, if you are not using the our mod it is ok
My engine can't find "eb/data/models_unit/textures/indian elephant regional " (note the extra space after the l)
the standard naming protocal seems to be "indian_elephant_regional.tga.dds" and there is a file by that name. There are three of four other naming protocols used in the textures folder.
If I rename the file to what the engine is looking for, it changes my crash so that I no longer get the error message.
Help please, and please recommend a work around if a quick bug fix is not possible. I tried looking around at the files, but couldn't read them.
Auto-resolving the battles here is too expensive.
Macedonia recruited a unit of merc elephants in their homeland, and they are crashing my game as Rome. I don't have any trouble with non-merc elephants from Epiros or Carthage.
Also, my "cretian general bug" happens regardless which nation I choose. Auto-resolve is not so painful there.
On a positve not VH/VH seems about right for Rome. Still need the kid gloves with Carthage, as they have very few troops. They took Syracuse but gave it back (riots?). I'm am still allied with them in 238. Mac declared war on me after a I refused their demand for the paltry sum of 300 monetary units. Carthage did not come to my aid, nor did there seem to be a request for assistance from my side.
Thanks
Maksimus
04-02-2008, 00:52
The elephant issue is soleved :smash:
http://www.MegaShare.com/385342
It was just my impression that EB team made DMB protocols for Elephant Mounts that are used for mercenaries, I just added manually now :grin:
And the Krete general is fine... maybe there is some unit around him that is not :thinking2: - I just uploaded a battle in Kydonia :shrug:
Maksimus
04-02-2008, 06:42
FOR ALL THAT WANT TO BETA TEST THE PRE-FINALL RELEASE PLEASE START NEW CAMPAIGN
http://www.zshare.net/download/99295978a7257e/
We need comments, advices and testings even if it is Casse testing!
:grin:
Thanks for the fix!
As for the Cretan general. Perhaps it is a problem related only to my install?
I'll think about a new campaign.
A few other things: I couldn't get forest elephants to charge with Carthage, and was having trouble with their sacred band calvary.
I assume units not charging would have nothing to do with this mod though, no?
Why can Rome not build mechanical weapons?
Also, I read a beginners guide and it said infantry units can push ladders off walls. I have yet to be able to do this. I use towers in sieges, so I can't speak for the AI.
In one siege I had a unit teleport outside of the walls. Then their ladder units froze and didn't wake up for the duration of the assault.
Like I said, I'm new to the game, so maybe some of this is just my ignorance. :)
Thanks
Maksimus
04-03-2008, 21:31
Not charge?
What units? :thinking2:
I tweaked the distance of those charges.. so you can have them i full charge sooner
I dont know why Rome cant build mechanical weapons :shrug:
I did not touched that :no:
It is a vanilla issue. But I think maybe we add them:yes:
And the siege issues are common in the game
As far as I remember Rome can not build artillery (scorpions, stone projectors, balistas etc.) before the marian reform. It is an EB feature, search the forum if you want to know why.
G
gurakshun
04-08-2008, 02:12
EB 1.1 is out! is it compatible with the alexander EB files or the alexander EB mod itself? (the files on the first page of this thread)
Maksimus
04-08-2008, 05:03
We are yet to make it compatible I do the conversion files as soon as it is possible :grin:
Kravixon
04-08-2008, 05:15
Myself and a friend will be waiting until this is finished before we attempt to play 1.1.
Any estimated time of completion on this? A day, a week, anything?
Maksimus
04-08-2008, 05:29
The simple use of ALX.exe will be done in 12 hours ( I must sleep lol)
So you can play EB 11 to feel it! :grin:
But the ALXEB mod for EB 11 will take at least week or soo.. can say really :wall: ... just to see EB 11 is bug free more or less ...
The good thing Is we know what to change and that it will be more faster pace now :D (in most cases it will be copy-paste issue :D)
but week pluse do ... :(
Maksimus
04-08-2008, 22:45
Guys I got errors and I can not implement night battle files as before it seems that EB11 had tweaked the files that were not tweaked before :(
namely I think:
descr_battle_map_lighting_and_fog_control.txt
descr_daytypes.txt
not sure yet :no:
Must see for some time
gurakshun
04-08-2008, 23:16
Guys I got errors and I can not implement night battle files as before it seems that EB11 had tweaked the files that were not tweaked before :(
namely I think:
descr_battle_map_lighting_and_fog_control.txt
descr_daytypes.txt
not sure yet :no:
Must see for some time
Thanks maximus for your hard work! :2thumbsup:
Trying to make 1.1 work with ALX.exe (only ALX.exe, no other ALXEB related changes, of course)... but:
1) The game CTDs when starting a new campaign. I've deleted the map.rwm and the game generated a new one, but it crashed.
2) After editing I get an error: "script error" in export_descr_character_traits.txt, line 37674, column 21. It says "trait not recognized" or something like that.
The problem? Checking with notepad, line 37674 is commented out!
To be exact, the line in question is "; Reset Last Battle Results", just before the triggers.
Column 21 is just before the "R" of Results.
(...)
;------------------------------------------
;------------------------------------------
; Reset Last Battle Results
;------------------------------------------
;------------------------------------------
;Trigger: no_longer_bored3_postbattle
; o <Excited> 1: 100% Chance
Trigger no_longer_bored3_postbattle
WhenToTest PostBattle
Condition IsGeneral
(...)
Any ideas?
EDIT: in the unmodified file line 37674 column 21 refers to the first trigger, exactly before the "B" of Bored. That makes more sense. Maybe a file is referencing that position and expecting to find a trait, but in the modified file it finds nothing? The script doesn't seem to make any such reference however
The trigger:
Trigger no_longer_bored3_postbattle
WhenToTest PostBattle
Condition IsGeneral
and Trait Bored > 0
Affects Excited 2 Chance 100
Maksimus
04-10-2008, 23:01
Today and Yesterday I got a headache trying to figure that out :wall:
But must look again!
It is something in the trait system that is making Immortal fix imposible to implement :wall:
... I go run a few more spins now :gah:
Darth Stalin
04-10-2008, 23:42
Strange thing - in EB 1.0 there were no such problems.
I suppose You were adding the Immortal and antiImmortal trait/antitrait at the end of trait section in EDCT?
And were you using this new EB tool to switch the game type you are playing? (though it is supposed to mess only with EDU files only...)
Maksimus
04-11-2008, 02:11
only immortal shoud be in really only immortal... I will see to add the exact same one as ALX.exe data has and if it wont work I dont know..:shrug:
Maksimus
04-11-2008, 02:28
It is EB new trait system that does not allow Immortal one to be added.
So:
There are few ways around that:
1 - We use EB 10 trait system and we have the fix
2 - We use only ALX target line (that works) and after every 50 years we swich to the original EB 11 Target just so that generals would die
3 - AlxEb mod does not really on EB 11 so he will be done in any case..
This is EB11 original line
"C:\Program Files\EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player"
And this is the one for ALX.exe
"C:\Program Files\EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player"
You should swich detwean those in every 50 years for a few turns so generals would die
4 - I belive that night battles are not effected by this trait issue
Maksimus
04-11-2008, 02:34
ONE MORE
That solution stands
export_descr_character_traits.txt and
export_descr_ancillaries.txt
If rolled back can be used for EB11
i just dont know will players like it?
Ok We have a vote:
We rolle it back or not!?
For ALX.exe??!
Fast !
Kravixon
04-11-2008, 02:43
Why can the EB 1.0 files not be edited to replace what is missing in 1.1?
I don't think it would be appropriate to play 1.1 without some of its features.
Southern Hunter
04-11-2008, 03:12
So we can use 1.1, with most of its features, new units, etc, etc, but we must roll back and use the v1.0 version of character traits and ancillaries?
That sounds OK to me.
Hunter
gurakshun
04-11-2008, 04:48
ONE MORE
That solution stands
export_descr_character_traits.txt and
export_descr_ancillaries.txt
If rolled back can be used for EB11
i just dont know will players like it?
Ok We have a vote:
We rolle it back or not!?
For ALX.exe??!
Fast !
I'd really rather we get someone from EB time to give us 5 min of their time to figure out to how to add that immortal stuff properly, obviously they're using a new system. Reading the changelog for 1.1, we'd be missing out on way too much if we used the 1.0 stuff.
Maksimus
04-11-2008, 06:02
I will give you the same answer as in TWC
The problem is EB team does not support this mod nor the conversion to ALX.exe, so .. unless we get some support the only answer is to either use EB 1 system or to swich to RTW.exe on every 50 years so that F.Members would die :(
In any case EB team made it clear to me - THEY WONT SUPPORT ALX.exe
The only thing I can say is :gah:
You guys may ask them why but the answer will stay the same I belive
LorDBulA
04-11-2008, 06:34
Check out permanent fixes, there was one comment line in EDCT that was not commented out.
If you are using Trivial Script for starting your modification take note that it replaces both edu and map.rwm file from backup directories. So you have to update map.rwm file in those directories to make your modifications work.
Is that why my game is crashing around 30 turns in? Because my family members weren't dying?
Yabusama's Ghost
04-11-2008, 11:44
I have been running EB v1.1 on ALEX.exe since it came out with no problems at all. I changed the files as per the start of this thread (although I didnt add any of the night battle requirements as I don't use them). I then created a shortcut to ALEX.exe with the command parameters listed and hey presto it works!
My FM age each year and eventually die of old age. I appreciate that I am not running the ALEX mod per se, but I thought I would let people know that it is possible to run EB v1.1 using the ALEX.exe with no problems.
If people want more info on what changes I made then I would be happy to help.
I still don't understand... why should the Immortal trait give problems? Does anyone know how the trait system changed for 1.1?
I've followed the instructions at the start of this thread to edit the various files. Nothing more, nothing less. Also, I've corrected the un-commented line mentioned in the fixes (it's just a few lines before the infamous line 37674, I spotted the error while looking that area).
--
Also, I'm NOT using the trivial script, I made a custom shortcut pointing at
...\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
I've actually uninstalled trivial script now (so I don't get errors, even by distraction); does anyone know which files in EB1.1 folder are used by it? Apart from the 4 shortcuts I mean.
--
EDIT:
Also:
Is the problem specifically related to the "Immortal" trait or any change to EDCT would give issues? If that's the case, lots of unofficial mods could be impossible to make...
--
EDIT 2:
A couple of questions about the aforementioned instructions (at the start of the topic):
1)
you say we should add
Noctophiliac
Noctophiliac_desc
Noctophiliac_effects_desc
in export_descr_VnVs_enums.txt
However, I've noticed there are already the lines:
Noctophilic
Noctophilic_desc
Noctophilic_effects_desc
Notice the "Noctophilic" instead of "Noctophiliac"; however, "Noctophiliac" is present in both the EDCT and export_VnVs
I asked about that those lines are meaningless; however, are thay meaningless in EB only because it hasn't night battles? In that case, what effect might they have with ALX.exe and night battles enabled?
2)
About the same lines I mentioned above:
Noctophiliac
Noctophiliac_desc
Noctophiliac_effects_desc
shouldn't we add "Noctophiliac_gain_desc", which is present in export_VnVs?
3)
You say we should add ths bold/underlined lines in the following code to export_VnVs:
{Legendary_Hero} Legendary Hero
{Legendary_Hero_desc}
Like Horatius, this man's bravery knows no bounds. He is rightly famed among Romans as Aeneas reborn, or even a new Romulus!
{Legendary_Hero_effects_desc}
+4 Morale for all troops on the battlefield, +1 Influence
{Night_Fighter_effects_desc}
+1 Command when fighting at night
But I noticed all the 3 Night_Fighter descriptions ( {Night_Fighter}, {Night_Fighter_desc} and {Night_Fighter_effects_desc} ) are already present. Why should we re-write one of them? Why there?
--
Thanks for the answers and sorry for the long multi-edited post :clown:
Yabusama's Ghost
04-11-2008, 13:42
Are you using Windows own Notepad or Wordpad to edit the files? If so tis could be the source of your problem as there are some characters in the files that they can't cope with (old Unix line feeds for example). Use something like the free TextPad, and edit the files from afresh.
Are you using Windows own Notepad or Wordpad to edit the files? If so tis could be the source of your problem as there are some characters in the files that they can't cope with (old Unix line feeds for example). Use something like the free TextPad, and edit the files from afresh.
Actually, yes. Didn't know M$ made something stupid even there :thumbsdown:
I'll redo things from scratch... thanks!
Yabusama's Ghost
04-11-2008, 13:54
Glad to be of help 8-)
Darth Stalin
04-11-2008, 14:24
Well, for my own modding (implementing unofficial mini-mods into EB) I did the editing work with NotePad already present with WinXP SP2, and had no problems with that at all.
And it may seem that the problem may well be with uncorrect spelling of the night battle traits...
Maksimus
04-11-2008, 14:26
@SunShadow, I dont look at the manuall unitl i get EB11 to start right coz I know there are open issues still ... :whip:
Check out permanent fixes, there was one comment line in EDCT that was not commented out.
If you are using Trivial Script for starting your modification take note that it replaces both edu and map.rwm file from backup directories. So you have to update map.rwm file in those directories to make your modifications work.
I use the
standard ...RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
line :shrug:
But the answer is in the map.rwm?
I have been running EB v1.1 on ALEX.exe since it came out with no problems at all. I changed the files as per the start of this thread (although I didnt add any of the night battle requirements as I don't use them). I then created a shortcut to ALEX.exe with the command parameters listed and hey presto it works!
My FM age each year and eventually die of old age. I appreciate that I am not running the ALEX mod per se, but I thought I would let people know that it is possible to run EB v1.1 using the ALEX.exe with no problems.
If people want more info on what changes I made then I would be happy to help.
Are you using Windows own Notepad or Wordpad to edit the files? If so tis could be the source of your problem as there are some characters in the files that they can't cope with (old Unix line feeds for example). Use something like the free TextPad, and edit the files from afresh.
So the thing we are doing wrong is the notepad?
What program should we use to edit those files?
Ok, if it is possible can you make a detail description of your changes?
You added the lines like in the manual and it worked but it was not with Win Notepad?
:grin:
@Darth Stalin
Incorrect spelling?
The implementation was smooth in the EB1 and we had no spelling problems.. I belive that it is notepad issue coz when I delete ''manually'' Immortall trait from the files I edited and make the script look default I still get CTD .. and ONLY when I recopy backed up files from vanilla I can play the game - no matter if they are exactly the same.. It is definetly notpad :(
Yabusama's Ghost is right!!!
It was all Notepad's fault!!!
NOW IT WORKS!!!! :charge: ~:eek: :jawdrop: :helloo: :elephant: :cheerleader: :hippie:
The campaign starts, and I've got no error on exit!
Note: I've tried nothing else; only exiting and starting a campaign (I also activated the script without issues, if that matters :P)
Or better:
Yabusama's Ghost, I praise you! You are my rock! You prepared my hands for ALX.exe. You taught my fingers to mod.
The Bible: Psalm 144
:clown:
--
I will upload everything, but I don't know if I can put the files taken from ALX and BI in the zip (like chatfilter.san, or the night battle thumbnails). What do you say?
(Also, tell me a decent site to upload the file...)
--
Also: I used Geany (http://geany.uvena.de/) for the modding, seems good and it's fast at opening/editing huge files (like EDCT), while notepad isn't...
Maksimus
04-11-2008, 14:44
:dancinglock:
Were you able to implement the night battles?
Z-share is ok
Megaupload
Divshare
Filefront
Megashare
...
But since I must see my girl now can you try night battles ?
:D
Yabusama's Ghost
04-11-2008, 15:33
Yabusama's Ghost is right!!!
Yabusama's Ghost, I praise you! You are my rock! You prepared my hands for ALX.exe. You taught my fingers to mod.
The Bible: Psalm 144
:clown:
I await the large bags of easy to carry cash and women of loose morals :bounce:
IT WORKS :laugh4: :laugh4: THE SOLUTION FROM AN UNEXPECTED CORNER
i've installed all steps as in the first post (including the all night files) and it works perfectly. I've also tried a historical battle and that works too.
Just use textpad instead of the standard windows notepad.
Thanx very very very much Sunshadows :2thumbsup:
IT WORKS :laugh4: :laugh4: THE SOLUTION FROM AN UNEXPECTED CORNER
i've installed all steps as in the first post (including the all night files) and it works perfectly. I've also tried a historical battle and that works too.
Just use textpad instead of the standard windows notepad.
Thanx very very very much Sunshadows :2thumbsup:
You really must thank Yabusama's Ghost, who didn't trust Notepad as we did :P
I've uploaded a zip with ALL files; I had downloaded all files some time ago from the old topic in the main forum about using 1.0 with ALX.exe, so I guess it's ok to upload them.
I've also uploaded a zip with the files I've modified ONLY, you'll have to add the other files yourself. So if someone complains it's already up :P
>>> Zip with ALL files (http://files.filefront.com/ALXexezip/;9989960;/fileinfo.html) <<<
>>> Zip WITHOUT unmodified files (http://files.filefront.com/ALXexe+no+original+filszip/;9989983;/fileinfo.html) <<<
You still have to make a shortcut to ALX.exe!
Pasted from the first post in this thread:
Go to EB shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method (if your RTW is in default install folder)
"C:\Program Files\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
or for 64-bit systems
"C:\Program Files (x86)\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
or for the ones that use different install folder - just edit the end of the target like this ...\RomeTW-ALX.exe" -mod:eb -noalexander
Maksimus
04-11-2008, 17:27
IT WORKS :laugh4: :laugh4: THE SOLUTION FROM AN UNEXPECTED CORNER
i've installed all steps as in the first post (including the all night files) and it works perfectly. I've also tried a historical battle and that works too.
Just use textpad instead of the standard windows notepad.
Thanx very very very much Sunshadows :2thumbsup:
Upload your files plz so I add them to the main post ok?
I am so short with time now
:grin:
gurakshun
04-11-2008, 17:36
You really must thank Yabusama's Ghost, who didn't trust Notepad as we did :P
I've uploaded a zip with ALL files; I had downloaded all files some time ago from the old topic in the main forum about using 1.0 with ALX.exe, so I guess it's ok to upload them.
I've also uploaded a zip with the files I've modified ONLY, you'll have to add the other files yourself. So if someone complains it's already up :P
>>> Zip with ALL files (http://files.filefront.com/ALXexezip/;9989960;/fileinfo.html) <<<
>>> Zip WITHOUT unmodified files (http://files.filefront.com/ALXexe+no+original+filszip/;9989983;/fileinfo.html) <<<
You still have to make a shortcut to ALX.exe!
Pasted from the first post in this thread:
Sorry, but I don't understand how to use this...how do I use this to play EB 1.1 on ALX without compromising on the new 1.1 traits and etc. updates. I'll sit in the corner with my dunce cap :clown: on until I can figure this out. Thanks!
Upload your files plz so I add them to the main post ok?
I am so short with time now
:grin:
Already uploaded, in the post right before yours ;)
>>> Zip with ALL files (http://files.filefront.com/ALXexezip/;9989960;/fileinfo.html) <<<
>>> Zip WITHOUT unmodified files (http://files.filefront.com/ALXexe+no+original+filszip/;9989983;/fileinfo.html) <<<
Sorry, but I don't understand how to use this...how do I use this to play EB 1.1 on ALX without compromising on the new 1.1 traits and etc. updates. I'll sit in the corner with my dunce cap :clown: on until I can figure this out. Thanks!
To install, just extract the files in the main RTW folder where you installed EB (by default: "C:\Program Files\Activision\Rome - Total War")
They shouldn't compromise anything, as far as I know... I'd make a backup of modified files however. Personally I use JoneSoft Generic Mod Enabler (http://www.users.on.net/~jscones/software/products.html) to safely switch between mods.
Install it in your RTW (EB) folder
Make a subfolder named "MODS" (in your main RTW folder)
Inside the "MODS" folder make another subfolder named "ALX.exe mimimod" (or anything else)
Extract the .zip file in this last folder
Start JoneSoft Generic Mod Enabler (you should have a shortcut on your desktop, otherwise use "JSGME.exe" in your main RTW folder)
Move "ALX.exe mimimod" (or the name you gave to it) from the list of avalaible mods to the list of active mods. This will automatically backup any files that would be overwritten
Start EB; make sure to use your own custom shortcut (created as explained in the first post of this thread, or in my previous post), DO NOT USE the shortcuts EB created during installation
You're done! To stop using the mod you simply have to restart the mod enabler and move back "ALX.exe mimimod" to the list of avalaible mods.
Tried a small custom battle at night: it worked! :2thumbsup:
Maksimus
04-11-2008, 18:56
Nice :san_grin:
I have manually implemented all from the main post so now even I am sure that the notepad was the only issue. I played a night battle and Implemented the Night Capable trait to at least one FMember per faction so that players can play night battles from the start.
..
I will add the links to the main post ... but I will repack it to 7z
Also thank you all guys very much :yes:
Now I only need some members to help me make a mod for EB 11
:grin:
I have uploaded the files in 3 locations with added Trait's in descr_start for one general per faction that is able to fight night battles from the start (this way 90% of players would not have to wait for 20 years to have some strong general that would gain night trait - and that is maybe too )
new links:
down :)
Excellent! So the only change from mine is the descr_strat?
Darth Stalin
04-11-2008, 20:15
Well, for me I think I'll leave out night battles, as in fact I do not find them, well... necessary (and they'll be evidently included in another mod I want to play, the Ancient Empires, so there's no need to have them both in two different mods).In fact I just want EB on better engine, that allows me to use more models athus create more units with interesting models and options to be used if someone exoands his empire beyond historical boundaries (well, I mean the Romani...).
Thus the only thing I need is rempoval of Immortality...
Yabusama's Ghost
04-11-2008, 20:18
Glad to be of help, although I am still waiting for the dancing girls to be delivered to me!
Maksimus
04-11-2008, 20:19
The only thing that I did not add is the Night - prebattle manu picture :no:
:wall:
:wall:
Where do I put those :wall:
Well, for me I think I'll leave out night battles, as in fact I do not find them, well... necessary (and they'll be evidently included in another mod I want to play, the Ancient Empires, so there's no need to have them both in two different mods).In fact I just want EB on better engine, that allows me to use more models athus create more units with interesting models and options to be used if someone exoands his empire beyond historical boundaries (well, I mean the Romani...).
Thus the only thing I need is rempoval of Immortality...
Oh.. well you can add that manually just dont use the notepad :shrug:
add the trait like in the main post explained in 3 *txt files
descr_character_traits
enumsVnV
and txt enumVnV
The only thing that I did not add is the Night - prebattle manu picture :no:
:wall:
:wall:
Where do I put those :wall:
You mean the pictures that appear before the battle? I did as you told in the first post:
3) Add prebattle UI images! (optional)
If you skip this step the engine will use a default image that looks as a day battle. All you need to do is put a suitable .TGA image called ’’prebattle_night.tga’’ in every ’’data/UI/[culturetype]/eventpics/’’ folder.
A good image to use is bi/data/UI/roman/eventpics/prebattle_night.tga.
Not tried any night battle in the campaign though, so I don't know if they work
(I used "bi/data/UI/roman/eventpics/prebattle_night.tga" as suggested, that's a nice image; others have BI units in them... a shame windows doesn't preview TGAs, or I'd have looked at all of them; I don't want to open them one by one :P)
What formations does Alexander allow? Shield_wall? Shieldtrom? Phallanx?
What formations does Alexander allow? Shield_wall? Shieldtrom? Phallanx?
Only vanilla RTW ones. No BI formations, unluckily. :no:
thats ad. Guess I'll stick to BI.
Maksimus
04-12-2008, 00:26
The final files
http://files.filefront.com/EB11+on+ALXexe7z/;9992144;/fileinfo.html
http://www.zshare.net/download/104019788e3b95be/
Have fun :curtain:
The final files
http://files.filefront.com/EB11+on+ALXexe7z/;9992144;/fileinfo.html
http://www.zshare.net/download/104019788e3b95be/
Have fun :curtain:
Great!
But... what's new in there? :inquisitive:
Yabusama's Ghost
04-12-2008, 16:14
Might I make a suggestion that the first post in this thread that details what to do to edit the required files has a big bold note NOT to use Notepad or Wordpad but something like Textpad (http://www.textpad.com/download/)?
This might save a lot of people going mad with frustration :dizzy2:
Maksimus
04-12-2008, 17:41
Great!
But... what's new in there? :inquisitive:
files are already manually added into correct folders so now you only need to drag the whole once, I have added different prebattle_night.tga files into correct UI folders - that was most imortant :yes: .. And Splash screen is the same exept that you now get small Alexander word in the bottom :grin:
In any case basicly the same exept the Prebattle_night UI that are now in :square:
Thank you for your links too - they are fine.. It's just that I used them to add them into correct folders and 7z it :yes:
Might I make a suggestion that the first post in this thread that details what to do to edit the required files has a big bold note NOT to use Notepad or Wordpad but something like Textpad (http://www.textpad.com/download/)?
This might save a lot of people going mad with frustration :dizzy2:
Done :smash:
Glad to be of help, although I am still waiting for the dancing girls to be delivered to me!
Here, in three different flavours! :laugh4:
:belly: :belly: :belly: :belly: :belly:
:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:
:elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant:
Might I make a suggestion that the first post in this thread that details what to do to edit the required files has a big bold note NOT to use Notepad or Wordpad but something like Textpad (http://www.textpad.com/download/)?
This might save a lot of people going mad with frustration :dizzy2:
Even better, I think we should make a new thread about this, so everyone will be warned about the dangers of Notepad :P
The honour is all yours ~;)
--
files are already manually added into correct folders so now you only need to drag the whole once, I have added different prebattle_night.tga files into correct UI folders - that was most imortant :yes: .. And Splash screen is the same exept that you now get small Alexander word in the bottom :grin:
In any case basicly the same exept the Prebattle_night UI that are now in :square:
Saw the small "Alexander", makes it more professional :laugh4:
Thank you for your links too - they are fine.. It's just that I used them to add them into correct folders and 7z it :yes:
That's good, it makes installation easier; we also get a "standard" version by you, that should avoid possible confusion in the future. :yes:
The final files
http://files.filefront.com/EB11+on+ALXexe7z/;9992144;/fileinfo.html
http://www.zshare.net/download/104019788e3b95be/
Have fun :curtain:
So I download and install these files and I have Alx.exe EB 1.1?
And that is it?
Maksimus
04-13-2008, 01:59
Yes, and cahnge the target line like mentioned
OK, so it is goodbye BI.exe, and beck to Alexander.
hi i want to ask
1.how is it with elite units and elite units and barracks??
does AI build a lot of elite units or only few??
i played for romans bi and rtw and they didnt build a lot of of elites. And i had half prices for AI elites units in export_unit
does ai build the best barracks as can??
2. And does how is it with expanding of AI factions???
do expand also small factions like germans???
3.And are there powers like was in vannila??? i mean power factions like seleucid and egypt later germans.
king hannibal
04-14-2008, 01:08
hi I'm having troblem getting EB single player going it keeps on taking me to the set up of the MP icon set up I've tryed adding single player and several other combation of wording to the target place but can not get the single player setup to play a campiagn on ALX
I try the target name you said to use and that still didn't working I've also done everthing you said to do to set up alx
any suggestions in were I've gone wrong?
thanks
Maksimus
04-14-2008, 02:25
@LumpyHL
1. ALX.exe builds more elites coz AI uses its resources more efficientlly
2. AI is more aggressive and the expansion is faster in the rebel regions but keep in mind that retraining features are keeping factions alive Longer.
3. Power share is not up to ALX.exe but up to EB team. Do the power of storng factions is increased, the power of minor factions is also expaned with ALX.exe - so the only issue may be expansion into rebel regions or mutual wars that would last longer.
@king hannibal
Try to see if your EB is installed properlly. Second copy the files uploaded into RTW folder. And:
How to adjust the target line of your EB.exe
''Go to EB shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method (if your RTW is in default install folder)
"C:\Program Files\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
or for 64-bit systems
"C:\Program Files (x86)\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
or for the ones that use different install folder - just edit the end of the target like this ...\RomeTW-ALX.exe" -mod:eb -noalexander''
But if your game is not installed into default folder (RTW instalation) you might have a problem with only the path of the target in that case try adding
(folder or drive etc) \RomeTW-ALX.exe" -mod:eb -noalexander''
king hannibal
04-14-2008, 11:56
hi
I've done all of the above as instructed and have only been able to get the custom batles to work I've also tryed putting -type "Single Player" on the end of the target with nothing changing
it is a copy of an eb folder that I use for MP so as far as I know it is compatible
I have also changed the folder name to Rome - Total War to see if that would work but with no joy
I could put some pic up of what I've done if that would help to solve the problem
great
and does ai build the best barracks??? is that better than was in rtw.exe ro BI??
and how is it with immortality?? are faction leaders immortal in beta 1??
king hannibal
04-14-2008, 13:59
hi final be able to do it switch to my orginal down load of EB and put in
-mod:eb -show_err at the target location
which I used for 1.0 also as it's not got -no alexander on the end will the modded file that you made still work?
Yabusama's Ghost
04-14-2008, 14:44
Here, in three different flavours! :laugh4:
:belly: :belly: :belly: :belly: :belly:
:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:
:elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant:
Not sure about the pink elephants :inquisitive: but it is the thought that counts :2thumbsup:
Maksimus
04-14-2008, 23:17
hi final be able to do it switch to my orginal down load of EB and put in
-mod:eb -show_err at the target location
which I used for 1.0 also as it's not got -no alexander on the end will the modded file that you made still work?
The same target that was used for EB 1 is used for EB11 so the targer is the same.
great
and does ai build the best barracks??? is that better than was in rtw.exe ro BI??
and how is it with immortality?? are faction leaders immortal in beta 1??
AI builds barracks .. what is better about it :shrug:
It is more important that AI builds more elites and even more important is how AI uses its units - we that play EB on ALX.exe are positive in that.
And immoratlity was a bug that is now fixed. No Immortality should be used.. but for some Rebel generals in far away regions - maybe :grin:
MAKE IT WORK FOR TRIVIAL SCRIPT
If you have the time of course
Titus Marcellus Scato
04-15-2008, 08:00
Much thanks to everyone who worked to get EB 1.1 working on Alex.exe.
Having tried it though, I'm not sure it suits my style of play. I play with Huge unit size, and I'm very worried about the AI draining their city populations because they're retraining their depleted units as well as building new ones. This makes for larger enemy armies, and bigger battles, but how are the smaller towns going to cope?
As far as the AI goes, I like it a lot. The AI is extremely aggressive, even on Medium campaign difficulty. For instance, Pahlava attacked Seleucia immediately! Never seen that in BI. The AI is so aggressive you can almost imagine that you are playing against other humans in a multiplayer game!
The AI does seem to gather it's troops together better too.
i dont know but i think that alx.exe is easier than bi. I havent seen naval activity yet only few cheap ships(and they are 3x cheaper than was in original export_units.) Im in 255 and some factions which were very strong in RTW and BI are now weak and stupid. For expample Germans,Carthagians Seleucid, Dacia. They cant capture rebel setllements and they have been destroying by small factions. But i think that battle AI is better.
please some pictures of your campains in year abou 255 and 200
Blazing141
04-15-2008, 19:33
Hi there,
I'm using 1.1 with Alex and with Darth Stalin's revised Romani skins...and I just want to be sure that immortality has been taken care of in the this version, as my initial faction leader is already 71....is this normal? when can I know if he is unnnaturally old?
Please advise, thanks.
B
Darth Stalin
04-15-2008, 20:39
Well, maybe he's just very lucky...
As I remember, I had Dentatus in my old 1.0 campaign to live about as long on RTW 1.5 engine - the old FMs chave the increasing chance of dying when old enough, but this is stil a chance, not certainity. Rare occasion, but happens sometimes...
Maksimus
04-15-2008, 23:12
I am not sure how to do it?
What is the difference?:shrug:
king hannibal
04-16-2008, 13:56
The same target that was used for EB 1 is used for EB11 so the targer is the same.
:
hi yeah I got it working with that shortcut and several other it works for a short while each time but then CTD me and when I try going back on it comes back up with the MP menu setup
has anyone else go this happening?
Much thanks to everyone who worked to get EB 1.1 working on Alex.exe.
Having tried it though, I'm not sure it suits my style of play. I play with Huge unit size, and I'm very worried about the AI draining their city populations because they're retraining their depleted units as well as building new ones. This makes for larger enemy armies, and bigger battles, but how are the smaller towns going to cope?
As far as the AI goes, I like it a lot. The AI is extremely aggressive, even on Medium campaign difficulty. For instance, Pahlava attacked Seleucia immediately! Never seen that in BI. The AI is so aggressive you can almost imagine that you are playing against other humans in a multiplayer game!
The AI does seem to gather it's troops together better too.
IIRC, the EB script replenishes depleted cities...
Maksimus
04-16-2008, 22:56
hi yeah I got it working with that shortcut and several other it works for a short while each time but then CTD me and when I try going back on it comes back up with the MP menu setup
has anyone else go this happening?
Sorry I am not sure what is the problem :wall:
Hi there,
I'm using 1.1 with Alex and with Darth Stalin's revised Romani skins...and I just want to be sure that immortality has been taken care of in the this version, as my initial faction leader is already 71....is this normal? when can I know if he is unnnaturally old?
Please advise, thanks.
B
It is just fine, Immortality is fixed so dont worry :yes:
And about the T script, I am not sure how to change it and I dont have much time so any suggestions would be nice :))
Titus Marcellus Scato
04-17-2008, 13:14
IIRC, the EB script replenishes depleted cities...
Really? I didn't know that.
How does it work?
king hannibal
04-17-2008, 19:56
Sorry I am not sure what is the problem :wall:
hi sorry to give you a head arch :oops:
I've done everything you said to do to get ALX-EB working which I ends up working but after the first time I've played it and come off it the shortcut don't take me to the single player menu setup anymore but instead takes me MP menu setup
and so I can't load my game I tryed several target ending which have work but none that have sorted out the problem
but I'm pretty sure now that it's something to do with playing MP on the same copy as ALX-EB not totaly sure though
Maksimus
04-17-2008, 21:19
Just reinstall everything and try again, but place installation in default folders :square:
king hannibal
04-17-2008, 21:35
that include EB from scratch as well or you ALX.exe files and setup of it
thanks:2thumbsup:
Maksimus
04-18-2008, 12:00
I mean everything :laugh4: . Whole RTW game and then install Rome and Alexander and this patch
That means reamove the Activison/Sega game, install it from scratch :yes:
New install must be in default folders.
so it goes: install Rome, patch 1,3 and 1,5 and then install Alexander add-on and then this patch :grin:
king hannibal
04-18-2008, 15:23
NICE not :sweatdrop: :wall:
think I'll try doing abit of modding to see if I can get it to work as I've got a load of mods on RTW take like aday to sort it out from scratch:shame:
Lysimachos
04-18-2008, 17:15
Hi there,
I'm using 1.1 with Alex and with Darth Stalin's revised Romani skins...and I just want to be sure that immortality has been taken care of in the this version, as my initial faction leader is already 71....is this normal? when can I know if he is unnnaturally old?
Please advise, thanks.
B
I once had a family member some years over 80 in EB 1.0 on RTW 1.5, so i'd say unnaturally old is something over 90/95 :)
does my Alex need to be totally "clean"?
i have a mini-mod that tweaks unit movement speeds an other minor changes installed over it ages ago. can i still use this copy?
thanks
P.S. also interested if immortal bug being fixed btw.
Blazing141
04-18-2008, 22:22
Dentatus now 75 years old....will keep you guys posted on whether immortality has truly been fixed...
I'm pretty sure it says right in the first post that immortality has been fixed, as well as confirmed throughout recent posts.
Just to add my own confirmation of death to ease your troubled minds, my faction leader recently died at the ripe old age of 68. So that's that.
If I'm not mistaken, there just might still be immortality for some far-off rebel generals just so they don't die by the time anyone gets to them and their garrisons take off and ruin all that fun stuff.
Blazing141
04-18-2008, 22:42
....praying for Dentatus' death....
Maksimus
04-19-2008, 00:22
does my Alex need to be totally "clean"?
i have a mini-mod that tweaks unit movement speeds an other minor changes installed over it ages ago. can i still use this copy?
thanks
P.S. also interested if immortal bug being fixed btw.
You can easilly just see what files are tweaked from the download link. And yes you can use most minimods - that is, ALL minimods for EB if you want. But you must see if other minimods are compatibly vice versa - coz I am not sure I dont use them all :shrug: ( I use CityMod and Naval)
I can confirm that only the mods that tweak traits or descr_start.txt* are NOT compatible - all other are compatible :yes:
You can easilly just see what files are tweaked from the download link. And yes you can use most minimods - that is, ALL minimods for EB if you want. But you must see if other minimods are compatibly vice versa - coz I am not sure I dont use them all :shrug: ( I use CityMod and Naval)
I can confirm that only the mods that tweak traits or descr_start.txt* are NOT compatible - all other are compatible :yes:
i see, thanks.
the only mods im planning to use are Spols of Victory and perhaps Force Diplomacy but these two shouldnt cause any trouble...
will give it a try, thanks.
btw, difficulty settings are more or less comparable with 1.5 and BI exe?
i mean if i usually play EB on Hard campaign will it be the same or weaker/harder with Alex exe?
Darth Stalin
04-19-2008, 11:37
Well, I suggest playing campain on Very hard, with battles on Hard.
Anything easier than Very hard in campaign means losing your time - the AI is a little bit demanding only on VH settings, no matter which engine it uses.
Maksimus
04-19-2008, 23:26
I suggest Very Hard campaigns in any case and Very hard or default (medium) battle.. :grin:
Barry Soteiro
04-19-2008, 23:38
Maksimus what do you think about Kosovo independancy ? Just curious :book:
Did anyone get alex.exe to work with the trivial script yet? If not this link from the bi thread might help. https://forums.totalwar.org/vb/showpost.php?p=1886060&postcount=7
Maksimus
04-20-2008, 05:57
Maksimus what do you think about Kosovo independancy ? Just curious :book:
... look this post and plz dont ask those questions here
http://www.twcenter.net/forums/showthread.php?t=156236http://www.twcenter.net/forums/showthread.php?t=156236
Darth Stalin
04-20-2008, 11:45
Very hard battles are not good option - the AI cheats with units' stats...
Leviathan DarklyCute
04-20-2008, 17:04
How can I use the TrivalScript with alex.exe?
Maksimus
04-21-2008, 01:11
Check out ebconfig.xml file in Rome folder.
Find
Code:
<Element> <ID>RtwStart</ID> <Type>String</Type> <Values> <Text>RomeTW.exe -mod:eb</Text> </Values> </Element>
Change RomeTW.exe to whatever you like.
That is ALX.exe
Leviathan DarklyCute
04-21-2008, 04:59
Thanks:rtwyes:
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