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Maksimus
09-14-2008, 06:42
Thing is, The AlxEB full mod will not depend on EB 1+ future development - it is sole and independent, with different income's and game issue's, building bonuse's and much more new unit's. It is based on game expirience of very ''hard'' player's and their creativity will be outmost expected.

Whole mod is based on EB - but the new tweak's to EBBS are not going to affect the mod whatsoever,

Offcourse we will Update the simple conversion of the file's as new EB 1+ version's come along, but the mod itself live's its own life now :)

XD

||Lz3||
09-14-2008, 19:34
nice :yes:

and... you got the 1000th post in the tread!! :medievalcheers: celebration! :balloon: :balloon3: :balloon3: :balloon: :bounce:

Leviathan DarklyCute
09-14-2008, 21:04
XD

I don't like your tone, Maksimus. You know, mature adults don't use emotioncons. Especially not these kinds of emotioncons.

Maksimus
09-14-2008, 21:20
*Leviathan DarklyCute

?

this xD mean's - :grin:

omg i hope you did not think its something else - coz its not

*||Lz3||

It is nice that ppl still read this thread as it is best AI for EB

CarolvsAntonivs
09-14-2008, 21:35
Hi Maksimus, i wanted to know more about your project...

:oops: I know it sounds awful and most modders don`t like this kind of questions but... i want a release date!!! :smash:

Maksimus
09-14-2008, 22:23
hi,

The mod is finished already


I only need some more test's and try to see compatibillity issue's with EB 11 so that player's would have to download as LESS file's as it would be possible

Soon I will make some finall preview etc etc ( in matter of few day's)

:yes:

||Lz3||
09-15-2008, 03:01
I don't like your tone, Maksimus. You know, mature adults don't use emotioncons. Especially not these kinds of emotioncons.

perhaps you need to realax -and have fun-... you're only as old as your heart and mind is.

Leviathan DarklyCute
09-15-2008, 12:14
perhaps you need to realax -and have fun-... you're only as old as your heart and mind is.
Well if you say so, I guess that's why they call this board random after all XDDDDDDDDDDDDDDDDDDDDD

Maksimus
09-15-2008, 13:54
I hope I will be able to upload at least the *txt files for testing as soon as possible

Leviathan DarklyCute
09-15-2008, 20:39
BTW, Maksimus, I have a small request: could you change the sky background in night battles? The current background is very annoying with the constant sunset.

Maksimus
09-15-2008, 21:21
ohh.. there is a way to do it with some mini mod's from the TWC I think they are called Sinuet's or something... i will look into it but I cant promise anything as I hope you understand

Maksimus
09-17-2008, 16:48
It is here

https://img523.imageshack.us/img523/3500/splashcopyaw0.jpg (https://imageshack.us)

http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html

Open Final beta :grin:

EB 10 and EB 11 compatible

notice: pls backup your EB data folder before testing this mod

Leviathan DarklyCute
09-17-2008, 20:58
yay awesome! can you post a list of changes?

Maksimus
09-17-2008, 21:57
omg :grin:

There are so many :laugh4:

But overall impression is that the game is much more harder to play and win, harder to develop which includes much more time to develop and by all mean's - you can not just make your empire by developing it - you must fight for big cities and old Empire's - especially for Indian and China :curtain:

notice: I will very soon I hope post many screens and more info :)))

I hope ||Lz3|| will soon Download it and test it so we will work more on it

Leviathan DarklyCute
09-17-2008, 22:30
did you add new units?

Maksimus
09-17-2008, 23:17
yes ... few very nice :curtain:

Leviathan DarklyCute
09-17-2008, 23:26
I'm having CTD and a note says the battle model for generic ship baitaz could not be found.. Help?

Maksimus
09-18-2008, 01:15
hmmmm
-___-

if you are using the mod ontop of the plain and clear EB 11 or EB 10 - you should have no problem's

But then again there is no one using ''battle model for generic ship baitaz'' - i think its a classic bug with the engine - or you did not copy paste all files - try to add any *cas file or *tga file in the ''missing'' folder and just name it as it says - it can fix the bug.

I will see into it - but - can you make a Print Screen of the problem?

||Lz3||
09-18-2008, 03:34
I'll be glad to help , but... heheh I'll be very busy the next 2 weeks :sweatdrop:

RL can be a beach sometimes

tigger_t
09-18-2008, 04:01
if you are using the mod ontop of the plain and clear EB 11 or EB 10 - you should have no problem's

so this mod is for 1.5 not alex exe?

||Lz3||
09-18-2008, 04:36
so this mod is for 1.5 not alex exe?:gah:

since I'm not sure on what's your question, I have two possible answers :sweatdrop:

1-it's for EB 1.1 (that in order to have you must have RTW 1.5)

although IIRC alex.exe uses 1.9 or so but nevermind


2- you must have alexander expansion pack (alex.exe from CA) installed in order to use this

:2thumbsup:

tigger_t
09-18-2008, 06:43
no i meant the new final beta mod not your mini mod. cant get it to load without crashing either way.lol oh well

Leviathan DarklyCute
09-18-2008, 08:03
ok, I istelled the the mod on a clean version of eb just like you said, but I'm still getting CTD immediately after the first loading screen when the opening video suppose to run. I tried to change the shortcuts location from EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player to RomeTW-ALX.exe" -mod:eb -noalexander'' but the game still CTD. Anyone else have this problem?

Maybe you should try uploading an installer, Maksimus?

Leviathan DarklyCute
09-18-2008, 08:37
Ok, sovled that, the problem is that I needed to change the shortcuts location to RomeTW-ALX.exe" -mod:eb -noalexander'' before I instcated the Alex mod. Only then the game works.

But there is another problem - I can't start battles or campaigns. When I try custom battles, right after I choose the units and press the arow to start the battle, I'm sent back to the fation selection screen.
When I press EB campaign in the menu, I get an "Please select item form the list" message.
When I try to start historical battles, I get CTD.

So what's now?

Maksimus
09-19-2008, 18:35
Oh, that is not the mod issue - it is the ALX.exe

Try to patch it .. - truth is I am not currently at my pc so I cant test this mod now on a plain and clear EB 11 version - but i will be able to do all that soon as monday

Can anyone confirm that the mod works for him?

Leviathan DarklyCute
09-19-2008, 22:37
Well now I'm able to play custom and historic battle, but have any campaign start option.
And.. since I can't activate the alexmod with the trivalscript, I can only use rebel units in custom battle, plus some units model files seems to be missing so the game CTD when I try to choose them for battles.
Also.. the new units need a little balance, and the RS models are bigger then the EB models so it's looks kinda weird.
Other then that, everthing works fine. ;)

izanagi11
09-20-2008, 00:36
I like the new background very nice indeed! The RS model are very detail, I like them alot. It's cool to see the Chinese and talk about stacked rebels, holy smokes! I like the strategic model of the chinese units too. I find the new economy model strange, but balance and very low growth. Talk about a long time to get the royal barracks up 11 years! It seems you double the construction time for almost all the buildings. I think 50% increase is better. Cavalry charges are very destructive in the current setup( playing Baktria ).

Now from the browsing the files standpoint. Nice to see you give the slave faction the ability to build the AOR units, editting the export_descr_building.txt must have taken ages to finish, geez! I guess it is time to get rid of the slave specific units now. I like the buildable general idea and have them cost maintenance. I dont know if I agree with the changes in the hp for the auto-calc. I can understand the making the Chinese and general tough, but some of the others units just dont seem right. I will admit I based this on playing about three hours and I almost never auto-calc.

I see you took out the Casse landing, you might as well them out and convert them to something else. I love playing Casse, but when I'm not... they are pretty useless.
Overall I like what I see, certainly different play style is needed.

Kepper
09-20-2008, 10:51
Are the picture of the new unit´s

The Wicked
09-20-2008, 23:54
Hi i'm alittle lost here ..... which is the link with the latest version of the alex.mod Thanks !!!

Leviathan DarklyCute
09-21-2008, 00:56
Hi i'm alittle lost here ..... which is the link with the latest version of the alex.mod Thanks !!!

http://rapidshare.com/files/14593660...L_2008.7z.html

The Wicked
09-21-2008, 08:41
http://rapidshare.com/files/14593660...L_2008.7z.html

thanks !!!!:2thumbsup:

:wall: the link is dead just my lack !!!!

Leviathan DarklyCute
09-21-2008, 12:11
http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html

The Wicked
09-21-2008, 13:35
Thanks again.... i installed the mod but it crushes when the game starts because one item is missing roman settlement 1 something like that .....

Leviathan DarklyCute
09-22-2008, 12:47
Thanks again.... i installed the mod but it crushes when the game starts because one item is missing roman settlement 1 something like that .....

see

Ok, sovled that, the problem is that I needed to change the shortcuts location to RomeTW-ALX.exe" -mod:eb -noalexander'' before I instcated the Alex mod. Only then the game works.

Space_Ed
09-22-2008, 19:18
Im not sure if I understand the install instructions. I've installed RTW 1.5 then the Alexander mod then EB into the right file. I've downloaded the Alex.exe but what do I do now? EB works but how do I get this new stuff to work? Please help thanks.

CarolvsAntonivs
09-22-2008, 23:00
Hi, I have a question, Do i Have to install the permanente fixes for EB 1.1? or the AlexMod already have them???

Maksimus
09-22-2008, 23:39
@Space_Ed - download it and paste the files into your Rome Total War folder :)

@izanagi11

Thank you for your comments they are very much welcome. Now I would like to focus and give you some answer's if I may.

Issue of the building time's is quite clear - you can count the year's (4 turn per year) and see that ALL town's and cities will have completelly developed infrastructure as soon as 150BC if not 200BC which is a big mess. Let me make this short.
If you take a look at some of the ''EB Gameplay Guides & AAR's'' you will see what I mean. For example - If you play Romani - as soon as you reach the Asia Minor - most of the town's will be Large or Huge which was not the case by far. In most battles and war's of those time's armies were fighting for economic center's which were represented ussually with big and old cities. And this lasted for thousand's of year's until we entered the industrial revolution (or in better case in you see big empier's - which was also very rare after Roman's).
Now, what kind of a historical game are we having if you reach Antioh and you find that all settlement's around it are Large and Huge :laugh4:

That is why the mod has a ''City Mod'' tweak's - which allow's much more towns to be large and huge (certanlly all capital settelment's) but dont allow many of the ''Monster Growing'' Hellenic cities becoming huge and larger than Athenai after 100 year's.

Most of these remark's with the building times are connected to expert player's and very long lasting campain's. In other word's - you should focus on taking over big cities than developing your own's if you want faster campaign.

There is another issue of the Cavarly charge's. Well, i suggest you read this thread
http://www.twcenter.net/forums/showthread.php?t=65165&highlight=Cavarly and then ask me again coz from the point of view the mod is made strong stand on the cavarly after ALXEB team member (inactive atm) MrMerisi made his points clear.

Now, the changes in the hp for the auto-calc's are made to keep the Nomad faction's lasting and make some issues very clear in the game. Namelly - Nomad faction's are very underpowered in auto-calc's coz the Horse Archer's are not represented powerfull enough as they would be in open battle. We are haveing problem's with simple infantry armies of Armenia killing whole elite Nomad armies with auto-calc's not to mention few phalanx unit's of Baktria.

And second thing is - some rebel armie's such as China one's and Indian one's are ment to be destroyed by the player himself and mod is focused on keeping them alive for the player on the open field :grin:

About the Casse landing. I must say it was not my idea to pull it off, but we did it anyway coz of the problem's we had with Roman landing at Carthage. Example - in game, you can hardlly ever make Roman's land to take down Carthage which is much worse than the simple landing Casse has. But since we had very few historic ideas on mind to implement we tried the Roman landing also - and we failed - which led us to belive that none of the faction's are worth to have it if the Roman's can't have it in Tunis.

And second thing about Casse landing was the fact that in all our test's we used Casse and Nomad's. And when Landing was ON we had the situation that in 9 out of 10 test's with Nomad's - Casse was rulling the Western Europe Winning over German's and Gaul's and reaching Itally. And that is the sole reason we removed it long time ago - Casse was destroying 2 faction's before anyone destroyed anyone else - that is really not what we wanted.

@Leviathan DarklyCute Oh yes i will upload the installer when I am sure that the mod is working :yes:

@CarolvsAntonivs you can install them anyway but i think i added them in this test version (thing is the fixe's are comming all time's but you should not add them ontop of the mod if they are concerning *txt files in general)

von_neurath
10-03-2008, 15:35
To Maksimus

I have been modding RTW since it appeared, some years ago, with the useful help of some tutorials. I downloaded your latest mod and I was very surprised by the fact that you used the alex engine to assign different strat models to rebels (I really enjoy the Chinese and Indian ones).

My question or better said my asking to you is can you please tell me how to assign these in my personal EB modded game? tell me if I am wrong, but you created some unit skeletons in DMB. I also saw that you put some new strat skeletons in DMS. The problem is I didn't figure it out how to assign Pyrrhos character on campaign map the specific strat figure or to the Chinese or Indian generals their own strat figure. Did you created some special units on EDU, or is there any other file that I should look up into?

PS

I will be starting a new campaign on my personal EB mod soon so I would like any feed back.

PS2

I know that the simpler solution would be to just play your game, but I have already made a lot of modifications on my version that I would loose a lot of time to just port them to your mod and loose some aspects that you added in your mod. Maybe one day I will share my humble modifications with the community, but till then....

Ramistrov
10-03-2008, 21:01
I have been having problems understanding how to install this mod.:help:

1. I install Rome Vanilla
2. I install 1.3
3. I install 1.5
4. I install Alexander
5. I install EB1.1 including Trivial

Now what do I do next? so I need to modify the shortcut as suggested on the first page? or do I just run EB1.1?

I have installed it to D:\Games\Rome
I am using a Vista64 system.

Many thanks in anticipation, please forgive my language as English is my fourth choice language!

Maksimus
10-03-2008, 22:52
@Ramistrov

Trivia script is the problem the mod is currentlly not supporting

But here is the issue you must see - its the Target line you need to change - like the shortcuts location to RomeTW-ALX.exe" -mod:eb -noalexander'' before you install the Alex mod.

for 64 bit system targe should be like this

"C:\Program Files (x86)\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

@von_neurath

Ok here is one example


; City: Taxila
; Region: Gandhara (imobile)
; --------------------
character, sub_faction parthia, GudarzA, named character, command 2, influence 0, management 0, subterfuge 0, age 20, , x 371, y 152, strat_model sm_Indian_general, battle_model indian_general

von_neurath
10-05-2008, 17:20
Thank you, Maksimus for your reply. I have studied the files and I figure it out.

Narog
10-07-2008, 08:32
Hmm I encountered a problem playing as Baktria, using alexander.exe eb minimod (this (https://forums.totalwar.org/vb/showthread.php?t=105242) pack to be exact)

I had taken Kophen and Gava-Haomavarga and destroyed all the nomad buildings and then watched as their populations slowly grew up to 2000 where it was time to upgrade. When that time came I noticed that the nomad buildings I had razed were prerequisites to build the next level of government building?? (NOTE that I had build the Level 1 Baktrian government in Kophen and Level 2 in Gava-Haomavarga)

Since I didn't have this problem when I only played with EB1.1 it should be a problem with either alexander.exe mod or one of the other mods installed in that pack. Does anyone know?
In the meantime I'm playing EB1.1 + "vanilla" Alexander.exe mod. :)

Maksimus
10-07-2008, 10:18
I am afraid that you will have to wait for ||Lz3|| to give you a good or any answer as I do not use that mini pack and can only assist in the game issues you have witht the ALXEB mod. Now, I am sure that ||Lz3|| will integrate it in the alxeb files as soon as he can.

Narog
10-07-2008, 10:40
Ok, then I'll continue playing with the original version of the alexander.exe mod (which works perfectly so far btw).
Thanks!

Gnostiko
10-09-2008, 11:49
Ok, let me get this straight, because I want to clarify something before I go and screw up my EB game...

1. Do I need to have Alexander installed for this to work?

2. Currently playing EB on RTW gold, do I need to reinstall anything?

3. What's the business with ripping files from the alex cd? I thought everything I'd need to use this is included on this (http://rapidshare.com/files/12463434...l_War.zip.html) download save alex.exe

4. How noticeable is the speed increase in battles? On vanilla rtw I can play huge-unit size battles on max settings with no slowdown, but on EB I have to tone things down.

5. Has anyone managed to get custom and historic battles working?

Maksimus
10-09-2008, 15:54
hi

@Gnostiko

1. Do I need to have Alexander installed for this to work? - yes

2. Currently playing EB on RTW gold, do I need to reinstall anything? - no ( you dont need Alexander if you are playing gold )

3. What's the business with ripping files from the alex cd? I thought everything I'd need to use this is included on this download save alex.exe - i really dont know the only thing you need are the files I uploaded.

4. How noticeable is the speed increase in battles? On vanilla rtw I can play huge-unit size battles on max settings with no slowdown, but on EB I have to tone things down. - its much faster on Alx.exe, there have been numerous confirmations in the pages before.

5. Has anyone managed to get custom and historic battles working? yes :)

Gnostiko
10-09-2008, 16:21
Hmmm, thanks for the quick reply, Maksimus, but I'm afraid you've left me even more confused - the reason I asked in the first place was because the original post gives me the impression of 'yes but no'. First of all, if I have RTW Gold, I don't need Alexander installed, right? Just rip the .exe from the disk?

To me it seems like all I have to do are place the files from the link in the appropriate places, change the destination of EB.exe and hey presto...


Am I missing something?

Maksimus
10-09-2008, 16:55
no you are right, its just that ... sure the game runs on ALX.exe so you need the *exe file basiclly, still I counted that if you have gold edition - you have already instaled all expansions automatically.. if so you only need to change target line and copy paste the files.

If not - then you need ALX.exe and target + files :)

Foot
10-09-2008, 16:59
RTW: Gold does not come with the Alex expansion. RTW: Platinum does however. If you have RTW Gold installed you will still need to install the Alexander expansion to play this version of EB.

Foot

Gnostiko
10-09-2008, 23:50
Tried to install it before but ended up putting the wrong files in the wrong folders, so just ended up reinstalling everything. Anywho, copied, pasted everything, changed the command line and when I fired the game up I can see a little 'alexander' in the bottom with a golden x, so I'm assuming that's the correct one? Is there any way aside from that to get confirmation?

Problem though, I can't start a new campaign: I get a 'please select an item from the list message', and if that wasn't weird enough I can still use save games from my previous EB, even though I uninstalled it and checked the 'delete save games' tab. How can I start a new game if it won't let me?

I also get a message reading script error in eb/data/scripts/show_me/EBBS_script.txt, at line 117, column 11 trait not recognised

Help!!!

Maksimus
10-10-2008, 01:13
If you have copied all the files in the correct folders (and those are only the files from the link into RTW folder) you shouold have no problems what so ever. Thing with the EBBS is clear, this mod has modified version of EBBS so its should be natural. In any case, try once more = instal gold edition (as Foot kindly responded) + alexander add-on then copy paste and overwrite all files from the same folders from the link and at the end change the target line.

If you use trivia script - chang the target line before instaling this mod..

I dunno what else to say really .. quite a few ppl have no problems running this mod whatsoever :shrug:

Gnostiko
10-10-2008, 01:26
Right, I'd best give it a fresh install again. Just need to confirm a few things because the language in the original post is quite frankly terribly confusing; first, all I need to do is copy and paste the files in the link into the various subfolders in the EB folder (found in RTW), right?
As in Data/scripts --> EB/Data/scripts.
It might like a stupid question but I ask because there are a couple of files & folders in the link that don't even exist in the EB folder.

What's this about trivial script? I'm assuming you're referring to THE eb script that prompts you to activate in-game? When you say change the command line am I just changing the command line on my desktop shortcut? What difference does it make regarding when I change the command line? I'll do it anyway, but I'd just like to know why I'd have to change it beforehand. I'm also assuming in your step-by-step that you forgot to add 'install EB' right? ;)

Do I need to d/l the immortal fix or is the alex download updated to include that?
Is the command stars/cursus honorum fix compatible with this and does it make a difference which one I install first?


Sorry, I realise it sounds like a lot, but the people with the answers tend to appear infrequently and I want to get this over and done with and working!

Maksimus
10-10-2008, 02:05
its all quite simple, but let me tell you once more, - if you play the mod you dont need to change anything - you only need the files i uploaded and the tweak of the *exe target line.

Now, the folders from the link are ALL AUTOMATICALLY adjusted for you just to copy-paste them into your ''Rome - Total War'' folder and confirm the overwrite.

Then you play :shrug:

Gnostiko
10-10-2008, 02:53
Right ok, just did everything that needed to be done and it's still not working, won't load up because I get the message

"script error in eb/data/export_descr_unit.txt at line140, column 33.

Could not find soldier battle model for unit type 'generic ship baitaz"

What the hell?!

Maksimus
10-10-2008, 08:17
that can happen, as a generic bug after few instalation in a row - not that there is anything like that in the files and not that there is any "script error in eb/data/export_descr_unit.txt at line140, column 33.
Could not find soldier battle model for unit type 'generic ship baitaz"- really, the thing is it may happen as a bug after uninstal and instal over of EB.

The solution is next - find that line in ''export_descr_unit.txt '' - and add one battle model in the ''models unit'' folder that has the same name (it does not matter what model it is) as long as it is the same file format or the ''soldier - just use any model and name it as the battle model for unit type 'generic ship baitaz' and the problem is fixed.

Like this,

this is the alleged problem in export_descr_unit.txt and the issue is the soldier category, now you copy that line (the name of the soldier) and open descr_model_battle.txt file.

;;;;;;;;;;;;;;;;;;;; EB Boats ;;;;;;;;;;;;;;;;;;;;;;;;;;;

;12
type generic ship baitaz
dictionary generic_ship_baitaz ; Baitaz Flotilla
category ship
class light
voice_type General_1
soldier hellenistic_infantry_daernaght_pantodapoi, 13, 0, 1
ship light warship
attributes sea_faring
formation 1.2, 1.8, 2.4, 2.4, 3, square
stat_health 1, 0
stat_pri 1, 0, no, 0, 0, melee, blade, slashing, none, 25 ,1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
stat_sec_attr no
stat_pri_armour 2, 1, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 20, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 2000, 800, 200, 200, 2000
ownership germans, slave

Now pres Ctr+F and paste the name content of the soldier from exp_units into search option of descr_model_battle.txt
And you will get this:

; Hellenistic infantry - Daernaght / Pantodapoi / Illyrian Tribal Levies

type hellenistic_infantry_daernaght_pantodapoi
skeleton fs_fast_spearman
indiv_range 40
texture britons, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_britons.tga
texture gauls, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_gauls.tga
texture scythia, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_scythia.tga
texture spain, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture slave, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_antiochus_slave.tga
texture thrace, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_illyrian_levies_spw_thrace.tga
texture romans_julii, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_julii.tga
texture numidia, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_numidia.tga
texture carthage, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_carthage.tga
texture romans_scipii, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_scipii.tga
texture greek_cities, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_antiochus_slave.tga
texture parthia, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_antiochus_slave.tga
texture romans_brutii, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_blank_brutii.tga
texture saba, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_stefan25_saba.tga
texture macedon, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture egypt, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture armenia, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture pontus, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture dacia, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture germans, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture seleucid, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
texture merc, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_high.CAS, 15
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_med.CAS, 30
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_low.CAS, 40
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_lowest.CAS, max
model_sprite britons, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_britons.spr
model_sprite gauls, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_gauls.spr
model_sprite scythia, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_gauls.spr
model_sprite spain, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_spain.spr
model_sprite slave, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_scipii.spr
model_sprite thrace, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_taxeis_illyrioi_all.spr
model_sprite romans_julii, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite numidia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_numidia.spr
model_sprite carthage, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_carthage.spr
model_sprite romans_scipii, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_scipii.spr
model_sprite greek_cities, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_numidia.spr
model_sprite parthia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite romans_brutii, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_romans_brutii.spr
model_sprite saba, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_saba.spr
model_sprite macedon, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite egypt, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite armenia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite pontus, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite dacia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite germans, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite seleucid, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
model_sprite merc, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_merc.spr
model_tri 400, 0.5f, 0.5f, 0.5f

What part is important to us is this one

model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_high.CAS, 15
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_med.CAS, 30
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_low.CAS, 40
model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_lowest.CAS, max

these files are model's - *cas files, you must see if they exist in the given folders or not - if not - you should try placing any *cas file or just duplicate any *cas file so you can have all those names in the given folder and that your game would work


:san_grin:

Gnostiko
10-10-2008, 13:08
Right, I think I got what you said there. Checked and double-checked, and I've got the units where they should be, here being what I'm seeing: piccy (https://i21.photobucket.com/albums/b287/Gnostikos/Units.jpg). Now what?

Gnostiko
10-10-2008, 13:25
Just tried moving and re-naming, and even duplicating some files and I still get the same message every time ¬_¬

Maksimus
10-10-2008, 14:53
ok

tell me... do you use ANY other modified files exept the mod ones?

(second, at the end you can only check the last thing: "script error in eb/data/export_descr_unit.txt at line140, column 33." - which means you open *export_descr_unit.txt and seek line140, column 33 and see if there is anything missing)

If you are not using ANY other modified files exept the mod ones then I can only confirm that that can be only generic error and not the mod one.

Gnostiko
10-10-2008, 17:43
As far as I can tell, there's nothing missing, I checked the files like you said in your last post and everything appears to be where it should be. The only modified files I'm using are the 1.1 fixes; do you think any of those can be causing the problem?

Maksimus
10-10-2008, 18:52
yes if you overwrite them ontop of the mod files

Gnostiko
10-10-2008, 21:12
But your instructions said Vanilla RTW>Alex>EB>Fixes>AlexEB :dizzy2:
I don't think that's too huge a problem in itself because I can just compare the files from fixes and files from Alex and overwrite what needs to be overwritten.
But then...how am I supposed to use the fixes?

Maksimus
10-10-2008, 22:25
first of all, this mod version is EB 1 and EB 11 compatible .. it means it does not need any fixes for EB 11 that are *TXT based. Which applies that the mod itself already has all the fixes that are needed for mod to work.

Now, all other tehnical fixes connected to *cas files or packs etc are needed, and if you look at the tehnical page - there are almost none if only one of them.

And yes the instructions are RTW>Alex>EB>Fixes>AlexEB ... which means Fixes AND THEN AlexEB mod

So if you overwriten mod *txt files with fix files = mod will not work properlly coz the fixes are manually added into the files itself.

Gnostiko
10-10-2008, 23:06
Oh, okay, in that case I *should* be safe because I followed your instructions to the letter and installed the fixes before any Alex files. Gonna d/l everything and post how it goes in a minute...

||Lz3||
10-11-2008, 02:22
the problem is... that if one of the files in the fixes has a file that was also moddified with alexander full mod...

the second one to be installed will overwrite the first one... that's why it's wise to install first the fixes then the mod that works with the fixes. :yes:

Maks did you used the latest fixes? (if not I think I remember how bovi told me to make manually the changes )

Maksimus
10-11-2008, 09:30
The mod works very nice, who is not convinced can visit our thread at TWC also http://www.twcenter.net/forums/showthread.php?t=134572&page=19

And I did used the latest fixes (all that were out on the day of the mod launch)

Gnostiko
10-11-2008, 13:29
This keeps getting weirder and weirder...

Despite the 'generic ship baitaz' error finally managed to get it working last night - on a random whim I ran the exe as administrator and hey presto it worked....for a while. When I fired it up about the 5th time I got another missing unit error and it just wouldn't work so I uninstalled, decided to go to bed and reinstall today. Cut to today and the pack I downloaded seems to be completely different to the one I used last night :dizzy2:
I used the same link on the first page, but where are all the extra units and unit textures such as from Alexander? I remember there being chinese textures and the chinese being on the strategic map, but there isn't anymore. Same with bonuses and buildings, the pack I downloaded had buildings giving bonuses that didn't exist in vanilla RTW. There was also a tune from Last of the Mohicans (that actually grew on me) that now isn't in the pack. I also get another missing unit error about 'evocatae' but again running it as administrator works just fine. I'm confused...

Gnostiko
10-11-2008, 14:07
Just found out I downloaded the wrong version from the first page, ffs! *faceplant* overwriting now...

Gnostiko
10-11-2008, 15:08
Update time: the weirdness continues. Installed the 'full' version, as opposed to the 'switch' version to get the .exe working, but it crashed everytime I tried to start a new campaign or pressed end turn on a save game. Problem was that I was using the cursus honorum/command stars mod. Went back to the switch version (still using Cursus/command mod) and it works fine, even weirder because I don't even get a message about missing units (don't even need to run it as administrator anymore :dizzy2:). Evidently the problem is that the two aren't compatible, but having seen the 'new' alex eb, I don't think I can just settle for simply using the alex engine....is there any way to get the cursus honorum/command stars mod working for alex eb?

Maksimus
10-11-2008, 16:56
i really think you should read the first page and install instruction one more time carefully, coz its very simple - 1 install RTW and Alex expansion ;2 copy paste the updated files ;3 change the target line.

Gnostiko
10-11-2008, 18:09
No no, I think you misunderstand - it's a case of either/or: either I play the switch version of AlexEB with the cursus/command update, that is just the files needed to get EB working with alex.exe or just your new AlexEB mod without without the cursus/command update. I can't mix and match; I've tried installing the cursus/command update but it crashes your AlexEB. As it is, AlexEB does not incorporate the updates, I just extracted the pack to double check and in export_Vnvs it does not have the command stars update. What I wanted to know is if it's possible to get an updated EDCT file and export_Vnvs so I can use your AlexEB with the Cursus/Command update...

Maksimus
10-12-2008, 16:22
what is the catch with the cursus/command update? what does it fix?

Gnostiko
10-12-2008, 16:26
It's an update whereby generals get additional command stars for traits like blooded, veteran, and grizzled. Off the top of my head I think it's just an edit to the EDCT file and Export_vnvs.


edit: also, a couple of things I need to know how to fix - why doesn't 'disable arrow markers' in preferences work? I tick it, I untick it, I tick it again, but it never works. Is there also a way to fix the double-click zoom problem?

Maksimus
10-12-2008, 19:49
its engine issue not the mod one, and also, you get plenty of stars in EB anyhow, in anycase i will look into it in some future - but that is really so minor to priority that it not that important

Gnostiko
10-12-2008, 22:38
Ah, ok, that's fine. I've got another thing for you to put on your list of items to look at: setting tax to AI automatically puts all your cities on low taxes, which is odd...

Gnostiko
10-13-2008, 02:29
Maksimus check your inbox!

Maksimus
10-13-2008, 09:49
Is anyone else having immortal generals? Familly members that do not die?

Coz in my campaign they do and only if you are using the some officiall fixes this may happen

||Lz3||
10-13-2008, 22:22
the problem is that they download the ALEX mod and then they apply the fixes... that... nulifies the Inmortal trait... making FMs inmortal

Applying the fixes first and then the mod is worthless also, since the files just overwrite themselves

Panzer_Sturmovik
10-14-2008, 11:07
Hi all
Long time lurker first time poster

First of all great work Maksimus

I have been enjoying the battles and I must say the longer building times especially the new RPG/RTS which gives the feeling which was lacking before.[not really lacking but alxeb gives it a bit more boost]
Using the latest alexeb
Here's my little criticism [ not really ] :book:

As for the immortal trait if u edited the files w/o the fix ...overwriting or copypasting text files wont do any good

1. The trainable generals are annoying [ spamming can secure your bloodline to perfection. Yes I Know there not in the FM but they can be trained and be subject to adoption right? Is there a way one can disband (incompetent generals)? Sometimes i get a capt to be adopted with the same name as the trained general one and the captain one tend to have better traits....

2. Is this EB 1.0 or 1.1 ? Baktria now has 3 provinces? As for concern of which eb this is, if by any chance you have used eb 1.0 have u implemented eb 1.1 changes especially the new units + the other units that supose to be in this 'final' mod can u make a list so I can test the balance? have u also implement twfanatic hioplite/phalanx minimod? I only had a chance to play as romans

3. Epiros always conquer the hellenes [ isnt by the time 2 years they were conquered? I may be wrong] I think instead of a casse landing it should be a roman landing in the hellenes to stimulate roman [at some point] expansion in the area and somehow control either the epiros or the KH controlling the whole hellenes. Sometimes the Maks became the conqueror which is interesting since after counquering the whole hellenes they started reclaiming ye olde alexander's land.
Or you could just put a random half stack in Pella and hold the epirotes away

4.Continuing from the invasions point of view the romans are normally stuck in northern italy and they just surge eastward to illyra can we lessen the garrison in that adui/averni town up there? As well as Taras seems to hold out for longer than expected which allows the epirotes to have a land base in italy which afterward may damage the roman influence upon the game...

5. As I said before the battles are great who's battle AI [files] are used Lysadner? Darth? Sinuhet?

6. Is the spoils of victory mod implemented ??

Sorry if my english is crap

Maksimus
10-14-2008, 13:12
Hi all
Long time lurker first time poster

First of all great work Maksimus

I have been enjoying the battles and I must say the longer building times especially the new RPG/RTS which gives the feeling which was lacking before.[not really lacking but alxeb gives it a bit more boost]
Using the latest alexeb
Here's my little criticism [ not really ] :book:

As for the immortal trait if u edited the files w/o the fix ...overwriting or copypasting text files wont do any good

1. The trainable generals are annoying [ spamming can secure your bloodline to perfection. Yes I Know there not in the FM but they can be trained and be subject to adoption right? Is there a way one can disband (incompetent generals)? Sometimes i get a capt to be adopted with the same name as the trained general one and the captain one tend to have better traits....

2. Is this EB 1.0 or 1.1 ? Baktria now has 3 provinces? As for concern of which eb this is, if by any chance you have used eb 1.0 have u implemented eb 1.1 changes especially the new units + the other units that supose to be in this 'final' mod can u make a list so I can test the balance? have u also implement twfanatic hioplite/phalanx minimod? I only had a chance to play as romans

3. Epiros always conquer the hellenes [ isnt by the time 2 years they were conquered? I may be wrong] I think instead of a casse landing it should be a roman landing in the hellenes to stimulate roman [at some point] expansion in the area and somehow control either the epiros or the KH controlling the whole hellenes. Sometimes the Maks became the conqueror which is interesting since after counquering the whole hellenes they started reclaiming ye olde alexander's land.
Or you could just put a random half stack in Pella and hold the epirotes away

4.Continuing from the invasions point of view the romans are normally stuck in northern italy and they just surge eastward to illyra can we lessen the garrison in that adui/averni town up there? As well as Taras seems to hold out for longer than expected which allows the epirotes to have a land base in italy which afterward may damage the roman influence upon the game...

5. As I said before the battles are great who's battle AI [files] are used Lysadner? Darth? Sinuhet?

6. Is the spoils of victory mod implemented ??

Sorry if my english is crap

Hi

Ty you for your comments and kind words they are very nice - I will adress them one by one.

1. The trainable generals are optional and they whole battle system is supposed to imagine the 'option' to have a ''head'' of one army when you send it to conquest which was lacking in EB vanilla by a great pace (which happened to many players including myself - that is, in 80% of situatinos if you are playing your game good - you dont have enough General Characters to use for Combat and settlement management (unless you want to make your regions client kingdoms)).

Now, the game engine does not have too many options left really.. if you make comparation of the adoption capt and all minus there can be vice versa the 'optional generals' - what would it be? :grin:

2. The mod itself was developed and based on EB 10 game but the *txt modifications are so deep and strong that and EB 11 change would not do any difference - EB 11 is a slightly more advance game and it stills does not touch issues this mod tweaked.

And no i did not implement twfanatic hioplite/phalanx minimod

Also, game engine of RTW EB team uses is much less advanced than ALX engine, most of all because it enables one 350 models unlike ALX engine that enabled 550. So if you have any desire i can just implement the unit itself.

3. Oki now, this answer will be a bit more deep but ok.

In all tests I have used I have been using Saka Rauka and Casse - I did not play for months different campaigns and then came to a conclusion that this and that should be done in a particular way (I just play but with some factions I prefer).

Now, The issue with the AI in Greece is really strange sometimes but to a certan point mod needs to be released and the game itself played so the player can influence the world.
In all test I had Makedons, Epir and KH survive till the end of the test (as far as 220 200 bc), but it happens that concerning the campaign Human player plays; things go a bit different so you can expect that if you play with Romani or with Baktria - the outcome of Greece wars will be a bit different.

And the scripted invasions are never a good thing, I am just not sure what EB team wanted to make with Casse scripted invasion and why only Casse..

Then again there are alot of options with the invasions when the scripts can do everything, but to what extent? Where is the limit? What are the goals?
Thing is if you script Maks invasion in Asia Minor - they will not try to conquer any city but most likely will get back to Capitol area. So the AI will not do what we really want - he will not conquer historical area UNLESS we play as the GOD - putting the* not_attack faction line in *descr_start - which can really mess up the game.

4. I know what you mean but I have manually deleted all the benefits Taras has (in vanilla it is very powerfull town) and AI seems to take that city with no problem in my test's :shrug:
Romani ussually take Italy and Sicilly and then go further in europe.

5. The mod is using EB battle plans :square:

6. No, and I am not sure what that mod does.

If you have more question's pls ask

Panzer_Sturmovik
10-14-2008, 20:51
2. The mod itself was developed and based on EB 10 game but the *txt modifications are so deep and strong that and EB 11 change would not do any difference - EB 11 is a slightly more advance game and it stills does not touch issues this mod tweaked.

Also, game engine of RTW EB team uses is much less advanced than ALX engine, most of all because it enables one 350 models unlike ALX engine that enabled 550. So if you have any desire i can just implement the unit itself.

6. No, and I am not sure what that mod does.

If you have more question's pls ask

Would love the extra units from eb 1.1, some post before [ not sure here or from twcenter] you have indicated the new units you have added can you make a list so I could test them out? oh as for the changes of eb1.1 i wouldnt mind but script like a dleyed xanthipos for carthage [is this implemented?] gives it a bit more boost

New units
* First cohort
* Boii swordsmen
* Caturiges
* Vellinica
* Caledonian nobles
* Maures
* Vellinica
* Wargoz
* Celtogermanic cavalry
* Ilergeta
* Dunaminica
* Galathraikes
* Gaesamica
* Iabarannta
* Numidian Slinger
* Rhodian Slinger
* Trokalobutiamm
* Ischyroi (Agema) Orditon
* Bruttian Infantry
New Q-Celtic complete voicemod
* New Pahlava voicemod (lacking charge sounds)
* New Proto-Germanic voicemod (only unit names)
* Updated Gallic complete voicemod
Saka AI personality change
* Added naval bays in Rhodos, Krete and Mytilene for the AI only
* Added secondary hitpoints to nearly all missile cavalry to make them suck less in autocalc. Steppes now have teeth!*
Added horse discount for Sauromatae and Saka.
* Added more hitpoints to elephants and chariots. They still disapprove of javelins and refuse to stand for them.
* Baktria is now back down to 1 starting province (AS has the others, for as long as they can hold them)*
Raised horse mass
* Cape Tainaron changed as part of it was redundant. Now even more mercenaries are available here!
* Changed Garamantine anim to fs_fast_spearman
Added "Cognomen" to Gallicus, Dacius, Africanus, Germanicus, Asiaticus, Brittanicus, Parthicus, and Macedonicus to fix a mismatch between the EDCT and VnV.

as for no.6 it gets the player extra income from winning a battle[ which is great especially with the battles] and would you implement the alleid legion mod which gives the roman more of a rpg feeling

||Lz3||
10-14-2008, 23:19
5. The mod is using EB battle plans

EB ones...but with alexander.exe

It's a world of diference honestly :yes:

Panzer_Sturmovik
10-15-2008, 04:41
Seems that strat map ai tends to hold thier forced near the capitas. Lussotannian Swevboz and Haysadan seems to not capture a city

Maksimus
10-16-2008, 10:58
Would love the extra units from eb 1.1, some post before [ not sure here or from twcenter] you have indicated the new units you have added can you make a list so I could test them out? oh as for the changes of eb1.1 i wouldnt mind but script like a dleyed xanthipos for carthage [is this implemented?] gives it a bit more boost

New units
* First cohort
* Boii swordsmen
* Caturiges
* Vellinica
* Caledonian nobles
* Maures
* Vellinica
* Wargoz
* Celtogermanic cavalry
* Ilergeta
* Dunaminica
* Galathraikes
* Gaesamica
* Iabarannta
* Numidian Slinger
* Rhodian Slinger
* Trokalobutiamm
* Ischyroi (Agema) Orditon
* Bruttian Infantry
New Q-Celtic complete voicemod
* New Pahlava voicemod (lacking charge sounds)
* New Proto-Germanic voicemod (only unit names)
* Updated Gallic complete voicemod
Saka AI personality change
* Added naval bays in Rhodos, Krete and Mytilene for the AI only
* Added secondary hitpoints to nearly all missile cavalry to make them suck less in autocalc. Steppes now have teeth!*
Added horse discount for Sauromatae and Saka.
* Added more hitpoints to elephants and chariots. They still disapprove of javelins and refuse to stand for them.
* Baktria is now back down to 1 starting province (AS has the others, for as long as they can hold them)*
Raised horse mass
* Cape Tainaron changed as part of it was redundant. Now even more mercenaries are available here!
* Changed Garamantine anim to fs_fast_spearman
Added "Cognomen" to Gallicus, Dacius, Africanus, Germanicus, Asiaticus, Brittanicus, Parthicus, and Macedonicus to fix a mismatch between the EDCT and VnV.

as for no.6 it gets the player extra income from winning a battle[ which is great especially with the battles] and would you implement the alleid legion mod which gives the roman more of a rpg feeling

Yes I am aware what are new inputs in EB 11, and I dont have time now to implement them (but there is not to many things to be implemented really :)
If you are talking about the new units you should be aware that there are quite some that are not in anymore coz EB team always uses max DMB slots.

Now, i will just tell you what we have from that list.

Raised horse mass and Added secondary hitpoints most missile cavalry and Added more hitpoints to elephants and chariots we implemented 6 months before EB team and Alx eb member explained hitpoint's trick to EB team long time ago - the Name of that members is Lgk (which will come soon) and the name of member that proved the Cavarly charges is MrMersisi in TWC.

Lgk did not even get Credit because he explained to EB team what is the point of secondary hitpoints (or if he did get credit i did not see it so my bad )(https://forums.totalwar.org/vb/showthread.php?t=96143)

Now the new units are sweet but i see no point in implementing new midd-class unit with no special looks or if its not elite one, we tend to implement voicemod but it will take some time or we need team expansion. And we have Frist Cohorts some elite barbarian infantry that is RS or ALX made. And I dont belive that Baktrian issue is very great at all :grin:

I really hope i will have more time to do that stuff coz i am not modding now I need more friends and supporters that have time and want to help.

||Lz3||
10-17-2008, 05:50
heheh I wish I were on vacations <.<

applying those units shouldn't be hard at all... but rather time consuming... time which... I don't particulary have right now... >.>

anyone wants to help? we have.... COOKIES!! :bounce:

Panzer_Sturmovik
10-17-2008, 07:02
heheh I wish I were on vacations <.<

applying those units shouldn't be hard at all... but rather time consuming... time which... I don't particulary have right now... >.>

anyone wants to help? we have.... COOKIES!! :bounce:

can I have a brownie????? I would love to implement these units but I dont know how yes i know the txt files etc but I need to actually have an instruction manual to do these right

Oqlanth
10-17-2008, 12:04
I just tried this Alex Mod. I find one bug at Night Fighting. I am playing with Lusitainia at EB1.1. Everthing goes normal with nightfighting till i siege a non-walled eleutheroi city at the north (Calederians) and when i tried Night Fight for assaults it crashed to desktop. but after second try i try to attack normal and there was no problem with that.

And i have to ask you something;
I just copy this: http://rapidshare.com/files/124634347/Rome_-_Total_War.zip.html
Is it enough for playing EB1.1 with Alex. Well Alex works with EB1.1 for now in my computer. But I am not sure. Should I have to copy this too : http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html

I am kinda newbie for 'modding' stuff so I am confused.
Ahh... I also have to say game AI greatly improved in Alex!

Thanks

Maksimus
10-17-2008, 13:59
you only need this http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html
:)

and about the bug I dont know really.. night battles seem just fine in my campaign :shrug:

maybe you are using something more than just the mod files

***Panzer_Sturmovik
its not that easy to implement new units and its time consuming coz it needs to be properly done in many *txt files, descr ones, dmb, dmb, voice and startmap etc :(

Oqlanth
10-18-2008, 04:17
Well it only happens in one certain province but nowhere else. May be it is because of i am only using this :
http://rapidshare.com/files/124634347/Rome_-_Total_War.zip.html

Well so i only have to overwrite the ones in the given link ( http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html ) and I can have total Alex EB1.1 mod right?

Thanks
Cihan

Principe Alessandro
10-18-2008, 11:21
Hi
I installed the alex mod with the correct steps but when i click in the game menu on the eb main campaign doesn't load the next menu with the factions but show a massage that say "select an item". what is the problem?

Maksimus
10-18-2008, 12:15
*Principe Alessandro you have *exe not working problem (find working alx.exe)


*Oqlanth; yes my friend you only need this to play the mod :) http://rapidshare.com/files/14593660...L_2008.7z.html

Principe Alessandro
10-18-2008, 12:21
*Principe Alessandro you have *exe not working problem (find working alx.exe)
There is a solution? I added target line in shortcut

Oqlanth
10-19-2008, 06:23
Ohhh...
I can't play in multi-player mode... :(( It crashed to desckop after loading screen with no error message...

well here is the list of my install in order:

RTW
BI
patch 1.6
Alex
EB1.1
all Permenent patches of EB1.1
all optional patches of EB1.1
http://rapidshare.com/files/124634347/Rome_-_Total_War.zip.html
http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html

And multi-player mod of EB doesn't working! :(( Now I am starting try single player EB, continue my Lusiatian campaing...
Meanwhile I am asking again but... can you help me? :((

Oqlanth
10-19-2008, 06:28
:(( same thing happens in single player mode too!!! :((
It all happens after I copy http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html !!!
While I am using just http://rapidshare.com/files/124634347/Rome_-_Total_War.zip.html there was no problem and I also can play in alex too...
:((

||Lz3||
10-19-2008, 17:38
are you guys using the trivial script or a separate shortcut?

if the later right clic on it and add "-show_err" at the end of the target line

-show_err
that way, if the game crashes it will tell you why

Amonero
10-19-2008, 18:07
Hey!

I'd like to try this :D

Problem is, rapidshare syas I've passed my limit - although I haven't dl'ed anything from them!

Is the mod anywhere else to be found? (pretty please!)

Maksimus
10-19-2008, 22:20
oki

gang

you only need this to play the game

http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html

and NOTHING (nothing else) else

+ shortcut change as explained in the first page (just how many times did I say this :)

and *Amonero - wait till i update the game coz i cant spent some hours in pure uploading on few different site's - try again pls :(

Oqlanth
10-19-2008, 23:30
http://rapidshare.com/files/145936605/FINAL_EAEM_MOD_FALL_2008.7z.html doesn't work for me but i can play while i can use 'only' http://rapidshare.com/files/124634347/Rome_-_Total_War.zip.html ...

Maksimus
10-20-2008, 00:20
first link is the mod link
second only has files that you need to use the ALX.exe - not the mod
First link works if you follow instructions = rtw+alex expansion + eb + the files from the link + the target line as in the first post.

Maksimus
10-20-2008, 02:51
the only thing that really lacks in this mod is a bit more members and voice eb 11 changes in

(which i will work on) but thing is it has to be done manually and that is slow,.. . i will see

koba
10-20-2008, 17:57
hello

I have a big problem to install alexander mod

1st i already read all the post to see if i resolve the problem but i still can´t play eb with alexander.

the problem is the same as our friend "Principe Alessandro" has.
when i click on eb main campaign it show the message "select an item".

now on the post by Maksimus, he says that is a "exe not working problem (find working alx.exe)"
what it means "exe not working problem"????????

its a shortcut problem???
my shortcut is ("J:\dmgn\jogos\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -noalexander'')
its a problem with the file, i have the original alexander add on.

this was the the order of the installation:
1-Rome total (drive J)
2-patch to 1.3
3-patch to 1.5
4-install alexander add-mo (drive j)
5-install EB1.1 mod(the main mod i install on the same drive J and in the same directory that rome, but the EBTrivialScript is install on drive C:\Programas)
6-install all the permanent fixes.
7-download and put all the files (FINAL_EAEM_MOD_FALL_2008.7z) on the rome folder
8-create a shortcut ("J:\dmgn\jogos\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -noalexander''

PLEASE HELP

thanks

Maksimus
10-20-2008, 21:02
Pls read the first page, that is one more appeall for all players

I will just quote myself again

''
EB-ALEX STEP-BY-STEP START!
::
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''

''

And the thing with ALX.exe and ''not working'' *exe is the problem with the *exe itself. If its original game you will have no problems - if its not you will have probablly problems unlless your *exe is working.. (if you know what I mean)

Amonero
10-21-2008, 11:12
Got it. I misunderstood ad installed EVERYTHING :D

ziegenpeter
10-21-2008, 13:56
Do I get it right?
There is a mod which only enables EB beeing playable on ALX.exe, below the red text on the first page, and there is a larger one (url after this pic:

https://img172.imageshack.us/img172/2337/aalx3copyzs9fm0.jpg (https://imageshack.us)


) which furthermore gives the changes mentioned below the green text.

Or what is the smaller and the larger file about?

Maksimus
10-21-2008, 15:18
The first set of files are only a group of files you need to use the ALX.exe engine with EB, which you cant do without (those files are on the first link and the second is backup link)

And link bellow the the small picture (changes mentioned below the green text) is the mod, extended modification of EB that works on alx.exe

(the mod is better than the first link :laugh4:)

ziegenpeter
10-21-2008, 18:21
And link bellow the the small picture (changes mentioned below the green text) is the mod, extended modification of EB that works on alx.exe


Like night-battles?
::
NIGHT/TWILIGHT FIGHT::



SIEGE OF PELLA by Pyrros

https://img467.imageshack.us/img467/2182/pyrr1ly2.jpg (https://imageshack.us)
https://img461.imageshack.us/img461/6906/pyrr2rd5.jpg (https://imageshack.us)
https://img461.imageshack.us/img461/200/pyrr3fv8.jpg (https://imageshack.us)
https://img451.imageshack.us/img451/2195/pyrr4jo5.jpg (https://imageshack.us)
https://img451.imageshack.us/img451/3163/pyrr5cp8.jpg (https://imageshack.us)

SIEGE OF GEORGOVIA by Cocolitanos

https://img467.imageshack.us/img467/9402/coco1of7.jpg (https://imageshack.us)
https://img451.imageshack.us/img451/1781/coco2nz0.jpg (https://imageshack.us)
https://img461.imageshack.us/img461/6296/coco3wu7.jpg (https://imageshack.us)
https://img451.imageshack.us/img451/418/coco4fe2.jpg (https://imageshack.us)
https://img467.imageshack.us/img467/7168/coco5om5.jpg (https://imageshack.us)
https://img461.imageshack.us/img461/2700/cocolastvz0.jpg (https://imageshack.us)

SIEGE OF ATHENAI by A Gonatas

https://img466.imageshack.us/img466/1653/athens1bh2.jpg (https://imageshack.us)
https://img399.imageshack.us/img399/4457/athens2fk8.jpg (https://imageshack.us)
https://img364.imageshack.us/img364/4808/athens6sy3.jpg (https://imageshack.us)
https://img296.imageshack.us/img296/9049/0035cy9.jpg (https://imageshack.us)



All generals have the ability to try to win a night battle.. The plus comes when you win couple of night battles - then you gain additional traits that makes your general much stronger than he could ever be in EB that is RTW based!

If you want to manually add Night-battle trait you should follow this pattern in ''Rome - Total War folder/eb/data/world/maps/campaign/imperial_campaign/descr_strat.txt''

I can already fight at night with the files from the first link...

Would this be retroactive for my EB ALX savegames?

Maksimus
10-21-2008, 18:38
The mod itself is a if I am say a 'separete game' from vanilla EB coz it has many many tweaked features. And night battles are part of the engine and they are included in engine and mod files :yes:

You can just back up your eb data folder and try the mod - if you dont like it just owerwrite the files with the backup again :curtain:

ziegenpeter
10-22-2008, 10:12
I appreciate your patient support! But I'd rather wait until the changes you and Panzer_Sturmovik talked about are done.

Maksimus
10-22-2008, 15:53
Well, I have to say that Panzer_Sturmovik did not really play the mod or he did not notice that most if not all features in this mod are much deeper and advanced than vanilla eb, offcourse there are new units but that means that the old ones are deleted. Alxeb mod has 40+ new units (including China ones) in and mercenaries all over the map going to be implemented, has 20 variaitions of new unique generals and few elite units for 'barbarian factions'.

Implementing allied legions mod will not be done because that mod Replaces units and does not add new ones, also there is a limit of needed* ones in them mod itself, you cant have 2-3 kinds of units of the same kind (like medium infantry), or you can but that would mess up the game feeling. Now, i will try and implement the elite ones or even the whole pack of new units but it will take some time do :/

Then the complete voicemod for EB is not done yet, we will implement the voice mod when EB team is able to finish it.

Spoils of victory can be implemented but I need deatiled data for it, working with a big *txt file is not possible if you dont know what you are seeking.

Seden
10-22-2008, 16:18
Have you tryed using the "compare" function of some text editor (notepad++ as one of good quality avalaible as addon) ?

This way it highlight the changes, let you see the added/lacking values.

Maksimus
10-22-2008, 16:42
No i havent, but that would not be good enough coz I need to compare eb10 and eb11 *txt, and they have change alot, its more easier to implement specfic things (especially if you compare mod files and eb vanilla ones.. my god that is too much :)

I am implementing Spoils of Victory now and will continue with new units later on, but i have a problem with unknown but with the campaing script..

gimme more suggestions before next version come out. :smash:

ziegenpeter
10-22-2008, 19:24
That means I can't have the allied legions mod at the same time...? maybe thats why my game crashed with your md, because I installed it before the AL mod.

Maksimus
10-22-2008, 20:31
AL mod is separate and is not supported, AL mod is ment to played on pure vanilla, maybe i will implement some units from AL mod if there are any that are new.

Maksimus
10-24-2008, 04:11
I have found a way to implement Extended mod into Eb 11 files, with all fixes and Some minimods such as SoV, now i need some days to test a bit and implement a bit more :yes:

notice: yes voice mod is working also all new eb 11 units and few more i will implement manually

ziegenpeter
10-24-2008, 12:36
Great! Is it possible to combine the mini-mod pack with your mod (except allied legions of course)?

Maksimus
10-24-2008, 16:15
Allied legions are mod that adds legionary_name into atributes of few more units
I guess I can add legionary name to some of them also to make brutti infantry recruitablle

ziegenpeter
10-24-2008, 17:39
And the rest of the mini-mod pack?

EDIT: Sorry I think I expressed myself wrong: It's not that I ask you to mix the mini-mod pack with your mod, but I'd like to know if I can install both of them on my EB. (except the AL because AFAIK this causes troubles with EB Alex, right?)

Maksimus
10-25-2008, 00:10
I will shotlly comment on the mini mod pack in this thread too

# ALEXANDER EB; thanks to maksimus, EB team, RTR team, RS team, China Team, Konny, HalieSatanus, MrMerisi, Lysander13&Riczu74, Barbarossa82, all supporters and RTW fans, TWC and TWO - that is us :yes:
# AI Battle Formation Mods* ; by --Darth Vader ---Marcus Camillus from RTR Platinum ---Snake_IV from the old RTR forums for the Battle Formation Buttons for the user interface. And special thanks to Lysander13 for the compilation - not needed, EB formations are very good and with Alx.exe they are unique - so good that players think I have implemented some 'other' ai formation mod.
# Spoils of Victory for EB 1.1; by V.T. Marvin - That is implemented
# Some trait changes (command stars & cursus honorum) by konny and special thanks to Medical Toaster for making a 1.1 version. - this mod is adding command effect to certan traits which alxeb mod has already.
# Win Conditions; originally by JRMC and special thanks to konny for making a new 1.1 version - not needed, alx.exe engine and the mod new realm would need new Win Condition script, but there is really no need for that.
# Roman Allied Legions; by konny - I saw that konny added some mercenary units to EDB and gave them *legionary_name in EDU, if that is so important it can be implemented with np.
# City mod version a ; by MarcusAureliusAntonius - AlxEb Mod has its unique *city limitations to vast numbers of towns and settlements, it is a bit deeper coz it allows player to develop every starting capitol as huge and also adds *huge option to some settlements that 'should' be huge in future (atm I can only remember Byzantium but there are few other's also, like Indian settlements etc)
# Fanatic’s First Cohort/Phalanx/Elephant/Chariot minimod; by TW fanatic - massive changes and tweaks to EDU are one of the 'massive' side of the ALXEB mod itself so this mod is for vanilla EB.
# Aquilifer unit; by lt1956, creator of the SPQR mod - not needed really, I think EB 11 ones are very very nice.
# Force Diplomacy Minimod; by DimeBagHo , update byJarardo - not needed, it is developed to overdue the lacks of RTW.exe engine, since we use ALX.exe - you should really see what is inteligent AI without and force diplomacy.
# Darth Stalin's 1.1 Romani Fix with "corrected" Gallic Helm - also not needed, if we are going to tweak some units and forget all other *textures that can be tweaked or more set as more advanced we will end up in Photoshop for weeks just working on them.

||Lz3||
10-26-2008, 04:07
hum now I'll comment on that =P



not needed, EB formations are very good and with Alx.exe they are unique - so good that players think I have implemented some 'other' ai formation mod.
true... but, despite Alex.exe handles AI better, I somewhat still prefer other formations. however you should NOTE that they can be added by the player at ANY time they want without interfering with whatsoever.

# Roman Allied Legions; by konny - I saw that konny added some mercenary units to EDB and gave them *legionary_name in EDU, if that is so important it can be implemented with np.
This numbers the first cohorts as "Legio I , Legio IV ,Legio IX" as well as it names the italic units as "Legio I Cantabria, Legio VII Etruria" etc. acording to where it was trained. Its a really nice touch that isn't that hard to apply, I would considerate it since it has a good RP value

# Aquilifer unit; by lt1956, creator of the SPQR mod - not needed really, I think EB 11 ones are very very nice.
I think you got it wrong, there's no replacement of any unit whatsoever, what it does is to add an Aquilifer guy (an officer) for the first Cohorts, its something REALLY important in my opinion, the Aquilifer is the guy who carries the Golden eagle in a legion (the highest rank for a regular soldier)

# Force Diplomacy Minimod; by DimeBagHo , update byJarardo - not needed, it is developed to overdue the lacks of RTW.exe engine, since we use ALX.exe - you should really see what is inteligent AI without and force diplomacy.
true... but sometimes for Roleplaying we still need Force Diplomacy (keeping historical limits for AI factions), but one should NOTE also that it's compatible with this mod(and every other) ,so the user can add it at at ANY TIME they want.

# Darth Stalin's 1.1 Romani Fix with "corrected" Gallic Helm - also not needed, if we are going to tweak some units and forget all other *textures that can be tweaked or more set as more advanced we will end up in Photoshop for weeks just working on them.
Hum personally I find the new ones too big headed and that... well really makes them ugly in my opinion, so I can't stand them...


I could make those changes if you wish Maks, shouldn't be that hard :2thumbsup:

you're the one that deserves a statue for your hard work :beam:

Maksimus
10-26-2008, 07:16
Ok,

This is what mod has already (for 6 months now) ; what guy is missing?
https://img379.imageshack.us/img379/6047/firstmo0.jpg (https://imageshack.us)
Aemilia
legion: Gallica
Apulia
legion: Fulminata
Brettia
legion: Deiotariana
Campania
legion: Alaudae
Etruria
legion: Augusta
Insubramrog
legion: Felix
Kalabria
legion: Ferrata
Liguria
legion: Gemina Pia
Umbria
legion: Italica
Venetia
legion: Germanica

And here is the list

Name Origin of Name Time of Creation
I Adiutrix pia fidelis Assistant, i.e. raised to supplement the legionary strength Nero
I Italica Raised in Italy Nero
I Macriana Raised by Clodius Macer Nero
I Flavia Minervia After Minerva Domitian
I Parthica Raised for campaigns in the East Severus
II Adiutrix pia fidelis Assistant, i.e. raised to supplement the legionary strength Vespasian
II Augusta Raised by Augustus Augustan
II Italica pia Raised in Italy Marcus Aurelius in AD 165
II Parthica Raised for campaigns in teh East Severus
II Traiana fortis Strong, raised by Trajan Trajan
III Augusta pia fidelis Formed by Augustus Augustan
III Cyrenaica Province where it gained distinction Pre-Augustan
III Gallica From the veterans of Caesar's Gallic legions Pre-Augustan
III Italica concors United, raised in Italy Marcus Aurelius in AD 165
III Parthica Raised for campaigns in the East Severus
IV Flavia firma Steadfast, raised by Vespasian Vespasian in AD 70
IV Macedonica Province where it gained distinction Augustan
IV Scythia Region where it gained distinction Pre-Augustan
V Alaudae The Lark, raised by Caesar Pre Augustan
V Macedonica Province where it gained distinction Pre-Augustan
VI Ferrata fidelis constans 'Iron-sides', a nickname indicating their endurance Pre-Augustan
VI Victrix Victorious, given after an outstanding victory Pre-Augustan
VII Macedonica Claudia pia fidelis For its loyalty to Claudius during a mutiny in AD 42 Pre-Augustan
VII Gemina One legion made out of two Galba
VIII Augusta Reconstituted by Augustus Pre-Augustan
IX Hispana Province where it gained distinction Pre-Augustan
X Fretensis From the naval war between Octavian and Sextus Pompeius Pre-Augustan
X Gemina One legion made out of two Pre-Augustan
XI Claudia pia fidelis For its loyalty to Claudius during a mutiny in AD 42 Pre-Augustan
XII Fulminata 'Lighting-hurler', probably gained under Caesar Pre-Augustan
XIII Gemina pia fidelis One legion made out of two Augustan
XIV Gemina Martia Victrix One legion made out of two Augustan
XV Apollinaris After the god Apollo Augustan
XV Primigenia After Fortuna Primigenia Caligula or Claudius
XVI Flavia firma Raised by Vespasian Vespasian in AD 70
XVI Gallica Province where it gained distinction, possibly under Drusus Augustan
XX Valeria Victrix Gained distinction under Valerius Messalinus Augustan
XXI Rapax 'Greedy' - in the sense of sweeping everthing before it Augustan
XXII Deiotariana Raised by Deiotarus Augustan
XXII Primigenia pia fidelis After Fortuna Primigenia Caligula or Claudius
XXX Ulpia victrix Raised by Trajan and called victorious presumably after distinguishing conduct in Dacia

http://www.roman-empire.net/army/leg-names.html

And these are *DESCR_REGIONS.TXT sources, AL mod replaces some of them into different names that need to be used for the First Cohort's. We can not replace them coz we are resource limited (again in DESCR_REGIONS.TXT) and we can not add 2 type of legion names into same province. Also, mod counts very long building times you need to raise certan type of barracks (unlike AL mod that uses vanilla building times that allow you to build up max barracks to all Italic settlements without much of a problem or time)

Again, there can be more *legion names added for non first cohort use - which I think is great, but not in the settlements that are *resource limited for the first cohort's (or we can move around resources but that would still mean that Italian soil must use *none cohort names) :shrug:

*EB formations are good, but I know that other AI formations have been worked out more than EB team did theirs. Still, they are optional and even if we include them in that would be .. a bit of a risk?
I dont know how they handle EB units... i will test a bit :san_grin:
note:i guess DV ones are the best and should not be overlaped?

I dont really know what is the point of Force Diplomacy? Do you force AI to make war or not? I dont know how will it act on the EB mod and faction advancement:shrug:

And sure. I will pass some work for you :grin:
Cant expect me to do all the job :curtain:

HFox
10-26-2008, 16:37
Hi

Thought to give this a go....reinstalled everything.

Used the

"C:\Program Files\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

short cut command and see this as tries to load the mod

Failed to read censored word dictionary file: eb/data//chat_filter.san

Help!:wall:

HFox
10-26-2008, 18:21
OOps RTFM :(

Maksimus
10-26-2008, 18:46
I will set up new download link
Files need to be in correct folders

edit: done
http://www.megaupload.com/?d=BYT1DO3C
now you can just drag the files into rtw folder no need to implement files manually (i am very sorry coz i didn't do this earlier)

||Lz3||
10-26-2008, 20:17
wow that's a lot of work maks =P

oh btw I just noticed that several sentences in my prev post seemed directed to you (the bold ones):sweatdrop: , they were not, those were to the audience , explaining that there's no reason to include them in the ALmod since they can add them by themselves at anytime

I didn't know the mod already had an aquilifer heheheheheh, my bad :shame:

and an idea, do you think we could use the trivial script? or how is the mod handling the MP edu and the SP edu?


well cheers :balloon3:

Maksimus
10-26-2008, 20:50
np L3 - you are my friend and good EBer :laugh4:

And I think ppl are using trivial script with no problem, its just the target line you need to implement.

note: also, I was thinking to disable all resources for first cohort exept the reform ones so there would be legion names all over the map. But for now there are only 10 counting 10 provinces vanilla Eb EBD set reformata cohorts to be recruited at :shrug:

Maksimus
10-26-2008, 23:16
i have a set back, i have problems to spawn an army in EBBS, which I did not have in EB 10.. i wonder if anyone can help me*

this is the line i test with in EBBS

declare_counter spawn_armyA
set_counter spawn_armyA 0
;monitor_event CharacterTurnStart FactionType slave
monitor_event FactionTurnStart FactionType slave
and I_TurnNumber = 2
set_counter spawn_armyA 1
spawn_army
faction slave
character, Dymnos, named character, command 2, influence 0, management 0, subterfuge 0, age 20, , x 284, y 136
unit hellenistic cavalry lonchophoroi exp 3 armour 1 weapon_lvl 1
end
end_monitor

I avoide the crash but the army is not spamed
if you can help ty

von_neurath
11-08-2008, 09:19
Hi there,
I have a quick question because I don't want to disturb an interesting discussion about named legions.
My problem is that, although I got to the imperial reform and I got the marian event, I still got consular republican guard and not equites singulares. Is it a Alxtw.exe bug or someone forgot to add or modify some files. I emphasize here that I have some skills in modding and I can't explain this.

Maksimus
11-08-2008, 13:10
the only thing that I can say is that I am not sure :shrug:

there is one new Roman general unit that is made for recruitable general's
but that is only general_unit and not general_unit_upgrade which should apply to the new kind of generals to be upgraded from consular republican guard to equites singulares.

I hope you got first cohort's do :san_grin:

von_neurath
11-09-2008, 12:46
Thanks a lor Maksimus,
I didn't pay attention to this line general_unit_upgrade. So next time I play, when the Marian Event comes, I suppose the general unit will change from consulares to singulares.

But if I am here with the question, is there any other way to change the new general bodyguards? I saw that lots of factions in Eb have 2 types of generals. Do all depends on Marian event or can they be changed by script. An d if so, where should I look for changes? ib EBBS script?

Maksimus
11-09-2008, 14:48
The new upgraded generals are gained after the reform, but the old ones do not become new ones - you will have to wait.

(that is, there is no such thing as transforming one unit into another - there is a data line that consular republican guard stays consular republican guard untill familly member of consular republican guard dies - or gets retrained - but I am not sure)

, you will have to wait for new faction familly members only after the reform to have new type of general bodyguards

Marcellus Caesar
11-17-2008, 03:58
Hey everyone, first post made here, and I recently downloaded the "copy-paste" version of the Alexander EB mod to run EB through that instead of Barbarian Invasion or vanilla RTW. I have a few questions questions about the mod...

1) Does the latest copy-paste version of the mod, where we just replace the files in the EB/Data folder, include the EB 1.1 fixes (https://forums.totalwar.org/vb/showthread.php?t=101971)? If not, how do I include the permanent fixes in my game without overriding the Alexander EB's alterations?

2) Being that I recently bought Rome: Total War and its expansions, but rushed immediately online to see some awesome mods like Europa Barbarorum available, I don't have much knowledge about Barbarian Invasion and Alexander. Does Alexander have all the AI improvements that Barbarian Invasion introduced? Does Europa Barbarorum clash in any way by using Alexander's .exe as a launching point?

3) During battles in vanilla RTW and then EB through the vanilla's .exe, I could click on an unit's card to zoom the camera to that unit, and press an arrow key on my keyboard to automatically bring me to that unit rather than sweeping across the map. After introducing the Alexander EB files, the same camera settings changed. Rather than zooming immediately to my unit during mid-camera sweep by pressing an arrow key, the camera just stops moving at the point I pressed the arrow key rather than going to my unit. What happened?

4) I didn't feel like altering too much of EB by installing the EB 1.1 Mini Mod Pack (https://forums.totalwar.org/vb/showthread.php?t=105242), but I was intrigued by the Win Conditions mini-alteration (https://forums.totalwar.org/vb/showthread.php?t=86313) that JRMC and konny made. Does the Win Conditions "mod" clash with Alexander EB in any way?

Thank you in advance! And honestly, I'm most concerned about the camera change. I really liked instantly zooming around the map by clicking on an unit card and going there.

julius_caesar_the_first
11-17-2008, 15:30
Sorry to disturb but I don't really understand this sort of things. I copy\pasted the files from this link http://www.megaupload.com/?d=BYT1DO3C and I think that means I am using Alexander EB. Is that so or am I wrong (it's quite possible).

Sorry again for asking about something that should be clear but I don't really understand much about computer related stuff.

Maksimus
11-17-2008, 19:18
Hey everyone, first post made here, and I recently downloaded the "copy-paste" version of the Alexander EB mod to run EB through that instead of Barbarian Invasion or vanilla RTW. I have a few questions questions about the mod...

1) Does the latest copy-paste version of the mod, where we just replace the files in the EB/Data folder, include the EB 1.1 fixes (https://forums.totalwar.org/vb/showthread.php?t=101971)? If not, how do I include the permanent fixes in my game without overriding the Alexander EB's alterations?

2) Being that I recently bought Rome: Total War and its expansions, but rushed immediately online to see some awesome mods like Europa Barbarorum available, I don't have much knowledge about Barbarian Invasion and Alexander. Does Alexander have all the AI improvements that Barbarian Invasion introduced? Does Europa Barbarorum clash in any way by using Alexander's .exe as a launching point?

3) During battles in vanilla RTW and then EB through the vanilla's .exe, I could click on an unit's card to zoom the camera to that unit, and press an arrow key on my keyboard to automatically bring me to that unit rather than sweeping across the map. After introducing the Alexander EB files, the same camera settings changed. Rather than zooming immediately to my unit during mid-camera sweep by pressing an arrow key, the camera just stops moving at the point I pressed the arrow key rather than going to my unit. What happened?

4) I didn't feel like altering too much of EB by installing the EB 1.1 Mini Mod Pack (https://forums.totalwar.org/vb/showthread.php?t=105242), but I was intrigued by the Win Conditions mini-alteration (https://forums.totalwar.org/vb/showthread.php?t=86313) that JRMC and konny made. Does the Win Conditions "mod" clash with Alexander EB in any way?

Thank you in advance! And honestly, I'm most concerned about the camera change. I really liked instantly zooming around the map by clicking on an unit card and going there.

Hi,

1) yes
2) No
3) Alx.exe thing not a bug do
4) Not sure, you will have to ask those modders :grin: (but if you use only exe* of alx you will be fine, in mod release those we make our own win conditions) , also, minimod pack is optional, most of it will be implemented in mod version of alxeb that is comming soon so that our work will be combined.


Sorry to disturb but I don't really understand this sort of things. I copy\pasted the files from this link http://www.megaupload.com/?d=BYT1DO3C and I think that means I am using Alexander EB. Is that so or am I wrong (it's quite possible).

Sorry again for asking about something that should be clear but I don't really understand much about computer related stuff.

Hi,

If you want me to do it for you I cant :grin:

You need to download that file and find your EB folder, then copy - paste the files in that folder and change the target line of your shortcut as mentioned above :san_wink:

Marcellus Caesar
11-17-2008, 19:42
Maksimus, thanks for the prompt reply. I want to clear up a few things...



2) No


I take it that "no" is for both of my questions... So naval invasions, "smarter" AI, and all the things that Barbarian Invasion introduced to RTW did NOT carry on to the Alexander expansion? If it didn't carry on, does the Alexander EB mod (the copy/paste version) add that extra AI boost?



3) Alx.exe thing not a bug do


Damn it, I was afraid of that. Is there any way I can make the camera settings work as they used to?



4) Not sure, you will have to ask those modders :grin: (but if you use only exe* of alx you will be fine, in mod release those we make our own win conditions) , also, minimod pack is optional, most of it will be implemented in mod version of alxeb that is comming soon so that our work will be combined.


I've added the win conditions to the EB/data...descr_win_conditions.txt that was empty even after adding the Alexander EB mod. I want to clear up that I applied only the copy/paste version of your mod and changed the shortcut's target line as per your instructions. Does the copy/paste version have its own win conditions? If so, can I swap them for JRMC and konny's conditions?

I look forward to playing the "smartest" and most "complete" EB around, and Alexander EB's use of the Alexander .exe for better AI seems like the wisest course of action. Keep up the good work!

Maksimus
11-17-2008, 22:03
Hi,


Maksimus, thanks for the prompt reply. I want to clear up a few things...
I take it that "no" is for both of my questions... So naval invasions, "smarter" AI, and all the things that Barbarian Invasion introduced to RTW did NOT carry on to the Alexander expansion? If it didn't carry on, does the Alexander EB mod (the copy/paste version) add that extra AI boost?

Sorry for wrong answer :)

The 'no' was ment to be for the 'clash issue' you mentioned that 'no' does not exist,
As fot the AI part you can look at pool here
http://www.twcenter.net/forums/showthread.php?t=134572 also you can read and see the first thread to confirm at that thread also since org limits the number of pictures.
And I use Alx.exe coz I play RTW since the day in came out, and I have never stoped plaiyng it (I am a veteran) I even opened this thread https://forums.totalwar.org/vb/showthread.php?t=94993 for fun after I saw alx AI moves.

But at the end, do not expect that Eb vanilla will enable all features alx.exe is able to deliver to the community, for example the retraining features will be able to deliver retraining's only if AI has money and population,.. and that ussually means we have to spawn the population especially if you play with huge armies.




Damn it, I was afraid of that. Is there any way I can make the camera settings work as they used to?

No, sorry (as far as I know).. its alex feature that is enebled only that way... (if you play a while.. you will notice that that time camera spent traveling to the specific unit is used to make you more enthios)



I've added the win conditions to the EB/data...descr_win_conditions.txt that was empty even after adding the Alexander EB mod. I want to clear up that I applied only the copy/paste version of your mod and changed the shortcut's target line as per your instructions. Does the copy/paste version have its own win conditions? If so, can I swap them for JRMC and konny's conditions?

Win conditions are not included in simple *exe 'swap' files :grin:
They are suppose to be in the mod, thing Is, I dont know if they are made considering this *exe AI, but knowing Konny and that he uses alex. I think it should be nice and with no problem.



I look forward to playing the "smartest" and most "complete" EB around, and Alexander EB's use of the Alexander .exe for better AI seems like the wisest course of action. Keep up the good work!

Ty very much

Marcellus Caesar
11-17-2008, 23:35
Hi,

Sorry for wrong answer :)

The 'no' was ment to be for the 'clash issue' you mentioned that 'no' does not exist,
As fot the AI part you can look at pool here
http://www.twcenter.net/forums/showthread.php?t=134572 also you can read and see the first thread to confirm at that thread also since org limits the number of pictures.
And I use Alx.exe coz I play RTW since the day in came out, and I have never stoped plaiyng it (I am a veteran) I even opened this thread https://forums.totalwar.org/vb/showthread.php?t=94993 for fun after I saw alx AI moves.

But at the end, do not expect that Eb vanilla will enable all features alx.exe is able to deliver to the community, for example the retraining features will be able to deliver retraining's only if AI has money and population,.. and that ussually means we have to spawn the population especially if you play with huge armies.
Awesome. Time to start EB'ing with the new AI and features this mod offers!


No, sorry (as far as I know).. its alex feature that is enebled only that way... (if you play a while.. you will notice that that time camera spent traveling to the specific unit is used to make you more enthios)
Aww, what a shame. I guess I just have to get used to the new camera again. I've never played Medieval: Total War (nor the second), rather going straight from Shogun to Rome. I haven't been playing long enough to be completely used to vanilla camera control. Guess I have to start using the mini-map more often for quick travel!


Win conditions are not included in simple *exe 'swap' files :grin:
They are suppose to be in the mod, thing Is, I dont know if they are made considering this *exe AI, but knowing Konny and that he uses alex. I think it should be nice and with no problem.
Great! I figure that with your AI improvements and JRMC/Konny's AI "suggestions" on what they must conquer to win their game, Europa Barbarorum will mimic history just enough to have some pseudo-historical battles in every campaign!


Ty very much
No, thank YOU for making this mod, and giving us the options to download a "basic" of it to mix the best of both worlds. I look forward to seeing what else you can do when EB 1.2 rolls around!

Maksimus
11-20-2008, 06:34
Congratz EB friends, free men of free lands are now recruiting and retraining units !

https://img359.imageshack.us/img359/9610/32114751tg6.jpg (https://imageshack.us)

Maksimus
11-21-2008, 16:44
uhh more news

now elites also (missing UI card will be added later - since this is work in progress), AI is smart enough to see what is best for him, he build's elites if he can.
https://img237.imageshack.us/img237/4875/69353828lp5.jpg (https://imageshack.us)
https://img217.imageshack.us/img217/2451/12698777oy8.jpg (https://imageshack.us)https://img217.imageshack.us/img217/1456/22342152et5.jpg (https://imageshack.us)https://img407.imageshack.us/img407/125/38279137eg4.jpg (https://imageshack.us)https://img84.imageshack.us/img84/5416/88300603vw6.jpg (https://imageshack.us)https://img84.imageshack.us/img84/6677/56419262lb3.jpg (https://imageshack.us)https://img84.imageshack.us/img84/8177/86371742wn5.jpg (https://imageshack.us)https://img213.imageshack.us/img213/7397/61044425xe0.jpg (https://imageshack.us)https://img213.imageshack.us/img213/3307/88218929xv5.jpg (https://imageshack.us)

ziegenpeter
11-21-2008, 18:28
I tested it and what I can say is this:

I really like that the towns are more developped, its very big PLUS for me beacause I rarely play a campaign very long.

But its a bit slower than "standart" EB on ALX (especially the Eletheroi)
And its not savegame compatible, the traits get messed up.
It would be cool to have force AI in it I'm already used to it. I can't get the AI, even when almost defeated, to ceasefire or become a protectorate.

So I will finish my campaign, and than switch back, hoping that force AI will combinable with your mod and hoping the turns will be a bit faster...

Really good work, please continue.

Titus Marcellus Scato
11-21-2008, 18:41
Just wanted to say how impressed I am with Maksimus' support of this Alex EB mod.

I don't play it myself since I don't like the AI retraining its units (rebuilds a defeated army too quickly for my taste, especially as I never retrain my own units) but it's very impressive nonetheless.

Marcellus Caesar
11-21-2008, 22:39
Hey Maksimus, EB 1.2 is out now! Any idea how to implement your mod to the new version?

Actually, it'd probably be better to wait until any bugs from 1.2 get worked out, eh?

Maksimus
11-22-2008, 02:25
Hi,

@ziegenpeter,
ty , I must say that the next alxeb mod will try to make overhaul more interesting campaign's, with the latest test's on rebels training units and retraining (which means they only retrain units available in that settlement - ussually its not more than 10% of them in the case of the rebels)

@Titus Marcellus Scato,
ohh :grin: retraining is really one of the features that drags most ppl here..
I can make version (or tell you how to denounce it *by killing the population spawn's in campaing script :san_wink:*) that will disable retrainings in 90% of the cases.

@Marcellus Caesar,

EB 1.2 is out and its a good patch to eb11, it contains ebbs and trait tweaks along with some *txt and AI balance features. It will not be any prob to use it.. the question is do.. how many ppl will have it in a matter of few weeks??? I think not more than few thousand's... but its good and again very good thing they did it :smash:

you should follow the manual and I will update the main page in a matter of hours :)

Marcellus Caesar
11-22-2008, 02:38
Actually, I have a question about your re-training fix and the AI recruiting its elite units...

As it is now, when we retrain units in EB, the unit does not replenish its numbers unless it retrains in a province/city that can recruit that unit in the first place. Does the retraining of AI units follow the same idea (can only recover losses if they retrain in a province they can hire the units from), or do they recover to full strength (plus blacksmith/temple bonuses) no matter what province they retrain in?

I mean, EB already gives the AI a bonus with monetary scripts and lets them institute their best governments in a captured settlement instantly... It'd be a little unfair to let them recover all their elite soldiers in a province of 1000 people with a crappy barracks! :)

Maksimus
11-22-2008, 03:15
I give you one example.

You train Elite Celtic infantry in Georgia with city_barracks for example. Now, you raid Rome with them and you lose 50% of men. Rome has city_barracks but you cant reatrain the unit there if it is not allowed, which means you can retrain units only where they are allowed to be trained, same is for all factions including slave's... I hope you played a bit to see how it works :yes:


oh and btw.. here you go ppl. Alxeb on eb12
FIRST post pls

Marcellus Caesar
11-22-2008, 07:28
I did retrain when I took Taras as Rome early in my campaign, but when I retrained some of my Hastati to try and get them to full strength immediately after taking it, they got "retrained"... because there was a Blacksmith in the town. They didn't get the full strength of their men back, though, so that made sense to me (no way to train new Hastati without a Roman MIC).

Your explanation does clear that up though. Awesome. I guess I have to start catching foes when they're distracted before they can retrain their units after a particularly tough battle against another enemy!

Maksimus
11-22-2008, 12:10
Not all settlements have enough population to retrain big armies. In eb vanilla, for example, population is spawned in just few settlements to keep the game in planed balance (since Pella goes down to fast otherwise) and that is hard. But not all balance is worked out as it was planed - I still see EB team left AS to the mercy of AI rather than working around and inovate script so that Antiocheia would not fall before 220 bc (which means that AS is done very soon after it).

But most of the settlements, 90%+ of them, just dont have the capacite to retrain anything. I would like the players to see that before they start to belive that every campaing the will play on alx.exe will be ''The Megas Alexandros'' campaing compared to the difficulty. :wall:

Maksimus
11-22-2008, 14:35
*bump,

i have updated the main post due to my mistake from last night when I forgot to release the night-fight triggers since I was in a hurry .. heh

now it should work fine :yes:

http://www.zshare.net/download/51697518abdc7e31/
http://files.filefront.com/EB12+on+ALXexe7z/;12427798;/fileinfo.html

Maksimus
11-25-2008, 22:01
anyone willing to be beta tester? but he should give some feedback ... cant do it alone no more too many long nights :wall:

tapanojum
11-27-2008, 13:26
I'm having trouble running Alex with EB.

I set the EB Single Player shortcut target line to ""C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-ALX.exe" -mod:eb -noalexander''

I double click to run it, get the little timeglass image that something is loading, and then nothing happens.

When I check tast manager, it says that RomeTW-ALX is running, yet I don't see it.

hmm

Maksimus
11-27-2008, 17:07
pls check the instructions in the first post :smash:

Leviathan DarklyCute
11-27-2008, 17:17
Maksimus, can you please add the instaction to use ALEX-EB with the Trivial Script to the fisrt post?
It only causes problem in the extended ALEX mod, the light version works fine.

Maksimus
11-27-2008, 20:54
hmmm

i did post this..

''Trivia script is the problem ussually
Target line you need to change - like the shortcuts location to RomeTW-ALX.exe" -mod:eb -noalexander'' before you install the Alex mod.''

did this help anyone? is it valid? :coffeenews:

Leviathan DarklyCute
11-27-2008, 23:09
No..
there used to be a file the Trivel Script that if you changed one of the lines from RomeTW.exe to RomeTW-ALX.exe you could you the Trivel Script with ALEX. The problem is that I can't remember or find that file...
Didn't you wrote it somewere? post it again please.

Maksimus
11-27-2008, 23:53
Sorry I did not install TScript so i cant test now.. but can you try this:

change

EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player

to

EBTrivialScript\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander ?

:shrug:

tapanojum
11-28-2008, 00:19
That last one did not work either.

I did read the instructions on the first page, many times through. And I am still confused on why it's not working. The target line change is where I'm having troubles.

I've gotten it to work with BI before...just not ALX

tapanojum
11-28-2008, 00:59
I think I got it working.

The problem was, I was using the outdated files on the first page, and not the ones in LZ3's sig.

At least I think it's running alex.

When loading EB at the bottom it says "Alexander". The turns seem a little bit faster, but it may just be in my head.

Maksimus
11-28-2008, 11:47
yes you should try files in the main page,

Also, the target line you set is wrong (unless you fix it :shrug:)

(wrong one)
"C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-ALX.exe" -mod:eb -noalexander
(right one)
"C:\Program Files\The Creative Assembly\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

Titus Marcellus Scato
11-28-2008, 19:24
Hi,

@Titus Marcellus Scato,
ohh :grin: retraining is really one of the features that drags most ppl here..
I can make version (or tell you how to denounce it *by killing the population spawn's in campaing script :san_wink:*) that will disable retrainings in 90% of the cases.


Maksimus,

If you feel like making a 1.2 compatible version of EB Alex with retraining disabled, I'd be interested in trying it out!

I don't like retraining because I prefer very slow expansion with as few major battles as possible (so each battle is more decisive and more memorable.)

DisposableHero
11-28-2008, 22:27
Is the mod definately 1.2 compatible? After capturing Taras as the Romani, I have built a Level 4 Govt. According to the 1.2 update, I should know be able to recruit a general, and either move him out (to continue acting as a general), or leave him in to become a client ruler.

However, the description for the L4 building does not match the new one in the 1.2 released thread, and when the L4 Govt is built it spawns a client ruler just like in 1.1, rather than giving me the option to recruit one. So I'm not certain if its working properly.

This is the order I installed in:
Fresh Rome Install
Patched to 1.5
Alexander Installed
EB 1.1 Installed.
EB 1.2 Installed.
EB Fixes Installed.
Alex Compatibility fixes installed.
Alex Mod installed.


EDIT: Yup, its the mod. Just ran a quick test and 1.2 works fine right up until the last stage where I install the mod itself. Guess its not been updated yet? Apologies if this has been stated...

Maksimus
11-29-2008, 02:08
Hi,


@Titus Marcellus Scato,

I am afraid that there is no way to disable the retraining features since it is in the *exe itself,.. still, there is one way to ''kill'' the retraining by forcing low population, income and hostilities.
Which is a very hard thing to do - almost imposible, since you still want to play battles - it means money to AI; which means that reatraining will take place anyway :shrug:



@DisposableHero

The mod is not updated for eb 12 since we are working (heavy :wall:) to push it before new year and the holidays. But, for eb 12 it is going to be an impact :curtain:

||Lz3||
11-29-2008, 02:10
maks are you still haveing problems with the Alex engine mod files?

I have some files that work without problem, where there's absolutely no need to change target lines (all is done in the trivial script)

DisposableHero
11-29-2008, 02:34
Hi,

@DisposableHero

The mod is not updated for eb 12 since we are working (heavy :wall:) to push it before new year and the holidays. But, for eb 12 it is going to be an impact :curtain:

How exciting :D Save-game compatible?

Guess I'll install the 1.2 Mod Pack for now and run that.

gamerdude873
11-29-2008, 07:15
Hi. I was wondering quickly if you changed any unit balances for EB, particularly for Macedonian/Epirote general's body guards and hoplites. I just fought a battle with several bands of Roman Hoplites and Pricipes (Camillian) agaisnt the general's unit. Boy, that was a washout. That single unit (4 experience) blew through 3 phalanxes and 2 principeswith calvary support and came out with 30/60 calvarymen left. the general was a good general, had a good initial impact, but I figured as sooon as i stopped the charge they'd be easy pickings. I mean talk about OP! I have also had trouble with guys like Illyrian Light Calvary knocking a whole front arank of hoplites aside, something that had never happened b4.

Oh and btw, I was wondering also how to turn guys like the "new" greek "hoplites" (they don't really carry the hoplon anymore, do they?) back to the old EB style. I think that considering that the next generation hoplites were meant to be manuverable and quick, not exactly fighting in the inflexable phalanx.

Oh and great mod too. I've been looking for a mod that utilizes the better AI of Alex for awhile and I really appreciate the effort you guys put into this. Don't get me wrong: I just like to tweak things a little here and there. :)

phonicsmonkey
11-29-2008, 09:45
Hi - I have the Trivial Script installed and I can't get these files to work correctly

can someone please either tell me the correct way to amend the target line for the shortcut, (currently "C:\Program Files\EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player") or tell me where I can get some files that work with the Trivial Script without the need to amend the target line?

thanks!

Maksimus
11-29-2008, 11:58
Hi, good morning people

@||Lz3||,

I dont have Trivia script :wall:
Can you post your Trivia target line here? Or how does it work I am not sure :thinking2: so we include it in the main post.

@DisposableHero,

well yes, but that will make mess in campaing i think... or maybe not - you try and tell us :yes:

@gamerdude873,

I did tweak the primary weapon of cavarly back to vanilla eb stat (from 10 to 5 or from 8 to 4) so that should balance the cavalry much more. Also we have kept the mass eb finall figured out (since in alxeb mod we had to increase mass - now there is no need) and btw, cavalry was much more ussefull on open battle than hoplites, et least in an 'open battle' - cavalry impact is now more real (with the tweak that come with eb 12 version)

take a look at this thread for more info http://www.twcenter.net/forums/showthread.php?t=65165&highlight=Cavarly

One of the solutions we are thinking is to add bonus to infantry against cavalry , and since we are developing a new stat ground system (that will more serverlly impact on unit preformance in certan ground type - like in woods) we belive that the only advantage cavalry will soon have will be the plain (and not as in vanilla RTW - wherever as long as they are good xp and good basic stat)

@phonicsmonkey

I am waiting lz3 to tell me since I dont use Trivia and did not installed it.. but alot of ppl did - i will put it in the main post today

phonicsmonkey
11-29-2008, 12:19
thanks!

Maksimus
11-29-2008, 14:30
oki try this

first the single player shortcut

"...\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

Go to Trivia script shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method

''... \Rome - Total War\EB\EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player"

Ceasar
11-29-2008, 17:16
where is the triva script shortcut??

Ceasar
11-29-2008, 23:03
any1????

Maksimus
11-30-2008, 00:31
i dont have trivia installed sorry

tapanojum
11-30-2008, 01:37
Thanks for the help with the target line Maks, that worked!

gamerdude873
11-30-2008, 03:58
Ah, thank you for reply and the link. But clarify this for me:

did tweak the primary weapon of cavarly back to vanilla eb stat (from 10 to 5 or from 8 to 4) so that should balance the cavalry much more. Also we have kept the mass eb finall figured out (since in alxeb mod we had to increase mass - now there is no need) and btw, cavalry was much more ussefull on open battle than hoplites, et least in an 'open battle' - cavalry impact is now more real (with the tweak that come with eb 12 version)

One of the solutions we are thinking is to add bonus to infantry against cavalry , and since we are developing a new stat ground system (that will more serverlly impact on unit preformance in certan ground type - like in woods) we belive that the only advantage cavalry will soon have will be the plain (and not as in vanilla RTW - wherever as long as they are good xp and good basic stat)

Is this something you have just recently implemented? Should i re-download the Mod (I got the mod just b4 they released 1.2)? I'm a bonehead, so unless the word CHANGE or UPDATED is in bright neon flashing hot pink letters, stickied to my face, then stapled to my face to make sure i see it :laugh4::dunce: . Also, my internet is generally crappy and rapidshare is always telling me that i'm downloading already downloading a file when I'm really not... so it's a pain in the ass to download it.

Thankyou very VERY much for the helpful link. It'll help me understand why things are done a certain way around here concerning calvary... especially with the stirrups myth.

Maksimus
11-30-2008, 14:38
hi,

all this changes are being tested for eb 12 version, and they are not implemented yet

:smash:

gamerdude873
12-01-2008, 01:40
Alright thanks a bunch. Just make sure to post in size 30,000 font and flashing colors when they are implemented please!!!:laugh4:

Marcellus Caesar
12-01-2008, 04:05
Hey Maksimus, the 1.2 fixes are out and include a fix for the client rulers and missing sprites.

I actually have one more question about retraining... I expected that retraining would lower the unit's experience value, i.e. the surviving veterans get an influx of green recruits, so there's an averaging of experience.

Now, this averaging experience happens when I recruit a brand new unit and combine the two so the experienced unit gets a full number of soldiers again. Many times the old unit will lose a few chevrons of experience to simulate a small group of veterans with a number of fresh soldiers.

However, when I retrain units the game seems to bypass that little mechanic, and instead keeps the unit at its experience level AND replenishes the casualties. Didn't Europa Barbarorum implement a retraining "experience averaging"? Is this an alteration you had to make in order to have the AI retrain units? Or is it hardcoded in the .exe?

Maksimus
12-01-2008, 14:55
hi,

1.2 fixes are separate files from the conversion files - everyone needs to implement them separately.
Also, retraining is hardcoded so we cant influence it

hope this helps

Leviathan DarklyCute
12-01-2008, 19:14
Hooray! I've found the way to make the mod work with the trivial script!!

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 -mod:eb to RomeTW-ALX.exe -mod:eb -noalexander

and that's it!
Maksimus, please add it to the first post or to a readme file.

Maksimus
12-01-2008, 19:49
oki

but can anyone try this first

RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

to change Change RomeTW.exe -mod:eb to RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander


did that worked

Gatalos de Sauromatae
12-01-2008, 20:28
Thank you.

Maksimus
12-01-2008, 20:53
that mean it worked? :thinking2:



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>

instead of

Change RomeTW.exe -mod:eb to RomeTW-ALX.exe -mod:eb -noalexander

try change RomeTW.exe -mod:eb to RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

that works'?

Leviathan DarklyCute
12-01-2008, 21:00
Yeah it's working.

Leviathan DarklyCute
12-01-2008, 21:46
Well everything works fine exapt night battles - I can't activate them in the campian...
Can you please make a fix for it, Maks?

Maksimus
12-01-2008, 23:48
hmm, let me get this right sinc i dont have or use trivia script

If we make it like this,

If we have this :

ebconfig.xml file in Rome folder.

Find
Code:

<Element>
<ID>RtwStart</ID>
<Type>String</Type>
<Values>
<Text>RomeTW.exe -mod:eb</Text>
</Values>
</Element>

instead of

Change RomeTW.exe -mod:eb to RomeTW-ALX.exe -mod:eb -noalexander

try change RomeTW.exe -mod:eb to RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

Night battles dont work?


But,

Do night battles work if we set shortcut like this?

first the single player shortcut

"...\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

Go to Trivia script shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method

''... \Rome - Total War\EB\EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player"

???

Gatalos de Sauromatae
12-02-2008, 15:16
The night battle still not work but the other features still be fine.:help:

Maksimus
12-02-2008, 15:32
wait wait wait pls

i have personally added Night battle capable trait to one of each factions familly members so that night battles are enabled from the start, ... Did i maybe happen that a FM has a ''Night Fighter'' trait and that there is no option on night battle?

Leviathan DarklyCute
12-02-2008, 16:58
No, you see even if there is no general with that trait, the night battle option should still appear blank in the battle scroll.
The problem is that it doesn't appear at all. something in the files need to be added or changed.

Maksimus
12-02-2008, 19:52
Oki,

Can anyone confirm that night battles work using single player?

Since it works fine here.

Also,

ebconfig.xml

content

<?xml version="1.0" standalone="yes" ?>
<?xml-stylesheet href="file://C:/Program Files/EBTrivialScript/Examples/Foobar Control/transform.xsl" type="text/xml" ?>
- <root>
- <!-- This Is Element Section. Look of the aplication is defined in this section
-->
- <!-- Elements Planed: Frame ( Main Window ),Panel, 3 ComboBoxes (Each with static box providing descriptions)
Static box with RTW command line siwtches, 4 command line switches, 2 buttons
-->
- <Element>
<ID>MainFrame</ID>
<Type>Frame</Type>
<Parent>NULL</Parent>
<Label>EB Configuration</Label>
<Image>ebicon.ico</Image>
- <Look>
<X>200</X>
<Y>200</Y>
<Height>400</Height>
<Width>430</Width>
</Look>
</Element>
- <Element>
<ID>MainPanel</ID>
<Type>Panel</Type>
<Parent>MainFrame</Parent>
- <!--
<BackgroundColor>
<R>200</R>
<G>149</G>
<B>83</B>
</BackgroundColor>

-->
- <ForegroundColor>
<R>0</R>
<G>0</G>
<B>0</B>
</ForegroundColor>
</Element>
- <Element>
<ID>SpMpStaticBox</ID>
<Type>StaticBox</Type>
<Parent>MainPanel</Parent>
<Label>Game type</Label>
- <Look>
<X>10</X>
<Y>10</Y>
<Height>40</Height>
<Width>400</Width>
</Look>
</Element>
- <Element>
<ID>SpMpCombo</ID>
<Type>ReadOnlyComboBox</Type>
<Parent>SpMpStaticBox</Parent>
<CmdLine>type</CmdLine>
- <Look>
<X>%2</X>
<Y>%38</Y>
<Height>%40</Height>
<Width>%96</Width>
</Look>
- <Values>
<Text>Single Player</Text>
<Text>Multi Player</Text>
</Values>
</Element>
- <Element>
<ID>LightingStaticBox</ID>
<Type>StaticBox</Type>
<Parent>MainPanel</Parent>
<Label>Lighting</Label>
- <Look>
<X>10</X>
<Y>70</Y>
<Height>40</Height>
<Width>400</Width>
</Look>
</Element>
- <Element>
<ID>LightingCombo</ID>
<Type>ReadOnlyComboBox</Type>
<Parent>LightingStaticBox</Parent>
<CmdLine>Lighting</CmdLine>
- <Look>
<X>%2</X>
<Y>%38</Y>
<Height>%40</Height>
<Width>%96</Width>
</Look>
- <Values>
<Text>Recommended</Text>
<Text>Bit Lighter</Text>
<Text>Even Lighter</Text>
<Text>Brightest</Text>
</Values>
</Element>
- <Element>
<ID>ModestyStaticBox</ID>
<Type>StaticBox</Type>
<Parent>MainPanel</Parent>
<Label>Units nudity</Label>
- <Look>
<X>10</X>
<Y>130</Y>
<Height>40</Height>
<Width>400</Width>
</Look>
</Element>
- <Element>
<ID>ModestyCombo</ID>
<Type>ReadOnlyComboBox</Type>
<Parent>ModestyStaticBox</Parent>
<CmdLine>modesty</CmdLine>
- <Look>
<X>%2</X>
<Y>%38</Y>
<Height>%40</Height>
<Width>%96</Width>
</Look>
- <Values>
<Text>Censored</Text>
<Text>Naked</Text>
</Values>
</Element>
- <Element>
<ID>RtwStaticBox</ID>
<Type>StaticBox</Type>
<Parent>MainPanel</Parent>
<Label>RTW command line options</Label>
- <Look>
<X>10</X>
<Y>215</Y>
<Height>70</Height>
<Width>400</Width>
</Look>
</Element>
- <Element>
<ID>ShowVideoCheck</ID>
<Type>CheckBox</Type>
<Parent>RtwStaticBox</Parent>
<Label>Turn off movies</Label>
<CmdLine>nm</CmdLine>
- <Look>
<X>%10</X>
<Y>%30</Y>
<Height>%20</Height>
<Width>%27</Width>
</Look>
</Element>
- <Element>
<ID>WindowModeCheck</ID>
<Type>CheckBox</Type>
<Parent>RtwStaticBox</Parent>
<Label>Window mode on</Label>
<CmdLine>ne</CmdLine>
- <Look>
<X>%60</X>
<Y>%30</Y>
<Height>%20</Height>
<Width>%25</Width>
</Look>
</Element>
- <Element>
<ID>ShowErrorCheck</ID>
<Type>CheckBox</Type>
<Parent>RtwStaticBox</Parent>
<Label>Show Errors</Label>
<CmdLine>show_error</CmdLine>
- <Look>
<X>%10</X>
<Y>%60</Y>
<Height>%20</Height>
<Width>%25</Width>
</Look>
</Element>
- <Element>
<ID>EnableEditorCheck</ID>
<Type>CheckBox</Type>
<Parent>RtwStaticBox</Parent>
<Label>Enable Editor</Label>
<CmdLine>enable_editor</CmdLine>
- <Look>
<X>%60</X>
<Y>%60</Y>
<Height>%20</Height>
<Width>%25</Width>
</Look>
</Element>
- <Element>
<ID>StartEB</ID>
<Type>Button</Type>
<Label>Play EB</Label>
<Parent>MainPanel</Parent>
- <Look>
<X>90</X>
<Y>300</Y>
<Height>30</Height>
<Width>80</Width>
</Look>
</Element>
- <Element>
<ID>ExitSave</ID>
<Type>Button</Type>
<Label>Save and Exit</Label>
<Parent>MainPanel</Parent>
- <Look>
<X>240</X>
<Y>300</Y>
<Height>30</Height>
<Width>85</Width>
</Look>
</Element>
- <Element>
<ID>RtwStart</ID>
<Type>String</Type>
- <Values>
<Text>RomeTW.exe -mod:eb</Text>
</Values>
</Element>
- <Element>
<ID>PreferencesBtn</ID>
<Type>Button</Type>
<Parent>MainPanel</Parent>
<Label>Preferences</Label>
- <Look>
<X>175</X>
<Y>180</Y>
<Height>30</Height>
<Width>80</Width>
</Look>
</Element>
- <Element>
<ID>RtwOptions</ID>
<CmdLine>rtwoptions</CmdLine>
<Type>String</Type>
</Element>
- <!-- This Is Action Section. Custom actions are defined in this section
-->
- <!-- Save Selected data to file
-->
- <Action>
<ID>SetLighting</ID>
- <Action>
<ID>CopyDefaultLighting</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>LightingCombo</ElementValue>
<Text>Recommended</Text>
</If>
- <Action>
<ID>CopyFile</ID>
<Text>EB\Lighting\Recommended\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>EB\Data\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>True</Text>
</Action>
</Action>
- <Action>
<ID>CopyBitLighterLighting</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>LightingCombo</ElementValue>
<Text>Bit Lighter</Text>
<Text>True</Text>
</If>
- <Action>
<ID>CopyFile</ID>
<Text>EB\Lighting\Bit lighter\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>EB\Data\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>True</Text>
</Action>
</Action>
- <Action>
<ID>CopyEvenLighterLighting</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>LightingCombo</ElementValue>
<Text>Even Lighter</Text>
</If>
- <Action>
<ID>CopyFile</ID>
<Text>EB\Lighting\Even lighter\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>EB\Data\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>True</Text>
</Action>
</Action>
- <Action>
<ID>CopyBrightestLighting</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>LightingCombo</ElementValue>
<Text>Brightest</Text>
</If>
- <Action>
<ID>CopyFile</ID>
<Text>EB\Lighting\Brightest\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>EB\Data\descr_battle_map_lighting_and_fog_control.txt</Text>
<Text>True</Text>
</Action>
</Action>
</Action>
- <Action>
<ID>SetGameType</ID>
- <Action>
<ID>MakeSinglePlayer</ID>
- <If>
- <!-- Check if SpMpComboBox has selected value "Single Player"
-->
<ID>CompareValue</ID>
<ElementValue>SpMpCombo</ElementValue>
<Text>Single Player</Text>
</If>
- <Action>
<ID>CopyFile</ID>
- <!-- Copy SP EDU
-->
<Text>EB\sp game edu backup\export_descr_unit.txt</Text>
<Text>EB\Data\export_descr_unit.txt</Text>
- <!-- Copy Menu Settings
-->
<Text>EB\sp game edu backup\Rome.lnt</Text>
<Text>EB\Data\menu\Rome.lnt</Text>
- <!-- Copy SP map.rwm
-->
<Text>EB\sp game edu backup\map.rwm</Text>
<Text>EB\Data\world\maps\base\map.rwm</Text>
<Text>True</Text>
</Action>
- <!-- <TO DO> Change Loading Screen to default
-->
</Action>
- <Action>
<ID>MakeMultiPlayer</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>SpMpCombo</ElementValue>
<Text>Multi Player</Text>
</If>
- <Action>
<ID>CopyFile</ID>
- <!-- Copy EDU
-->
<Text>EB\mp game edu backup\export_descr_unit.txt</Text>
<Text>EB\Data\export_descr_unit.txt</Text>
- <!-- Copy Menu Settings
-->
<Text>EB\mp game edu backup\Rome.lnt</Text>
<Text>EB\Data\menu\Rome.lnt</Text>
- <!-- Beckup SP map.rwm
-->
- <!-- <Text>EB\Data\world\maps\base\map.rwm</Text>
<Text>EB\sp game edu backup\map.rwm</Text>

-->
- <!-- Copy MP map.rwm
-->
<Text>EB\mp game edu backup\map.rwm</Text>
<Text>EB\Data\world\maps\base\map.rwm</Text>
<Text>True</Text>
</Action>
- <!-- Rename Saves extension so game cant be loaded
-->
</Action>
</Action>
- <Action>
<ID>SetModesty</ID>
- <Action>
<ID>ApplyModestyPatch</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>ModestyCombo</ElementValue>
<Text>Censored</Text>
</If>
- <Action>
<ID>CopyDir</ID>
<Text>EB\Modesty\Censored\Data</Text>
<Text>EB\Data</Text>
<Text>True</Text>
<Text>True</Text>
</Action>
</Action>
- <Action>
<ID>FullFrontal</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>ModestyCombo</ElementValue>
<Text>Naked</Text>
</If>
- <Action>
<ID>CopyDir</ID>
<Text>EB\Modesty\Default\Data</Text>
<Text>EB\Data</Text>
<Text>True</Text>
<Text>True</Text>
</Action>
</Action>
</Action>
- <Action>
<ID>StartEB</ID>
- <Action>
<ID>AddShowError</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>ShowErrorCheck</ElementValue>
<Text>True</Text>
</If>
- <Action>
<ID>AddData</ID>
<Text>RtwStart</Text>
<Text>$s-show_error</Text>
</Action>
</Action>
- <Action>
<ID>AddEditor</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>EnableEditorCheck</ElementValue>
<Text>True</Text>
</If>
- <Action>
<ID>AddData</ID>
<Text>RtwStart</Text>
<Text>$s-enable_editor</Text>
</Action>
</Action>
- <Action>
<ID>AddWinwodMode</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>WindowModeCheck</ElementValue>
<Text>True</Text>
</If>
- <Action>
<ID>AddData</ID>
<Text>RtwStart</Text>
<Text>$s-ne</Text>
</Action>
</Action>
- <Action>
<ID>AddWideo</ID>
- <If>
<ID>CompareValue</ID>
<ElementValue>ShowVideoCheck</ElementValue>
<Text>True</Text>
</If>
- <Action>
<ID>AddData</ID>
<Text>RtwStart</Text>
<Text>$s-nm</Text>
</Action>
</Action>
- <Action>
<ID>AddData</ID>
<Text>RtwStart</Text>
<Text>$s</Text>
<ElementValue>RtwOptions</ElementValue>
</Action>
- <Action>
<ID>RunProgram</ID>
<ElementValue>RtwStart</ElementValue>
</Action>
</Action>
- <Action>
<ID>SaveConfiguration</ID>
- <Action>
<ID>SaveData</ID>
<Text>ebconfig.dat</Text>
<Text>EnableEditorCheck</Text>
<Text>ShowErrorCheck</Text>
<Text>WindowModeCheck</Text>
<Text>ShowVideoCheck</Text>
<Text>ModestyCombo</Text>
<Text>LightingCombo</Text>
<Text>SpMpCombo</Text>
</Action>
</Action>
- <Action>
<ID>ApplySettings</ID>
- <Action>
<ID>SetLighting</ID>
</Action>
- <Action>
<ID>SetGameType</ID>
</Action>
- <Action>
<ID>SetModesty</ID>
</Action>
</Action>
- <Action>
<ID>StartEBFromCmdLine</ID>
<CmdLine>runeb</CmdLine>
- <Action>
<ID>ApplySettings</ID>
</Action>
- <Action>
<ID>StartEB</ID>
</Action>
- <Action>
<ID>CloseFrame</ID>
<Text>MainFrame</Text>
</Action>
</Action>
- <!-- This Is Trigger Section. Behaviour of the aplication is defined in this section
-->
- <Trigger>
<ElementID>MainFrame</ElementID>
<Event>ProgramStarts</Event>
- <If>
<ID>FileExists</ID>
<Text>ebconfig.dat</Text>
</If>
- <Action>
<ID>LoadData</ID>
<Text>ebconfig.dat</Text>
</Action>
</Trigger>
- <Trigger>
<ElementID>ExitSave</ElementID>
<Event>ButtonPressed</Event>
- <Action>
<ID>SaveConfiguration</ID>
</Action>
- <Action>
<ID>ApplySettings</ID>
</Action>
- <Action>
<ID>CloseFrame</ID>
<Text>MainFrame</Text>
</Action>
</Trigger>
- <Trigger>
<ElementID>StartEB</ElementID>
<Event>ButtonPressed</Event>
- <Action>
<ID>SaveConfiguration</ID>
</Action>
- <Action>
<ID>ApplySettings</ID>
</Action>
- <Action>
<ID>StartEB</ID>
</Action>
- <Action>
<ID>CloseFrame</ID>
<Text>MainFrame</Text>
</Action>
</Trigger>
- <Trigger>
<ElementID>PreferencesBtn</ElementID>
<Event>ButtonPressed</Event>
- <Action>
<ID>RunProgram</ID>
<RegistryValue>HKEY_CURRENT_USER\Software\EB\EBTrivialScript\path</RegistryValue>
<Text>$s-s preferences.xml</Text>
</Action>
</Trigger>
</root>


Its RTW configured, I will need to install it first and test (which I will not do soon since I am testing alxeb on eb12 mod)

in some time sure

Gatalos de Sauromatae
12-03-2008, 11:50
No, you see even if there is no general with that trait, the night battle option should still appear blank in the battle scroll.
The problem is that it doesn't appear at all. something in the files need to be added or changed.

That is exactly problem I met.:skull: I tried to mod all starter generals to have night fighter trait.
However, to no avail there was no night battle check box appeared.:help:
PS. I could wait so don't be rush so much I already in debt and thank you the ALEX team so much for making me found new experience and challenge for EB by ALEX engine.:rtwyes:
CHEER to ALEX team and EB team. :medievalcheers:

Maksimus
12-03-2008, 16:46
if the trivia script is configured (and it seems soo) only for rtw.exe, then we will have to make new one (if possible) or just use single player. :shrug:

Leviathan DarklyCute
12-03-2008, 21:18
well ALEXEB for 1.1 worked fine, I'll try to use it's files and see what happens.
What files enable the night battle option?

Maksimus
12-03-2008, 21:43
see in the first page pls,
deatailed instructions are there (i can only copy paste it here which is of no use :shrug:)

..

Ok, did anyone played night battles using single player?

Gatalos de Sauromatae
12-04-2008, 03:09
I did and it work really fine in ALEXEB1.1.
However, after upgrade to EB1.2 and reinstall ALEXEB the night battle didn't work anymore.:skull:

Maksimus
12-04-2008, 03:41
I have tested the files onece more,

And night battles work,

They may not work with Trivia script do but that is yet to be solved.

I am interested do the night battles work now in Single Player campaigns?

Does the 'tick box' appear?

Can anyone else pls confirm

Lgk
12-04-2008, 03:45
well ALEXEB for 1.1 worked fine, I'll try to use it's files and see what happens.
What files enable the night battle option?
Check your EB "descr_strat.txt" for these two lines:

options +prebattle_night_battle_tickbox
night_battles_enabled
both must be present and uncommented

Maksimus
12-04-2008, 05:32
We will try to make it work with the trivia script as soon as possible

Leviathan DarklyCute
12-04-2008, 14:16
Check your EB "descr_strat.txt" for these two lines:

both must be present and uncommented

Yes you're right! I changed the line ;option bi to options +prebattle_night_battle_tickbox and now it's working fine!
Thank you ^__^

Maksimus
12-04-2008, 16:39
omg :wall:

I am happy it works,

We should read the instructinos in the first page or download the uploaded files

Leviathan DarklyCute
12-05-2008, 21:10
BTW, apparently it's because I was using the city mod that alter my descr_strat file, so it's not your fault Maks.

Maksimus
12-05-2008, 22:20
its fixed now :smash:

Leviathan DarklyCute
12-05-2008, 22:53
How do I get the night-battle trait again?

Gatalos de Sauromatae
12-06-2008, 11:53
its fixed now :smash:
Really thank. :rtwyes:

Maksimus
12-06-2008, 20:17
@Leviathan DarklyCute .. *cough .. first post *cough :shrug:

Theages
12-13-2008, 18:08
I just downloaded the "engine files" from the first page.

In export_"descr_VnVs_enums.txt" shouldn't it be "Noctophiliac" instead of "Noctophilic"?

(in "export_descr_character_traits.txt" and "export_VnVs.txt" in reads "Noctophiliac")

Maksimus
12-14-2008, 01:32
Yes, its is a generic bug produced by BI, but there is no negative effect in game since in VnVs_enums.txt* are listed both "Noctophiliac" and "Noctophilic", but you can remove it manually it will not make any difference.

mikil100
12-14-2008, 02:55
Does this mod work if you haven't bought Alexander mod?... I'm confused if you need that expansion, or if this just takes that expansions mechanics...

Maksimus
12-14-2008, 04:32
In real, you only need the Alexander.exe and nothing else,

But, that is imposible if you dont have the game or good contact's in Sega :shrug:

Laza
12-14-2008, 12:14
In real, you only need the Alexander.exe and nothing else,

But, that is imposible if you dont have the game or good contact's in Sega :shrug:

It's not impossible. ~D In case u just need the exe its an easy task. :sweatdrop: But its not legal! ~:eek:

Theages
12-14-2008, 14:05
Yes, its is a generic bug produced by BI, but there is no negative effect in game since in VnVs_enums.txt* are listed both "Noctophiliac" and "Noctophilic", but you can remove it manually it will not make any difference.

I rechecked 'export_descr_VnVs_enums.txt'. Is the missing of 'Noctophiliac_gain_desc' intentional ?

Maksimus
12-14-2008, 15:02
Hi,

I ment the other "Noctophilic" trait that is listed in enums but not it descr_traits'
being listed in enmus only will not make any problems ingame

Akmatov
12-15-2008, 22:26
Back in 2006 when Alexander first came out, I purchased it from Sega, installed it and played with it a bit. Then I saved the file to a disk and stashed it to play later.

Well, later is here and when I try to install Alexander I'm asked for a User Name and Password! While I can not swear I never had such, I didn't write the information on the save disk or include a readme file with the info on the save disk, my usual practice. Using software on the save disk, I was even able to download a new copy of the Alexander.exe file off the net yesterday. But still requires a User Name and Password to work. And the Sega website seems to have no way to contact them and their own forum has months and months of unanswered Alexander install problems posts.

Which leads to two questions:

1) Am I correct in believing that alexander.exe is the last and best version of RTW.exe?

2) I find Alexander available for download/purchase on steampowered.com, anyone know if that might be a problem working with the CD version of RTW (I've heard some steam games can be a problem)?

Thanks,

Akmatov

Maksimus
12-16-2008, 09:53
hi,

1 - yes

2 - you only extract the *exe and you are good to go :yes:

A Terribly Harmful Name
12-17-2008, 16:22
Can I use the ENGINE files without problems? It says they don't have the "extended" features of the mod, so I wanted to confirm if it's just a test version or already fit for public consumption.

Maksimus
12-17-2008, 16:47
hi,

yes you can use engine files since they are adopted for eb vanilla and they work fine :)

Akmatov
12-17-2008, 17:13
Thanks a lot Maks!

Life is good!!

Maksimus
12-17-2008, 18:07
np,

beta tester's applications pls now

for extended mod on eb12 (ExtendedAlexanderEbMod)

i will send you files in pm

ty

satalexton
12-17-2008, 18:14
wt does the extended mod include?

Maksimus
12-17-2008, 18:21
hi,
Its a an eb mod, it has overhaul modifications, new units and features based on EAEM for eb10 and eb11.
Some minimods are included - like Spoils Of Victory, DV Ai Formations etc

satalexton
12-17-2008, 18:25
EAEM..? btw u perked my interest. =]

Maksimus
12-18-2008, 12:14
no beta testers :gah:

well.. weekend comes ... i hope more luck :shrug:

satalexton
12-18-2008, 15:04
i'm interested...but i'm not keen on starting a new campaign atm, especially when i just managed to conquer egypt as baktria

Maksimus
12-19-2008, 16:46
you can backup files and start testing the mod
:shrug:

Akmatov
12-20-2008, 18:21
Just for everyone's info, as far as I can tell buying Alexander from steampowered.com doesn't' work with EB. The RTW + Alexander program you buy works fine, but it seems to change around the usual directory structure and you can not just move the ALEX.exe file anywhere and use it - it requires that it be used as part of the Steam Install structure.

Going to just buy a CD version and wait for it to be delivered.

iamphet
12-20-2008, 19:37
Just for everyone's info, as far as I can tell buying Alexander from steampowered.com doesn't' work with EB. The RTW + Alexander program you buy works fine, but it seems to change around the usual directory structure and you can not just move the ALEX.exe file anywhere and use it - it requires that it be used as part of the Steam Install structure.

Going to just buy a CD version and wait for it to be delivered.

IMHO inability to move alx.exe does not mean it is impossible to use EB with Steam. You just need to install EB (or copy) into Steam RTW folder and update shortcut to include -mod:eb.

Principe Alessandro
12-20-2008, 20:11
np,

beta tester's applications pls now

for extended mod on eb12 (ExtendedAlexanderEbMod)

i will send you files in pm

ty
if you want I can test the mod

Maksimus
12-20-2008, 20:24
oki,

i will pm you the files in a day :smash:

Maksimus
12-22-2008, 10:44
for BETA TESTERS

EAEM eb12

http://rapidshare.com/files/175660133/___EAEM_EB_12_BETA_LITE___.7z.001.html
http://rapidshare.com/files/175660134/___EAEM_EB_12_BETA_LITE___.7z.002.html
http://rapidshare.com/files/175660135/___EAEM_EB_12_BETA_LITE___.7z.003.html
http://rapidshare.com/files/175660136/___EAEM_EB_12_BETA_LITE___.7z.004.html
http://rapidshare.com/files/175660137/___EAEM_EB_12_BETA_LITE___.7z.005.html
http://rapidshare.com/files/175660138/___EAEM_EB_12_BETA_LITE___.7z.006.html
http://rapidshare.com/files/175660139/___EAEM_EB_12_BETA_LITE___.7z.007.html
http://rapidshare.com/files/175660140/___EAEM_EB_12_BETA_LITE___.7z.008.html

.. we do need comments

iamphet
12-22-2008, 13:38
Maksimus
Do you have a summary on your changes?
Hvala :)

Maksimus
12-22-2008, 16:39
Privet :)
brat :)


Hi,

well, this is mod within a mod such as EB, and its beta so there will be some txt file swaps i think.
I did not want to add fast draft of changes unitll i have time to do it right, so take this beta as a gift from heaven and test :)))

when Lgk and Lz3 make suggestions and addons along with fans i wll make abig big big big big post about it :D

Akmatov
12-23-2008, 19:00
IMHO inability to move alx.exe does not mean it is impossible to use EB with Steam. You just need to install EB (or copy) into Steam RTW folder and update shortcut to include -mod:eb.

Of course, you may well be right. However, the Steam install is different that the install from a CD with RTW and Alexander in two seperate sub-directories under a Steam directory. Additionally, by running Steam, you grant them rights regarding your computer that I feel uncomfortable about. Long term, I'm thinking it is a better idea to just buy the Alexander CD and wait until it shows up in the mail.

Thanks for the suggestion.

cultist
12-29-2008, 10:42
hello peeps
i have the rtw cds and alexander cd.
can anyone guide me on how to install EAEM EB1.2?
make that a total idiots guide lol
i dont get the "engine files",and "all you need is the exe",well i have the full game.
thanks a bunch
edit:
ive downloaded the "engine",installed rtw(with no patches) then alexander,then eb1,1 then eb1.2 then the engine files for 1.2 then modified trivial script like its shown in page 40 of the forum and...it doesnt work
what did i do wrong

Maksimus
12-30-2008, 15:51
hi,

you need the patches :yes:

so it is like this = RTW+1,3+1,5 patch, +Alexander expanison (or only ALx.exe if you can extract it into your rtw folder) + eb 11 + eb 12 + (now you pick) either exe files (=eb vanilla + alx.exe) or mod files (eaem)

hope this helps:grin:

KozaK13
12-31-2008, 19:17
Er can i have a bit of help please,

My target in properties of the eb shortcut looks like this
C:\EBTrivialScript\EBTrivialScript.exe -s ebconfig.xml -runeb -type "Single Player"
and when i change it so it targets the alex exe it says it is invalid..i have even the extra bits that are in the step by step guide (" -mod:eb -show_err -nm -noalexander) but the target location is invalid.

cultist
12-31-2008, 19:31
thank you Max for your help
well for the record this is how i did it:
(installed alexander just to get the exe,then erased the whole thing :D)
RTW+1,3+1,5 patch, +Alex.exe in the rome total war folder + eb 11 + eb 12 + ENGINE FILES for EB 1.2
Happy new year!!!
I know mine is lol

Maksimus
01-01-2009, 03:01
happy new year friends

:san_grin:

@KozaK13

soon i will upload the mod with the target modified eb.exe itself, but for that time you need to target the Rome Total War folder where alexander exe is and add

\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

to the line :)

cultist
01-01-2009, 10:54
Oh i forgot with all the excitement and all
I did a shortcut of alex.exe on the desktop right click it properties and changed target from "D:\Rome Total War\rometw-alx.exe" to "D:\Rome Total War\rometw-alx.exe" -mod:eb -show_err -nm -noalexander
"D:\Rome Total War\rometw-alx.exe" was the default target of the shortcut.
I hope this makes sense,for all the newcomers

sirmic
01-02-2009, 10:32
Hi,
I would like to ask for help..:help:

I have installed rtw1.0, then barbarian invasion(which should patch rometw to 1.5/1.6), then eb 1.1, patched eb to 1.2, copied rometw-alex.exe, copied engine files from Maksimus.
Changed line in trivila script from to rometw-alex.exe -mod:eb -nm -noalexander

game starts(loading screen with nice aleXander typing), loads to game menu, then i can open eb main campaign, but after selecting faction when i click on arrow to go to campaign instread of that it returns me back to game single player menu (and then it doesnt let me go even into faction selection screen)

I also tried to me shortcut of rometw-alex.exe and change it to "rometw-alex.exe -mod:eb -nm -noalexander", same results like before...

Before i played eb with bi, so i am not sure if i didnt changed something (it is looong time)...

Thanks for any suggestions

The Wicked
01-02-2009, 19:01
just a question.... the shield wall formation is by any modding change to be usable in alex.exe

Maksimus
01-02-2009, 19:27
hi,

@sirmic

the full target line of Trivia script should be like this

"C:\Program Files (x86)\Activision\Rome - Total War\rometw-alx.exe" -mod:eb -show_err -nm -noalexander -ne

considering that its a 'default folder', so try pls :san_wink:

@The Wicked

Sorry, but I am afraid it is not possible (still there are some things you can set in EDU like distance of soldiers mod deals with , that put and make hoplites in a shield wall formation de jure)

sirmic
01-06-2009, 10:06
Hi again, thanks for your attention Maksimus.

I tried what you suggested and had same results (from faction selection menu game goes back to singleplayer menu instead of launching).

New is that appeared description of error(which is now shown due your suggestion i think show_err): "Script Error in EB/Data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1766, column 12. Could not create settlement at script line 1766."

When i looke in descr_strat.txt i found that on mentioned coordinates is first settlement os seleucid(Roman in EB i thgink) called Latium2.

On this stage i dont know what to do...(i know only that i want try EB with Alex exe :))

Maksimus
01-06-2009, 12:25
are you using only exe files? or the mod?
and do you use any other mods?

sirmic
01-06-2009, 13:07
I am using only exe files.(to try alex engine at first and then try alex mod)

I use only spoils of victory mod (veeery good in my opinion) . As i stated before i dont remember if i changed something when i used bie exe(or if i only changed target exe in trivial script)

I will probably try to uninstal everything and make completely new instalation from the scratch - to not to bother you (because rtw community is in general very helpful and i dont want to waste your time and more than necesary). I only wanted to try some easier way of solving problem - without completely new installation - in case if my problem have been easy to fix.

If I sound little confused - its probably due to my skill in english language(not native es)

NightStar76
01-09-2009, 19:18
I'm sorry if this has already been asked, but it's a very long thread and I'm a bit busy today. Is there an update coming to make the whole mod compatible with eb 1.2?

Maksimus
01-10-2009, 19:28
hi

The beta is compatible and working, offcourse I have made and fixed some things by now but to be honest i wait one team member for weeks now to give some comments but with no luck.

In some time soon i will realeas the final if i get no answer.

NightStar76
01-10-2009, 21:13
Okay thanks. I'll check back in a little while, then.

NightStar76
01-11-2009, 18:36
Sorry, I seem to be having trouble. I just noticed that I'm not actually using the Alex engine in Rome Total War when I use the EB script. Can someone tell me what post number in this thread details how to fix that? =/

gamerdude873
01-12-2009, 00:19
Hey, is there any way to get the Forced Diplomacy mod to work with this? It would really help me keep the game realistic.

Maksimus
01-12-2009, 04:01
@NightStar76

hi,

here is the Eb exe


http://rapidshare.com/files/182294720/EB_exe_Play.7z.html


@gamerdude873

hi,

Forced Diplomacy mod will not implement since players tend to use it too much which disbalances the modification and makes it not interesting to play, - we have tested this. Alx.exe diplomacy is outmost advanced.

NightStar76
01-12-2009, 08:09
Doesn't seem to work. If I could get a step-by-step analysis of what I'm meant to do to render EB with Alx.exe compatible with the trivial script? =/ Please. :)

sirmic
01-12-2009, 17:06
Hi Maksimus,
i want only to drop by to say: thank you

I had some problems at first but then i reinstalled rtw , bi and eb from scratch and used alx.exe and files your provided, changed line in trivial script as you suggested and everything works.

I already played and must say i can see big improvement in AI (and i am looong time eb player)

side note: i use descr_win_conditions.txt from Konny an di think it is realy huge improvement for ai progress on campaign map. I dont know if you use it in your alex mod but it for me it made one level up for eb. (-just suggestion)

Maksimus
01-13-2009, 08:44
Hi,

@NightStar76

I know you want to use Trivi with alx.exe but you have to understand that its is the Trivia ''ebconfig.xml'' that needs to be tweaked and set right, now at the first page there is an explanation how it might work since i dont have time in testing trivia.

Best thing is just to use the single player.

@sirmic

Thx,

But mod dont use Konny's ''descr_win_conditions.txt'' since the test have been done without it so cant really say what will happen on the long run, but in all tests i had on the mod (eaem) all factions are good and strong and interesting to fight against deep deep in mid game.

sirmic
01-13-2009, 09:44
- Maksimus

I would like to clarify a little my previous statement about decr_win_conditions.txt. I dont know if you tried that, but i would like to say this about what that file do (in short): it keeps AI conquest directions in shape with their victory conditions (as you know it from ? thing from faction scroll) so in final the emipres clashes on places of their historical interest. For example - Romans try to go on shores of meditarrean, carthagians goes for sicilly, sardinia, cyprus. Arche seleukia and Ptolemy are kept in a bay(no grey or yellow deaths). Basicaly - factions keeps themselves more in their zones of interest, but are not totaly restricted only to VC so if they see oportunity of weak settlement they act.
I hope that i didnt bored you :)