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Re: ALEXANDER.exe with EB!
That lag on the campaign map when scrolling with the keyboard keys can be fixed by deleting portions of the EBB script. I removed the client ruler portion, for example, and it makes the game much more playable while scrolling. Reduces game turns as well.
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Re: ::Alexander EB:: ALX.exe EB mod
Konny, you have wrong quotas '' Originally Posted by Maksimus
1.0:
-City sizes are restricted in most places with few being able to reach 'huge'.''
It was Originally Posted by MMAntonius - not me, so I don't agree with that.
But I do agree with: ''That would only be for some building's and barrack's - So Royal barrack's and Army barrack's would be able to exist along with Large wall's in Large and Huge cities - that is, in 35% of settlement's - not like 100% in EB''
This means that there should be only 1/3 ot the settlement's in which each faction can build Army or Royal barracks.. What's not right with that? Do you know that army and royal barrack's even in AS Empire were rare and only existed (I think during the whole period of AS existence) in Antioh and Seleucia.. and one minor in the East??? - did you know that Alexandria was true and mostly only center where Aegypt drawed any unit's at all? And you still want them to have Army barracks everywhere ?? - That is pure fantasy ! Do I respect your opinion - the fact is that Huge and Large Cities and Army and Royal barracks were VERY very rare - manly one or two per state - not more!:wall:
By that I say that your Arguments above are not refering to any fact or historic reference that would counter the calims about urealistic city size's that are all large and/or Huge in EB vanilla (in areas such as AsiaMinor) untill 100bc - THAT IS EVEN WIDELY ACCEPTED in EB team and most of RTW modding projects! Do I really have to drain maps and upload them here so you can SEE that there were only a COUPLE OF HUGE CITIES in the Euro-World until 18-19 century??!
''Makedonia would be much limited in raising the following units for most of the game''
I think you still don't understand what I am talking about for day's here:viking:
Look! ... Makedonia can train Elite Phalanx in 11 regions: Pella, Demetrias, Pergammum, Sardis, Halikarnasus, Alexandreia, Antioch, Babylon, Seleucia, Cypros and the region at Persian Sea..
SO - We enable the Royal Army ability FOR MAKEDONIA in: Pella, Pergammum, Alexandreia, Antioh, Babylon, Seleucia, now....., Alexandria, Pella, Antioch and Pergammum can also raise Hetairoi for example ..
- What did we do?? We just made 50% less region's where they can use elites - and if you count that AI build's barrack's in short time period's (relatively) this is the only solution if you don't want to come across ROYAL's ALL around - which is stupid -
But if we count that Pella has Army barrack's at the start - then It will matter less!
''The same would be for Epeiros, but not for AS and Ptolemaioi. That would seriously unblanace the game. Top level barracks build by the AI in places where it cannot raise any Level V factional units do not matter. ''
The same explanation for Makedon goes for Epeiros too (do, due to the MIC shared system.. I am not sure Alex enables more building's to use??)
It would not unbalance the game, remmeber when you said that adding Army barracks to capitols will unbalance the game? - Well it didn't - that helped AI expansion and better balance and gamplay
I agree about Level V factional unit's..
That is why EVERY FACTION COULD have ROYAL in places THEY CAN USE THE BEST OF THEIR UNIT'S -- I would never consider to make Aegypt NOT have royal barrack's building ability in areas they can raise Hetairoi!
All my test's are according to the ::Recruitment viewer:: - so there could be no mistake
Population is allready very, very low in EB and groth extremly reduced. Most Eleutheroi settlements and about all the smaller factions have drafted for the army about 150% of their population after some years of gaming.
I do not consider these numbers realistic and would rather go the other way around.
I agree about the Raising base farming.. it's ok..
''Save for those towns that cannot build stonewalls allready in EB (for example the Sweboz settlements), it would be absolutly unrealistic for a Polis of any meaning in those days to be defended by nothing but a wooden fence. Medium stonewalls should be the minimum for most of these settlements and hughe ones should be very common too. Before Alexander, sieges usually failed and even after him only very few conquerers were able to take a settlement other than by starving it out.''
:gah:
W...whhh.. why didn't you backed me up when I said that due to realism - ALL Polises - and cities (for example almost ALL town's in AsiaMinor, Aegypt, Greece and Italy and some others) SHOULD have stone wall's from the start and that goes for more and more infrastructure that some cities HAVE TO HAVE more infrastructure from the start! Like almost all Hellenic cities should have SEWER's:shrug: + other thing's they had - like theater's (the one in Corintos and Pergammum were among greatest)...
The Road's should have no changes - but that is your remark to MAA word's - not mine!:gah:
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by konny
I think that I have read most of your postings on EB here and in the TWC. And yes, I am aware of the changes you want to/did make to EB. And no, I do not understand what that (changing of unit stats, changing of settlemets, changing of money script, changing city growth) has to do with the ALX.exe.
I missed this..
Ok, maybe I did not made myself clear - I called you and Lgk to form a team that would make EB 'mini-mod' that will work manly on Alex.exe, and that it would be called 'Alexander EB Mod' and that it would be discussed here..
I never said that the mod development will only be about tweak's based on just a couple of Advanced ALX.exe option's :no:
Those tweak's are so small and simple that I can upload 'core' of them - AND THAT IS ONLY ''ai_not_attack faction'' tweak - tonight along in the Alexander EB thread.. :gah:
Lgk and I agreed on implementing inovation's, numerous tweak's to mod stats, changes of settlemets, scripts, city importance, trait's system, DMB, attribute, new building's, etc.. And when it's done for EB 1.1 it will be called 'AlexanderEBMod' !
Now, I can see that you only want to help in tweak's that are mentioned in the main post of this thread - fine.. Then we can make that and call it: 'AlexanderEBMod' - Lite version!
But I am not giving up of my inovation's and ideas because one ''does not think it will be ok'' - by that I don't refer to you but to people that have comment's but no solutions for obvious problems that are MAJOR or just tend to IGNORE them. Major problems persist in EB game-play for some very smart EB's and some VERY active RTW players including myself.
So, I am sorry If I led you to belive otherwise - because major alteration's of EB are going to be done for 'AlexanderEBMod' and that will support EB games based on RTW and BI.exe - Lgk and I have very common language on this, it's just that he has no time now so It could seem I speek for him - that is not true - he PM's me and he read's the thread:boxing:
And.. I don't want to be rude but I suggest this link..
https://forums.totalwar.org/vb/showthread.php?t=95726 - you should see Atlantis.., I really don't have time to quote until forever here - .. (Mediterranean cultures that created Hellenic are ... old as Aegypt 'old kingdoms')
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Re: ALEXANDER.exe with EB!
I know, but due to respect to EB team - I tend not to delete their work..
Still, I have one nice PC so I have no probs with lags anyway's - do I know alot of people that do have 'slow-downs' and it is more than annoying, on ALX there are really less lags :san_grin:
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by Maksimus
Look! ... Makedonia can train Elite Phalanx in 11 regions: Pella, Demetrias, Pergammum, Sardis, Halikarnasus, Alexandreia, Antioch, Babylon, Seleucia, Cypros and the region at Persian Sea..
SO - We enable the Royal Army ability FOR MAKEDONIA in: Pella, Pergammum, Alexandreia, Antioh, Babylon, Seleucia, now....., Alexandria, Pella, Antioch and Pergammum can also raise Hetairoi for example ..
- What did we do?? We just made 50% less region's where they can use elites
Of these Makedonia has only access to Pella on game start and will very certainly make it at maximum to Pergamon, when controlled by the AI. If you require a higher town level to build better barracks, Makedonia will never be able to raise these units because the only towns that will reach that level in some time are Antiochia and Alexandria.
If you add hidden ressources by random to some of the regions that should be able to field these forces and to other not that should also be able to do so, I think you should give a valid explanation for doing so. Why, for example, should Makedonia be able to raise their elite in a far away foreign spot like Babylon and not in neighbouring Thessaly?
You should keep in mind that the zones of recruitement in EB do represent the regions in which the population to field a specific unit settled in larger numbers, here Makedonians. And that the MIC does not represent a shining hughe building in a provincial capital (in fact only the minority of these soldiers lived in barracks), but the possible military consitution under a specific governement.
Establishing that requires the investment of time and money, but it is and should be possible everywhere the needed population lived.
Quote:
- and if you count that AI build's barrack's in short time period's (relatively) this is the only solution if you don't want to come across ROYAL's ALL around - which is stupid -
What's the problem with Royal Barracks all around? In most of these structures the AI can't raise anything above level 3 or maximum 4. Only in their heartlands is the widespread recruitement of elites possible, and these are provinces that are either next to each other or even such that you want to create maximum barrackes in right from the start. So what should be improved in gameplay by this massive cut through the most important part of EB, the AOR?
Quote:
The same explanation for Makedon goes for Epeiros too (do, due to the MIC shared system.. I am not sure Alex enables more building's to use??)
????
Quote:
It would not unbalance the game, remmeber when you said that adding Army barracks to capitols will unbalance the game? - Well it didn't - that helped AI expansion and better balance and gamplay
Gameplay yes. Better balance? How?
Quote:
[why didn't you backed me up when I said that due to realism - ALL Polises - and cities (for example almost ALL town's in AsiaMinor, Aegypt, Greece and Italy and some others) SHOULD have stone wall's from the start and that goes for more and more infrastructure
I like the development part of EB. It is nice that the towns start small with only a little infrastructure that has to be developed during the game. Otherwise most of the towns should have most of the building right from the start, but that would make an extremingly boring game.
Just keep that as it is: Every town has the ability to grow and raise better structres. Otherwise running around and conquering the map would be all that is left to the player.
But I agree that the starting armies should be of better quality for most of the factions, in particular the Hellenic; and/or every faction should start with one town where it can raise at least average units, in particular those that start at war with another faction. It is not much fun to fight the opening battles with Hoplitai Haploi and Akontistai.
In my descr_strat I used the following sollution: Epeiros, Makedonia, KH, AS and Ptolemaioi start the game with stronger armies of good quality. But these are first of all mercs. So, once they have eleminated each other in their opening battles they can not be retrained and so do not unbalance the game according to other factions that do not start with a major war or represent states that were hinterland kingdoms in 272 and therefore should not start with an elite army.
Quote:
The Road's should have no changes - but that is your remark to MAA word's - not mine!
MAA can change his EB as ever he like, but I do not agree with his approach and therefore do not want to implement his mod into this one or any other that I play.
Quote:
And.. I don't want to be rude but I suggest this link..
https://forums.totalwar.org/vb/showthread.php?t=95726 - you should see Atlantis.., I really don't have time to quote until forever here - .. (Mediterranean cultures that created Hellenic are ... old as Aegypt 'old kingdoms')
As said before, it is an interessting topic to talk about (I know of the arguments for pre-3,000 BC advanced cultures in the Mediterranian Basin), but as long as we are talking about EB we should stick to scholary historiography, in particular as long as we are talking about towns that were raised after c. 800BC.
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Re: ALEXANDER.exe with EB!
Quote:
Originally Posted by Maksimus
I know, but due to respect to EB team - I tend not to delete their work..
Still, I have one nice PC so I have no probs with lags anyway's - do I know alot of people that do have 'slow-downs' and it is more than annoying, on ALX there are really less lags :san_grin:
What CPU/Ram do you have?
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Re: ALEXANDER.exe with EB!
Intel C2D E4400, 2x1gigDDRu800mhz, AsusEN8800gts:curtain:
But if I use EB on ALX on my older Celeron,.. it still works anyway:shrug:
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Re: ALEXANDER.exe with EB!
Do you get any of the keyboard scroll stuttering on your Celeron but not your Intel?
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Re: ALEXANDER.exe with EB!
Well, on Celeron - yes, all the time.. But on C2d almost never - but there are some keyboard scroll stuttering always - so even on ALX you will get them sometimes., but it will be less, and AI will play and think faster so you don't have to wait that long for AI to finish his turn:wall:
And all in general - and those are not just my word's .. - EB on ALX.exe is at least 30% faster, do on my CPU it is more than 50% - that is my opinion..:shrug:
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by konny
Of these Makedonia has only access to Pella on game start and will very certainly make it at maximum to Pergamon, when controlled by the AI. If you require a higher town level to build better barracks, Makedonia will never be able to raise these units because the only towns that will reach that level in some time are Antiochia and Alexandria.
It wont require a higher town level to build better barracks :no:
So the faction's will be able to build barracks no matter the town level:yes:
Quote:
Originally Posted by konny
If you add hidden ressources by random to some of the regions that should be able to field these forces and to other not that should also be able to do so, I think you should give a valid explanation for doing so. Why, for example, should Makedonia be able to raise their elite in a far away foreign spot like Babylon and not in neighbouring Thessaly?
You should keep in mind that the zones of recruitement in EB do represent the regions in which the population to field a specific unit settled in larger numbers, here Makedonians. And that the MIC does not represent a shining hughe building in a provincial capital (in fact only the minority of these soldiers lived in barracks), but the possible military consitution under a specific governement.
The point is to make number of elites harder to get in the start and LATELY IN THE GAME - like after 150-100bc vice versa.
We can add the resource to all 11 provinces:shrug: - the EB way.. but that would not be my idea on this..
Because, Army barracks and ROYAL, should be reserved for Capitols of states and major Geopolitical centers of the region's.
In the Makedonian case Army made up of elite phalanx (or elites in general) WOULD BE GATHERED IN PELLA - in anyway that Elite Phalanx population could live all around Greece and in Tessaly and IN OTHER REGIONS EB DID NOT PUT IN EB !! - but they would come under one command in the capitol - Pella where they came under one general, - I know from books I read that Army gathering's during VI and XII century (in which it was explained that even in ancient Makedonia it was done that way!) in ERoman Empire, were more like massive voyages of the army form region's they lived in TO THE CAPITAL where they would come under one command (or in SOME cases in one safe part from the Empire) - they did not act anyway anywhere before they got to capital and the ''Royal Armoury'' when some the did not have full equipment would get some add-ons from the Capitol and some would not:shrug: - and then the Army would have their officers and generals!
That is clear proof that IT DID not Really matter where the army population lived (becasue they did not RAISE to ARM's there - they just came from there) - but where they were GATHERED to come under one command -
In EB you can use the local's /AS ELITES - to go and win anywhere - that was not the case in realy ancient life - The army had to be gathered and then used - that is the point of JUST some Army and Royal barrack's available for any faction.
The only compromise here could be that we make number of barracks as I suggested and ADD ELITES TO BE BUILD in other EB regions - like Tessaly and Sardis - IF ! - the town is Large so the then the 'Core' building may be the recruitment center!
Quote:
Originally Posted by konny
Establishing that requires the investment of time and money, but it is and should be possible everywhere the needed population lived.
That was not the case - the Elite Phalanx population often had soldier's form thrace that would come to CAPITOL and then would make their fortune and status in Makedonian Army.. I think that even some Celt's were in the phalanx ranks - more to it in Elite phalanx rank's of Alexander - I think that is a fact:stwshame:
Quote:
Originally Posted by konny
What's the problem with Royal Barracks all around? In most of these structures the AI can't raise anything above level 3 or maximum 4. Only in their heartlands is the widespread recruitement of elites possible, and these are provinces that are either next to each other or even such that you want to create maximum barrackes in right from the start. So what should be improved in gameplay by this massive cut through the most important part of EB, the AOR?
You are right about that - and I agree, my problem is that during the game there is one massive and unrealistic growht in numbers of barrack's - That is why I urge you and I insist that we MUST make Army and Royal barrack's avalilable at the start for MOST if not ALL faction's capitals..
My problem here are short construction times for MOST of HIGH END BUILDING's -- So by some time MANY OTHER cities would have royal barracks
THEY DONT NEED TO USE!!
Like Makedonia does not have almost ANY use of Royal barracks in BYZANTIUM and the AI will waste resources and time to build ti!!!
We could disable army and royal barrack's to the region's that have almost NO USE of those structures -
Anothe example! .. Aegypt can't train Elites in Cypros and Sidon - there for AI has no use of building Army and Royal barracks in those two region's - but CPU build's it anyway - he wastes resources and time and that creates additional problems to EBBS (beacuse it will ask more money):shrug:
Quote:
Originally Posted by konny
????.
By this I meant to make faction's have their own and only MIC, not-shared MIC, but I think it is not possible :no:
Quote:
Originally Posted by konny
Gameplay yes. Better balance? How?
Because IT IS MORE REAL - it is closer to the historic fact's - the fact, for example is that Pyrros had elites when he was at Sparta and Italy - in EB - he will die before AI or Human player could take Pyrros into new campaigns with armies that he 'HAD' under his command according to historic notes - once or twice EB member's said that was true - but because of the gamplay they did not want to implement it :gah:
Quote:
Originally Posted by konny
I like the development part of EB. It is nice that the towns start small with only a little infrastructure that has to be developed during the game. Otherwise most of the towns should have most of the building right from the start, but that would make an extremingly boring game.
Just keep that as it is: Every town has the ability to grow and raise better structres. Otherwise running around and conquering the map would be all that is left to the player.
I like the development part of EB too - but for region's that should be developed and not most of the towns. Some should have most of the building right from the start - just the ones that were Large at Huge at that time.
I like EB becasue it is mostly based on rude Historcs fact's - and that IS why I was VERY disapointed when I saw 'vanilla model' descr_start.txt and C_script.txt
It can not be a fantasy game and history - note correct game in the same time.. Te community had those discussions in some thread's and you know what - there is a large number of EB's that see it my way too - the historicly more correct way.. Anyway - we already agreed that construction time's for Army and Royla barrack's sould be 2 times longer!
I wont compromise on that (on that whole hictoric verses fantasy concept of C_script), .. sorry (still that does not mean that we should not make the mod.. it just means that no matter what I will do it with Lgk and will say that 'that mod is optional' add-on to 'AlexEBMod' Lite)
Quote:
Originally Posted by konny
But I agree that the starting armies should be of better quality for most of the factions, in particular the Hellenic; and/or every faction should start with one town where it can raise at least average units, in particular those that start at war with another faction. It is not much fun to fight the opening battles with Hoplitai Haploi and Akontistai.
In my descr_strat I used the following sollution: Epeiros, Makedonia, KH, AS and Ptolemaioi start the game with stronger armies of good quality. But these are first of all mercs. So, once they have eleminated each other in their opening battles they can not be retrained and so do not unbalance the game according to other factions that do not start with a major war or represent states that were hinterland kingdoms in 272 and therefore should not start with an elite army.
I gree too, starting armies should be of better quality for most of the factions and so should barracks for the capitols, also, you can make as many elites to the descr_start.txt for AS and Aegypt - the ''ai_attack'' command line will safe guard the smaller faction's until they decide to take a part in major war (that can be seen on my sreen's up).
Quote:
Originally Posted by konny
MAA can change his EB as ever he like, but I do not agree with his approach and therefore do not want to implement his mod into this one or any other that I play.
You dont have to agree with his approach - or mine (that is not btw the same as his).. you don't have to use additional add-on for 'AlexEBMod' that Lgk and I are working on :shrug:
We will make one version that would have minor 'EB vanilla' changes, and you want to support that one only - fine! I support it too!
But it seems that you want to suppress my and Lgk ideas (that tend to change Much more in EB than you want) and work only by YOUR OPINION !
That is not a discussion at all! I and Lgk WONT make massive changes and then add the download link and say - KONNY did this.. NO!
We will develop -Alexander EB Mod- with you and MiniMe and other's that come along and implement all changes we ALL agree on - but we will also make ADD-ON! or you may call it EXTENDED ALEXANDER EB MOD! That will be enabled for use on any EXE. and this one will be ''SIGNED'' by myself and Lgk! You have no part in it - as I can see - so you wont be blamed if someone protest's because of that!
That is how it will be done! I wont argue here for day's just becasue you don't understand all my ideas! The ideas are to be seen after made - not proved - this is not Vatican - it's a forum, and the fact you are for 'already' in use ideas that EB team made wont make me accuse EB team of being 'foolish'
- they have to make it vanilla as posible in terms of gameplay so they would not have to argue like ME with you here.. (and they need as much as fans as possible)
And imagine If I am now to realease all my ideal 'tweaks' that I will implement in 'ExtensiveAlexEBMod' and trait's ideas that Lgk will implement? Or HP tweak's that solve more misfortune AI autocalculation bug's of vanilla, such as Hit Points from 1 to 1,3 for HArcher's and phalanx. And that I want to make Stone Wall's able to be constructed only if there is one Academy in the city?? See???
Imagine?? - We would argue here for decades!
We have to much different philosophies on this - there are so many different opinions on many issues between us here - issues Lgk and I don't have to that extend..
Sorry, but from now I will only discuss issues with you that we agreed upon.
There are many so we can make one version of 'AlexEbMod' together:stwshame:
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Re: ::Alexander EB:: ALX.exe EB mod
Really, what's so terrible about "AI bulding a lot of royal barracks and recruiting a lot of elites"? By any means, let the poor dumb AI use as much elites as he wants (esp in "EB Lite" mod variant)! That won't save him. ;) And entire RTW recruiting system isn't very "historical" anyway, and there is nothing that can be done about it.
Btw MICs not tied to city sizes imo isn't a problem at all - we can always add something like "and building_present_min_level imperial_palace (...proconsuls_palace for barbarians)" in EDB as a prerequisite for elite MICs (that's up to MiniMe). I don't think it interferes with any reforms mechanism... hope EB team members will assure us if i'm right?
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by Lgk
Btw MICs not tied to city sizes imo isn't a problem at all - we can always add something like "and building_present_min_level imperial_palace (...proconsuls_palace for barbarians)" in EDB as a prerequisite for elite MICs
my thoughts exactly =)
not enough time to post now, will reappear during the night.
in short
1. on Poeni militia - AOR certainly should be increased and match LibiPhoenikian AOR because of one simple reason - if there are bastards, then there should be their fathers.
2. on Konny Sparta based argument - well, I wasn't going to tie 5 level MIC to 5 level government ;-)
I was going to suggest you to choose from these
5 level MIC - 4 level core_building as prerequisite
4 level MIC - 3 level core_building as prerequisite
3 level MIC - 2 level core_building as prerequisite
or
5 level MIC - 3 level core_building as prerequisite
4 level MIC - 2 level core_building as prerequisite
(me strongly simpatise first one)
3. on producing units from building that differ from MIC - strictly against. This would be beginning of the end.
4. on giving capitals best MICs from the start - against the best MICs. Some factions, however, lack level 3 MIC in their capital. Methinks this could be a good compromise.
5. on giving some factions more or less historically realistic good stacks from the start - yes, many good things can be achieved by this
Maximus, I promise to carefully reexamine all your posts tonight :yes:
Cheers
MM
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by MiniMe
2. on Konny Sparta based argument - well, I wasn't going to tie 5 level MIC to 5 level government ;-)
I was going to suggest you to choose from these
5 level MIC - 4 level core_building as prerequisite
4 level MIC - 3 level core_building as prerequisite
3 level MIC - 2 level core_building as prerequisite
That would be 12,000 inhabitans for Sparta to raise the first Spartiate Hoplite (Level 5 is 24,000); starting population is 1,260, growth rate about 1% to 2%. I can't remember to have Sparte growing to this size in any of my games, but it would certainly be sometimes around the Marian Reforms.
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Re: ::Alexander EB:: ALX.exe EB mod
I strongly urge all of you that Sparta MUST have Spartan's form the start in 272bc - that means adding Royal Army Barrack's to Sparta - In my test's - AI uses Spartan's and Elites in smal scope - like 5-10% of total unit's ..
That brings more gameplay..
I have uploade my beta test files - you can see that it is obvious that adding the Army barracks for most of the faction's from the start in their capitols will just add to the gameplay, realism, and challenge - it wont unbalance the game :no:
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by MiniMe
my thoughts exactly =)
not enough time to post now, will reappear during the night.
in short
1. on Poeni militia - AOR certainly should be increased and match LibiPhoenikian AOR because of one simple reason - if there are bastards, then there should be their fathers.
2. on Konny Sparta based argument - well, I wasn't going to tie 5 level MIC to 5 level government ;-)
I was going to suggest you to choose from these
5 level MIC - 4 level core_building as prerequisite
4 level MIC - 3 level core_building as prerequisite
3 level MIC - 2 level core_building as prerequisite
or
5 level MIC - 3 level core_building as prerequisite
4 level MIC - 2 level core_building as prerequisite
(me strongly simpatise first one)
3. on producing units from building that differ from MIC - strictly against. This would be beginning of the end.
4. on giving capitals best MICs from the start - against the best MICs. Some factions, however, lack level 3 MIC in their capital. Methinks this could be a good compromise.
5. on giving some factions more or less historically realistic good stacks from the start - yes, many good things can be achieved by this
Maximus, I promise to carefully reexamine all your posts tonight :yes:
Cheers
MM
I am saying again - If we add resources for the settlement's much of those problems would be avoided.. like this we need to compromise forever:gah:
But since this is that way it is.. ok.. (I still stand on my ideas for extended mod.. sill I might loosen a bit:ballchain: )
Answers:
1 - OK!
2 - Well, I am not for it really, - EXEPT if we agree to make the Polises bigger at the start in General - like in the Historical perspective - that would mean to take away most of development areas for very well known cities that would now be mostly developed fully.
And Konny is right on this - as far as Sparta is concerned we must not tight it to core building's - unless we use Royal for KH in Sparta at the start and then we can make it work - but, really, this was not the case then I think..
And if we must do it
5 level MIC - 3 level core_building as prerequisite
4 level MIC - 0 level core_building as prerequisite
??
Also + 2 times construction for high-end barracks is wellcome
3 - It's fine, we dont have to do it.
4 - The best MICs from the start are only in Alexandreia and Antioch in my propositon I PMed you people. And all factions mostly have MIC 3 level - that does not the trick :no: Because basic elites that were used at that time are in Army barrack's. Silver Shield's (elite phalanx) were used In Every Battle of the Successor's states :wall: - that MUST be available from the start! It only bring's realism I made alreration's to C_script.txt like this:
;******************************
; Create commented out barracks
;******************************
;SPQR
;Latium2 - Rome
console_command create_building Rome army_barracks_A1
console_command create_building Rome roads
;Etruria - Arretium
console_command create_building Arretium militia_barracks_A1
console_command create_building Arretium roads
;Umbria - Ariminum
console_command create_building Ariminum muster_field_A
console_command create_building Ariminum roads
;Campania - Capua
console_command create_building Capua militia_barracks_A1
console_command create_building Capua roads
;Apulia - Arpi
console_command create_building Arpi muster_field_A
console_command create_building Arpi roads
;Arverni
;Arvernotorg - Gergovia
console_command create_building Gergovia army_barracks_D1
;Lugonesis - Viennos
console_command create_building Viennos muster_field_D
;Sequallra - Vesontio
console_command create_building Vesontio muster_field_D
;Saba
;Saba - Maryab
console_command create_building Maryab city_barracks_F1
console_command create_building Maryab farms
;Makedonia
;Makedonia - Pella
console_command create_building Pella army_barracks_K1
console_command create_building Pella roads
;Thessalia - Demetrias
console_command create_building Demetrias muster_field_K
console_command create_building Demetrias city_barracks_Y1
console_command create_building Demetrias roads
;Peloponnesos - Korinthos
console_command create_building Korinthos city_barracks_K1
console_command create_building Korinthos roads
;Lesbos - Mytilene
console_command create_building Mytilene muster_field_K
;Euboia - Chalkis
console_command create_building Chalkis muster_field_K
;Ptolemaioi
;Heptanomis - Memphis
console_command create_building Memphis city_barracks_J1
console_command create_building Memphis roads
;Delta_Neilou - Alexandreia
console_command create_building Alexandreia royal_barracks_J1
console_command create_building Alexandreia paved_roads
;Thebais - Diospolis_Megale
console_command create_building Diospolis_Megale militia_barracks_J1
console_command create_building Diospolis_Megale roads
;Kypros - Salamis
console_command create_building Salamis muster_field_J
;Ioudaia - Hierosolyma
console_command create_building Hierosolyma militia_barracks_J1
console_command create_building Hierosolyma roads
;Phoenicia - Sidon
console_command create_building Sidon militia_barracks_J1
console_command create_building Sidon roads
;Marmarike - Paraitonion
console_command create_building Paraitonion muster_field_J
;Triakontaschoinos - Pselkis
console_command create_building Pselkis muster_field_J
;Oasis_Megale - Hibis
console_command create_building Hibis muster_field_J
;Kilikia - Tarsos
console_command create_building Tarsos muster_field_J
;Pamphylia - Side
console_command create_building Side muster_field_J
;Erythraia - Ptolemais_Theron
console_command create_building Ptolemais_Theron muster_field_J
;Arche Seleukideia
;Syria - Antiocheia
console_command create_building Antiocheia royal_barracks_J1
console_command create_building Antiocheia roads
console_command create_building Antiocheia sewers
;Syria_Koile - Damaskos
console_command create_building Damaskos muster_field_J
;Assyrie - Edessa
console_command create_building Edessa muster_field_J
console_command create_building Edessa roads
;Mesopotamia - Seleukeia
console_command create_building Seleukeia army_barracks_J1
console_command create_building Seleukeia villa
console_command create_building Seleukeia great_forum
console_command create_building Seleukeia aqueduct
console_command create_building Seleukeia hospital
console_command create_building Seleukeia theatre
console_command create_building Seleukeia paved_roads
;Babylonia - Babylon
console_command create_building Babylon paved_roads
console_command create_building Babylon sewers
;Lydia - Sardis
console_command create_building Sardis city_barracks_J1
console_command create_building Sardis roads
;Elymais - Susa
console_command create_building Susa militia_barracks_J1
console_command create_building Susa roads
;Media - Ekbatana
console_command create_building Ekbatana militia_barracks_J1
console_command create_building Ekbatana sewers
console_command create_building Ekbatana roads
;Kappadokia - Mazaka
console_command create_building Mazaka muster_field_J
;Hyrkania - Zadrakata
console_command create_building Zadrakata muster_field_J
;Persis - Persepolis
console_command create_building Persepolis militia_barracks_J1
console_command create_building Persepolis roads
console_command create_building Persepolis sewers
;Gabiene - Gabai
console_command create_building Gabai muster_field_J
;Karmania - Karmana
console_command create_building Karmana muster_field_J ;No barracks in starting in this settlment
;Drangiane - Prophthasia
console_command create_building Prophthasia muster_field_J
console_command create_building Prophthasia roads
;Aria - Alexandreia_Ariana
console_command create_building Alexandreia_Ariana muster_field_J
;Margiana - Antiocheia_Margianea
console_command create_building Antiocheia_Margiane muster_field_J
console_command create_building Antiocheia_Margiane roads
;Charax_Spasinou - Charax
console_command create_building Charax muster_field_J
;Astauene - Asaak
console_command create_building Asaak militia_barracks_J1
;Parthava - Hekatompylos
console_command create_building Hekatompylos muster_field_J
console_command create_building Hekatompylos roads
;Khoarene - Apameia
console_command create_building Apameia muster_field_J
;Phrygia - Ipsos
console_command create_building Ipsos muster_field_J
;Sophene - Karkathiokerta
console_command create_building Karkathiokerta muster_field_J
;Adiabene - Arbela
console_command create_building Arbela muster_field_J
;Karthadast
;Zeugitana - Kart_Hadast
console_command create_building Kart_Hadast army_barracks_L1
console_command create_building Kart_Hadast paved_roads
;Atiqa - Atiqa
console_command create_building Atiqa city_barracks_L1
console_command create_building Atiqa paved_roads
;Elimya - Lilibeo
console_command create_building Lilibeo city_barracks_L1
;Byzacena - Adrumeto
console_command create_building Adrumeto militia_barracks_L1
console_command create_building Adrumeto paved_roads
;Sardin - Karali
console_command create_building Karali muster_field_L
;Baleares - Bocchoris
console_command create_building Bocchoris muster_field_L
;Turdetania - Gader
console_command create_building Gader militia_barracks_L1
;Korsim - Alalia
console_command create_building Alalia muster_field_L
;Syrthim - Lepki
console_command create_building Lepki muster_field_L
console_command create_building Lepki temple_of_fertility_shrine
;Bastetania - Mastia
console_command create_building Mastia muster_field_L
console_command create_building Mastia temple_of_fertility_shrine
;Mashiliem - Ippone
console_command create_building Ippone muster_field_L
console_command create_building Ippone roads
console_command create_building Ippone temple_of_fertility_shrine
;Pontos
;Kappadokia_Pontika - Amaseia
console_command create_building Amaseia army_barracks_H1
;Aedui
;Mrogaedu - Bibracte
console_command create_building Bibracte ‚army_barracks_D1
;Insubramrog - Mediolanum
console_command create_building Mediolanum militia_barracks_D1
;Mrogaule - Cenabum
console_command create_building Cenabum muster_field_D
;Sweboz
;Swebolandam - Swebotraustastamnoz
console_command create_building Swebotraustastamnoz army_barracks_G1
;Casse
;Cassemorg - Camulosadae
console_command create_building Camulosadae city_barracks_D1
;Hayasdan
;Hayasdan - Armavir
;console_command create_building Armavir army_barracks_H1
;Getai
;Getia - Buridava
console_command create_building Buridava army_barracks_G1
;Koinon Hellenon
;Lakonike - Sparte
console_command create_building Sparte royal_barracks_I1
console_command create_building Sparte roads
;Rhodos - Rhodos
console_command create_building Rhodos city_barracks_I1
;Attike - Athenai
console_command create_building Athenai city_barracks_I1
console_command create_building Athenai theatre
console_command create_building Athenai roads
;Baktria
;Baktria - Baktra
console_command create_building Baktra army_barracks_K1
console_command create_building Baktra sewers
console_command create_building Baktra roads
;Sogdiane - Marakanda
console_command create_building Marakanda muster_field_K
console_command create_building Marakanda roads
;Dayuan - Alexandreia_Eschate
console_command create_building Alexandreia_Eschate muster_field_K
console_command create_building Alexandreia_Eschate muster_field_X
;Iberia
;Lusitania - Oxtraca
console_command create_building Oxtraca army_barracks_F1
;Celtiberia - Numantia
console_command create_building Numantia militia_barracks_F1
;Epeiros
;Epeiros - Apollonia
console_command create_building Apollonia army_barracks_I1
;Kalabria - Taras
console_command create_building Taras city_barracks_I1
console_command create_building Taras roads
;Illyria_Hellenike - Epidamnos
console_command create_building Epidamnos muster_field_I
5 - It is done then :san_grin:
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by Maksimus
And Konny is right on this - as far as Sparta is concerned we must not tight it to core building's - unless we use Royal for KH in Sparta at the start and then we can make it work - but, really, this was not the case then I think..
Yes, and of course you can't stop with Sparta.
For example Makedonia must be able to raise Hetairoi (or build the MIC that would make them recruitable) up from the size it starts with - in particular because Pella will be very much emptied in the first years of the game.
Rome must be able to field Equites Extraordinarii outside Latium, resp. build a Level 5 MIC there, with the town levels it starts with, or will reach after a few years.
The Celts should be able to get Brihentin somehow without having hughe cities before.
etcpp.
You can do that for most of the factions that have elites that do not represent a later developed reform unit but traditional elites in a certain region. You can either leave everything at is and allow for MIC 5 or build MIC 5 in some provinces (in particular Sparte won't hurt much because appart from the Spartiates you won't get so much there). But you should not link MICs to town size because in a lot of cases the town size will not match with the military meaning of a town, in particular because every town has a different military meaning for each faction.
There is a reason why the EB recruitement system is as it is.
------------------------------------------------------
I would suggest the following:
Raise the quality of some starting armies, make sure that every faction has one level 3 MIC (two for AS, one East, one West) in a military important town and leave the rest of the recruitement system as it is.
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Re: ::Alexander EB:: ALX.exe EB mod
MIC 3 are City barracks?.. Yes they are I think..
Well, that is already in C_sript vanilly EB :shrug:
If we make that for all faction's then the some Faction's would have no cahanges..:no:
It would also mean discrimination toward factions that were much more advanced in warfare (like Successor states) - In 'barb' world, MIC 3 is highly advanced level of army - in Hellenic world it is fairly medium.. I urge you to think about my post of ''C_scrip'' alterations on barracks issue.. I think that some tweak's could be done here but .. Successor's should Have Army in Capitols because Army barracks represent the unit's they used plenty in that time (and elite phalanx + cavalry).. But in the case of Empires like Egypt and Syria - Royal are correct and fiar at the least..:shrug: ... ..
:thinking2:
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Re: ALEXANDER.exe with EB!
Hi there
I finally installed RTW -> BI -> ALEX -> EB. Instructions on the first side of this thread are a little bit confusing. I hope i figured it out and did the right thing. Haven't played much yet, however, game works well so far. If the loading time has decreased then only in a slight way if at all, well, isn't much of importance for me. What matters is the increase of the A.I., yea :2thumbsup:. As i said, i only played about an hour, but e.g. the A.I. missile units were shooting at me, in all 3-4 battles and without hesitation. IMO one huge step.:beam: I don't know for sure, i think the battles run smoother at least it looks and feels better. Have to take a closer look at my settings, but they pretty much seem the same.
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by Maksimus
Well, that is already in C_sript vanilly EB :shrug:
If we make that for all faction's then the some Faction's would have no cahanges..:no:
It would also mean discrimination toward factions that were much more advanced in warfare (like Successor states) - In 'barb' world, MIC 3 is highly advanced level of army - in Hellenic world it is fairly medium..
I remember that KH starts without, for example (or was that in 0.8?). I think there are others too (Pontos? Armenia? Baktria?).
With "make sure" I meant that this should be the minimum that all factions start with in one town (the capital city or another very important one). I didn't meant to level down existing higher barracks to level 3.
But I wouldn't go to 5 immediatly, that's for gameplay reasons. 3 gives you all the "units of the line" that made the core of these armies in 272 BC. Elites should be a matter of developement. In the early game this role is usually taken over by the FMs, who will be more governors in the later game and so make recruiting of elites by MICs more important.
The Barbarians would be no problem either because they are usually to poor to afford a lot of elites and most of them do need reforms anyway.
To do so would definitly require to raise the quality of the starting armies for several factions because the AI starts the game with pockets full of money and will use that money certainly to raise Petzhetairoi where it now comes along with Pantodapoi. You won't be able to fight this off with the crappy levies you now start with.
-----------------------
hmm.... Taking that into account the idea is probably not so good after all. The thing is that this would enforce another problem: money on turn #2. Many of the factoins are terribly broken allready by the starting armies. If these would be better units they will run even more into the minus. That again might mean that you won't see better units recruited at all to soon - may be even later than with the actual settings?
Another problem: The AI has now serious problems with the rebells in the early game because the rebells simply have the better units. Later the AI has the better units and is more often able to take these towns. That doesn't apply to the human player because on the tactical map is much easyer to take a settlement with just wooden walls than on autocalc.
Giving the AI the ability to train better units early in the game it might, and certainly will, use these to expand very fast and early into rebell territory - something that should not be.
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Re: ALEXANDER.exe with EB!
Settings shouldn't become changed by using another exe, I think. They are stored in the preference file.
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by konny
hmm.... Taking that into account the idea is probably not so good after all. The thing is that this would enforce another problem: money on turn #2. Many of the factoins are terribly broken allready by the starting armies. If these would be better units they will run even more into the minus. That again might mean that you won't see better units recruited at all to soon - may be even later than with the actual settings?
In case you missed :book: - fixed by "Lgk's money script" already :juggle2:
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Re: ALEXANDER.exe with EB!
Konny is right, the settings should not be the problem (Still I suggest you 'tweak' your preferences the way you like:san_wink: )
There is one still, minor.. 'thing' - the camera wont auto move to your general (for example) if you double click it :wall: and then move your m-scroll:no:
That is *exe thing - you should not move your mouse while waithing camera to cross from one part of the map to another :san_grin:
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Re: ::Alexander EB:: ALX.exe EB mod
Quote:
Originally Posted by konny
With "make sure" I meant that this should be the minimum that all factions start with in one town (the capital city or another very important one). I didn't meant to level down existing higher barracks to level 3.
But I wouldn't go to 5 immediatly, that's for gameplay reasons. 3 gives you all the "units of the line" that made the core of these armies in 272 BC. Elites should be a matter of developement. In the early game this role is usually taken over by the FMs, who will be more governors in the later game and so make recruiting of elites by MICs more important.
I agree, but the only ones that have Royal are two strong empires - AS and Aegypt - like, befor AS had Royal in Antioch - he tended to loose it faster - this Way Aegypr really needs to drag some of it's best troops from Alexandria to get the AS capitol.. By now in EB vanilla - Egypt just use the troops from Sidon and WIN's :whip:
Quote:
Originally Posted by konny
The Barbarians would be no problem either because they are usually to poor to afford a lot of elites and most of them do need reforms anyway.
Anyways - if you tested you will see AI uses like 10% and 15% top! Of elites even when he has Army barrack's :boxing: That brings dymanic and fun as well -- AND IT si very nice to see ONE ELITE PHALANX and one Hetairoi beside the general amnog 6 other natives - it looks like on ancient army that way - I am very happy when I see that kind of armies AI compose's.. He really makes it interesting (WHEN he has Army barrack's at the start)
Quote:
Originally Posted by konny
To do so would definitly require to raise the quality of the starting armies for several factions because the AI starts the game with pockets full of money and will use that money certainly to raise Petzhetairoi where it now comes along with Pantodapoi. You won't be able to fight this off with the crappy levies you now start with.
We should raise the quality of starting armies for most factions also for Rebels in some settlement's if posible..:grin:
Quote:
Originally Posted by konny
Giving the AI the ability to train better units early in the game it might, and certainly will, use these to expand very fast and early into rebell territory - something that should not be.
AI should be able to train even as 'SLAVE' ! - VERY IMPORTANT !
In EDB there are no recruit's for Slave-Rebel's - that is very very wrong.. A couple of units (or just one or two) should be recrutable in any (or at least Militia_barrack's) settlement's - For example - some important Rebel town's should not be easily taken anyway - like Pergammum, or.. India!?
It is no problem to make rebels train some unit's - it will bring the challenge and game dinamics - REALLY now - Honestly - I made those tweak's im my vanilla RTW - and Athens was able to hold the ground for 100 year's :san_wink: also Halicaransus and Syracusa.. that is very nice :yes:
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Re: ::Alexander EB:: ALX.exe EB mod
Oh.. I forgot about this:
I think we should enable Armenia to recruit heavy Kingsmen Cavalry in Royal barrack's - this way it has no 'Heavy' cavalry worthy of war..:no:
What do you think? I can make it work quick - just Add one in DMB and in EDU, eunms... etc.. So Armenia has some kind of catapracts (Kingsmen like Hetario recruitment) - that should be right? right?
I always belived that Armenia had nice heavy cavalry?! But not in EB (unless the general guards) - I think we should make that happen?..:shrug:
Also a variation of officers in DMB, we can ask promission to use them from other mod's?
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Re: ALEXANDER.exe with EB!
Quote:
Originally Posted by konny
Settings shouldn't become changed by using another exe, I think. They are stored in the preference file.
I did a complete de- and reinstallation (RTW -> BI -> ALEX -> EB).
Quote:
Originally Posted by Maksimus
That is *exe thing - you should not move your mouse while waithing camera to cross from one part of the map to another :san_grin:
Yes, noticed this one, isn't causing real trouble, just have to get fully used to it.
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Re: ::Alexander EB:: ALX.exe EB mod
Also I would like suggestion's on ''descr_start.txt'' Personalities Of Faction's?:curtain:
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Re: ALEXANDER.exe with EB!
Are you using an EB folder or Alexander folder to install the mod?
Reason I asked is I didnt find much speed increase when testing SPQR with Alex.exe infact like BI I found when it has to look for the game in another folder it slows the overall campaign game. Of course EB is more complicated with the script but since SPQR is fast in campaign its a good reliable testing platform to judge speed. In theory its would be slow for SPQR and not EB.
I would suggest alot of tests by the EB team to be safe, as I found if you use the alexander folder settings like factions not attacking eachother work, but if you keep it in a mod folder like SPQR or EB it doesnt work.
Also as for AI to be honest I didnt see much improvement. There is a little, but very little. Naval invasion issue is caused from the AI not seeing the enemy when given the super faction trait the AI tends to do invasions of enemy lands. Atleast in my tests, this was in RTW 1.5
I am glad you are working on these things, I had the same issue with Battles not working right and some other issues. None of the BI formations are in Alex. but I do believe all the RTW ones are. I would be cautious though as I found CA breaks things that worked before in each patch. So it only stands to reason something is broke in Alex even if you cant spot it yet, could be simple as the Heat attributes not working or a charge etc.
Lt_1956
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Re: ALEXANDER.exe with EB!
Quote:
Originally Posted by lt1956
Are you using an EB folder or Alexander folder to install the mod?
Reason I asked is I didnt find much speed increase when testing SPQR with Alex.exe infact like BI I found when it has to look for the game in another folder it slows the overall campaign game. Of course EB is more complicated with the script but since SPQR is fast in campaign its a good reliable testing platform to judge speed. In theory its would be slow for SPQR and not EB.
I would suggest alot of tests by the EB team to be safe, as I found if you use the alexander folder settings like factions not attacking eachother work, but if you keep it in a mod folder like SPQR or EB it doesnt work.
Also as for AI to be honest I didnt see much improvement. There is a little, but very little. Naval invasion issue is caused from the AI not seeing the enemy when given the super faction trait the AI tends to do invasions of enemy lands. Atleast in my tests, this was in RTW 1.5
I am glad you are working on these things, I had the same issue with Battles not working right and some other issues. None of the BI formations are in Alex. but I do believe all the RTW ones are. I would be cautious though as I found CA breaks things that worked before in each patch. So it only stands to reason something is broke in Alex even if you cant spot it yet, could be simple as the Heat attributes not working or a charge etc.
Lt_1956
Well, the mod thread is in sub-forum, but.. anyways :san_wink:
I will answer all, :san_grin:
1-We use EB folder only - and in this case (this thread case) we are just speaking about ALX engine on EB and updating a guide for ALX.exe use on EB 1 - so player's can use EB and enjoy more, more stable and smarter engine - so there is no mod still :no:
2-I never really played SPQR (do I have it and I have installed it in a custom folder to see all .) so I just can't comment much. Still, let me say a word about speed. - If one game that is RTW based is already fast - how can you test that it is even more faster? I mean, I know you can see it - but maybe your default AI speed in SPQR is already at max or close to vanilla speed?:shrug:
3- Well EB team does not support use of ALX.exe on EB officially, do many EB members are supporting us on moral basis :curtain:
Ok, The point is the TARGET line of EB.exe we use in Step II - so anything from ALX work's perfectly on EB. The factions not attacking eachother works and it is tested already. For example - We make Seleucid's not to attack Armenia, and, they don't - but! If Armenia attacks AS - then they are at war.
Now,
Because AS would focus in it's campaign to fight ALL exept Aegypt (which makes them loose the capital as early as after 10 turn's and mostly ALWAYS), we made 'never in war' enabled for Pontus-AS, and AS-Armenia - that means vice versa!
This helps 100% ! ..Like, idea is made so AS wont attack: Baktria, Pahlava, Pontos and Armenia - but only Pontos and Armenia are set 'not' to attack AS (because of the Ptolomy expansion!), Baktria and Pahlava can attack AS when they want - but that will start a war, AS will 'never' attack first against those faction's that are set as 'ai_not_attack'.
This made AS last more in Syria, and made AI drag the army from the Eastern to the Western part of AS empire..
Still, Eventually - Egypt always win's (no matter what we set) so Pontos and Armenia don't have to loos their troops against AS that is in the mud already - they should wait for Egypt to some close and then they will attack him!
I don't want to oppose you here :no: It's just that we have tested ALX on EB 1 (that is pushing the RTW engine to it's limit's) and there we saw ALX.exe as advanced.. much more advanced engine than BI and certainly more advanced then RTW, the speed is increased 30-40% that depends on your PC:shrug: .. The AI turn's are faster, the AI groups more and he is expanding with greater pace, Diplomacy is advanced, AI campaign strategy is advanced, AI retreins units all the time and all atrubutes are working fine as far as I can see..
The 'AlexEBTeam' will make balance mods and will support EB on BI,RTW and ALX *exe's!
And thank you for your support - try ALX with EB :san_wink:
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Re: ALEXANDER.exe with EB!
Thinki about this what must be causing the increase for EB players is the script. So by Alex.exe having a Better seek ability it would increase the game for EB players, where as it would be slower for normal low script or non script Mods. Like I said for SPQR I noticed a decrease in speed but then again SPQR is really really fast. Some say faster than Vanilla.
This would mean that EB would have to be pretty slow to notice an increase of that level. Its been a while since I was on the EB team and back then it was in Alpha state. I was one of the people that Felt the script should not be too much, but it looks like going to Alex may be the better choice.
How does the team feel about this? If there is that much of an improvement, it can only enhance that great mod for the players?
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Re: ALEXANDER.exe with EB!
The EBBS script is about 11 megs now. Cutting it down to 6.5 megs for me increased the turn speed by 50-100%.