OOps RTFM :(
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OOps RTFM :(
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)
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:
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:
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
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.
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:
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?
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
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? 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, but I was intrigued by the Win Conditions mini-alteration 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.
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,
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.
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:
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?
Damn it, I was afraid of that. Is there any way I can make the camera settings work as they used to?
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!
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.
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)
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.
Ty very much
Awesome. Time to start EB'ing with the new AI and features this mod offers!
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!
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!
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!
Congratz EB friends, free men of free lands are now recruiting and retraining units !
https://img359.imageshack.us/img359/...2114751tg6.jpg
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/...9353828lp5.jpg
https://img217.imageshack.us/img217/...2698777oy8.jpghttps://img217.imageshack.us/img217/...2342152et5.jpghttps://img407.imageshack.us/img407/125/38279137eg4.jpghttps://img84.imageshack.us/img84/5416/88300603vw6.jpghttps://img84.imageshack.us/img84/6677/56419262lb3.jpghttps://img84.imageshack.us/img84/8177/86371742wn5.jpghttps://img213.imageshack.us/img213/...1044425xe0.jpghttps://img213.imageshack.us/img213/...8218929xv5.jpg
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.
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.
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?
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 :)
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! :)
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
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!
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:
*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+A.../fileinfo.html
anyone willing to be beta tester? but he should give some feedback ... cant do it alone no more too many long nights :wall:
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
pls check the instructions in the first post :smash:
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.
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:
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.
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:
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
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.
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
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.)
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...
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:
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)
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. :)
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!
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/showt...hlight=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
thanks!
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"
where is the triva script shortcut??
any1????
i dont have trivia installed sorry
Thanks for the help with the target line Maks, that worked!
Ah, thank you for reply and the link. But clarify this for me:
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.Quote:
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)
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.
hi,
all this changes are being tested for eb 12 version, and they are not implemented yet
:smash:
Alright thanks a bunch. Just make sure to post in size 30,000 font and flashing colors when they are implemented please!!!:laugh4:
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?
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
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.
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
Thank you.
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'?
Yeah it's working.
Well everything works fine exapt night battles - I can't activate them in the campian...
Can you please make a fix for it, Maks?
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"
???
The night battle still not work but the other features still be fine.:help:
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?
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.
Oki,
Can anyone confirm that night battles work using single player?
Since it works fine here.
Also,
ebconfig.xml
content
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
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:
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:
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?
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?
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:
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
We will try to make it work with the trivia script as soon as possible
omg :wall:
I am happy it works,
We should read the instructinos in the first page or download the uploaded files
BTW, apparently it's because I was using the city mod that alter my descr_strat file, so it's not your fault Maks.
its fixed now :smash:
How do I get the night-battle trait again?