please please do a rise of Persia campaign.:jumping:
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please please do a rise of Persia campaign.:jumping:
Okay, here's a sneak preview of the all-new tribal archers (admittedly they are about to get wiped out by some Iberian light cavalry :laugh4: )
https://i95.photobucket.com/albums/l...AL_ARCHERS.jpg
The same animation will also be used to re-do the Thracian peltasts, and will probably also be the basis of the Agrianes, for Alex. I'm part way through adding in some new shields and weapons so I have more options, and some of the weapon coordinates need a bit of tweaking (I've sorted the javelins out, but the swords will take some work...) Anyway, I think they look pretty cool, and add a nice bit of variety to the battlefield :2thumbsup:
Morning all,
Here's some more tasters of new units I've put together from Duke John's animation, now that I've added in some extra shields and weapons for them.
Agrianes:
Spoiler Alert, click show to read:
New-style thracian peltasts:
Spoiler Alert, click show to read:
As well as the agrianes, I've also added in some hypaspists for Alexander, and here's the stats screen of the new units (bear in mind they are v2 in this battle):
Spoiler Alert, click show to read:
I spent most of Sunday afternoon retweaking the sword coordinates for this animation, as they were a bit skewed - not sure if this was because I rescaled the image or not, but it was all very Harry Potter - guys waving their arms arround and swords flying about all over the place :laugh4: I did learn some useful things though, so it wasn't all drudgery :clown:
Anyway, I've started a new Alexander campaign to test these new guys out, and also to check on the tweaks I made for the bug-fixes. The Persians still seem to be building a lot of ships, which is odd as preferences were turned down by a factor of 10.... still, I shall see how it develops. I'm currently poised to retake Ionia to get a foothold on Asia, as the rebels kicked the Persians out, so the sea approach is open to me so far. Unfortunately my best general (after Alex himself) is currently stuck on Crete, feverishly building a port...
Edit: I'm also thinking we need a land-bridge across the Hellespont, not decided which provinces yet but Alex's historical route seems fairest. Any feedback?
Very nice Macsen ..... very nice !!
Can you use the other Hoplites i refered to in the screenies at the Duke John thread ?
cheers for now
D
I'm running low on animation folders (I only have one left, and that's a "dangerous" one that I can only use for Punic/Alex), and I think I have enough hoplite bodies, to be honest. Unfortunately I can only see the WotR pic in DJ's thread, so not sure which hoplite your looking at, but I guess it might be the Spartans? Very nciely done, but I'm sure you know they never actually wore those cloaks in battle, "300" notwithstanding? :laugh4: If I do take another of DJs it will be one of the cav units, as they're a bit thin on the ground for me. :bow:
Did you use the mount folders and the two animation folders discovered by Barocca ??
:yes: There's two different chariot teams (EHorse and KHorse), LiHorse used as a one-pixel mount for the whole-unit HTW cavalry animations (I know I could declared these as infantry and re-use LiHorse, but I like the Ctrl-C command to work ~D), ArmHorse (a copy of the real LiHorse) as a real mount for two-part cav units, and Camel is a camel, of course. The DJ animation has gone into PLATESURCOAT and MONGHKAV has been used as well. The "dangerous" folders are restricted to animations only used in Punic and Alex, as neither of these will exceed the 20 faction mark (hence they include the HTW artillery - gastraphetes, euthitonon, oxivolos, plus the Vasconian spearmen and elephants....) which leaves just one spare.Quote:
Originally Posted by Cegorach
Hi macsen rufus and everyone. I downloaded the latest major update just before the author went away for a couple weeks. Now that you are back, macsen rufus, I hope you(or someone else here)can help me out. My copy of ATW was okay right before the download as I had just run a custom battle in order to to check the mod. After installation I tried to start the mod and instead got the following error message: COLUMN_building_faction_association
Unknown faction specified: column 20, row 8
FN_27
At that point I was, of course, given no choice but to exit the game. I hope the answer to this problem isn't too technical since I'm not. That said, can anybody(I'm not picky)help? Thanks in advance.
Hi there Noone23 - sounds most odd. I take it you have it brought up to v2.5, which was the pre-Xmas release? In that case I'd suggest you grab a copy of the 2.52 bug-fix (see the sticky downloads thread for the link) and install that - that will overwrite your prod files and should fix the problem judging by the error message. FN_27 pins it down to one of the main-map scenarios, so you maybe check that you have all three startpos files in place, as well.
If not, I'd suggest a complete new install, and wait til tomorrow for the 2.53 patch which I'm about to release (I was going to do it today, but got logged into rapidshare and browsed my memory stick only to find I'd forgotten to copy it over last night - DOH!) Well, I was doing my annual tax return as well ~D
So before anyone asks "2.53? Who dat?" I'll mention it now:
* supercedes v2.52 Bug Fix (ie includes all the bug-fix stuff, so will be the newest bug-fix)
and
* ADDS new units: agrianes and hypaspists for Alex campaign (I just know you all want to play with them ~D)
* moves some stuff around so the animation folders are re-aligned
And being as I'll now have another chance to fiddle with it tonight, then there may be a couple of other changes, as well :2thumbsup:
As promised, the 2.53 patch has been uploaded, link in the usual place :bow: This can be installed over v2.5, v2.51 or v2.52.
This latest patch includes all bug-fixes for v2.5, adds in the new unit animation (thanks to Duke John :bow: ), so tribal archers and Thracian peltasts are updated, and Agrianes and Hypaspists have been added. There are also a few historical heroes added now (7 for Macedonia, 6 for Persia), and a couple of other tweaks have been implemented.
Looking at the install procedure I see it's getting a bit long-winded and cumbersome:
v2.0 Full Install
v2.5 Expansion
v2.53 Patch
are all required to get to the latest version.... So I think I should be looking at a fresh "Full Install" soon.
Enjoy!
A 2.53 patch?!! Oh, now you did it, you killed my whole weekend. ~D And right when I thought 1914 couldn't get more exciting (Paradox Interactive mod) Bah, was helping them a whole week anyway... :laugh4:
Oh right, congrats on your own forum ~:)
Congrats on the subforum, Mac!
As for the land bridge, I think it might be a very good idea, potentially. My theory is that by being allowed to cross through the Hellespont without ships, Persia will be building less ships, and more troops, due to simple logic(hopefully:sweatdrop:). I don't think it'll really help Persia too much though, considering their sheer size will prevent them from doing to much damage to Greece, considering they're having a whale of a time preventing rebellions elsewhere.
I gave the 2.53 patch a shot and I got the same error message as the one I already posted. Now I need to know what to do about those startpos files - how(in detail)to manipulate them properly so that this headache can go away. One thing I might add - I previously used the Gnome Editor to make some changes to some data in your mod(which I also did with other MTWVI mods), but as I said in my previous post here, ATW was fine and I was able to run a custom battle just to check it right before downloading the Alex update.
Hi Noone23 - okay, if you've made changes somewhere it could well be something I can't help you with. But I was working on the next phase of development last night (going for the next big leap to v3.0 :2thumbsup: ) and realised that Alex doesn't have an FN_27 - first thing to check, do you have any OLD build_prod files that don't belong to Ancient in the same directory? Have you tried a complete re-install (v2.0 + 2.5 + 2.53), making sure to follow the instructions about old files that should be deleted beforehand? Try both of those and see what happens. All I can say is that the re-install works fine for me, so it's not a problem in the package itself.
@Kamikhaan: thanks for that input - I'm thinking across the Dardanelles would be right, but I think I'd need to shift a border so the gallipoli peninsula becomes part of Thrace instead of Macedon as it is at present (or I could just make the landbridge Thrace >> Mysia and gloss over the fact the map doesn't quite tie up ~D)
Later edit:
========
I've started looking at the Rise of Persia campaign, and decided that I need to subdivide the Greek provinces a little, so there will be a slightly altered campaign map by the time v3.0 comes out. It also requires the unit_prod for Alex to be rewritten slightly, so the Alexander campaign becomes "high" rather than "late" which I've already started on. And I might also have to accept the loss of dead bodies as it gets too complex with only one deadpage coords file to cover different unit_prods.
I've decided on the factions:
Macedonia (but a lot weaker than in Alex, obviously)
Aetolian Greeks (maybe sub-divide to include Athens separately)
Sparta
Peloponesian Greeks (maybe divide into Argos & Corinth)
Illyrians
Thracians
Lydian empire
Medes
Neo-Babylonian ("Chaldean") empire
Egypt (26th Dynasty)
Scythians
Gandharans
and, erm,
Persians, of course - starting life as a 2-province weakling ~D
The general background to the scenario: it begins in 559BC, the year Cyrus / Kyros comes to the throne of Anshan (Parsua - the Persians' homeland). Assyria has recently been crushed by the coalition of Medes, Scyths and Chaldeans. The Median empire stretches from the Halys river in the west - a border agreed by treaty with the Lydians under King Croesus - to the steppes of Transoxiana. Mysteriously the Scyths have retreated back to the steppe after their joint venture with the Medes and Chaldeans. Egypt under Pharaoh Ahmose II is resurgent after decades of foreign rule, and her territory stretches to Cyrenaica and Cyprus. The Kushites have been crushed in the south, so both Upper and Lower Egypt have been re-united under one dynasty once more. The fertile crescent from Susa to Assur to Jerusalem, plus Cilicia and northern Arabia, are controlled by the Chaldeans.
Cyrus is the head of the Achaemenid family of the Persian Pasargadae tribe, nominally a vassal of the Median ruler Astyages, but fated by prophecy to destroy the Median empire.
In the far west, the quarrelsome Greeks will be too busy with their barbarous northern neighbours and their petty infighting to have much impact on the affairs of grander states, though should a Greek basileus arise with the support of all Greek poleis then surely he will expect to participate in the grander game played by the eastern empires.
=========================
I'm going to need a few new units, not least for the Neo-Babylonians (actually, after typing that a few times, I think I'll stick with 'Chaldeans' in the game ~D) but they will be largely Assyrian clones, although they will be able to raise a few "regional" types.
I have been thinking about the Diadochi period, but I'm really not sure where to begin - at the death of Alexander, where things are really interesting for a brief spell, or wait until the main kingdoms are established, whcih means I can use major factions with well-known territories. Any ideas welcome :2thumbsup:
Yes, Dardanelles would work quite well.
For the Diadochi, I'd wait until the new dynasties are established, like Ptolemy in Egypt, etc...At least to me, it'd be much more interesting to have these smaller, yet still mighty factions clubbing each other over the head, both figuratively and literally, of course. :2thumbsup:
I'd recommend Athens, Corinth, Argos, and Thebes as your Greek city-state factions in addition to Sparta.
Great news Macsen ..
I agree with kamikhaan on the Dardanelles
About the Diadochi period .. It makes for fascinating warfare and information is easily available ...
I wonder though how everyone would react to a what if Alexander didn't die campaign ! :laugh4:
Just a campaign with Alexander playable only and on the original map of version 2 .
SCENARIO : As he already owns Greece - Asia Minor - Egypt & the HolyLands he can begin his assault on the rest of Europe ? would be interesting with further thought ofcourse ..
cheers for now
DTS
Morning all,
@ Hound: yes, I've pretty much come to the same conclusion for Greek factions. We do need the option for more in-fighting there before the Persians come waltzing along around ~490BC (in theory...) So I shall separate out Attica for the Athenians and split Achaea into three parts (I think there'll be enough room on the map) for Argos, Corinth and Messenia - at this stage the Spartans should have control of Messenia :bow:
I also wonder whether Macedonia needs cutting into two as well, as at this stage it was a much smaller country than in Alexander's time?
@Kamikhaan: ok, your vote has been noted :2thumbsup:
@DTS: sounds an interesting option - Alexander into Europe - I shall mull it over....
Meanwhile, another little preview for RoP (Rise of Persia - get used to the shorthand now :laugh4: ) scenario:
Starting positions:
Spoiler Alert, click show to read:
Faction selection (so far - see above about new factions....)
Spoiler Alert, click show to read:
Macsen ,,, Just my thoughts on the Diadochi .... Wait until they are etablished and at the peak of their powers and glory ... much much more fun than the other alternative (( the establishment & growth period ))
Im sure if you where to get a show of hands from the boys they would agree .
Morning all,
@DTS - thanks for the input :bow: It most probably is the easisest the way to go, and 9 out of ten cats seem to prefer it :laugh4:
I launched 13 new units last night, spread across the Medes and the Chaldeans, I now have to do the fine detail - tweaking weapons, shields, build requirements etc and make some new unit icons and info pics...... Put like that it seems the bulk of it remains to be done :clown: Anyway, they seem to appear in the right provinces for the right factions, but some provinces look very strange where eastern archers, Median archers and Scythian archers are all available - they all have the same reviewpanel graphic at present ~D
If I can recall the list, it's something like:
Chaldean - archers, spearmen, infantry guards, Royal cavalry, medium cavalry
Median - cameliers (Bactria and Sogdiana only), archers, spearmen, axe-warband (Scythian-type axes), Royal cav, heavy cavalry (lancers), horse archers (like, duh!), and javelin skrimishers
These are just the factional troops (though there will also be some overlap between Median and Persian recruitment, due to their very close relationship). 'Regionals' that will be available to various factions will remain in place too: tower-shield spearmen, eastern archers, eastern light cav, Judean archers, Assyrian militia, Hebrew militia, various Nubians, various Phrygians, Cascans, Indian units in the east, mercenary hoplites further west etc etc etc
I think I might need to expand the Lydians' roster as well, because there are only four Lydian units - Royal cav, heavy cav, archers, and infantry (mock-hoplites). There was also a "Lydian heavy infantry" in the original HTW whcih I shall try to resurrect. This faction will be fun to get right - I've decided to make them "orthodox", as they sit between the "catholic" Hellenic factions and the "muslim" eastern factions. And of course, they have to be as "rich as Croesus", as the saying goes, even to this day :bow:
I'm gathering together dynastic names (easy for some, as their dynasties were wiped out shortly after the game starts, IRL ~D)
The ones I'm sure of so far: Egypt - Ahmose II, Lydia - Croesus, Persia - Cyrus, Media - Astyages, Chaldea (either Nabonides or Nabopalisar?) For now it's running on the pre-existing names lists - Lydians have Roman names, the Chaldeans are decicedly Hittite etc - but that's a tweak for latter... meanwhile it seems to keep running, no CTDs yet, so it could be sorted pretty quickly by the looks of it :2thumbsup:
Wow !!! You are incredible Mac ... Also good to hear the rest of the gang wanting the same type of Diadochi scenario .:2thumbsup:
>> About those review panel graphics ..
I beleive the time has arrived & is an ideal time to start borrowing from RTW and its mods . :yes:
Im sure with permission you could make up the Medeans & Scythians and then start a specific guide in the Lab which we can ask to get stickied specifically for this reverse engineering ,, it could also cover event scrolls building parchments etc etc .
** I think the waist up closer bifs of RTW are the way to go as many of those nice little HTW are nostalgic cute and dear to my heart but were in the heat of battle difficult to quickly id .
A guide (( even very basic )) would be the tonic i need to get cracking producing them for the mod ,, and also perhaps spur on other eye-candy improvements by others for others Mods as well .
Let the pillage begin
cheers :beam:
DTS
Thanks for your patience and your guidance, Macsen Rufus. Things are now better and your mod is back up and running. One thing - I get the feeling there is no custom battle option for the Alexander era, as the mod crashed when I tried to start putting together a custom Alex battle. Is this true? Meanwhile, I think the key to turning things around for me was that I somehow missed the 2.0 update in all the series of upgraded versions of ATW that have come out. Your last reply brought that to my attention, so a big thank you for that. Version 2.0 really was a big upgrade with the Carthaginians and all and here for all this time I missed it. Well, now I had the chance to see them in a custom battle and that Sacred Band infantry looked GOOD. One disappointment that I hope you will correct before too long: the Assyrians seem mostly out of place on maps that center on Europe. Their playground was mostly the Middle East and Western Asia with Egypt thrown in for good measure. On the maps where I currently see them they are squeezed in along the east mapedge. it would certainly make more historical sense to put them in a scenario that uses the Alexander map, which is what I thought you were going to do. The Assyrians are my ancient wargaming favorites and I would like to see a scenario truly worthy of their inclusion. I know how busy you are with all you still plan to add to ATW but I felt the need to bring this to your attention now that I seem to have some basic ATW problems out of the way. I thank you for all you have done with this mod - I appreciate your labors as much as anyone else here - because, being nontechnical myself, I look up to all TW modders and I think to myself that you guys are on a higher level. Keep up the fine work - I, too, see that this is a labor of love and I hereby offer you my emotional support if nothing else.
I thought this should be known but the Alexander scenario is REALLY unstable compared to the rest of the scenarios .
Gentlemen ,,
Patience please ..
Take into consideration that all this is being done by one person !
Also remember that Macsen released Alexander as a something of a beta for us to try .
**** Lets contribute constructive feedback instead of criticism ****
RussiaAlmighty ... In reality this is like an evolving beta so constructive critisism is whats usefull ,, things that you see need balancing or flaws that can be pointed is the type of feedback that is required for polishing .
** Rest assured eventually it will be as stable as previous works .
Noone23 ... As above and I totally understand your dilemna with the Assyrians . For far to long I have also wanted a Golden Age set in Mesopotamia .. With the proposed split into two major mods this is the first logical improvement to the Chariot Era & could become the first major addition should Macsen choose to .
** Macsen ,, Would be a good idea to open a new sub-section where feedback can be placed re: glitches - bugs - issue etc etc .
cheers to all
DTS
Well said dimitrios the samian:yes: ,
I think you are making really good mods Mascen rufus :2thumbsup: i am having real fun, me myself wos treying to make a campain map but to much work at the moment (56 hours this week) so i dont got the time to learn mod making :furious3: :furious3: but i would willing to learn sommething easy just to start with and help :yes:
dimitrios the samian the new sub-section for feedback is a brilliant idea :2thumbsup: gg mate
Morning all - no real progress over the weekend, as I ended up working Saturday, and didn't wake up til 3pm on Sunday, with just one hour of daylight left for my weekend :gah:
Anyway, thanks for all the poll replies so far - I think I can see bit of a pattern emerging :laugh4:
@Noone23 - I was beginning to wander over the weekend if that might have been the case - FN_27 was bugging me (can't remember which exactly, but it's either the Ammonites or Moabites, both very late additions to the mod). So I was going to ask if you'd got v2.0, but as you've already answered it.... :2thumbsup: The custom battle side requires quite a bit of tweaking in the unit_prod to get it working properly - it will be done by the time the RoP scenario is finished - I'm working on it now along with the new units. I think the Punic and "Bronze Age" scenarios should all be working in custom now (well I know I tested the siege maps for Syracuse and Carthage in custom, but can't remember now whether I did it with the mod, or exported to VI??? Seems so long ago :laugh4: )
If it wasn't for the mod having started life on the XL map (which includes Mesopotamia as a province) the Assyrians wouldn't have been in there, but there's no doubt they are essential to the "geo-politics" of the era. Of course back then I was still saying "but I'm not even going to attempt making any changes to the campaign map". Three new campaign maps later things look different :laugh4: The irony is now there is the "Alex" map to use, the Assyrians have already been erased from history :clown:
@RA - which version are you on? Do you have it patched up to 2.53? Any specifics would really help as I've not been able to test every faction under every possible condition yet - it's the modder's curse, never finishing a campaign :beam: By the time v3.0 comes out (or perhaps the separate "Ancient II:TW"), then the stability should be there, as well as custom games :yes:
@DTS: yes, good idea - I'll launch a feedback/bug report thread :bow:
I see the initial unit list for, say, the Alex scenario and I want to boost the Persian unit strengths but I believe from previous experience that a crash will result. How can the default unit starting strengths be safely changed?
Cyrus's name in Old Persian was Kurush. It sounds better.
will you drop the 'late' (I don't remember it's name) campaign?
I would include the Dahae/Massagataes to keep the Persians honest.
@macsen
I was playing as Gandahar(sp?) . About 5-10 turns in BAM crash to the desk top .
Think making every unit have a one turn build time could have something to do with it ?
Hi all;
@Noone23: when you say the unit strength, I assume you mean number of men per unit? That can be changed in the unit_prod file (use Gnome editor, or be very, very careful with Notepad). Unit strength is about the 8th column, approx (it's labelled in Gnome, so easier to find). Max unit size is 200 - any more will crash the engine. In Ancient all units are set to be NON-SCALABLE, which means you can do what you like with the game's "unit size" setting, nothing will change :clown: Well, it's not strictly true - custom games will still scale, so you must have it set to default if you want to play custom battles, and in the campaign mode it will affect the size of STACK you can have on the campaign map (set to 'huge' unit size you can have (IIRC) 1920 men per stack, on default 960 men per stack).
Or if you want to add extra starting units in the startpos file, that is easily done: if you find a line such as
MakeUnit:: ID_LANDREG_15 Kardakes 128
you could either copy and paste it for two units:
MakeUnit:: ID_LANDREG_15 Kardakes 128
MakeUnit:: ID_LANDREG_15 Kardakes 128
or you could alter the size of that unit, eg
MakeUnit:: ID_LANDREG_15 Kardakes 200
Remember, 200 is the maximum possible unit size, and the maximum trainable size would be 128, so once the 200 man unit gets whittled down in battle you can only replenish numbers back up to 128 (however, you can retrain it at 200 men to give armour/weapon upgrades etc)
@Hound - I did wonder about other steppe factions, but as they're basically Scyths by another name thought there wasn't going to be any great advantage to it. Late Bronze or Late Alex? Not that I'm dropping either, of course...
@RA - do you have any more details about the crash - end of turn, battle, looking at a stack/agent/enemy province??? Anything you can tell me could help pin it down. The train time is not going to be an issue - most units in vanilla are 1-yr types. Any info you get, please post in the bug reports thread :2thumbsup: