Upload your files plz so I add them to the main post ok?Quote:
Originally Posted by Janus2
I am so short with time now
:grin:
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Upload your files plz so I add them to the main post ok?Quote:
Originally Posted by Janus2
I am so short with time now
:grin:
Sorry, but I don't understand how to use this...how do I use this to play EB 1.1 on ALX without compromising on the new 1.1 traits and etc. updates. I'll sit in the corner with my dunce cap :clown: on until I can figure this out. Thanks!Quote:
Originally Posted by SunShadow
Already uploaded, in the post right before yours ;)Quote:
Originally Posted by Maksimus
Quote:
Originally Posted by gurakshun
To install, just extract the files in the main RTW folder where you installed EB (by default: "C:\Program Files\Activision\Rome - Total War")
They shouldn't compromise anything, as far as I know... I'd make a backup of modified files however. Personally I use JoneSoft Generic Mod Enabler to safely switch between mods.
- Install it in your RTW (EB) folder
- Make a subfolder named "MODS" (in your main RTW folder)
- Inside the "MODS" folder make another subfolder named "ALX.exe mimimod" (or anything else)
- Extract the .zip file in this last folder
- Start JoneSoft Generic Mod Enabler (you should have a shortcut on your desktop, otherwise use "JSGME.exe" in your main RTW folder)
- Move "ALX.exe mimimod" (or the name you gave to it) from the list of avalaible mods to the list of active mods. This will automatically backup any files that would be overwritten
- Start EB; make sure to use your own custom shortcut (created as explained in the first post of this thread, or in my previous post), DO NOT USE the shortcuts EB created during installation
- You're done! To stop using the mod you simply have to restart the mod enabler and move back "ALX.exe mimimod" to the list of avalaible mods.
Tried a small custom battle at night: it worked! :2thumbsup:
Nice :san_grin:
I have manually implemented all from the main post so now even I am sure that the notepad was the only issue. I played a night battle and Implemented the Night Capable trait to at least one FMember per faction so that players can play night battles from the start.
..
I will add the links to the main post ... but I will repack it to 7z
Also thank you all guys very much :yes:
Now I only need some members to help me make a mod for EB 11
:grin:
I have uploaded the files in 3 locations with added Trait's in descr_start for one general per faction that is able to fight night battles from the start (this way 90% of players would not have to wait for 20 years to have some strong general that would gain night trait - and that is maybe too )
new links:
down :)
Excellent! So the only change from mine is the descr_strat?
Well, for me I think I'll leave out night battles, as in fact I do not find them, well... necessary (and they'll be evidently included in another mod I want to play, the Ancient Empires, so there's no need to have them both in two different mods).In fact I just want EB on better engine, that allows me to use more models athus create more units with interesting models and options to be used if someone exoands his empire beyond historical boundaries (well, I mean the Romani...).
Thus the only thing I need is rempoval of Immortality...
Glad to be of help, although I am still waiting for the dancing girls to be delivered to me!
The only thing that I did not add is the Night - prebattle manu picture :no:
:wall:
:wall:
Where do I put those :wall:
Oh.. well you can add that manually just dont use the notepad :shrug:Quote:
Originally Posted by Darth Stalin
add the trait like in the main post explained in 3 *txt files
descr_character_traits
enumsVnV
and txt enumVnV
You mean the pictures that appear before the battle? I did as you told in the first post:Quote:
Originally Posted by Maksimus
Not tried any night battle in the campaign though, so I don't know if they workQuote:
3) Add prebattle UI images! (optional)
If you skip this step the engine will use a default image that looks as a day battle. All you need to do is put a suitable .TGA image called ’’prebattle_night.tga’’ in every ’’data/UI/[culturetype]/eventpics/’’ folder.
A good image to use is bi/data/UI/roman/eventpics/prebattle_night.tga.
(I used "bi/data/UI/roman/eventpics/prebattle_night.tga" as suggested, that's a nice image; others have BI units in them... a shame windows doesn't preview TGAs, or I'd have looked at all of them; I don't want to open them one by one :P)
What formations does Alexander allow? Shield_wall? Shieldtrom? Phallanx?
Only vanilla RTW ones. No BI formations, unluckily. :no:Quote:
Originally Posted by brymht
thats ad. Guess I'll stick to BI.
The final files
http://files.filefront.com/EB11+on+A.../fileinfo.html
http://www.zshare.net/download/104019788e3b95be/
Have fun :curtain:
Great!Quote:
Originally Posted by Maksimus
But... what's new in there? :inquisitive:
Might I make a suggestion that the first post in this thread that details what to do to edit the required files has a big bold note NOT to use Notepad or Wordpad but something like Textpad?
This might save a lot of people going mad with frustration :dizzy2:
files are already manually added into correct folders so now you only need to drag the whole once, I have added different prebattle_night.tga files into correct UI folders - that was most imortant :yes: .. And Splash screen is the same exept that you now get small Alexander word in the bottom :grin:Quote:
Originally Posted by SunShadow
In any case basicly the same exept the Prebattle_night UI that are now in :square:
Thank you for your links too - they are fine.. It's just that I used them to add them into correct folders and 7z it :yes:
Done :smash:Quote:
Originally Posted by Yabusama's Ghost
Here, in three different flavours! :laugh4:Quote:
Originally Posted by Yabusama's Ghost
:belly: :belly: :belly: :belly: :belly:
:cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader: :cheerleader:
:elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant: :elephant:
Even better, I think we should make a new thread about this, so everyone will be warned about the dangers of Notepad :PQuote:
Originally Posted by Yabusama's Ghost
The honour is all yours ~;)
--
Saw the small "Alexander", makes it more professional :laugh4:Quote:
Originally Posted by Maksimus
That's good, it makes installation easier; we also get a "standard" version by you, that should avoid possible confusion in the future. :yes:Quote:
Originally Posted by Maksimus
So I download and install these files and I have Alx.exe EB 1.1?Quote:
Originally Posted by Maksimus
And that is it?
Yes, and cahnge the target line like mentioned
OK, so it is goodbye BI.exe, and beck to Alexander.
hi i want to ask
1.how is it with elite units and elite units and barracks??
does AI build a lot of elite units or only few??
i played for romans bi and rtw and they didnt build a lot of of elites. And i had half prices for AI elites units in export_unit
does ai build the best barracks as can??
2. And does how is it with expanding of AI factions???
do expand also small factions like germans???
3.And are there powers like was in vannila??? i mean power factions like seleucid and egypt later germans.
hi I'm having troblem getting EB single player going it keeps on taking me to the set up of the MP icon set up I've tryed adding single player and several other combation of wording to the target place but can not get the single player setup to play a campiagn on ALX
I try the target name you said to use and that still didn't working I've also done everthing you said to do to set up alx
any suggestions in were I've gone wrong?
thanks
@LumpyHL
1. ALX.exe builds more elites coz AI uses its resources more efficientlly
2. AI is more aggressive and the expansion is faster in the rebel regions but keep in mind that retraining features are keeping factions alive Longer.
3. Power share is not up to ALX.exe but up to EB team. Do the power of storng factions is increased, the power of minor factions is also expaned with ALX.exe - so the only issue may be expansion into rebel regions or mutual wars that would last longer.
@king hannibal
Try to see if your EB is installed properlly. Second copy the files uploaded into RTW folder. And:
How to adjust the target line of your EB.exe
''Go to EB shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method (if your RTW is in default install folder)
"C:\Program Files\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
or for 64-bit systems
"C:\Program Files (x86)\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
or for the ones that use different install folder - just edit the end of the target like this ...\RomeTW-ALX.exe" -mod:eb -noalexander''
But if your game is not installed into default folder (RTW instalation) you might have a problem with only the path of the target in that case try adding
(folder or drive etc) \RomeTW-ALX.exe" -mod:eb -noalexander''
hi
I've done all of the above as instructed and have only been able to get the custom batles to work I've also tryed putting -type "Single Player" on the end of the target with nothing changing
it is a copy of an eb folder that I use for MP so as far as I know it is compatible
I have also changed the folder name to Rome - Total War to see if that would work but with no joy
I could put some pic up of what I've done if that would help to solve the problem
great
and does ai build the best barracks??? is that better than was in rtw.exe ro BI??
and how is it with immortality?? are faction leaders immortal in beta 1??
hi final be able to do it switch to my orginal down load of EB and put in
-mod:eb -show_err at the target location
which I used for 1.0 also as it's not got -no alexander on the end will the modded file that you made still work?
Not sure about the pink elephants :inquisitive: but it is the thought that counts :2thumbsup:Quote:
Originally Posted by SunShadow
The same target that was used for EB 1 is used for EB11 so the targer is the same.Quote:
Originally Posted by king hannibal
AI builds barracks .. what is better about it :shrug:Quote:
Originally Posted by LumpyHL
It is more important that AI builds more elites and even more important is how AI uses its units - we that play EB on ALX.exe are positive in that.
And immoratlity was a bug that is now fixed. No Immortality should be used.. but for some Rebel generals in far away regions - maybe :grin:
MAKE IT WORK FOR TRIVIAL SCRIPT
If you have the time of course