sorry guys but non of the 2 minimod's you use are compatible with Eaem, I cant help you :shame:
edit: eaem has much more features that overcover the minimod ones tho.
Printable View
sorry guys but non of the 2 minimod's you use are compatible with Eaem, I cant help you :shame:
edit: eaem has much more features that overcover the minimod ones tho.
if i be so bold imperator can we have an eaem.exe faq page, if one doesn't already exist. saves us all trolling around 60+ pages of questions. i am indeed noticing many changes that takes a while to figure out. atm i cannot figure out why i can't upgrade capua to large/huge city (i have a feeling it is similar to RTR where a great big forum needs to be built)
to get faq further started, why do i start campaign with net loss of 25k credit? balancing?
areas of unit recruitments????
etc etc
EDIT (addition): the first page step-by-step startup, something about changing export_descr_character_traits.txt and inserting something about immortality. what is that? effects when added/not added?? is it essential?? the purpose and effects are not clear.
obv the game is designed to flow slowly over time, which has its ups and downs, good and bad aspects. it is good that changes don't make themselves apparent so swiftly yet it takes a llooooooong time to experiment with it's nuances.
there are no summed up list of changes, unfortunately i would not even remember every single thing i did, but ya - only capitols and some big cities (that would be big in the future) can go large and huge.
about 1st page, its noted that its manually changes, you wont believe just how many new mods came out after Alx EB, literaly, everyone that wants to work with Alx.exe comes to read my posts here or on TWC so they could implement the exe in there mod.
well final edition is comming out during summer
https://img707.imageshack.us/img707/8837/splasho.jpg
Maks this 'final' edition will be the final version of EAEM, right? The engine-only mod will remain unchanged, correct? Just making sure, cause I use your engine for online gameplay on my server (don't worry, I have you credited).
hihi, yes its Eaem tweaks, engine stays the same open for others to mod etc etc.
there were some balance issues.. mines.. ya mines made a mess. I havent double checked mines and resources very well in the past. Final outcome was that regions can have mines, and pretty big ones as well, but they dont all have resources. Mines made hard disbalance on strategic planning ground, where player would invest alot of money and army, effort, won heroic battles, and then ends up with a settlement that has big mine but no resource and therefor the money he invested wont come back.
some army balance issues as well etc.
May i know how u overcover the force diplomacy minimod & the other 1 stated by the previous user ????
I m really happy that a new version of Alex EB is comming.....:couch:...May i put a suggestion...
1)- Pls try 2 correct the lack of mobility of army & the loading screen CTD issue...(I used 2 get these even when i didn't put force diplomacy)..
2)- If u can than try 2 implement the minimods available here for alex.exe such as Phalanx Mod, City Mod, Spoils of Victory etc. :book:
Thats it thanks for ur efforts :gathering:.....Here's a ballon for ur hardwork & commitment 2 the project...:balloon2:.................
only thing Eaem will not have force diplomacy mod in, as i have decided to my sole discretion. Players tend to abuse it constantly during the play.
Spoils of Victory are included in Eaem.
As for all other minimods you have mentioned that include EDU and Maps, i have to say not only that 'such kind of changes are included' but they are much more advanced and developed, especialy EDU changes etc
I never misuse Force Diplomacy 'cause that would spoil the game...I instead use it for getting Trade Rights & Map Information in return of Map Information but the stubborn AI doesn't wish 2 negotiate....Do fix this minor issue & not include force diplomacy.....That'll be fine.....
By the way, will the new version of EAEM be save game compatible with previous one ???????
edit: And, will the descr_strat of previous EAEM be compatible ?????? I found in my macedonian campaign that the Rhodian FM of KH starts in the city of Sparta while Spartan FM of KH starts in Rhodes....I also modified my descr_strat & removed elite units from rebel armies such as Hetairoi....& removed the heavy cavalry from KH which they should never have......
eaem should be save game compatible but with the new start setup that will come out i would suggest new game.
Hmmm.. i will give you my take on how much historic Eaem is, shortly, its much more historic than Vanilla EB and + it adds much more game fun balance.
Why?
Few examples are; EB devs deliberately (i think that they have votes when they make some strategic changes or something) making settlements under developed so that the player would have more fun building etc (which is not historical). Also, they have deliberately underpowered much of Lationo-Hellenic units and their Cavalry + Elephants (which is not historic and i have had that proven by real horsemen and facts), and have seriously overpowered much of Germano-Celtic factions units such as infantry and slingers. Dacians are represented as underdeveloped in infrastructure as the Celts (where as they were much more advanced and had paved roads, stones walls, buildings, and great palaces etc).
And to the point of KH and their units hmmm, at that time the Successor units and armies were literally passing from king to king when they felt there will be victory, alot of Antigonos army simply just passed to Pyrr, and alot of Greeks from abroad were fighting as mercenaries and in macedon style, cavalry nobles that were from other parts of todays greece or Asia Minor also did fight for different sides.
Note here that KH faction neve really had existed, so you are actually having much deeper game experience realising how mixed it was, ......... army of Pyrr joined other armies after his death, and so did the units from italy he brought over with him. Something like Celts that were on Egypt side :)
Nope, I never removed the original Greek Heavy Cavalry from the KH lineup.....I just removed the Hetairoi from their lineup & also from the rebel states of Pergammnon & so on......I made Hetairoi an exclusive of Macedon, AS & Potolemoi......But as Maksimus says, maybe KH did field Hetairoi....but then again i m no historian...I primarily did it for balancing the armies.....I recomend that we make KH heavy cavalry comparable 2 other heavy cavalry's instead of giving them Hetairoi...Another issue with the cavalry is that in one of the battles, i was battling Epeiros & my Generals Bodyguard (macedon) flanked their hevy cavalry & attacked them...initially, they were dying like flies but after sometime my cavalry started to die very fast & i had to retreat...even though at the begining i had 88 Hetairoi & they had 55 or something...
also its not so popular in vanilla eb but the truth is most Hellenic armies in Greece and italy had elephants :(
but then there's the issue of your faction loosing its entire money in the first 6 turns or so.....thats why the EB team made it ahistorical....History should be mantained but not at the cost of gameplay.....& pls people pls don't fight at history 'cause at the core it is a game....its nigh-impossible to achieve total perfection as of today's technology......
@Vartan
Wait you say they didnt? I have books that made me think they have, so but.. they not online here is what I manage to dig from that still saying elephants were rare but were in armies.
And Caesar had Elephants as well.
You didnt know about this?
Many books i have arent from online but one is I think.
A dictionary of military history and the art of war By André Corvisier; Its clearly said no Hellenic army after Alexander and until Roman invasion
that was decent vent to war with no elephants.
Also. The first European to acquire elephants was Alexander, after Persian war and later after subduing Porus and the power of the Indians; after his death others of the kings got them but Antigonus more than any; Pyrrhus captured his beasts in the battle with Demetrius. When on this occasion they came in sight the Romans were seized with panic, and did not believe they were animals. For although the use of ivory in arts and crafts all men obviously have known from of old, the actual beasts, before the Macedonians crossed into Asia, nobody had seen at all except the Indians themselves, the Libyans, and their neighbours.
By the time Alexander reached the borders of India five years later, he had a substantial number of elephants under his own command. When it came to defeating Porus, who ruled in the Punjab region of modern day Pakistan, Alexander found himself facing a considerable force of between 85 and 100 war elephants[9][10] at the Battle of the Hydaspes River. Preferring stealth and mobility to sheer force, Alexander manoeuvered and engaged with just his infantry and cavalry, ultimately defeating Porus' forces, including his elephant corps, albeit at some cost. Looking further east again, however, Alexander could see that the kings of the Nanda Empire and Gangaridai could deploy as between 3,000 and 6,000 war elephants. Such a force was many times larger than the number employed by the Persians and Greeks, which discouraged Alexander's small band of men and effectively halted their advance into India.[11] On his return, Alexander established a force of elephants to guard his palace at Babylon, and created the post of elephantarch to lead his elephant units.[12]
http://en.wikipedia.org/wiki/War_elephant
Here is list of elephants i shortly found on web of their use in battle which I think is too small
http://en.wikipedia.org/wiki/List_of..._war_elephants
http://www.clickfire.com/military-us...-roman-period/
future reading - http://www.ne.jp/asahi/luke/ueda-sarson/Al-Ele.html
Even Caesar had Elephants.
**Polyaenus records that “Caesar had one large elephant, which was equipped with armor and carried archers and slingers in its tower. When this unknown creature entered the river, the Britons and their horses fled and the Roman army crossed over (VIII, 23.5).” In this case the elephant was the sole reason for the advance. Clearly, the elephant had the ability to provoke fear in the enemy even if in reality the beast was an unpredictable weapon. Hannibal knew of this psychological effect as Pliny relates an account which declares that “Hannibal pitted a Roman prisoner against an elephant, and this man, having secured a promise of his freedom if he killed the animal, met it single-handed in the arena and much to the chagrin of the Carthaginians dispatched it. Hannibal realized that reports of this encounter would bring the animals into contempt, so he sent horsemen to kill the man as he was departing (VIII, I.16).” Obviously Hannibal was trying to protect the gruesome reputation of his living weapons.**
@Darth Revan
no game can pefect it >D
Quick. Tell the EB team now, so that EB 2 will be the historical mod we've all been waiting for and not 300-style!...
huh? why would I bug them with anything, they dont really listen to anyone, i will just make my own mod. I did made EB based mod because i liked the map and factions as well as very nice text.
Eaem finished in UK PC magazin after all, so not so bad.
Tho, RomaS just could be the next big modification I remake if i get time.
I said ''dont really listen'' as if they will not change things they don't like in majority, and even if you have rly good sources and profesionals on your side. I havent said they entirely dont care. However, in example of cavalry and elephants EB vanilla is severally unhistorical and unrealistic, and there have been plenty of open discussions mostly on TWC that I participated where EB vanilla changes were suggested. However, nothing happened etc. This is just one out of many examples during the past years.
hi maksimus
i was wondering if the roman allied legions mod worked
ie
https://forums.totalwar.org/vb/showt...Allied-Legions
or if you have implemented something similar, or if you can add this to your summer release, or instructions on how to do it myself (novice coder)
I hate to trouble anyone but so when is the "release date" of your upgraded EAEM ??????
@Robertus Zimmermanus
hi, you can not implement the allied legions in Eaem unless your replace the region resource (that gives it ability to be build in some settlement) from 1st Cohort to Allied legions etc. Eaem is using 1st Cohort Names in different Regions Rather than Allied legions. Eaem however has enabled regional units and I think some specific Celtic and Germanic units that should represent Allied legions.
@Darth Revan
Good question. I am 1 man army and I am stuck atm at modding cant figure how to set correct voice for units using Alx engine I just cant do it, the isntructions from TWC arent working for me.. so atm i am bit depressed - this will take some time.
thanks mark
just do your best modding. we will appreciate it. although admittedly there a few things that could be polished, that such a great mod was made with such a small team shows some real.... (cant think of a good enough word). i agree with many of your modifications as i was getting sick of flying through and conquering all of the continent in 20 years. it makes for more immersive gameplay.
if you have any suggestions just pm me D:
i will take that as an invite to spam you as a grind the campaign :)
hmm... if i cannot upgrade towns to cities in italy, i cannot build latafundia, so how do i instigate marian reforms?
you can in Rome o.o
marian reforms require a total 6 latafundia in italy
then ill set it to town option
change it manually
go too EB Data -- export_descr_buildings.txt
find this line and replace
latifundium requires factions { thrace, greek_cities, macedon, romans_julii, seleucid, egypt, } and building_present_min_level hinterland_farms farms+1 and building_present_min_level market market and building_present_min_level government gov2
{
capability
{
trade_base_income_bonus bonus 2
population_growth_bonus bonus 3 requires factions { barbarian, armenia, romans_brutii, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, }
population_growth_bonus bonus 2 requires factions { egypt, }
law_bonus bonus -4
population_loyalty_bonus bonus -1
}
construction 24
cost 20000
settlement_min city ; large_town
upgrades
BRILLIANT
i'm assuming i can do the same adjustments to roads.
PS thanks for answering all my latest questions with patience :)
Hey Max,
I don't think that your mod installed naval invasions for alexander.exe properly. I am not using EAEM, just the improved engine fixes. Playing as the Romans and Casse, I haven't seen a single naval invasion in over 40 years of campaign gameplay, and I was fighting Catharge!
Any particular reason for this? :(
whoop one more thing :):):)
how do i allow romans to build highways at large_town level, EXCLUSIVELY for rome??
@Robertus Zimmermanus
just find highways in same txt file and edit :juggle2:
@Marcellus Caesar
naval invasions are not the part of the mod, or any other, that is the engine that uses ships or not.
Also, if your using vanilla EB you wont get much action overall as their default script is made for poor RTW engine and doesn't cope well with Alx.exe extensive AI.
hmm Alex.exe and BI.exe and RTW.exe aren't open to modified, *exe's are only modified by the developers that made the original game. We that make mods can only edit *txt files, images.. pretty much everything that is not part of the *exe and that is not limited by the hard code of exe*. This said, Alx.exe had double more slots for models that you can implement compared to rtw and bi that can host twice less.
Alx.exe has its own AI naval use, but EB vanilla script is not coping with that well as it is designed for RTW (much older). In Eaem i have armies moving via ships often, but also, rebels have ships now as well.
i got stuck with this...
anyone can help out the mod will be done sooner
http://www.twcenter.net/forums/showthread.php?t=366507
I agree! This is a great mod and needs an FAQ or separate forum. This thread is way too long
Hmmm, I was wondering, one of the only challenge when playing sweboz is their very VERY crappy economy... but with the EAEM we start with a flooding treasury of 100000... isn't that taking off much of teh challenge offered by that faction?
I was just wondering...
100000 is not much in EAEM...Why ?? Let me give you my example....I started a campaign as Macedon (and i had the same amount) but a huge stacks of armies and Huge cities with lots of squalor...(If you develop a huge city on your own it takes time but it becomes your chief earning city...and if given at start it does the opposite..)....so you can imagine what happened in next two turns !!! I got bankrupt....And now, i have conquered the whole of Greece but still I have to be very careful with my treasury....I hope Maksimus fixes this issue in his next edition of EB....It was easier that way in original EB....
you mean fix squalor?
Maybe, that can be the solution to the financial issues....Try making the squalor a little less harsh on the player....But I've only played as Macedon so i don't know about other factions (but i guess factions like Rome, Epiros and other non barbarian factions would be having same issues)....
Hello,
I have one silly question. I have done exactly as written in instructions and I run the alex.exe (engine only, no EAEM), yet the game behaves like RTW EB - vanilla AI, no night battles etc. When I played Roma Surrectum II on alex.exe, the AI was comparatively different, so its not just my feeling I guess.
So, is this an issue, or should i keep trying to "reinstall"?
in RS the mod's have been testing the engine after I implemented it for EB and then they kept tweaking moded files to get a better result, also, there, script is not 'directing' the game in RTW.exe way, so the engine has more space to act etc. In EAEM i managed to get somwhere with AI but never enough XD
Hi people, I installed the engine only on my EB1.2 and i can't start a new campaign. When i click on the button it shows something like"YOU MUST SELECT A ITEM FROM THE LIST". I didn't change my EB Single Player link, the game started anyway (with the alexander little logo on the bottom at the startup loading screen) and the Night Battle feature working even with my previous BI saves.
The reason why i didn't change link is because simply ..I cant' !!
The original one was :
DESTINATION: D:\Programmi\EBTrivialScript\EBTrivialScript.exe -s ebconfig.xml -runeb -type "Single Player"
FROM: "D:\Programmi\Activision\Rome - Total War"
and if i try to follow instruction: <drive letter>:\<directory path you've installed RTW into>\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
i get destination not valid cause of the space after the word ROME. I know that it might looks stupid but i can't change that link, but most important, is that the real reason why i can't start a new campaign?
I'm having a strange problem. I've followed all the steps to get the game working on the ALX.exe, and it does start up with ALX. The problem I've got is that the game crashes to desktop whenever I try to start a campaing.
It seems to be a problem with RomeTW-ALX.exe, I've tried reinstalling etc...
EDIT: Tried validating my instal with the .bat file, but that doesn't seem to work due to a Java error, so I'm updating Java now.
EDIT:EDIT: Seems JAva isn't being recognised. Now I'm stuck :(
I don't have this problem with EB on regular RomeTW.exe.
erm.. you just need exe and then the path correctly set thats about it man, try it again check 1st post.
Hi guys New here long time TW player, New to EB as well though.
I'm having trrouble converting to EAEM. I wish to use all the available upgrades from this mod. I'm using a steam version of this game.I 've gotten EB 1.2 to work fine and i followed the instructions in the first post but cannot get it to work. I extracted the EAEM files and fixes into the EB folder in my RTW gold folder, and I'm pretty sure i put the first downloadable EAEM file in the OP in my RTW gold folder. With steam RTW gold and Alexander are installed in different folders.
Anyone have any info that oculd help me? Also is there a way to tell if my game is running EAEM or not?
Thanks in advance for any help, and nice to meet you all.
Well, I seem to have sucessfully installed the Alexander engine files... I copied the "Data" folder you provided and pasted it inside my EB folder (merging the new data folder with the old one and telling the computer to "copy and replace" all duplicated files) and changed the target of my EB application to read, "C:\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander" and it seems to be working (EB starts up with the little "Alexander" logo at the problem and a new campaign starts without a hitch), but I still have to wonder wether or not it's working perfectly... Did I at least install the thing correctly, though?
if you havent DC and you see EAEM campaing then you are okay.
Umm, no, I just installed the engine files... "EAEM campaign" you say? Does that mean that after having installed the EAEM mod, that the vanilla EB campaign is still avaliable, along side it? If so, that would be a great help for me as I'm actually not presently interested in playing the EAEM mod (no offense), but someone in the "bug reports and technical help" section says that EAEM fixes the problem your Alex.exe engine files have of the accent-marked letters that are supposed to be used for some of the character traits for Sweboz FMs having turning into question marks...
ya those are fixed small bugz , anyway if your able to run it then you are running alx.exe
OK, cool... But you haven't answered my other question, if I install EAEM, must I play your modified version of the campaign, or will the regular EB campaign (with the small fixes that came with EAEM, such as the missing letters for Sweboz character traits) still be avaliable?Quote:
ya those are fixed small bugz , anyway if your able to run it then you are running alx.exe
Eaem is a big mod, it changes everything, to some point, I had offers to open a whole section on RTW Center forums as a separate modification, but I think this is as good as it is :)
Hi,
I'm actually and since several months playing EB alex. Except a couple of CTD here and there gameplay is nice and I pushed my gameplay with the romans until 200BC.
But there is stg strange and from the very beginning. Each time I quit the game coming back to the windows screen, I get the folowing pop up message :
Generic error :
fatal error : animation event script
'eb/data/animations/engine/ram/eastram_idle.evt' not found.
I've been looking for some members having the same message/problem in this forum but I haven't found anything like mine.
I didn't know what's really wrong with caus this doesn't prevent me from playing.
However I remarked another quite strange thing. Despite my cities are well expanded I still didn't get the proper building to product war machines (like catapults and so on...). And I met ennemies using such machine ( each time old and unefficient stone throwers) only two times during more than 280 turns (once the carthaginians and the other were greeks ). I'm even suspecting that this machines were 'bought' as mercenaries and not 'built/produced' by those factions.
Could it be possible that this Generic/ fatal error prevents me from building war machines ?
I'm feeling a bit deezy and ill at ease with that caus I believe having correctly followed all the install instructions...
Does anybody have an idea about this ?
I have to say this is the fist time I came across of such a problem,
If you are using EAEM mod then this should not be the prob but in case of Romans it may be the issue with the reforms not being triggered correctly what mod you using? IF there are any other mods you use that may be a prob
I'm playing only with improved engine Alex.exe not EAEM.
For the rest my mod is EB 1.2 based on RTW 1.5 with Alexander expansion.
I'm on VISTA and my install directory for the mod is
"C:\Users\myname\RTW EB""
Curiously I got this message error after quiting when I played by clicking on short cuts like single player or the EB short cut icon I created and named EB Alex with the specific target executable :
"C:\Users\myname\RTW EB\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander.
I have even checked if there was something wrong with those shortcuts and for being sure not to making some failure I followed scrupulously a visual walkthrough on "Utube" and created a second shortcut named "EB Alex" through the Alexander executable changed in EB icon. The target of the executable is a bit different at the end like : "same directory as above" -show_err -nm -mod:eb -noalexander
With both short cuts the result is the same as I'm pretty able to play the game but when I quit it going back to Windows screen here comes the same message popup "Generic error..."
Oh I forgot to play through those short cuts is only possible with CD of Alexander extension .
I'v very recently realised that such error message DOESN'T APPEAR when playing EB through the starting EB configuration button "trivial script". I click on it then choose "play EB". Here comes no POPUP message after playing and getting back to Windows. But in this case I'm not sure that the game is with the improved Alex engine caus it is only playable with the RTW CD.
One last but important word to say : However and in ALL CASES when starting the game I got the same EB alex intro screen with "noalexander" written on flashing yellow at the bottom.
Oops sorry,
In my last post above I forgot to answer of one of your question.
Yes I have one other RTW mod installed :Roma Surrectum.
But I installed it in a different path : C:\Users\myname\RS
the target of the shortcut for this mod are :
C\Users\myname\RS\RomeTW.exe -nm -show_err
(for classical RS).
or
C:\Users\sylvain\RS\RomeTW-ALX.exe -nm -show_err -mod -noalexander
(for RS with improved Alex engine).
the bug has nothing to do with engine files for sure, I was worried that you were using EAEM and that you could not get something to work or that there was a bug.
engine files are not related to the issues you are having
OK thanks,
I have to apologize for my last post as I wrote : "in ALL CASES when starting the game I got the same EB alex intro screen with "noalexander" written on flashing yellow at the bottom." I meant "Alexander" of course and with the "X" on flashing yellow written.
Indeed for this, does it mean that I'm playing EB alex in any case or do I need the CD of Alexander expansion to play with the Alex engine ? Caus as you see the only way to have no message error after quitting the game is to start the game trough the EB configuration button and with RTW CD.
when Alx.exe icon loads up an is minimized you will know if its the engine, if there are no changes on the start map then its vanilla, and if there are plenty of changes its the mod itself :)
Hey guys,
Question: when I start a Romani campaign (H/M), cities like Rhegion and the Eleutheroi cities in the north all start with a full stack of 20 units. The Epeiros army at Taras is also a stack of 20 units. Is this normal for EAEB? I've checked Europa Barbarorum vids like on youtube, and it seems like Taras only has a small number of defending units there.
The game is playable, but I'm worried that something has gone wrong during installation. Also, Eleutheroi cities just keep building more units. By the time I get to the first city east of the Po region (into the Balkans) there's two stacks of eleutheroi waiting outside that city with a third stack inside. Is this intended?
Yes thats the modification feature :)
Excellent =)
So how does one go about in fighting these multiple stacks? Just create stacks of my own and dive in?
HUGE issue, for me anyway. Not sure if this is a technical issue or a feature of the mod but my units no longer respond at all. They move and attack, but do not say anything except the general HOI when told to do something. No "perfectum est!" or "Mistophoroi hoplitayeeeeeee' that are music to my ears and add a lot to the game. When i click on them it is complete silence
Hi Maksimus,
All installed and works fine... except for the money.... as KH I'm minus 37K per turn. What should I do? Oh - and is there a modified Building tree somewhere I have missed which shows how long new buildings take etc?
Thanks
Vermin
fomalhaut, yeah i been having the problems with sounds as most modders, its not even tehnical prob but the issue of the engine, simply put - there are too many units in this mod and the engine does not cover all the sounds (there are too many units that should be using same sound)
vermin, you have to disband the fleet and start winning the cities.
Mhh, could we have a summary of the changes EAEM brings? So far i'm welcoming most of them, but would've been likeable to get a full list before installing it: CityMod-like forcing nearly all cities to Small Town, preventing most paved roads, is really, really nasty.
Also, subeshi archers having 9 base attack? I had a siege, and 2 units of those racked up 700 kills each... Oh, i was attacking.
Infinite Arrows can be problematic, also.
We dont have infinite arrows in the mod, but the fact is that nomad archer's of central Asia are the very finest, you can recruit them only as mercenary unless your in stepe's.
List of changes is vast, I dont think I will ever be able to update it, the mod is a master peace, many files have been edited for the sake of realism and most of the changes are there to balance out - what was in my opinion, unrealistic.
So infinite arrows isn't a feature? I'll have to bughunt that down, then.
Fact is that arrows have a lethality of 1.0, so giving them an high attack has ridicolous consequences.
Still, i really appreciate your work in its totality, i just wanted to know if there was a "bullet point features", like there's for EB: not complete changes, just "Redone buildings, added CityMod, Redone balance, changed mercenaries recruitment".
I'm afraid to tell you that, but EAEM seems utterly broken. Year 220, most AI factions are still in their native borders, completely surrounded by stacks and stacks of eleutheroi. It appears that, except to me, Eleutheroi have lost less than 10 provinces at all. Actually, Casse is down to its last province, and Eleutheroi are going to take even that in a few turns, effectively killing the whole faction, with no other AI factions being involved.
My EDU is somewhat tweaked (buffs to heavy cavalry, -4 atk to light spear infantry, some cost increases to roman units), but i don't think this can explain more than half the world being ruled by eleutheroi in 220.
Can someone confirm a different situation? (Britain being owned by Casse, atleast?)
The mod is designed not to be easy and more realistic for player, play on very hard and re roll without any changes thats my advice :)
in my opinion it's pretty unbalanced and comicly, and mostly artificially, difficult. i want all the good things with this mod, like the improved buildings, but the enemy stacks are just silly. not realistic at all.
you literally just gave units super omega chevrons and huge walls solely for the sake of difficulty, not realism. considering ancient military composition there's no way minor kingdoms and unorganized regions are going to have A FULL STACK OF HYPER ELITES. first, how did they get to be so damn experienced? these are stronger than Sartes stacks, that's not realistic. 2nd, how does a small kingdom or region afford an entire professional army that never dies? no, really?
Sartes represents the strong military and other forces making taking the Alps and Neravaci tribes difficult, it makes sense because he acts as a way to represent factions that couldn't make it into the game by making them significant. but for Saba, for instance, the surrounding tribes ARE NOT GOING TO BE FIELDING SUPER STACKS MORE POWERFUL THAN SABA, LET ALONE ARCHE SELEUKAIA. It just does not make sense in sense of realism, and is certainly unbalanced and silly in regards to game balance where every pathetic region is somehow more powerful and experienced than the entire fighting forces of organized and powerful kingdoms.
This isn't giving Pergamon big stacks to represent them as a political power, it's giving comical amounts of experience to an unrealistic amount of soldiers to every minor principality.
Hell, some of the stacks exceed the fighting age population available to most of the lands.
hmm,
take this argument on TWCenter forums there are many players that would differ, also, if you dont know how to play RTW every stack is too much. Game is unbalanced and not realistic in the basis, and populations can not even be expressed ingame. I suggest you wait for a new game and do not play the mod if you dont like it :)
I am thick, slow, obtuse and a few other things. I have Rome Total War Anthology installed. I also have EB 1.2 installed as well as the 1.2 fixes and the files necessary to run EB with the ALX.exe. The full install path is "C:\Program Files (x86)\Total War Collection\Total War - Rome Anthology". The Target line for my EB.exe single player is
"C:\Program Files (x86)\EBTrivialScript\EBTrivialScript.exe" -s ebconfig.xml -runeb -type "Single Player"
Based on this information could someone,as if they were dealing with a really stupid person (me), help me by typing exactly, verbatim what I need to copy and paste into Target to make EB run with ALX? I can live without Trivial Script.
Thanks guys.
Go to EB shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method
"<drive letter>:\<directory path you've installed RTW into>\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
"...\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
here it is
change it manually
go too EB Data -- export_descr_buildings.txt
find this line and replace
latifundium requires factions { thrace, greek_cities, macedon, romans_julii, seleucid, egypt, } and building_present_min_level hinterland_farms farms+1 and building_present_min_level market market and building_present_min_level government gov2
{
capability
{
trade_base_income_bonus bonus 2
population_growth_bonus bonus 3 requires factions { barbarian, armenia, romans_brutii, romans_scipii, carthage, parthia, numidia, thrace, greek_cities, macedon, romans_julii, seleucid, }
population_growth_bonus bonus 2 requires factions { egypt, }
law_bonus bonus -4
population_loyalty_bonus bonus -1
}
construction 24
cost 20000
settlement_min city ; large_town
upgrades
btw city mod isnt included
ok so here it is http://www.megaupload.com/?d=KLR9N0FW
edb fixing the reforms
I manage to download the files which allow you to run original EB on the Alexander engine, but I am having trouble getting it to run properly. When I try to run the game it starts up alright but then an error message comes up saying "Failed to read censored word dictionary file:eb/data//chat_filter.san
Does anyone have any advice for me to get this game up and running