Have you upgraded the MIC?
~Jirisys ()
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I mentioned Jonesoft software could help on multi-mods awhile back. Here is screen shots of two I use currently. IL-2 Sturmavik: 6 mods I activated 2, this is mandatory for the Ultra-Pack mod which requires itself to be activated with the JSGME.
The other is for Silent Hunter III with 24 mods of which 9 are activated. Attachment 3256
Look here:
https://forums.totalwar.org/vb/showt...ng-around-them
It's the same engine, same solution (last one from crash recovery).
~Jirisys ()
Thanks!
http://www.filefactory.com/file/c019...ers_in_Map.zip
Just paste this file in your RTW folder. NOT YOUR EB FOLDER. Your RTW one, where RTW.exe is in.
~Jirisys ()
I'm having that problem too. It can be a good idea posting that archive in the main post, just in case someone else had that problem. And please, can you upload it to another page? Filefactory don't let me download the file... :( (well, probably this is a problem of filefactory. I'll try again later, or tomorrow)
Another problem that can have to do with this, is that in the battle map there is no red border. I can live with it, but it would be great to fix it.
Greetings, and thanks to all team for all the EB mods (that's my first post, I had to say it). xD
I'm not in my house right now, or even in the city, won't be for a while. So can't reupload.
I will edit the main post with them links.
It's not a problem. It's a mod. And the package fixes only the aerial map borders. I can't give you a fix for the other thing until January 10sth, so remind me then.
Thank the EB community for the mods, thank the EB team for THE mod to control all mods.
~Jirisys ()
So I was thinking, what do you guys think if the mod pack had it's own separate forum, where you could flood it with bug reports, and a odd mod suggestion. Plus some advances made in the JEBMMP 2.0 made by me. Of course, the most important thing, you could help me with some things and you would be immortalized in the game's and mod's credits.
Now, if that would be fruitful, is another thing.
So I'll make a poll, to ask thine opinion, I want you to answer it now. Yes. Now.
Spoiler Alert, click show to read:
I just want you to answer me if you think this is a great thing and could be useful, or it's just a delusion of grandeur because I could install phpbb3 in a website successfully.
Just say what you think about this new idea I had.
~Jirisys ()
This thread is only 3 pages long. Would you bring the mountain to the donkey, or ride the donkey to the mountain? Similarly, would you build a forum for a few handfuls of posts, or would you leave them where they be?
Spare me the pleasantries old man, as it is clear you have not seen the greatness beyond your eyes. You are as uninformed as a blind man describing a landscape. You have not measured the entire span of my kingdom, only what borders you are aware of.
In all seriousness now, the TWC thread has 14 pages, add to that the PMs that I receive. Not something impressive at all, but much larger than what you implied.
That is why I doubted the fruitfulness of the whole thing, and why I haven't made any rash decisions yet.
Also, I added some new requested fixes.
~Jirisys ()
I had many ctds with your mod on alex with RS2 enviroments but when I applied quotes fix (Say NO to ctds - Julius) and village fix from twc forum there was no problem for 7 hour of playing(big battles, heroic victories, 10 years in baktria campaign). Not even one ctd.
Hello there Jirisys. Your phalanx mod also gives the short_pike attribute to phalanx units with 2 weapons correct. When I did this, the unit often glitched and would never use the 2nd weapon. ie. Babylonian Heavy Spearmen with the short_pike attribute would always use the spear and never use the mace. Does this still happen or did you find a way around this problem?
I made a new version, only giving the pseudo-hoplite/phalangites the "spear" attribute. If you want it...
http://www.filefactory.com/file/c2b7...descr_unit.txt
Also, would you want to use ifile.it instead of FileFactory to download the fixes and whatnot?
Also again, very important.
Hopeful fixes for the constant CTDs can be downloaded in the second post. Just follow the instructions on the post, and hopefully your mod will be less CTD-ish.
~Jirisys ()
Err .... *hangs head in shame* .... you should have used a more eye-catching colour than bright red? :rolleyes:
Or more seriously - I can't believe I didn't see that fix...
Thanks for making me aware, jirisys. :)
Well.... new installation! And finger-crossing...
EDIT:
Whoohooo!
Seems to work!
Now let's try to install the RSII textures over it.
Anyway - thanks again, jirisys!
After playing quite a few hours (about 40-50 I believe, thanks to a few free days :2thumbsup:) with your patch installed I can happily confirm that there is a significant increase in stability.
Infact I didn't have a single crash in all those hours (even when I fought 4 battles - 2 of them ending with heroic victories and the capture of a city - in one AI turn).
Splendid work!
Installing Hannibal Smith's RS II environment as a final step in the installation (after the patch) seems to work without problems so far.
The AI is a lot better.
Playing a Hayasdan campaign at the moment and been allied to Pahlava from start. Now it's 206 and the alliance still holds - despite the fact that we share a rather long border for some decades already.
Overall there is no steamrolling faction yet (except Hayasdan - I own most of Asia Minor and Syria/Mesopotamia by now) and only one faction was destroyed (Lusotannans made the grave mistake to attack the Kart-Hadastim and paid for that - they had no chance against the african phalanxes).
Another thing I can confirm is not as splendid though: the Romani just reached the Marian reforms and checking their new MIC's in Italy didn't show any of the RS legions.
I personally am perfectly fine with that (since I'm not too fond of those dozens of different legion units) but some others may consider this a bad thing...
Alex version, yes.
And yes, the MIC's are upgraded - they have to be since there are 2 MIC's in each city. A Polybian one (that gets demolished by the script each turn and repaired by the AI) and a Marian one.
Unfortunately the script can't really destroy the Polybian MIC's. The huge amount of money needed to repair them each turn seems to be the reason for the sudden death of AI Romani in so many campaigns.
That should be resolved, since they will repair them, they should just upgrade the Polybian MICs, still being able to recruit polybian soldiers.
I mean, the polybian MIC should not be scripted to be damaged. It should just be upgraded.
Unless I just don't know the Roman MICs.
~Jirisys ()
No, that's no bug in your mod, it's the way the Polybian -> Marian reform script works.
Even in a completely vanilla EB 1.2 you will find 2 MIC's in each province within the Polybian AoR after the (EB) Marian reforms, the old Polybian one and a newly spawned Marian one.
All settlements outside that area get a Marian MIC level 1 spawned when captured.
A player just destroys the obsolete MIC's in the italian cities but the AI unfortunately isn't able to do so.
(1) The damage dealt is 100% so you basically pay the same amount for the repair as if you'd construct it anew. (I'm not sure if this is really the case - maybe it is "only" the price you get for destroying the building. But even that would be 5000 Mnai for a level 5 MIC.) There are 9 or 10 provinces which can have a polybian MIC. And the AI tends to have them upgraded to level 5 by the time the Marian Reforms happen ....
(2) Yes, the AI seems to do it every turn (if it has enough money, that is), as far as I can tell it even neglects new constructions (at least a few process_cq tests back in vanilla EB seemed to hint for that, since there never was a building in the queue).
I also assume that this huge expense is part of the reason for the mass recruitment of Vigiles instead of legionaires (although the stat/cost ratio has a major influence too of course).
Wouldn't it be better to damage it 1%? Since that still disables recruitment, but without the massive cost for the AI.
~Jirisys ()
I'm inclined to agree but I have no idea about R:TW scripting.
Perhaps there is a reason for damaging it 100%.
An EB member may be able to explain this.
Hi, I tried your mod pack for the first time and I wanted to let you know that I ran into an issue with the "Traits and ancillaries correction". When I have installed it, I always run into a CTD somewhere in between turns after I complete my second turn. I tried different factions and running it with or without the script activated, but it is always the same. When I revert to my backup, it works though, so I believe I can exclude any other causes (yes, I make Backups and run tests for every fix I install).
Edit: I'm using the Alexander Version.
You used a new campaign, I imagine, just for testing?
I'll look into this.
~Jirisys ()
Indeed I did. It was always the second turn in the campaign after which it crashed.
I considered a corrupted download, but I still get the same results after a redownload. I have the CTD fix installed and from the compatible mods and requested fixes I only used the victory conditions (well, and the traits and ancillaries correction, which is the reason I'm here).
I'm currently just playing without the traits and ancillaries correction, so it isn't any life or death situation.
Heya, just installed this and noticed 2 problems.
1. Generally portaits were good except for one. My heir as Arche Seleukeia was wearing something which to me resembled a native american atire?
2. The watch-tower/town seems to cause CTD when I mouse over, what's causing this? (After building one that is)
Well, I'll look into that. Hopefully it's an isolated problem.
The first is a mod, and it's a mix of the greek and eastern portraits, because, they were eastern and hellenic.
The second can be fixed, just download the huge red letter fix in the 2nd post.
~Jirisys ()
Yes, but he's the only one with the native american atire.
Everyone else has persian/hellenic wear.
Hi,
the link for the fix for your mod pack leads to file factory which does not let people download it until they become premium.
They have a neat little pickup line about all free download slots being taken:)
Could you possibly post a different link?
Yes, been getting that a lot from TWC.
Guess I'll have to move away from FileFactory.
CTD fix:
http://ifile.it/amcp12e/CTD%20Fix.zip
~Jirisys ()
Great, thanks!
BTW, could you post the 6 TPY mod you mentioned?
Is it compatible with the megamod?
Sure, but it's not for the mod pack, and not today.
At least not the 1.x versions.
~Jirisys ()
Question about the installation (using Alex)... you say not to start through Alex's link but to create your own link and edit the properties... but to what?
clarification:What modifiers?Quote:
DO NOT open EB through ANY shortcut. YOU MUST EDIT IT'S PATH AND STARTUP TO YOUR OWN ONE (***or just create one from your rometw-alex.exe and add the modifiers to that one***)
In the second post, there's a submods that says "Trivial Script for Alex". If you install it, you can run it from the EB link made for 1.2.
Modifiers are the "-ne, -nm, -noalexander" things you put in the shorcut's target path.
~Jirisys ()
Aah thankya!
Errr ah got a non filefactory mirror?
Working on it. Care to wait for a day?
~Jirisys ()
I have a choice?
But no, I don't mind :laugh4:
::edit:: When I try making a shortcut myself (with EBfirst and then your mod installed into regular RTW directory) and add the arguments you posted (-ne, -nm, -noalexander also tried it without commas, and also tried just -noalexander by itself, makes no difference), I start Alexander and get the error "failed to read censored word dictionary file: data//chat_filter.san" if I start Alexander by itself with no arguments it starts jsut fine, but just vanilla Alexander.
I guess I really don't get how to install this. I've installed your mod into the RTW directory, and it's definitely overwriting the RTW/EB abd RTW/data files, so I'm sure I'm installing to the right location. I'm using the arguments you posted, and it's not working. Not sure what I'm missing here :shrug:
I reinstalled EB before trying to install this mod. Currently reinstalling Alexander even tho I've never touched it before.
::last edit i swear:: AH well your mod for plain ole rtw/eb works fine. THanks for the hard work!
All submod links now on ifile.it.
Hopefully there will be no more problems
@Blooo
The problem was that you added the right arguments, but you might have downloaded the RTW version, not the Alex one. That's why it couldn't find the chat_filter.san file, since it's included in the Alex version.
~Jirisys ()
Thanks for fixing the links!
And I had first downloaded JRTWAEBMMP1.03.exe, that's for Alex as far as I can tell. Only after I couldn't get it to work did I download JRTWEBMMP1.02.exe for plain ole RTW.
Trivialscript thing didn't work, oh well, guess this just isn't going to work with Alex for me.
Thanks for your hard work again tho, enjoying 1.02!
Hi Jirisys, I've installed your modpack, and where is this so-called "Traits and Ancillaries Correction" that someone mentioned earlier up here?
It's also been giving me CTD problems at the end of the second turn. Would it be one of your mods, or fixes in the second post? I'm stumped.
Thanks man.
I have really no idea what you have did with your ctd fix but even after I have added RS2 Environments upon your pack it takes around 3-4 hours before my alex version crashes.
The Watchtower village mod error that you told me about caused the hover over map errors.
The New EB 1.2 Quotes from the EB Team made it crash on loading screens (which is not a problem of the mod, it seems even with vanilla EB it crashes) (Which may have been due to some index errors I pointed out, but never really tested it).
~Jirisys ()
Is there an easy way to decrease the movement buff? My family members must be riding hovertanks :laugh4:
hey jirisy, good to see youre still keeping an eye on this thread despite its age, i read earlier in the thread you were looking for a fix for the village mod? i just did a clean install of your modpack and the villages show up as towers, despite when i mouse over them it says "village" any idea why?
Very weird, that is an installation problem, it seems the mod files didn't copy at all, so you are getting the default ones.
Try Installing over the last install.
~Jirisys ()
will that affect my save game tho, + other mods that i installed after megamod pack?
Hopefully not, just in case, make a backup.
Other mods? Certainly.
You could also just look at the Village Watchtower mod thread (linked in the first post) and try to make it yourself.
~Jirisys ()
Hello Jirisy,
How can i revert your Polybian Triarii and Pedites Extraordinarii Unit Size Correction? I have tried it in the export_descr_unit.txt alredy, but it does not work. Unit size turns from 40 to your 20 automatically. Do i have to modify another files, too?
EB\sp game edu backup\
~Jirisys ()
New submod section added to this EB submod, so you can mod mods, while your mod your mods.
Second post, near the end of the post.
~Jirisys ()
Jirisys how can i fix the problem that the Eleutheroi take all they stacks and leave one single unit in garrison?
That is due to the "Realistic movement" mod. There's a fix in the second post, section "Requested Fixes", look for the one for the mod.
~Jirisys ()
Hi Jirisys,
First of all thanks for your mod - the new fix makes it 10x more playable now. I have two questions: will Hannibal Smith's RSII textures work on top of an already installed ALX Mega Mod Pack? Also, as people have been reporting fullstacks moving out of cities with the Realistic Movement Mod, would you recommend playing with this mod activated or no?
Thanks
Some people have said that it does work, but I reccomend backing up your files before you try.
Well, whatever suits your need. Do you want fast campaigns and not taking 10 years to go from Italy to Persia. Or if you want a slower campaign. Whatever suits your taste.
~Jirisys ()
Just wanted to say thanks for your work in helping us enjoy our game even more.
No questions. No complaints... not yet anyway :)
Seems to work fine with steam. Looking good so far.
I did rage quit when an enemy general (Hellenic bodyguard cav) refused to die while being surrounded by 200 hoplites and cost me the battle. Is this supposed to be normal?
Sorry if I'm a little daft but I can't see a Victory Conditions mod in your list-of-mods.
Is such a mod included or will I have to get said mod from elsewhere (also, where do I find it? Is it the one talked about in this thread
It is included in the separate download, not the actual mod pack, so you don't need to get it elsewhere.
~Jirisys ()
May be I've missed where this problem has been fixed, but I can't start a new campaign:
I click start new campaign and a box comes up telling me to select an item from the list...
I've had EB running on the Alexander engine about a year ago no problem, and I've come back to it and would like to try your mod, but I can't start a game.
*Installed mod on clean install of RTW, Alex, EB 1.1, then 1.2, then fixes plus CTD fix.
Ideas?
The link to the must have fix for the new quotes and watchtower village mod is broke...
Has the fix been updated into the main download?
It's not broken for me.
Not yet, I've been incredibly busy.
~Jirisys ()
Sorry Jirisys total error on my part didn't realise how filecloud worked... I requested the download ticket and I've got the files fine!
Thanks for this great mod bundle!
I have a bit of a problem with the mod during battles. I don't know why, but on the batlemap, after I hit start deployment (or whatever the name is) the camera starts to drift slowly off the map. If I hit a moment key the view changes to a blue sky with intermittent flashing images of one part of the battlefield, seen from high above. I cannot bring the camera back to the map using movement keys, and if I click the general's portrait or double-click a unit, it crashes.
Well, I've actually managed to fix it and it seems it was my mistake to begin with that caused it.
First, this is a video of the bug in action. I made it just in case you didn't believe me. I was after all the strangest bug I've ever had, too.
https://www.youtube.com/watch?v=Nv85...ature=youtu.be
Now for how I got rid of it.
I'm playing the game with Alex.exe and trivial script, and each time I started up the game I got this error message:
Spoiler Alert, click show to read:
At first I just wanted to copy the missing files from my EB folder, but then I thought that maybe the missing files were different from the ones I already had. So I though that copying them would only hide the error message. Apparently I was wrong and one or all of those files were somehow responsible for my bug.
EDIT: Never mind, it's still there :sad2:
Copy those files from your EB\Data folder into the \sp game edu backup and \mp game edu backup as well.
~Jirisys ()
Hi Jirisys,
Thanks for the mod. I did a whole bunch of things to mine back in the day but I did it all by hand like you, now I just need to install your mod and I get what I did and then some. Very useful. The only thing I add on top are Darth Stalin's texture models for the Imperial Romani troops (not that you really see them in an average campaign). I wished to see if I got them working or not, but unfortunately playing a custom game is faced with a significant problem as mentioned on page 2 by Mukai:
After replacing the SP EDU with the MP an error on startup reads "Script Error in eb/data/export_descr_buildings.txt, at line 7448, column 45 Unknown unit type specified: legio I germanica"
I'd fix it myself but I don't know how you wove all of these mods together and frankly so long as I can play the campaigns I'm satisfied. You mentioned that you "might need to modify the multiplayer part" and that it would take a while. I've tried both the MP EDU that came with your mod and the trivial script update, neither work, same error. There was also a significant size discrepancy between the two (200kb to ~400kb), which I thought was curious. Thoughts?
The problem is that since you renamed the entry from the export_descr_units, the buildings (barracks) still have the name from the old one. So either rename it to how it was in the export_descr_units, or change the name in the export_descr_backup (and export_units in the text folder if you want them to have descriptions).
~Jirisys ()
Sorry Jirisys, but that was just gibberish to me. It gave me enough of a clue to go poking around in the EDU for the legion names, however, and I discovered that the problem was quite simple. They were missing from the multiplayer EDU. A simple copy and paste later and voila, it worked. I've uploaded three versions.
One for a 'vanilla' install of your mod; one with Darth Stalin's models integrated; one for the Trivial Script that you released.
I've 'tested' the DS version (i.e. the models came up fine in a custom battle). I'll let other people test the alternative versions, but I'm pretty confident there should be no trouble, though I'll keep an eye on the thread in case it proves otherwise.
The image below provides some proof. Cheers.
Attachment 7960
From the looks of things, the bug has nothing to do with this mod. I did a clean reinstall of the whole game and it seemed to pop up in plain EB as well. I can't rally explain it since I had EB on this computer years ago and it worked normally. All I've changed in the mean time is adding some extra RAM's. Fortunately in most battles it's just some drifting of the camera to some random location.
Can anyone help me installing this mod on RTW Alex on steam? i cant seem to make it work,
You need to set the launch options for it to work. Right click the game in your library and go to properties, then 'set launch options' to this: -mod:eb -show_err -nm -noalexander
Should work. Add -ne in there if you want to play in windowed mode.