why dont you put Player1's BUG-Fixer in this mod? it feels like all the bugs are gone. dont know about the phalanx bug. (never tried that)
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why dont you put Player1's BUG-Fixer in this mod? it feels like all the bugs are gone. dont know about the phalanx bug. (never tried that)
The only problem with that naming is that strategos is a greek word, while the rest is in english. You can't really have general's (greek) bodyguard (english). That's why the RTW units are called general's bodyguards.Quote:
Originally Posted by Seasoned Alcoholic
Mercenary Recruitment Pools / AOR
From the initial list in an earlier post, the following BI units have been inserted into the text files as mercenaries in RTG:
- Kurdish Javelinmen
- Sarmatian Auxilia
- Eastern Archers
- Dromedarii
- Goth Noble Warriors
- Steppe Horde Chosen Warriors
- Bosphoran Infantry
- Alan Noble Cavalry
- Alan Horse Archers
- Sarmatian Armoured Archers
- Steppe Raiders
- Berber Axemen
- Desert Archers
- Moorish Raiders
So far unit entries have been made in EDU & DMB, as well as various unit enums and unit descriptions. BI unit & unit info cards have been used as necessary, and a quick test run has resulted in these appearing correctly.
Unit voices need to be applied to each of the units (as well as the reskinned German Night Raiders), before each can be added to new or existing mercenary recruitment pools. The existing pool structure may well have to be changed to prevent repetition in numerous provinces as was the case in vanilla RTW.
GODzilla's & Pinarius' MODDING LEGIONS Full Pack v1.3b
GODzilla and Pinarius have been extremely kind and generous by giving me permission to use their fantastic MODDING LEGIONS Full Pack v1.3b. This includes models, reskins and sprites for all Roman units across the 4 Roman houses. I would also like to thank Lusted (for recommending the reskin pack), as well as HunterKYA and The Spartan (for suggesting the Roman factions require reskinning). Here are some screens:
https://img280.imageshack.us/img280/...lia15ni.th.jpg
https://img280.imageshack.us/img280/...uxilia1.th.jpg
https://img252.imageshack.us/img252/...ort12nz.th.jpg
https://img252.imageshack.us/img252/...tcohort.th.jpg
https://img252.imageshack.us/img252/...tes14ny.th.jpg
https://img280.imageshack.us/img280/...ers16uf.th.jpg
https://img280.imageshack.us/img280/...ati18rz.th.jpg
https://img252.imageshack.us/img252/...ard11oi.th.jpg
https://img280.imageshack.us/img280/...odyguar.th.jpg
https://img264.imageshack.us/img264/...ort13jf.th.jpg
https://img252.imageshack.us/img252/...ort11cb.th.jpg
https://img252.imageshack.us/img252/...lry11im.th.jpg
https://img252.imageshack.us/img252/...lry11im.th.jpg
https://img264.imageshack.us/img264/...try17wh.th.jpg
https://img264.imageshack.us/img264/...try14ac.th.jpg
https://img252.imageshack.us/img252/...ard15tx.th.jpg
https://img252.imageshack.us/img252/...pes12hv.th.jpg
https://img252.imageshack.us/img252/...lia15ej.th.jpg
https://img264.imageshack.us/img264/...lia19lt.th.jpg
https://img264.imageshack.us/img264/...rii15va.th.jpg
https://img264.imageshack.us/img264/...tes18ot.th.jpg
Thanks.
YES!! those graphics look good.:inquisitive: (better than mine) did u do anything special?
I'd taken those screenshots with low unit quality settings, basically because my gfx is atrocious, GeForce 2 MX 64MB garbage. However, I've installed the latest Nvidia drivers, so that may have improved the visuals to a degree. If you need links I'll dig them out ~D
Also (regarding the battlefield visuals), night battles are enabled in those screens, and now you really notice the transitions between daytime and nightime. I'd actually set that battle up using evening daylight settings, that's why the units were holding torches (with nice smoke effects) to brighten things up around them.
o yea? will i have a Intel Graphics Card 82195G/GV/910 GL Express Chipset Family 94 MB or 128 MB can only play up to 4800 troops.(fully updated) later on i went to prefrence file and enabled triple buffering and the game went oddly really faster. what does it do? also does shadow slow down performance? i like putting it on cause on sieges their are big shadows behind walls.Quote:
Originally Posted by Seasoned Alcoholic
btw sorry if this is spam. (it probably is :laugh4: )
can you add Darth Mod Formatons? (latest one v13.0) i tried it before and it is great!
Yeah, shadow effects, glints etc does slow down gameplay and the visuals on lower-end machines, I've usually only got unit shaders turned on as well as dust / smoke effects and thats it. My max number of recommended men on the battlefield is about 2500, which is terrible tbh.
I may PM DARTH about his formations download, but I'm gonna complete other areas first. Next thing on the list is the mercenary recruitment pools, which will include the BI mercenaries as well.
I have studied closely this officer's "charge". He does not walk or run. He simply jerks his way there. It takes about 30min. for him to arrive to your walls. Onces he is at the walls he continues to do so, but slightly creeps left or right (depends on wall position) I belive that this happens because as you said, they think they can make damage but they cant. If you are unable to fix this, maybe you should make them do some absurd damage, such as scrape-of-the-painting damage. It happens with Ballistas. Im not sure if with Onagers. If there is a way to record the movement tell me, and perhaps I will be able to show with greater detail.
About the Merc. perhaps you could change the display icon, to be able to tell them part. I could help you a bit with photoshop if you wish.:idea2:
:shame: I would like to insert a quick sketch I made showing what happens with the officer's Jerking Charge. But im afraid I don't know how....:sweatdrop:
i never got to say this Murfios but welcome to the org! :balloon2: :balloon2: :balloon2:
btw im sure Seasoned Alcoholic will reply soon.
Seasoned Alcoholic can you add Player1's BUG-Fixer. the bug fixer fixes MANY things. including the phalanx bug. (when they scatter around for no reason.)
Thanks for the responses guys, I'm a bit tied-up at the moment with all the changes that need to be implemented in the next version of the mod. I was gonna have a look at the mercenary recruitment pools, but got a bit side-tracked and ended up tweaking the campaign map instead! That's modding for you ~D
Don't worry, though, I do read every post, and even if I don't reply directly, I'm usually aware of requests that have been made. Its gets a bit difficult to keep on top of things if you don't keep notes to see which areas have been completed and which are still to be done.
Anyway, here's the campaign map changes:
https://img322.imageshack.us/img322/4239/r1202zn.th.jpg
https://img305.imageshack.us/img305/9146/r1216yg.th.jpg
https://img305.imageshack.us/img305/7794/r1222uo.th.jpg
RTG Campaign Map #8
https://img91.imageshack.us/img91/1473/map81wc.th.jpg
Latest copy of map_regions.tga
https://img91.imageshack.us/img91/41...ons68nb.th.jpg
Thanks for the warm welcome guys.:2thumbsup:
yes a second settlement at ireland!
btw do u have any RTG banners i can use? :thumbsup: :thumbsup: :thumbsup: :thumbsup:
:knight: :knight: :knight: :knight:
nvm got one here:http://www.twcenter.net/forums/showthread.php?t=46666
Those banners are a bit out-of-date now mate, you may wanna edit one of the reskinned Roman screens I'd posted with GODzilla's & Pinarius' MODDING LEGIONS Full Pack :thumbsup:
Here's a few screens of the BI unit that will feature as mercs in the next version of RTG (The Germanic Tribes have been used for illustratory purposes only):
https://img104.imageshack.us/img104/...ercs10v.th.jpg
https://img104.imageshack.us/img104/...rcs19xy.th.jpg
https://img258.imageshack.us/img258/...rcs11rg.th.jpg
https://img258.imageshack.us/img258/...rcs14mb.th.jpg
https://img104.imageshack.us/img104/...rcs12wc.th.jpg
https://img258.imageshack.us/img258/...rcs19bj.th.jpg
https://img258.imageshack.us/img258/...rcs18qr.th.jpg
https://img104.imageshack.us/img104/...rcs18cf.th.jpg
https://img258.imageshack.us/img258/...rcs12ld.th.jpg
https://img258.imageshack.us/img258/...rcs16ln.th.jpg
https://img258.imageshack.us/img258/...rcs14xe.th.jpg
https://img104.imageshack.us/img104/...rcs11pd.th.jpg
https://img258.imageshack.us/img258/...rcs13ga.th.jpg
https://img378.imageshack.us/img378/...archern.th.jpg
To those that have completed an imperial campaign in RTG open beta v0.2, does the BI-style victory conditions work correctly? Do you find it a struggle to conquer 60 regions in the amount of campaign turns available? After you've taken 60 regions, you should get the victory message and an fmv movie depending upon which faction you're playing as.
However, when I was testing the Sons of Mars (Prologue), I noticed that when the victory conditions were displayed, there was no option to continue play and go for world domination. Using BI-style victory conditions seems to be the cause of this, but they are more flexible then RTW victory conditions.
Another thing I've noticed is that when using the BI-style victory conditions is that the 'Number of years remaining' counter in the faction scroll is no longer displayed. S'pose this makes it more challenging because you're not told exactly how many years / turns you have left to complete the campaign. The imperial campaign currently ends in 50 AD if you're not sure of the date.
Gallia Transalpina has been exchanged for Lydia (in Asia Minor). What this should do is to strengthen the foothold of the Greek Cities in Asia Minor, and as a result, this should make things interesting in deciding how Asia Minor is split between The Greek Cities, The Pontic Knigdom and The Seleucid Empire. It may also prevent The Pontic Kingdom from continually dominating the majority of Asia Minor, as they frequently did this in vanilla RTW.
Here's the latest campaign map to illustrate the changes:
https://img102.imageshack.us/img102/3817/map93qa.th.jpg
very good decision! :2thumbsup:Quote:
Originally Posted by Seasoned Alcoholic
it was weird that the Greek Citites were allying with Gaul...:inquisitive:
Here are some screens of the generals, lesser generals, centurions and standard bearers from the MODDING LEGIONS Full Pack v1.3b (click thumbs for larger images):
Roman General
https://img46.imageshack.us/img46/21...ral15rf.th.jpg
Roman Lesser General
https://img217.imageshack.us/img217/...ral11km.th.jpg
Roman Early Centurion & Roman Early Standard Bearer
https://img217.imageshack.us/img217/...ion10pg.th.jpg
Roman Centurion & Roman Standard Bearer
https://img217.imageshack.us/img217/...ion19kq.th.jpg
Roman Eagle Standard
https://img161.imageshack.us/img161/...ard14bc.th.jpg
https://img108.imageshack.us/img108/...ard29fe.th.jpg
Professor Spatula's genius never ceases to amaze with his Greek Sword Hoplite models:
https://img273.imageshack.us/img273/...ord19ki.th.jpg
https://img273.imageshack.us/img273/...ord28dr.th.jpg
He has also created an excellent reskin and logo for the Numidian Standard Bearer; in vanilla the logo was strangely ommited by CA:
https://img53.imageshack.us/img53/24...rer19fj.th.jpg
https://img53.imageshack.us/img53/58...rer27uv.th.jpg
Thanks once again mate! :thumbsup:
omgosh when will this be version released? btw those sword hoplites, call them sword hypasipists or flank hypasipists. what i reccomend foot companions.got that information here: Extended Greek Mod Readme Appendix On Hypasipists By DimeBagHo
well i have learned to mod (on edb edu dmb Vercengetorix's extractors, sound txts, adding music, ui cards adding them not making them,adding descriptions, making sprites and a little more i forgot.) so i tried modding vanila RTW stats mostly attack and morale, adding Spartan Royal Guard from reading ER's Adding Units Tutorial took out music i dont like and i was succesful it all worked!!! 2 things that i did was (that you should know) are taking out the phlanx and swords for nubian spearmen and german spear warband (no crash!) and giving triarii a stronger secondary weapon a gladius.
so..
i will try to mod the RTG dmb and edu and try to take out that sword for german spear warband and nubian spearmen and perhaps give triarii a gladius. if i am succesful (with the nubian and german spearman) i will show you what i did and tell you how to take out those swords. or just copy the german and nubian spear entries in the dmb and edu to here!
Welcome to the world of modding! :medievalcheers: Well, if you've managed to work out how to remove selected unit secondary weapons, could you also look into removing secondary weapons from standard hoplites and phalangites for me please? I'd be really grateful since I don't really have the time to investigate areas such as this. Hoplites and phalangites without secondaries would be very interesting, especially if they fought it out to the death with their primaries.
As for a release date, well that's anyones guess at the moment tbh. There's so much more that needs to be done, and I'd rather get as much of this done as possible (rather than release it piece by piece) so that the mod can be clearly distinguishable in several areas from the original vanilla RTW. I'll probably make the unit adjustments (EG missile units) when I have a good chunk of free time, because this really needs to be recoded, tested, tweaked, retested, retweaked etc etc until the desired results are achieved.
Thanks.
ok but then if the ai take off the phalanx, they will run around attacking without a weapon killing people mysteriously. what should i do about that? (thats what happen to german spear warband before CA made patch 1.5)Quote:
Originally Posted by Seasoned Alcoholic
(double post)
once you are finished and release the next version, can you make a upgrade patch for V0.2 to V0.3 please? (so i dont have to dwonload too long)Quote:
Originally Posted by Seasoned Alcoholic
dang it double post again!!!!
I'd originally tried to make use of BI's shieldwall ability using the mod: switch command, but was never able to test this out directly because historical & custom battles became corrupted for some reason. I've also tried giving the units the short_pike attibute, which allows hoplites to run when carrying spears (historically accurate), but because of the absence of the phalanx formation, the whole unit becomes dispersed when engaging in melee.
If your test results aren't that promising / conclusive then don't worry, its not a necessity to be included in the next version. Try and post some screens of your progress if you can, pictures can describe a thousand words ~D
ok i will go and mod. (after i sign off. dont worry wont be on long)Quote:
Originally Posted by Seasoned Alcoholic
good news! ive done what you told me to do and...success! no crashes! here are pics of the results:
https://img78.imageshack.us/img78/2905/00037mo.jpg
A charge between nubian spearmen and german spear warband. no swords.
https://img223.imageshack.us/img223/6006/00042cn.jpg
Battle continues no sword!
https://img59.imageshack.us/img59/8107/00057uv.th.jpg
Battle is about the end and no sword appears! Task 1 Complete!
How I Did This: In Export Descr Unit.txt change this:
6, 2, no, 0, 0, melee, simple, piercing, spear, 25 ,1 (from Nile Spearmen)
to this: 0, 0, no, 0, 0, , no, no, no, 25 ,1 (dont change the 25,1) I got the first example from nile spearmen all you do is change the numbers to 0 melee, simple, piercing, to no. and spear to none. the stats for the secondary weapon is now deleted.
In Descr Model Battle change this: fs_spearman, fs_s1_swordsman and delete fs_s1_swordsman and the comma. it should look like this after that:
fs_spearman notice no comma.
Hoplite Modification Results
https://img145.imageshack.us/img145/8106/00061dq.jpg
A battle between Armoured Hoplites and Phalanx Pikemen. (Hoplites here use overarm and the pikemen use underarm)
https://img233.imageshack.us/img233/4717/00073xj.jpg
Battle commences.
https://img61.imageshack.us/img61/5550/00084uq.jpg
As you can see no one is using a sword just thrusting away.
https://img66.imageshack.us/img66/6788/00090xn.jpg
BUT, as you can see the men in the rear; if they fight someone they wont lower their spears so it looks like he is punching him.
https://img148.imageshack.us/img148/1754/00148xn.jpg
look! the pikemen on the far left ducks the hoplites attack!
https://img205.imageshack.us/img205/4255/00154ed.jpg
at least this one has his spear down.
How I did this: all you do is the same thing for nubian spearmen but to all pikemen and hoplites dont forget the mercenary hoplite! if there is a fourth word after no, write none. example:
0, 0, no, 0, 0, no, no, no, none,
and thats all!
(pressed the edit button for the post above but it was taking too long.)
btw i liked that idea to remove the secondary weapons for the hoplites and phalangtites!! the ai didnt remove the phalanx formation while fighting. so put this in the mod! :2thumbsup: :2thumbsup:
but you should make a poll about this in the TWC forums. you can use my pics (of the hoplites) to show them what happened. (also if you wanted to know the hoplites won.)
Thanks for testing those areas for me mate, you've done a fine job! :thumbsup:
OK, I can see how you've removed all secondary weapons from the scripts. Did any units use stabbing or slashing animations when in melee, or did they use spears / sarissas for the whole battle?
Also, did you keep the phalanx ability for these units (in the formation line), or was it removed?
Hmm, another poll @ TWC forums would probably take too long to decide, I've recently closed 4 polls on various topics. I can just make an annocuncement in the completed suggestions topic. Once the suggestions topic is near enough completion, I'll create a new topic here (probably in Mod Discussion) to illustrate the changes that have been made since open beta v0.2.
Thanks.
No the animations ony used the fs_spearman skeleton, and i did not remove the phalanx abilty. (actually i tried taking out phalanx to see if it can have the same effects of BI shieldwall but it doesnt look good)Quote:
Originally Posted by Seasoned Alcoholic
Hello, found one tiny minor none frustrating bug. Numania somehow has Roman Still Art. Ex. Strongest Faction, Resistance is Futile, Trait Incresed, Diplomatic info.
These have The art that would normaly appear will using a roman faction. Not an Easter one. Also can you make family members stop having all the same retinues. This are: Witch, Wise Man, Pet Hunting Dog, Torturer, Comediant, and a few other. Somehow all family members from all faction have these same "things".
hey that was a GREAT idea. Phalanx one. But instead of removing secondary weapon you can make it a long spear, strong one and add the patch to prevent unit spreading. It will look strange that Phalanxes hit over head and cause people to die. Im not much of a moder, im rather digital painter artist. Pardon me if may ignorance blinds me or something.
yea i was thinking of doing that too. pls note Seasoned Alcoholic if you add Player1's Bug-Fixer V3.36, it will overwrite files such as the edu dmb edb and a bit more i believe.Quote:
Originally Posted by Murfios
some more bugs...British revels still have chariots as generals. And revel factions with barbarian chariots(british chariots) have logo on the back part of the chariot. Also, generals body guards look like peasants on horses, not like heavy cavalry.
Thanks for the feedback. I'm not really bothered about fixing every small problem that was contained in vanilla (EG the images / artwork, rebel chariots using Briton symbols on chariots). I don't really want to become tied down fixing these smaller issues tbh, I've been playing Rome for so long now that I tend to overlook areas like this (its what you become accustomed to). If, however, they had a critical impact upon gameplay (like earlier bugs that were highlighted), then I would take an interest in fixing the problem.
As for player1's bugfixer, well I've had a chat with player1, and he informed me that his bugfixer does not fix the 'unit scattering' bug. This was introduced with vanilla RTW v1.5, probably due to coding changes in the phalanx scripts (hardcoded), and cannot be directly altered. Just have to live these vanilla bugs I'm afraid, I really wish something could be done, but that's life.
Chariot generals weren't completely removed from the scripts - only the Briton family members were replaced with general's cavalry bodyguards. These Briton general's bodyguards are simply placeholders - if I could skin and model, then I'd include new reskins for units such as these. However, since that's not the case, I've had to make do with what was available in the original files that shipped with vanilla versions of the game. At least they're better than chariot generals that would fall apart in a matter of moments as soon as they engaged in melee ~D
From https://forums.totalwar.org/vb/local...=95&linkid=187
Rome: Total Gameplay (RTG)
https://img102.imageshack.us/img102/3817/map93qa.th.jpghttps://img91.imageshack.us/img91/41...ons68nb.th.jpg
https://img530.imageshack.us/img530/4499/r882uh.th.jpghttps://img224.imageshack.us/img224/7436/r1047xx.th.jpghttps://img403.imageshack.us/img403/457/r722nn.th.jpg
Size
RTG Provincial Campaign @ MEGAUPLOAD
Approximate size: 5.26MB
RTG Provincial Campaign @ RAPIDSHARE
Approximate size: 5.38MB
Note that similar download version types are identical despite the filesize differences.
Installation Instructions
This download can be used as either a Provinical Campaign, or as a direct replacement for the existing vanilla text files. If you decide to choose the latter option, please remember to backup your original files.
(1) Download the RTG Provincial Campaign to the location of your choice.
(2) Once the dowload has finished, extract the ZIP file. If you wish to create a Provincial Campaign, goto step (3). If you wish to copy and paste the files over the existing ones, goto step (4).
(3) Copy the RTG Provincial Campaign folder into the C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign directory folder.
(4) Manually copy and paste the files contained in the RTG Provincial Campaign over the existing files. Some are contained at C:\Program Files\Activision\Rome - Total War\Data\world\maps\base, whereas others are contained at C:\Program Files\Activision\Rome - Total War\Data\world\maps\campaign\imperial_campaign. Remember to delete map.rwm from the base folder.
(5) Within the RTG Provincial Campaign folder is a subfolder called 'text'. Open this subfolder, copy and paste the single text file inside (which is called imperial_campaign_regions_and_settlement_names.txt) into your existing text folder, located at C:\Program Files\Activision\Rome - Total War\Data\text.
(6) Make sure you have added campaign descriptions for each faction in the campaign_descriptions.txt file, located at C:\Program Files\Activision\Rome - Total War\Data\text
(7) Run RTW. If you are using the Provincial Campaign version, a Provincial Campaign menu should now appear in the Single Player menu. If you are using a manual installation, start a new Imperial Campaign as normal. You may have to wait whilst the new map.rwm is regenerated.
Description / Credits / Disclaimer
Description
Rome: Total Gameplay (RTG) Provinical Campaign
Created & Developed By Seasoned Alcoholic
The RTG Campaign Map has been made available as a seperate download for those that wish to install the map without having to download the latest version of the mod. It may also be incorporated into other modification projects; for more details regarding this area, please refer to the permissions section (below).
#########
#FEATURES#
#########
CAMPAIGN MAP
- Modified settlement locations to roughly their historical locations.
- Over 50 new regions have been added to the campaign map.
- Modified and relocated campaign resources, including unlocked / unused resources that were omitted in vanilla RTW.
- A fairly consistent and accurate naming convention for most regions and settlements on the campaign map.
- Extensive modifications have been made to accompanying campaign text files, EG map_heights.hgt, map_features.tga, map_ground_types.tga to improve the flow of the map.
STRAT TEXT FILE
Extensive changes have been made to areas such as the following:-
- Starting province ownership.
- Starting settlement populations.
- Campaign start / end dates.
- Playable / unplayable factions.
- Starting faction denarii.
- Starting faction armies (and locations).
- Starting regional fertility / population growth rates.
- AI construction / recruitment biases.
Credit / Permissions
#######
#CREDIT#
#######
Original text files created by The Creative Assembly.
Text files modified by Seasoned Alcoholic.
Faction campaign maps created by Seasoned Alcoholic.
Faction leader portraits created by Seasoned Alcoholic.
Selected map TGA & HGT text files modified by Seasoned Alcoholic.
###########
#PERMISSIONS#
###########
Incorporation - This material in this modification may be included in other public modifications in a complete and unaltered state. Adaptation may only be made to the extent necessary for the material to be used as intended by the creator. These conditions can be waived with the creator's express permission. It also may not be used for any commercial purpose. The creator of the modification must be identified within the credits included in any release.
descr_strat.txt, descr_mercenaries.txt, descr_win_conditions.txt etc can be modified in order to bring the download in line with the project it is to be implemented within. However, core text files, TGAs and other files related to the campaign map may not be modified without the explicit permission of Seasoned Alcoholic. He can be contacted at either the TWC or ORG forums, preferrably in the form of a Private Message (PM). For queries, questions or requests, please PM Seasoned Alcoholic.
You will need to supply your own campaign descriptions in campaign_descriptions.txt
Disclaimer
Rome: Total Gameplay is not supported or endorsed in any way by The Creative Assembly, Activision or Sega. All of the work included with this modification is my own, and has not been taken, borrowed or stolen from anyone. Credit has been given when and where necessary. Note that any infringements present are purely unintentional.
I hope you enjoy the RTG campaign map and its related features as much as I did making it!
:sweatdrop: this my sound stupid... but what is this? a new version of RTG? or a patch or something? yeah im a noob in online mods and stuff...
its a updated campagain map. i am going to download it now.Quote:
Originally Posted by Murfios
I've released the campaign map as a seperate download from the latest version of the mod, for a couple of reasons:
(1) It allows people to download the RTG campaign map (and related files) without having to download the entire mod. Then the campaign map can be incorporated into their private modifications with few problems.
(2) The RTG campaign map can be incorporated into other public modifications, but only following the permissions laid down. Hopefully, this should allow wider audiences to gain more unpredictable experiences on the campaign map than they would do in vanilla. Many major mods share certain aspects, so I thought that I'd share the RTG campaign map.
Seasoned Alcoholic the new RTG campaign didnt work. I replaced the files from the RTG Provincial Campaign to the base folder and the imperial campaign folder. there only one thing i didnt do which was in the instructions you said to add descriptions for each faction in the campaign i didnt do that because you already have descriptions. (from the RTG V02) i suspect that is the problem. what should i do?
The RTG campaign map download was really an incorporation download tbh. It was put together very quickly, and will probably require some work at the installation end to work properly. My guess is that the rebel factions listed in descr_regions don't match those listed in dscr_rebel_factions. Otherwise, its the faction_creator lines that the game doesn't like. Those files in particular are very fussy; if you make at least one error in conversion, you will always get hard CTDs until the problem is fixed.
If you don't know how to fix these CTDs, its probably best to wait until I release the next version of RTG, the campaign map release was a bit premature.
well actually i just get a crash back to the single-player menu. does this change the scenario? of just the same problem.
Are you using the -show_err command line extension? If not, right-click your RTW shortcut (on desktop), then click Properties. Now select the Shortcut tab and add the -show_err extension to what already exists in the Target textbox. It should look as below (note the space between the original target entry and the extension):
"C:\Program Files\Activision\Rome - Total War\RomeTW.exe" -show_err
Click Apply then OK. This should now bring up an error dialogue box each time the game finds something it doesn't like in the scripts. This won't always work however.
If you're receiving a kick to menu (KTM), this usually means that the files in your campaign folder contain bugs. You'll need to work out which file(s) contains the bugs / typos then sort each out individually. The -show_err should help you identify where the bugs lie in the scripts, usually one at a time.
yea i always use the -show_err command line. the error box said, script error could not find nightbattlecapable in traits database. i think the problem is since your RTG has skymod and nightbattles mine doesn't. should i delete that trait or what? (i went to descr_strat and did the quicksearch. searched nightbattle and many generals have it)Quote:
Originally Posted by Seasoned Alcoholic
That's the problem then mate, yeah you need to delete the NightBattleCapable traits from all faction leaders and all faction heirs. Night Battles are included with the latest version, so that's why there are a few incompatabilities with the RTG campaign map at present.
Extensive changes have now been made to the mercenary recruitment pools / AOR. Basically, the pools have been completely restructured from scratch. Many new pools have been created, and existing pools have been broken down into several sub-pools covering only a handful of regions at the very most.
In vanilla RTW, there were 28 mercenary recruitment pools. In the latest version of RTG, there are 62 mercenary recruitment pools, which is an increase of more than half.
Each of the units available per pool are now more experienced, generally cost more to recruit, are replenished in a shorter period of time, and a wider variety of units are available to recruit.
Additionally, due to the greater number of pools (and now the greater number of mercenaries available to recruit), there is a much more focused AOR approach to mercenary availability. For example, Cretan Archers are now only available to recruit on Crete (2 provinces). This will ensure a player is forced to take control of (or move into) specific areas on the campaign map to be able to recruit these units. Hopefully this should encourage more decision making as to where the next assault should be concentrated.
Also, as a further challenge, since the rebel faction (controlled by the AI) has superior funds, it will certainly snap-up any available mercenaries in the regions it controls and use them against the player. This also applies to the other playable factions (when they're controlled by the AI).
u need to tell people about that then.Quote:
Originally Posted by Seasoned Alcoholic
The RTG campaign map download will be more relevant after the next release of RTG, basically because of the modified files will be there in place, and this should prevent CTD / KTM issues.Quote:
Originally Posted by The Spartan
Quote:
Originally Posted by Murfios
Murfios, I've tried to test these results out myself in custom siege battles, but don't get the same results as yourself. The officer still uses his gladius to instruct the siege crew to move etc, but equipment like scorpions, ballistas & repeating ballistas can't target walls.Quote:
Originally Posted by Murfios
Usually, when you move the cursor over the walls, the cursor changes to a bow-and-arrow to indicate that the walls can be attacked. However, the non-onager siege equipment cannot do this, they simply get a cross and a message stating 'this unit cannot attack walls'.
I will test out to see what the AI does with the same siege equipment, and also what the effects are on a standard battlefield map.
If you need to take screenshots of your results, I'd recommend using image / video capturing software such as FRAPS for example. This allows you take screenshots at any point during a game (even in menus), so no more Alt+PrtSc etc.
Once you've taken the screenshots, edit them to your tastes using something like The GIMP (download links). All you need to do is open the image, edit it a bit, then save it as a JPG file.
Then finally, to host your images on the web, use an image hosting site such as ImageShack. Simply copy and paste the provided URL links into your posts here at the forums to display your images.
actually balistas can attack walls. i dont know about repeating balistas. btw those bugs/glitches never happen to me.
I'll have to take a look at the projectiles file again. Do you think it'll be worth allowing ballistas, scorpions, repeating ballistas to do a tiny fraction of damage to walls Spartan? As Murfios says, then they may look as though they're scratching the surface rather than bringing down an entire section of wall.
Btw, I've recently modded campaign map movement points and battle map movement modifiers, can you beta-test them out for me please Spartan? I'll PM you the bits of code you need to change, its only a small amount of code and will take 2 mins to replace.
Thanks.
about the balistas etc. doing damage on the walls im not sure.
Thanks Season Al. Ill have it ready in a hour or two.
https://img144.imageshack.us/img144/...51232006ti.png
https://img145.imageshack.us/img145/...51253438tj.png
https://img102.imageshack.us/img102/...51308829cf.png
https://img210.imageshack.us/img210/...51318564qn.png
https://img147.imageshack.us/img147/...51407983bz.png
https://img113.imageshack.us/img113/...51512962zw.png
https://img205.imageshack.us/img205/...51637788qr.png
https://img63.imageshack.us/img63/17...51718106cz.png
hello, are some news! it was quite easy. although this new modified campaign movement doesnt show much of a difference. here is the new one:
https://img70.imageshack.us/img70/213/campaign2fc.jpg
and the old one (unmodified campaign movements) from my current Selucid campaign:
https://img63.imageshack.us/img63/743/campaign16wa.jpg
not much of a difference as you can see.
i didnt make any pics for the modified battle map movements cause you wouldnt be able to tell. but it works. one example: is a principe movement in the grassy flatland. he moved very slow. it was like he in the matrix. so its evident that the rest work (like in desert or in the snow) i will test that later.
Do This:
Go on, and select a faction of your own, then select a ballista for our enemy. Try that your enemy is the house of Scippi. It has to be AI to ocurre.
(you most defend) Hope this helps you both...
Hey Spartan. There will be a mayor problem with slow movement on grasy areas.
You see, people that have lower details will not be able to see the grass, so this will look as if this units are simple tired or something. It can cause confussion among folks that don't know.
Another thing. Can the senate have less units that all other Roman Factions? Like a army of its own, they would have less men to choose from. But the one they do have, would be higly trained and expensive. Something like:
Basic Roman Units
And Heavy Equites
It would be more realistic.
Thank you both again for illustrating these areas :medievalcheers:
Good to know its the AI who have this problem with their commanding officers on the artillery crews. I'll have to tweak the projectiles file again so that these siege weapons (ballistas, repeating ballistas, scorpions) do a small fraction of damage to walls. Hopefully this should fix the problem, I may post some screens to illustrate if it worked or not.
Have you tried the battlefield movement modifiers Spartan? Did you notice any changes over different terrain types? Did you experience any CTDs after a few turns on the campaign map?
I'd used a very brief test campaign with Scythia on the steppes, and you really notice the added movement points because of the terrain type. Now armies, agents, admirals, family members etc can move further each turn, it may improve the gameplay because reinforcements may come into play more during siege battles. Also, there may be larger incursions into your territories by the AI.
I like the idea of restricted recruitment for SPQR Murfios, this would allow them to only train more powerful units. However, rather than make these extensive changes, I could take a shortcut, and give them a powerful starting army of say, Triarii, Princepes, Roman Archers & Equites. How does this sound?
also why not let SPQR can only recruit Praetorians? when you take control of Rome you can then recruit them? now i will go and test the modifiers. I think playing a historical battle will give me a better way of testing it. after you mentioning CTD i will test the campaign imediately.
i am back with testing news! Murfios you were right about the grassy flatland, i tested somewhere else and it was faster. ok so on regular terrain and snowy its almost the same as the unmodified one but on deserts they go really slow which i dont like. perhps we should use the old one, or mod the desert. as for the campaign there was no crashes after a while of playing so thats safe.
It would be good to be able to recruit Roman units onces you have taken over rome.
And about the phalanx? will it be left that way?
At present, you can recruit Praetorians in only a handful of provinces - these are the original starting Roman provinces, think there's about 9 in total. The reason I left it at around 9 provinces was to allow the player to be able to retrain anywhere in Italia, as opposed to just the capital. It was a bit of a nightmare training / retraining units in just one province; Early & Legionary First Cohorts and also Spartans come to mind straight away, as was the case in vanilla.
I'm probably going to leave SPQR as they are in terms of recruitment capability, but they can be given powerful starting armies to compensate. How many do you think are necessary - perhaps 2 stacks of powerful, veteran, pre-Marian units?
I'm tempted to remove the secondaries from the phalanx capable units, as well as the other units such as Nubian Spearmen and German Spear Warband. Phalangites use the original vanilla underarm animations.
Also some more good news. Here are brand new banners to use in your signatures, the other ones are looking somewhat dated now:
https://img59.imageshack.us/img59/2020/rtgnew12jd.jpg
https://img110.imageshack.us/img110/9991/rtgnew26rj.jpg
https://img472.imageshack.us/img472/...tgnew154uj.jpg
https://img208.imageshack.us/img208/3035/rtgnew42qe.jpg
https://img472.imageshack.us/img472/...tgnew166gz.jpg
https://img117.imageshack.us/img117/8224/rtgnew65sw.jpg
https://img117.imageshack.us/img117/7110/rtgnew79eo.jpg
https://img88.imageshack.us/img88/4782/rtgnew207lu.jpg
very nice looking sigs! can you make a spartan one though? in the same angle you took the hoplites?(it would fit with my name) note people note all sigs are usable as some have too mank bytes or the are too big dimensions
Ah OK, I'll resize those sigs and create a Spartan one for you, thanks.
[EDIT:]Resized selected sigs in above post and added Spartan one.
thanks alot! btw elephants need to be stronger as i am experincing in my Selucid campaign. by hp and attack def. why, on one battle the elephants killed 31 and 4 died. not very impressive. :no: (for all elepants war elephants armoured etc.)
Yeah, this is one of the key areas of the EDU file that needs addressing before the next release. I've just been browsing through the changes that have already been implemented, yet there is just so much more to get through ~D
Those units have officers with torches?
How did you do that????
btw, yeah, elefants are super weak. They get mauled by any heavy unit. Maybe they should have more def. and hp.
Omg, the red glow on the units face looks so cool.
You should sent this mod to gamespot. Once it´s finished.
About the senates strong starting army, sounds good. Perhaps remove gladiators and peseants.
Pinarius' Realistic Horse Mod Project
Pinarius' has been generous once again to allow me to use the fine work in his Realistic Horse Mod Project. This mod features new horse models, displaying visible noseguards / decorations, realistic saddles, and reins. The depth of the reskins improve the visuals significantly from how they were in vanilla, here are a few sample screens to illustrate:
https://img157.imageshack.us/img157/...rse17ra.th.jpg
https://img228.imageshack.us/img228/...rse21kv.th.jpg
https://img154.imageshack.us/img154/...rse36yj.th.jpg
https://img154.imageshack.us/img154/...rse18ah.th.jpg
https://img228.imageshack.us/img228/...rse22bx.th.jpg
https://img157.imageshack.us/img157/...rse35ho.th.jpg
https://img154.imageshack.us/img154/...rse17lr.th.jpg
https://img154.imageshack.us/img154/...rse27bd.th.jpg
https://img154.imageshack.us/img154/...rse34si.th.jpg
https://img154.imageshack.us/img154/...rse45ar.th.jpg
https://img210.imageshack.us/img210/...rse16jk.th.jpg
https://img157.imageshack.us/img157/...rse21lx.th.jpg
https://img210.imageshack.us/img210/...rse33pc.th.jpg
https://img157.imageshack.us/img157/...rse10hh.th.jpg
https://img210.imageshack.us/img210/...rse29sq.th.jpg
https://img157.imageshack.us/img157/...rse38dn.th.jpg
https://img157.imageshack.us/img157/...rse41wf.th.jpg
My thanks to Pinarius' for his dedicated work on this somewhat neglected area in vanilla RTW.
very impressive. i always wanted reins!
Hey Seasoned Alcaholic, you should place a ancielity dedicated to you. "Seasoned Alcaholic"
A man that claims the bar is his second home, and knows everyone who enters and leaves it.
+4 Influence
+6 Personal Security
lol! seriously you should do that! ill have that ancillary next to Leonidas of Sparta! btw Spartans can be defeated by Royal Pikemen.Imo they should be stronger. they Imo should be the strongest greek culture unit.Quote:
Originally Posted by Murfios
"The Spartan"
Not a spartan, but The Spartan, a veteran local hero, knowed for his bravery on the battle field.
+6 Command
+7 Moral on troops on the battle field
Can i use a Sig?
Hehe, that's a good one :laugh4:
Of course you can use one of the sigs. Simply right-click the one you'd like to use and select Properties. Now copy the sig's location into your signature (from Control Panel, User CP, menu) and wrap the location in the image [IMG][/IMG] tags.
I've included a few suprises in the scripts already, here's the 'Raiders' unit description:
That may be slightly different to what already exists, think I've tweaked it since v0.2.Quote:
Regular drinkers at local Taverns and Bardic Circles alike, Raiders stand out from the crowd with their frequent and in-depth tales of war. They prefer nothing more than to discuss past battles, and how many men they’ve slain in due course! This in turn earns them respect amongst friend and foe alike.
Armed with sturdy swords and shields, Raiders are best employed as shock troops on the battlefield. They wear little or no armour, but are extremely ferocious fighters once a battle has commenced. Personal glory and a quest for post-battle loot give these men a desire to enter battle as soon as possible, sometimes without orders! After all, there are many more tales of war to be told back in the nearby settlement, especially where the local ale flows freely!
Don't worry, I'm going to overhaul as many units (EG models, skins, sprites etc) in the game as possible, and then recode the stats afterwards. Otherwise I may find myself constantly recoding and tweaking every now and then. Its best to recode the EDU in a few sessions, testing as you go. I'd rather spend serious time on this next version of the mod and ensure that its superior to previous versions, rather than release it piece-by-piece.
(and the last known living Spartan in the world)Quote:
Originally Posted by Murfios
Murfios
A man who comes from the future who brings video games.
Management+7
Brings Ninjas To Defend You. Personal Security +15
hmm.. i wonder if SA favorite units are Raiders. (cause they like to drink)
yea cant wait for next versions.
now if only somebody can add strings to bows...