Re: Comments on the BI demo
Quote:
Originally Posted by barocca
eh?,
because this is BI not Rome
bugs are supposed to have been fixed
we are doing what testing we can on the demo while the devs still have time to tweak the code
testing means trying to find the limits and testing as many features as you can,
BI Demo Bug Thread
BKB and Myself are making new battles for just that purpose,
well, that And to have a bit of fun too.
B.
Thats why I started this thread too. Its just that I was never that impressed with the idea of the CC anyway.
EDIT: I tested the hun CC in Chalons and at least 2 of the 4 that I set 'a twirling' were caught by cav (including heavy cav). I saw one where the circle essentially stayed in place while light cav charged into them. Useless.
Re: Comments on the BI demo
I just played the Frankish ambush and it was interesting as well as graphically brilliant. Since I didnt care about winning and losing I was able to zoom in and it seemed to me that the graphics were much more realistic looking than in RTW. There appeared to be much more fluid variation in how individuals were moving while in contact with the enemy. I was amazed at how appropriate some of the actions were.
I was somewhat disappointed with Badon Hill which seemed much less dark than this mod. If this is the way it goes in BI, night battles will be something of a challenge. With no terrain to view and less knowledge of what I was facing I had to completely change my tactics!
Re: Comments on the BI demo
How powerful is your PC, Spencer? :book:
Re: Comments on the BI demo
Quote:
Originally Posted by Alexander the Pretty Good
How powerful is your PC, Spencer? :book:
Nothing special, a 2.8 GHz P4, ATI 9700. Why?
Re: Comments on the BI demo
Ive played the demo and my initial impression is that im not impressed the whole selling point for them is the glowing colours from the onanger's etc. Its not really that good or realistic but for me its something that is not mportant. but it appears to be their big selling point this worries me.
The most important part is the-
Mending of the multiplayer so as that everyone can actually play it online,
the AI not being retarded,
other units looking as well in detail as the roman counterparts,-not addressed
the correct balancing of the armies so that 1 urban cohort cannot hold out against ridiculous, unrealistic odds against barb infantry or vice versa.
more detailed realistic morale -seems they have done something. will it match MTW? ~:)
the voices on the non roman factions are absolutely awful, terrible, sounds like a squeeky kid that was paid 5 quid, people should know to which i refer.
Re: Comments on the BI demo
Quote:
Originally Posted by Puzz3D
All the files go into a MPComMod folder under the main game folder, and the new shortcut points to that folder. I installed v0.11 andit works for me. Make sure you aren't installing it into a modded version of RTW.
Thanks, I got it to work by installing in a 'clean' R:TW folder. Though I don't understand why he refused to work in the other folder: the only differences were a few edited text files and two new maps to store the original data.
Re: Comments on the BI demo
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Originally Posted by Ludens
Thanks, I got it to work by installing in a 'clean' R:TW folder. Though I don't understand why he refused to work in the other folder: the only differences were a few edited text files and two new maps to store the original data.
Because that would force players who want to continue playing vanilla to expend another 2 Gb to install a Mod. With MCM, people can play both, vanilla and modded version using the same rome installation.
IMO, all modders should make their mods in a separated folder, so everybody could play several mods installed over the same vanilla RTW. BI have been made so too.
*bows*
Re: Comments on the BI demo
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Originally Posted by Ludens
Thanks for the link.
I have installed it just now, but I couldn't get it to work. The game said there was an error loading the mount database. I did install it twice in different folders (I wanted to see which files where affected) but the problem remained after I uninstalled both, did a registry clean up and reinstalled the mod. Normal R:TW still works.
Do you know someone who can help me with this?
That's because your RTW is not "clean" : it contains the player1 bugfixer. If player1 would have made its bugfixer in a separated folder that would not happen ~D.
Re: Comments on the BI demo
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Originally Posted by Celtibero Mordred
That's because your RTW is not "clean" : it contains the player1 bugfixer. If player1 would have made its bugfixer in a separated folder that would not happen ~D.
Ah, but then it wouldn't be a bug-fixer. It would be a mod ~D .
Re: Comments on the BI demo
Quote:
Originally Posted by Ludens
Ah, but then it wouldn't be a bug-fixer. It would be a mod ~D .
It's a mod called "bug-fixer" indeed ~:cheers:
Re: Comments on the BI demo
Quote:
Originally Posted by Celtibero Mordred
It's a mod called "bug-fixer" indeed ~:cheers:
There is a reason why I added original data folder in install, as well as integration section in the readme.
Also seperate folder idea doesn't really work, since while with -mod parameter some files could be read from seperate folder is does not work for all essential files. Also, custom battles can't be started that way.
from readme:
Quote:
Integration Guide
This guide is for users that want to mix and match different mods. It shows which bug-fixer files require other bug-fixer files to work properly.
descr_model_battle.txt requires:
-greek_archer_merc_sprite_new.spr
-greek_archer_merc_sprite_new_000.tga.dds
descr_mount.txt requires:
-descr_model_battle.txt
export_descr_unit.txt requires:
-descr_mount.txt
-descr_model_battle.txt
export_descr_ancillaries.txt requires:
-export_descr_character_traits.txt
So, if you use bug-fixer export_descr_unit.txt file, you also need to use bug-fixer descr_mount.txt and descr_model_battle.txt files to make things work properly.
On the other hand, if you plan to use export_descr_unit.txt file from some other mod, it won't have negative impact on other parts of bug-fixer, since no other part of bug-fixer requires export_descr_unit.txt file.
In some cases, when applying other mods, you need to use some of original files instead of those from bug-fixer. For example, if you want to use some mod that modifies export_descr_character_traits.txt file, you can't use it together with bug-fixer export_descr_ancillaries.txt file, since it requires bug-fixer version of export_descr_character_traits.txt file. In such case, you need to use original export_descr_ancillaries.txt file instead of one from bug-fixer (can be found in Original Data folder).
Re: Comments on the BI demo
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Originally Posted by player1
Also seperate folder idea doesn't really work, since while with -mod parameter some files could be read from seperate folder is does not work for all essential files. Also, custom battles can't be started that way.
That's not true. Check my mod and see: separate folder works and custom battles can be started that way. ~;)
Re: Comments on the BI demo
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Originally Posted by Celtibero Mordred
That's not true. Check my mod and see: separate folder works and custom battles can be started that way. ~;)
Correction: It does not work for all mods...
For example, when I tried to make all faction mod as seperate.
I hope CA will improve this function in the future.
Re: Comments on the BI demo
Quote:
Originally Posted by player1
Correction: It does not work for all mods...
For example, when I tried to make all faction mod as seperate.
I hope CA will improve this function in the future.
That's very simple: you can make all factions available simply putting your modified file in mymod\world\maps\campaign\imperial campaign\descr_strat.txt and then adding -mod:mymod to the shortcut route ~:confused:
Please, take a look at my mod just to see the structure. The only problem I've found so far is with skeletons files.
CA added this feature in 1.2 patch, but it seems that modders are not using it. I don't know why, maybe they don't know how to do it works properly, but I did it and it's really easy.
Re: Comments on the BI demo
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Originally Posted by player1
Correction: It does not work for all mods...
For example, when I tried to make all faction mod as seperate.
I hope CA will improve this function in the future.
I have tried and test a few mods. Most modders are not aware of the -mod function, or just too plain lazy to implement it well.
And that's too bad, because the function does work well... and if modders were really willing to do it, everyone would be able to run multiple mods + vanilla on one install.
That also reminds me that the link in your sig is not using that functionality. Consequence; you can't play MP with it, and it screw up other mods that are using properly the -mod function.
Louis,
Re: Comments on the BI demo
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Please, take a look at my mod just to see the structure. The only problem I've found so far is with skeletons files.
isn't that exactly what most of the major mods change ? next to the estethic part of new animations, RTW has very few different speeds between lightly armoured and heavily armoured units.
Re: Comments on the BI demo
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Originally Posted by [cF]Adherbal
isn't that exactly what most of the major mods change ? next to the estethic part of new animations, RTW has very few different speeds between lightly armoured and heavily armoured units.
Three speeds for infantry and three for cav would have been better, but you can make do with two for each to maintain compatibility. Mordred's mod is the only one I know of that tried to maintain compatibility, and that's critical in getting a mod used online. The gameplay certainly hasn't suffered because Mordred's mod provides battle gameplay which is better than any other RTW mod I've tried, and the campaign is improved as well.
Re: Comments on the BI demo
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Originally Posted by Puzz3D
Three speeds for infantry and three for cav would have been better, but you can make do with two for each to maintain compatibility. Mordred's mod is the only one I know of that tried to maintain compatibility, and that's critical in getting a mod used online. The gameplay certainly hasn't suffered because Mordred's mod provides battle gameplay which is better than any other RTW mod I've tried, and the campaign is improved as well.
Do you have a quick (i.e. one that wont take you too long to get) link to that mod?
Re: Comments on the BI demo
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Originally Posted by SpencerH
Do you have a quick (i.e. one that wont take you too long to get) link to that mod?
You can download it from here:
MCM-v0.11 English