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Re: Htw Spin-off Mod - Ancient: TW
Wow !!! You are incredible Mac ... Also good to hear the rest of the gang wanting the same type of Diadochi scenario .:2thumbsup:
>> About those review panel graphics ..
I beleive the time has arrived & is an ideal time to start borrowing from RTW and its mods . :yes:
Im sure with permission you could make up the Medeans & Scythians and then start a specific guide in the Lab which we can ask to get stickied specifically for this reverse engineering ,, it could also cover event scrolls building parchments etc etc .
** I think the waist up closer bifs of RTW are the way to go as many of those nice little HTW are nostalgic cute and dear to my heart but were in the heat of battle difficult to quickly id .
A guide (( even very basic )) would be the tonic i need to get cracking producing them for the mod ,, and also perhaps spur on other eye-candy improvements by others for others Mods as well .
Let the pillage begin
cheers :beam:
DTS
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I Think I Got It
Thanks for your patience and your guidance, Macsen Rufus. Things are now better and your mod is back up and running. One thing - I get the feeling there is no custom battle option for the Alexander era, as the mod crashed when I tried to start putting together a custom Alex battle. Is this true? Meanwhile, I think the key to turning things around for me was that I somehow missed the 2.0 update in all the series of upgraded versions of ATW that have come out. Your last reply brought that to my attention, so a big thank you for that. Version 2.0 really was a big upgrade with the Carthaginians and all and here for all this time I missed it. Well, now I had the chance to see them in a custom battle and that Sacred Band infantry looked GOOD. One disappointment that I hope you will correct before too long: the Assyrians seem mostly out of place on maps that center on Europe. Their playground was mostly the Middle East and Western Asia with Egypt thrown in for good measure. On the maps where I currently see them they are squeezed in along the east mapedge. it would certainly make more historical sense to put them in a scenario that uses the Alexander map, which is what I thought you were going to do. The Assyrians are my ancient wargaming favorites and I would like to see a scenario truly worthy of their inclusion. I know how busy you are with all you still plan to add to ATW but I felt the need to bring this to your attention now that I seem to have some basic ATW problems out of the way. I thank you for all you have done with this mod - I appreciate your labors as much as anyone else here - because, being nontechnical myself, I look up to all TW modders and I think to myself that you guys are on a higher level. Keep up the fine work - I, too, see that this is a labor of love and I hereby offer you my emotional support if nothing else.
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Re: Htw Spin-off Mod - Ancient: TW
I thought this should be known but the Alexander scenario is REALLY unstable compared to the rest of the scenarios .
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Re: Htw Spin-off Mod - Ancient: TW
Gentlemen ,,
Patience please ..
Take into consideration that all this is being done by one person !
Also remember that Macsen released Alexander as a something of a beta for us to try .
**** Lets contribute constructive feedback instead of criticism ****
RussiaAlmighty ... In reality this is like an evolving beta so constructive critisism is whats usefull ,, things that you see need balancing or flaws that can be pointed is the type of feedback that is required for polishing .
** Rest assured eventually it will be as stable as previous works .
Noone23 ... As above and I totally understand your dilemna with the Assyrians . For far to long I have also wanted a Golden Age set in Mesopotamia .. With the proposed split into two major mods this is the first logical improvement to the Chariot Era & could become the first major addition should Macsen choose to .
** Macsen ,, Would be a good idea to open a new sub-section where feedback can be placed re: glitches - bugs - issue etc etc .
cheers to all
DTS
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Re: Htw Spin-off Mod - Ancient: TW
Well said dimitrios the samian:yes: ,
I think you are making really good mods Mascen rufus :2thumbsup: i am having real fun, me myself wos treying to make a campain map but to much work at the moment (56 hours this week) so i dont got the time to learn mod making :furious3: :furious3: but i would willing to learn sommething easy just to start with and help :yes:
dimitrios the samian the new sub-section for feedback is a brilliant idea :2thumbsup: gg mate
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Re: Htw Spin-off Mod - Ancient: TW
Morning all - no real progress over the weekend, as I ended up working Saturday, and didn't wake up til 3pm on Sunday, with just one hour of daylight left for my weekend :gah:
Anyway, thanks for all the poll replies so far - I think I can see bit of a pattern emerging :laugh4:
@Noone23 - I was beginning to wander over the weekend if that might have been the case - FN_27 was bugging me (can't remember which exactly, but it's either the Ammonites or Moabites, both very late additions to the mod). So I was going to ask if you'd got v2.0, but as you've already answered it.... :2thumbsup: The custom battle side requires quite a bit of tweaking in the unit_prod to get it working properly - it will be done by the time the RoP scenario is finished - I'm working on it now along with the new units. I think the Punic and "Bronze Age" scenarios should all be working in custom now (well I know I tested the siege maps for Syracuse and Carthage in custom, but can't remember now whether I did it with the mod, or exported to VI??? Seems so long ago :laugh4: )
If it wasn't for the mod having started life on the XL map (which includes Mesopotamia as a province) the Assyrians wouldn't have been in there, but there's no doubt they are essential to the "geo-politics" of the era. Of course back then I was still saying "but I'm not even going to attempt making any changes to the campaign map". Three new campaign maps later things look different :laugh4: The irony is now there is the "Alex" map to use, the Assyrians have already been erased from history :clown:
@RA - which version are you on? Do you have it patched up to 2.53? Any specifics would really help as I've not been able to test every faction under every possible condition yet - it's the modder's curse, never finishing a campaign :beam: By the time v3.0 comes out (or perhaps the separate "Ancient II:TW"), then the stability should be there, as well as custom games :yes:
@DTS: yes, good idea - I'll launch a feedback/bug report thread :bow:
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Editing Units in Startpos Files
I see the initial unit list for, say, the Alex scenario and I want to boost the Persian unit strengths but I believe from previous experience that a crash will result. How can the default unit starting strengths be safely changed?
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Re: Htw Spin-off Mod - Ancient: TW
Cyrus's name in Old Persian was Kurush. It sounds better.
will you drop the 'late' (I don't remember it's name) campaign?
I would include the Dahae/Massagataes to keep the Persians honest.
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Re: Htw Spin-off Mod - Ancient: TW
@macsen
I was playing as Gandahar(sp?) . About 5-10 turns in BAM crash to the desk top .
Think making every unit have a one turn build time could have something to do with it ?
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Re: Htw Spin-off Mod - Ancient: TW
Hi all;
@Noone23: when you say the unit strength, I assume you mean number of men per unit? That can be changed in the unit_prod file (use Gnome editor, or be very, very careful with Notepad). Unit strength is about the 8th column, approx (it's labelled in Gnome, so easier to find). Max unit size is 200 - any more will crash the engine. In Ancient all units are set to be NON-SCALABLE, which means you can do what you like with the game's "unit size" setting, nothing will change :clown: Well, it's not strictly true - custom games will still scale, so you must have it set to default if you want to play custom battles, and in the campaign mode it will affect the size of STACK you can have on the campaign map (set to 'huge' unit size you can have (IIRC) 1920 men per stack, on default 960 men per stack).
Or if you want to add extra starting units in the startpos file, that is easily done: if you find a line such as
MakeUnit:: ID_LANDREG_15 Kardakes 128
you could either copy and paste it for two units:
MakeUnit:: ID_LANDREG_15 Kardakes 128
MakeUnit:: ID_LANDREG_15 Kardakes 128
or you could alter the size of that unit, eg
MakeUnit:: ID_LANDREG_15 Kardakes 200
Remember, 200 is the maximum possible unit size, and the maximum trainable size would be 128, so once the 200 man unit gets whittled down in battle you can only replenish numbers back up to 128 (however, you can retrain it at 200 men to give armour/weapon upgrades etc)
@Hound - I did wonder about other steppe factions, but as they're basically Scyths by another name thought there wasn't going to be any great advantage to it. Late Bronze or Late Alex? Not that I'm dropping either, of course...
@RA - do you have any more details about the crash - end of turn, battle, looking at a stack/agent/enemy province??? Anything you can tell me could help pin it down. The train time is not going to be an issue - most units in vanilla are 1-yr types. Any info you get, please post in the bug reports thread :2thumbsup:
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Re: Htw Spin-off Mod - Ancient: TW
How the heck do you re-train units in MTW and STW?
I've always simply merged units to keep the numbers up.
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Ships in the Startpos File
Another question(BTW I did use Gnome Editor and made a lot of changes in the unit and building prod files): Can numbers of ships in the startpos files be safely boosted like those of the ground units? The ones I see are only single ships but of course I would like to get those puny numbers up, way up.
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Re: Htw Spin-off Mod - Ancient: TW
@Noone - the ships are more like a special case of agent than a military unit in the way the game works, so no, you have to have them one by one, I'm afraid.
@Hound - retraining: if you have a unit that needs retraining (ie the last few survivors from a desperate battle), and it is in a province that can train that unit, then you can open up the unit training parchment, click on the army stack, select the unit to retrain, and drag it into any empty box at the bottom of the training panel. Unlike RTW, if you stack up five units to retrain, they will come out one unit a year.
Regardless of the unit's normal training time, re-training will only ever take a single year. It will bring numbers back up to full strength (but I guess you saw the notes above about units that started the game as bigger than the standard size?)
Also any units retrained will gain any upgrades available in the province (ie weapons, morale, valour and armour). You might still be better off recombining some of your units in the field, as you can keep your valoured-up guys together to make some kick-ass units. New ones acquired by retraining will be raw recruits and dilute the valour your veterans have already earned.
There are two well-known problems with retraining: Beware of retraining your heir apparent - if you do, then make 100% sure he goes straight to the front of the queue AND that you have no chance of running out of money that year. Why? Your king may die, and if your heir comes of age in the queue he will turn into a "king" unit WHICH CANNOT BE RETRAINED and therefore CTD, end of campaign. The CTD might not happen immediately if he was at the back of the queue, but it will CTD if you try to remove him from the queue, or on the year he reaches the front of the queue. You might have two kings for a while, as well...... all are signs that something bad is about to happen and you should wonder how old your last save game is ~D
The second retraining bug will also cause CTDs: it is possible to open a training parchment in one province, then click on a stack in a different province, and drag a unit across to the parchment. DO NOT DO THIS! Make sure the unit is retrained in the province it is really in....
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Dead in the Water
Your mod, that is, not those ships. As I was previously starting to say, I made a lot of changes in the unitprod and buildprod files for ATW using Gnome Editor and more changes manually in the startpos files. The end result was a game that won't even start without so much as an error message to give me at least a clue as to which change(s) the game chose not to accept. At this point I'm probably looking at another reinstall unless you come up with something brilliant in a hurry. I think I understand very well any frustrations you might have with the MTW engine as I have enough of my own. I guess the creators of the original game decided medieval battles were small affairs and that was how they chose to proceed. The idea of Modding and other user changes apparently occured to those folks late if at all. I don't want to get on a rant here because I know that is not in the spirit of what you are trying to accomplish with ATW(not to mention being offtopic). However, you must find MTW's limitations as frustrating as I do, that's all I'm saying.
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Re: Htw Spin-off Mod - Ancient: TW
@Noone - sorry I misread your last post - I thought you were wanting to up the size of the "fleets" in the unit_prod - as for adding extra ships to the startpos it should work, but do it as "MakeUnit:: ..... ship 1" repeated rather than "MakeUnit:: ..... ship 3" as I imagine that would probably confuse things (it might not, as well, but why go looking for trouble you don't need ~D)
The CTD problem may be Gnome-related, not necessarily a problem with your changes as such, not sure how much you've picked up from the forum about Gnome, but it's always a good idea to open up a freshly-saved unit_prod or build_prod file with Notepad before you try it out. Gnome often puts a line of junk at the bottom (especially if you've been cutting and pasting) and this needs to be removed using Notepad, and then resave the file. Gnome-junk = guaranteed CTD/error message. It will also stop Gnome reopening the file, so I tend to leave Gnome open even after I've saved the file and fixed it.
Moddability was bit of an add-on for the TW series, there's very little you can do in STW, vanilla MTW was a bit better, and VI an improvement over that. I haven't even looked at RTW, but I guess from what EB has achieved, there seems to be plenty of scope. My biggest grumble with MTW is default skirmish-mode for all missile units :no: This one really messes up line infantry in Napoleonic, for instance, as the AI won't stand and shoot at you properly.
Also don't forget how old the game is now, we've become accustomed to the hardware advances that allow us to run bigger battles with all the eye-candy - most "current" machines choked on full-spec, huge-scale battles when MTW was new.
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Re: Htw Spin-off Mod - Ancient: TW
Dear Macsen
Can I just take this opportunity to thank you for producing this mod. My friends and I have a LAN set up and we ran a four player game of Ancient TW in the Punic War Era at the weekend that has just gone. The games played without any hitches at all and were just as good as any of the multiplayer games for the Medieval TW that we have played. It would be nice of course for an Alexander multiplayer custom battle set up in the future... but so far so good!
It cannot be easy producing a mod for this program. But with a love of history and some knowledge of the program then much seems to be possible.
Although the Medieval Total War game is quite old and the graphics do not compare with the new games, there is something to be said for the "Classic" style and feel for this game. Classic is a word that must be used here. My friend has a large 47 inch TV screen (!) recently bought that can show the game screen very well and is excellent for viewing replays. What this game shows us on that huge screen is not poor graphics but classic gameplay which has not been beaten by anything from the Creative Assembly or elsewhere.
:yes:
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No Gnome Junk Visible
So the question becomes: now what? That next reinstall is looking more and more likely at this point. All this work on the ATW files is wearing me out since I'm no spring chicken any more. That extended session yesterday of editing files for several hours only to get the result I described in my last post - now THAT was truly tiring and frustrating. Anyway, in looking through several of the edited files I didn't see anything that looked like Gnome junk, although I must admit I don't know what the stuff looks like. There must be something more sinister going on here - I just wish I had a clue as to its identity so I could then fix it myself and hit you with the more esoteric questions instead.
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Re: Htw Spin-off Mod - Ancient: TW
@mhorohello: thanks for the kind words, and that LAN game sounds like a real blast - it's something I've not tried myself... where's the smiley for "envy" gone? :laugh4:
The custom side for the Alex unit_prods will be straightened out for the next release, but it might take a while yet... :bow:
@noone: if you have Gnome junk it would be pretty obvious, it's normally a line of random stuff from somewhere in the file but orphaned at the bottom - you can see that it's not a full unit's-worth of data.
There are so many different things that can kill the game though, it is always a good idea to make one change at a time. If you do a whole raft of stuff in one go before testing it you greatly reduce the chance of ever finding the problem.
Some of the oddities that can occur are: it doesn't like to have too many different unit/build prod files with similar names (eg you can have mod1, mod2, mod3 working then when you add mod4 it kills the game - yet it can all work if you remove say mod3 - there is nothing wrong with mod4 at all - it just doesn't like the name...); tabs, commas, brackets etc can cause CTDs/failure to load if they are misplaced; some parts of the files are case-sensitive, eg commands or labels - I once spent a whole evening on a non-loading iteration only to pin it down to the descriptions.txt having one entry with [unit_Desc] instead of [unit_desc] - it took so long to find because I'd added loads of new units at once and had to search all the files related to them.... it was a real pain in the neck, that one :beam:
So the general rules are: proceed by well defined, small steps. Back up eveything that works; resist the temptation to "oh, I'll add this bit in now whilst I have the file open" - if it's not part of the "programme" leave it til it is. Try not to do different types of changes at the same time. Maybe update the graphics, test, THEN update the stats, test, THEN change the description etc. So many mods have fallen by the wayside because authors have managed to corrupt their only working copy with an error they can't pin down - MTW fans should know about over-extending :laugh4: Successful modding is not all creativity - a lot of it is also being methodical and disciplined :bow:
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Re: Htw Spin-off Mod - Ancient: TW
thanks Macsen for the info on retraining. So it works kinda like RTW, but less sophiisticated.
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Re: Htw Spin-off Mod - Ancient: TW
Quote:
So it works kinda like RTW, but less sophiisticated of an exploit.
There, fixed :laugh4:
No, seriously I did find RTW's way of retraining a whole panel full of stuff in one go a bit of an exploit, intsta-reinforcements, if you will. I think the MTW way is a bit more realistic, personally.
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Re: Htw Spin-off Mod - Ancient: TW
v2.53 Full install and a "by parts" series for dial-up users is now ready and waiting for download :bow:
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Re: Htw Spin-off Mod - Ancient: TW
Can ZI install this over the ATW I've already got? Or do I need clean MTW?
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Re: Htw Spin-off Mod - Ancient: TW
Hi Xehh - it's a complete install - so it's designed to go into an MTW-VI install, but it will still work if you go over an existing copy of Ancient. However, if you're up to v2+ then the 2.53 patch would be all you need :bow:
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Re: Htw Spin-off Mod - Ancient: TW
No, the patch is too big for my dial-up, I need to get the smaller parts.
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Back in Business
Hi again, Macsen Rufus. I just copied Hellenic Total War then reinstalled the ATW downloads one at a time up to version 2.53 over the copy. Thus, I now have ATW back to where it was. One thing - that last campaign(I forget the name)crashed as soon as I tried to start it. Other parts of your mod seem to work okay. Do you have custom battles available for the Alex time frame yet? I guess I could have tried it for myself but I didn't feel like risking a crash at that point. I did some editing again with Gnome Editor and changed the starting money in the startpos files but I didn't get too aggressive this time with my choice of changes. I'll have more to say but I don't want to pile it all into a single post.
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New Unit Creation?
One thing I want to do(now that ATW is functional again)is to create a super naval unit for the Persians in the Alex scenario and the Carthaginians in the Punic Wars scenario but there don't appear to be any available unit slots when I try to use Gnome Editor. What did you use for this process? You clearly went though the unit creation process so I hope you have some really good advice on the subject.
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Re: Htw Spin-off Mod - Ancient: TW
Hi Noone - do I understand you correctly - you installed Ancient over HTW? Because it's not meant to.... you should start with a standard, fully patched MTW:VI (2.01) with no other mods in there.
Alex era custom battles are still not entirely fixed. One thing to remember on custom battles, is that you must be in "default" unit size or smaller. Even though units are non-scalable in the campaign, they are scalable in custom games, and anything above "default" will cause a CTD.
I wouldn't put too much effort into the naval side on Alex right now, as the game really doesn't handle the naval side well on that map (having two discrete seas seems to confuse it) and even with ship preferences turned right down the Persians have a tendency to bleed themselves dry with pointless ship building. Anyway, they have Fast Phoenician Trieres, which are the best available ship, and what I usually tend to rely on as my "ships of the line". (I haven't changed the ships at all from HTW, they are exactly as they are in there...)
Adding new units: I don't use Gnome for this stage, but do it with Notepad. Open up unit_prod with Notepad, find a unit similar to the one you want to create, then copy and paste it to the end of the file. Change the name, save it, then and only then open it up in Gnome to edit the stats etc. When copying and pasting I always highlight from the beginning of the unit I want, to the point just before the next unit to ensure it includes the CR. It helps to do this with "Word Wrap" turned off. There always needs to be at least one CR after the last entry. When it's been re-saved from Gnome I always reload it into Notepad to check for Gnome junk at the end, and remove this and resave if necessary.
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Re: Htw Spin-off Mod - Ancient: TW
Hmm.. Macsen, how about this to help fix the Persian ship building problem. Simply forbid the Persians from building them. Controlling the waters isn't THAT important for the campaign. Plus, if they weren't building ships, they'd be able to defend themselves from naval attacks anyways. I know its not historical at all, but it might help keep Persia from bleeding themselves to death every time.
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You Do Understand Me Correctly, Macsen Rufus
Based on my previous experience downloading and installing the various updates for ATW I recalled, rightly or not, that the mod was made as an extension of HTW so that is how I proceeded with the reinstall process. Copying HTW enabled me to combine the first few steps of bringing back a working version of ATW so I started with that and went on to add the ATW downloads one at a time in order except for 2.52 which was covered by 2.53. Like I said the mod appears to work except for the last campaign which crashed immediately upon startup(I didn't try custom battles in Alex since I figured you didn't have them ready yet - I trust you will make an announcement when this is done).
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Dardanelles Movement Limitation in Alex
I was poking around with the Alex campaign scenario and I tried to move Persian units that appeared to be in position to do so across the Dardanelles and into Greece but the target area didn't get highlighted to allow it. Is this intentional or is it a glitch and if the latter do you have plans to fix it? I sincerely hope the latter is the case as I think it limits Persian strategic options too much.
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The Alex Campaign - Reworked?
Maybe my imagination has gone berserk but I remember the Alex campaign that I had prior to my last self-inflicted bug/reinstall situation starting in 336 B.C. and basically starting with Alexander facing the Persians in Asia Minor. When I checked out the same campaign again last evening after completing the ATW restoration process I saw no Macedonian ground forces anywhere but in their place I did see numerous rebel armies hovering on the northern and southern fringes of the Persian empire. To further extend my little test I attacked four of those armies and won all four battles(rebels can be such cowards sometimes). Furthermore, I saw that the start year has apparently been changed to something like 366 B.C. not 30 years later as I think it was previously. Now I wonder whether or not all this is merely a figment of my overextended imagination, or did you actual rework this scenario as I just described?
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Re: Htw Spin-off Mod - Ancient: TW
Hi Noone: no, nothing's changed, well nothing major - a few tweaks to starting troops, IIRC. There will be some more changes for the Alex map (such as a landbridge across the Hellespont) but it's not implemented yet. The major development focus at present is towards the "Rise of Persia" scenario, where I'm bulking out the Medes and other factions. The start date certainly hasn't changed, and the Macedonians start firmly in Europe, no presence in Asia Minor - they still have the Greeks to put in their place first :beam:
Those big rebel armies in Asia Minor should be different every time, as the provinces all start off under Persian 'control' - all Persia can do in the first couple of moves is decide which provinces will rebel, they can't ever hope to stop all of the the rebellions. (I usually allow Ionia to blow, it's historical, and you get a better class of rebel army there :laugh4: and Upper Egypt normally goes as well, and frequently Syria.... it's not meant to be too easy for the Persians, and took a bit of tweaking to ensure that fairly historical rebellions break out ~D)
The next release for this scenario will be the new install "Ancient TW2: Eastern Empires" and it will just have the scenarios on this map - I'll probably do a first one when Alex and RoP are ready, then get to work on the Diadochi later (otherwise it will be a long wait...:yes: ) This will free up some textures, so there should be more new units that can go in, and all the dead bodies etc will work properly. There will also be some other factors freed up a bit for further development, but I'll keep that under my hat for now ~D
Sorry for the confusion - "HTW spin-off" means it came out of HTW (ie re-used animations and battle maps), not that it installs into it. And of course to add to the confusion, I also did 2-3 years ago a little patch that fixed the "Bronze Age" scenario in HTW itself, at least made it playable, it still wasn't completely fixed - that will be revisited as well one day :2thumbsup:
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ATW2EE Question
Will ATW2: Eastern Empires finally be the extension to ATW that gives the Assyrians the scenario they deserve on a map that includes the Assyrian Empire at its height and surrounding areas, or should we expect another?
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No Visible Macedonians Whatsoever
I happened to find it strange that the Alex campaign starts with absolutely no Macedonian units visible on the map. How are they to, as you say, put the Greeks in their place? This looks like a golden opportunity for the Persians to eliminate the Macedonian threat early but they need that crossing over the Hellespont(why did I call it the Dardanelles?)to work. Numerous early successes in battle against the rebels also would be a big help, no doubt.
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Carthaginian Sacred Band Infantry
I want to give this unit some of my patented help courtesy of Gnome Editor but first I have to be able to find it. In which unit_prod file is it located?
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Re: Htw Spin-off Mod - Ancient: TW
Sacred Band is in XNM_unit_prod, and called CartSB. They shouldn't need any help though, they're almost as tough as Spartans.....
Macedonians are limited to Macedonia and Agriana at the beginning IIRC, or they may also have Thessalia, Aetolia and Achaea as well - it's a long while since I've looked at that one, to be honest :embarassed: But some of the units will be in the inset map, some on the main section... do a .matteosartori. if you can't see them, they are there! But you won't see them from the Persian starting position without revealing the map, as there's no watch towers or ships.
There might be an Assyrian era scenario for the eastern map, but not any time soon - there's just too much in the pipeline now, and I want some real-life time this year ~D
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What is a .matteosartori?
As per title. Color me ignorant if you want to, but I don't think I ever heard of a .matteosartori.
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I Can't Find the XNM_unit_prod File
That leads me to the obvious conclusion that I most likely don't have one. I guess this would explain why I couldn't find the requested unit. Anyway, what is the fix for this problem? Is the file to be found in the 2.52 download? As I told you I skipped that step when I saw that 2.53 was supposed to take care of everything for 2.52. The above most likely also means that there is a XNM_build_prod file that is missing since I don't see that one either. Sorry to bug you again with this, macsen rufus, but I do need help here.
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Re: Htw Spin-off Mod - Ancient: TW
Quote:
Color me ignorant if you want to, but I don't think I ever heard of a .matteosartori.
Not at all, it's an honourable thing not knowing the cheat-codes :bow:
.matteosartori. is one such "cheat" code, you type it in exactly as shown (ie needs the . at either end) when you're looking at the campaign map and it will display the whole map - you can see who owns what, and where all the army stacks are. It's a very useful thing! There are a few others, but you'll find them spread around the forums. Of course I only ever use them for de-bugging purposes ~D Though I'm more likely to run in "debug" mode anyway, and then a simple "G" is enough to reveal the whole map (much easier to spell...)
As for the prod-files, it might well be NM, if it's not XNM (for the curious "NM" just means 'new map' - terminology I used to prevent it slipping out that the new map was the Punic Wars campaign...). You can always check which prod_files are used by looking at the first few lines of the startpos file (PUNIC_57_26.txt, IIRC -- because the "new map" has 57 provinces and 26 sea regions, and the startpos had to be updated each time I added more provinces :laugh4: )
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The Correct File Is NM_unit_prod, Macsen Rufus
As above. You had me going for a while , macsen. It didn't make sense to me that I could have ATW running properly and still be missing a couple of key prod files. Thanks for clearing that up. When using Gnome Editor the Carthaginian Sacred Band Infantry is unit 129 and I am working on it as I am doing this post. While I have it open I also want to boost the performances of any other uniquely Carthaginian units that I find.
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Engagement Threshhold?
I see this unit characteristic in Gnome Editor and in it I see the numbers 1500 and 2000. What does all this mean? I'll guess that the overall category refers to a unit's willingness to mix it up in combat, but by all means correct me if I'm wrong. I'll also hazard another guess to say that units with the number 1500 in this slot are more willing to fight than units with the number 2000; am I right or wrong on this one? Please correct any delusions from which I may be suffering.
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A Shipbuilding Program For Carthage
You might have noticed that when I posted about creating a super naval unit I was thinking largely about the Carthaginians in your Punic War scenario. I played Carthage in the RTW campaign(for which I first had to download and use an unlocker)and a big thing from the beginning was gaining naval supremacy to keep the parts of my territory from becoming isolated and to aid in the battle to control Sicily. In RTW I was able to build units in bunches to help me realize my scenario goals. MTW won't allow me the same luxury so I have to substitute quality for quantity when it comes to unit production. Your version of this conflict requires control of the Med in order to be successful for a maritime power like Carthage the same as the RTW campaign does so that is why I want to create a super naval unit for Carthage. This faction is not in a position to successfully execute a strictly land-based strategy(which faction in this scenario really is?), hence, the attention on an effective shipbuilding program is key to gaining control of the Inner Sea. For the Persians in Alex they only need to have the Hellespont crossing working properly(which I naturally hope will be fixed soon).
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Re: Htw Spin-off Mod - Ancient: TW
The "engagement threshold" is actually a distance (same units as missile range, IIRC) at which the unit decides to weigh in to melee if an enemy unit comes closer than that. Obviously the larger the threshold, the more likely the unit is to decide to make a charge at the enemy (ie it will run further to get to them!). This is a more significant figure for impetuous units, as they're more likely to 'go off on one' anyway ~D It's not something I've actively fiddled with, to be honest.
As for the Carthaginian units, I've deliberately made most of them a bit weak as very few Carthaginians actually fought on land - most citizens who partook in any actual fighting were in the fleets, and the land battles were mostly conducted using mercenaries or allies, at least until Zama when the Phoenicians actually fielded a fair number of militia and cavalry. My 'vision' for the Carthaginian strategy was to control enough territory to be able to raise plenty of Iberian, Numidian and Gallic units, and just keep the Carthaginian units (eg militia) for garrison duties. RTW notwithstanding, Carthaginian infantry really weren't very impressive.
Mind, you, now that I'm putting the Roman Wars package together I'll probably have bit of an overhaul, as I can rename a lot of the units (eg 'Meshwesh spears' is really a name appropriate to 1200BC.... they should become Liby-Phoenicians for this era etc)
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Almost Nude Carthaginian Elephant Drivers
I think the term "scantily clad" applies very well here. I did a custom battle featuring Carthaginian elephant units and I wasn't too pleased to see the drivers depicted in an almost nude state. I must sound like a prude, but geez, macsen rufus!! Couldn't you have put some more clothing on them? I like my armies to be well-dressed whenever possible and this goes really far away from that notion.
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Re: Htw Spin-off Mod - Ancient: TW
The animations all (most...) come from HTW, the only things I've done with them are add some extra shields and weapons. Them's the elephants I have, them's the elephants I use :clown:
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Re: Htw Spin-off Mod - Ancient: TW
I'm downloading this and doing a fresh install, so I'll be able to give it a try.
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The Most Dedicated Modder I Know
That would be you, macsen rufus. ATW must have more content than any other TW mod out there. I look at the number of folders and subfolders I have for this mod and the whole thing just goes on and on. Of course the way that I reinstalled it over Hellenic TW probably contributed something to that total. Anyway, I now wonder when you will have another campaign for us. Will that be anytime soon?
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Re: Htw Spin-off Mod - Ancient: TW
The next release will probably be the TW3 - "Roman Wars" package once I get the Britannia campaign sorted, and add a few new tweaks to Punic. Britannia's still behaving oddly, and there are consequences of having so many factions on such a small map. It's not easy getting the Romans right, simply because anything challenging for a human player is just downright impossible for the AI, or alternatively anything which allows the Roman AI to do as it should makes it way too easy for a human player. They really don't get the idea about "We're here to invade Britain", though that has improved with the recent tweaks, and they have also managed to recreate the Battle of Medway on a couple of occasions, beating Caratacus out of Essex. However, they are really really bad at defending the Rhine, and on a couple of runs through have been totally hamstrung by Germanic incursions. Things are a lot more fun in Ireland though, both Irish factions are working out well :2thumbsup:
Anyway, keep an eye of the TW3 thread for updates on this one :2thumbsup:
And Hi, JoesGeo, good to have you on board :bow:
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Re: Htw Spin-off Mod - Ancient: TW
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Re: Htw Spin-off Mod - Ancient: TW
I seem to be having a problem downloading the ATW file, for one its taking way much longer to download then it should (sometimes it says 6 hrs until completion) and usually it cuts off the download partway through leaving me with a bad file which I have to delete. :help:
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Re: Htw Spin-off Mod - Ancient: TW
Hi Sigma, where are you getting it from? It's up on MyDataBus (which I can check) and also the Org Mizus server (which I can't...)
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Re: Htw Spin-off Mod - Ancient: TW
I'm downloading it from the download page so I guess its the databus one...
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Re: Htw Spin-off Mod - Ancient: TW
Maybe try the link in Tosa's post instead (also in the downloads thread), see if that's any better. Just checked on MyDataBus, but I'm only at 8% daily bandwidth usage, so it's not congestion on my account...
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Re: Htw Spin-off Mod - Ancient: TW
Hmm, I'll wait a little while, the download is still timing out halfway through the download, so maybe its just a minor error and they will have it fixed soon...
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1 Attachment(s)
Re: Htw Spin-off Mod - Ancient: TW
I'm playing ancinet tw. punic war mod with cartaga :) . I conquer sicily, spain and start on Italian peninsula from Bruttium. and now working on elephant merchant and then invade Rome like Hannibal :)... it is my first try. it has so many different unit and buildings so I'l try to get used them. but as always first ships and money then the army.
at night ı finished the game but with not conquring al provinces or Rome, just with classical %60 domination. mmm is there a problam in my game, or it is normal?
ı lood at text file and years are as ı sea
britain 43- 43 ad
the age of chariots 1280 bc as -ad 125
the catrastrope 1200 bc as - ad 200
alexander 336 bc as - ad 364
the recovery 980 bc as - ad 420
and punic wars 270 bc as - ad 430.
at first ı suprised when the game start with different age but then ı control respondind txt file and it is as ı see. so ı guess my game is normal, is not it?
and the wiev of victory
Attachment 8585
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Re: Htw Spin-off Mod - Ancient: TW
Quote:
Originally Posted by
ferdi
I'm playing ancinet tw. punic war mod with cartaga :) . I conquer sicily, spain and start on Italian peninsula from Bruttium. and now working on elephant merchant and then invade Rome like Hannibal :)... it is my first try. it has so many different unit and buildings so I'l try to get used them. but as always first ships and money then the army.
at night ı finished the game but with not conquring al provinces or Rome, just with classical %60 domination. mmm is there a problam in my game, or it is normal?
ı lood at text file and years are as ı sea
britain 43- 43 ad
the age of chariots 1280 bc as -ad 125
the catrastrope 1200 bc as - ad 200
alexander 336 bc as - ad 364
the recovery 980 bc as - ad 420
and punic wars 270 bc as - ad 430.
at first ı suprised when the game start with different age but then ı control respondind txt file and it is as ı see. so ı guess my game is normal, is not it?
and the wiev of victory
Hi ferdi,
Yes that's normal. Unfortunately, MTW's engine doesn't have the ability to give proper winning conditions.
Ideally, the winning condition for Carthage would be control of Rome, but that's just not possible with the code.
Cheers!