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Rules Discussion and Confirmation Thread
This thread is only temporary until the game starts and will be used rarely later on. In it, for now, we discuss only rules we would like to see. Majority obviously wins. When all needed factions are filled I will add something to this post: A checklist and walkthrough on setting up the game step by step. When this time comes, simply post something in red to let me know you have it all set up, like "I have it all set up"
Make sure you print out your factions Government map included with the PBeM minimod!!!
Current List(12): Red means Confirmed
TruePraetorian - Romanii
The Celtic Viking - Arverni
Subotan - Baktria
Hax - AS
Sarkiss - KH
Mjolnir - Makedonia
SkullHeadhq - Ptolomies
WSFW - Punic Scum
justmyname - Epeiros
Cux47 - Pontos
Incitatus - Lusotannan
davepyne - Getai
Step 1: Download my PBeM minimod v1.2.1 right here.
Step 2: Unrar the folder to your desktop
Step 3: Open up the unrared folder, entitled "EB-PBeMv1.2.1"
Step 4: Right-Click the folder called EB and hit copy
Step 5: Go to start/Your Rome Total War folder
Step 6: Right-click anywhere in this folder (a blank spot) and paste EB-PBeMv1.2.1 into it.
Step 7: Allow all files to merge
Step 8: Go to this page
Step 9: Download Lz3's minimod pack here
Step 10: Install Lz3's minimod pack
Step 11: Download Lz3's citymod file
Step 12: Install it
Step 13: Download Lz3's Phalanx mod file
Step 14: Install it
Step 15: Note we are using RTW.exe...not BI or ALX.
Step 16: Download this genericScript.txt and save it to your desktop(this script changes depending on players)
Step 17: Cut/copy the genericScript.txt
Step 18: Open up Your Rome Total War destination/EB/data/scripts/show_me
Step 19: Paste genericScript.txt into this location.
Step 20: Allow it to overwrite the previous genericScript.txt
Step 21: Right-Click "EBBS_SCRIPT.txt"
Step 22: Click "Rename"
Step 23: Name it "EBBS_SCRIPT-sp.txt"
Step 24: Right-Click "EBBS_SCRIPTpbem.txt"
Step 25: Click "Rename"
Step 26: Name it "EBBS_SCRIPT.txt"
Step 27: Go to "Your Rome Total War destination/EB/data/world/maps/campaign/imperial_campaign
Step 28: Right-Click "CAMPAIGN_SCRIPT.txt"
Step 29: Click "Rename"
Step 30: Name it "CAMPAIGN_SCRIPT-sp.txt"
Step 31: Right-Click "CAMPAIGN_SCRIPTpbem.txt"
Step 32: Click "Rename"
Step 33: Name it "CAMPAIGN_SCRIPT.txt"
Step 34: Re-read everything I just wrote and make sure that EVERY step was followed.[/
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Re: Rules Discussion and Confirmation Thread
I would vote for H/M on difficulty.
I don't own RTW: Alexander, will that be a problem for me installing the mini-mod?
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Mjolnir
I would vote for H/M on difficulty.
I don't own RTW: Alexander, will that be a problem for me installing the mini-mod?
Not at all. The minimod works just fine for RTW.exe. I think that just part of the minimod allows you to use ALX.exe...not necessarily make you use it.
Also, I am vouching for using the phalanx mod and the city mod for the minimod pack. I know that the city mod should be unanimous but I understand that there was some objection to the phalanx mod.
As for difficulty, I agree we can use H/M.
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Mjolnir
I would vote for H/M on difficulty.
I don't own RTW: Alexander, will that be a problem for me installing the mini-mod?
H/M is perfect imo.
i play on Alex though, can i continue or it want be compatible with others saves?
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Re: Rules Discussion and Confirmation Thread
Don't think it will be compatible :juggle2:
I wanted to use BI but I understand not many people own any of the expansion discs so I just said RTW.exe. Sorry :sad:
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
TruePraetorian
Don't think it will be compatible :juggle2:
I wanted to use BI but I understand not many people own any of the expansion discs so I just said RTW.exe. Sorry :sad:
no worries, RTW it is then.
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Re: Rules Discussion and Confirmation Thread
RTW.exe, H/M and Lz3 minimod pack with MAA's citymod and phalanx mod.
Best campaign experience i think.
EDIT: The exes dont really matter. They are all SVG (SaveGame compitable)
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Skullheadhq
RTW.exe, H/M and Lz3 minimod pack with MAA's citymod and phalanx mod.
Best campaign experience i think.
EDIT: The exes dont really matter. They are all SVG (SaveGame compitable)
citymod and phalanx mod are already included in Liz mod i thought:huh2:
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Sarkiss
citymod and phalanx mod are already included in Liz mod i thought:huh2:
No they're optional
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Re: Rules Discussion and Confirmation Thread
I've just been experimenting as Carthage with the phalanx mini-mod and I love it. Definite in from me. I haven't however tried the city mod, but I'm happy to use it and diversify my EB experience.
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
We shall fwee...Wodewick
I've just been experimenting as Carthage with the phalanx mini-mod and I love it. Definite in from me. I haven't however tried the city mod, but I'm happy to use it and diversify my EB experience.
IMO the city mod is a necessity to enjoy the game, unless of course you want cities as big/bigger then Rome or Carthage in the Steppes :laugh4:
It really puts a spin on strategy..."where am I going to build units?" and such.
About the ALX.exe being SGC I had no clue. Thanks for the info on that, but if we start getting CTD's I know who to blame :inquisitive:
Also, first post has a new rule: Turn time. I think that 24 hours max is a good turn time to keep the game going, but I could be wrong. Now, you have to remember that if you can't make your turn it's no big deal, we will just have the next player activate the scripts and take his/her turn. But if you are going to miss a few turns please notify :whip:
That reminds me. After you activate the scripts, take your turn, and before you hit end turn, make sure that none of your cities are on auto-manage (unless you want it). Everytime you start your turn they will ALL be on automanage. I have tested and notice that the game turns on automange at the start of the turn. So, anything you build or any taxes you set will be fine until the next turn, where you must reset them. This has happened with all PBeMs I have played, not just this minimod.
Lastly if when you end your turn it CTD's do not worry. With AS and Baktria being right after each other and both internal names being romans the game will save and then CTD. Actually, I find that when it does this it is more convenient because you dont have to go to the main menu to quit :laugh3:
EDIT:
Oh yeah, discuss when Force Diplomacy should be used. IMO if both players agree via PM or in the Faction thread it can be used. Force Diplomacy is great because now we can have unlimited oppurtunities...like giving money for a promise of troops in a certain region.
PSS: Before I forget, I think it is possible for us to trade units. The buyer would use FD to gift the money and then would use a script to spawn the units.
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Re: Rules Discussion and Confirmation Thread
a dumb question, but wouldnt force diplomacy screw things up? for instance im at war with Macedon and when its Macedonian turn its player sends a diplomat and asks for a ceasefire demanding 10k and my side obviously agrees (provided i got that much money) while i wouldnt. or even worse agrees to become a protectorate. i just dont get how will it work and whats the benefit of FD in a game played by Human players? its only needed to bend retarded, suicidal AI, is it not.
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Re: Rules Discussion and Confirmation Thread
Yes, that's exactly what it is used for: To bend stupid suicidal AI. You have to remember that the PBeM minimod tricks the game into thinking it is another faction..which means every other faction is AI. So, say you and I agree that I will trade all of Sicily for 40k and gaurunteed protection from Greece (I'm desperate). Have fun going to the AI with your diplomat and convincing them to try that.
That is why I am going to make a diplomacy thread which will state current known deals (secret ones are obviously secret). This will replace the one in-game.
Now, relize that this game is going to take a little dedication and trust on the other player's part that they don't cheat. If worst comes to worst and a player is cheating or doing something without your permission, then we can load the most recent save before his turn, kick him out, and continue play. We will also ALL have his name designated as a cheater in our signatures :2thumbsup:
But the cheating part can't be helped. Obviously someone could use toggle_fow and see where all of your units are...it is up to the players to make the game fair and enjoyable.
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Re: Rules Discussion and Confirmation Thread
Well, I think we just need to trust each other and remember this is just a game for fun.
eh, now I have a couple of questions
first of all, can someone please tell me what stuffs in the city mod and phalanx mod, and how they worked?
did these two mods includ in the mini mod pack, or i need to download them somewhere else?
the max turn time(24 hours) is for the all players or the single one?(i think is for all but just need to confirm it, hehe)
OH, and i agree for the H/M that is the best
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Re: Rules Discussion and Confirmation Thread
I have a seriously thought :) and i agree for the 24 hours per turn
so we can have time to fight in this forum after we done battles in EB
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
cux47
Well, I think we just need to trust each other and remember this is just a game for fun.
eh, now I have a couple of questions
first of all, can someone please tell me what stuffs in the city mod and phalanx mod, and how they worked?
did these two mods includ in the mini mod pack, or i need to download them somewhere else?
the max turn time(24 hours) is for the all players or the single one?(i think is for all but just need to confirm it, hehe)
OH, and i agree for the H/M that is the best
-City Mod limits how big certain cities can get to make the "world" more historical. With it cities in the UK won't get as big as Rome which would be silly.
-Phalanx mod balances the phalanx/hoplite units to make them a tad more balanced.
-Yes, both are "included" in the minimod pack, but not directly. There are seperate links on the same page that are made to work with the minimod pack. Otherwise, the minimod pack isn't compatible with the city/phalanx mods.
-24 hour turn time per player MAX, which means you can take your turn in 5 minutes and then upload it.
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Re: Rules Discussion and Confirmation Thread
what version of the citymod do we use? .a?.b? allied recruitment on?
Do we use citymod?
Do we use phalanx mod?
What .exe?
do we use Lz3's minimod pack (3.1)?
If we know the answers we can start
PS: I can't start this week because of test week in school (14 tests in one week)
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Re: Rules Discussion and Confirmation Thread
H/M is fine with me.
i haven't tried citymode or phalanx mode, so i'll go with the majority.
24h turn is good.
force diplomacy should be in.
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Re: Rules Discussion and Confirmation Thread
I suggest using this minimodpack i made. Its Lz3 pack, citymod, phalanx +EB PBeM hotseat mod.
I uploaded it here:http://files.filefront.com/EB+PBeM+Modpackexe/;130
PS: It overwrites old data so make an EB PBeM copy of EB.
PPS:It's an Install
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Skullheadhq
Good work man
this makes a lot more convenience
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Skullheadhq
:inquisitive: You do relize that the "minimod pack" IS Lz3's?
And what we meant by city mod and phalanx mod are the ones Lz3 adapted to work with his minimod pack. .a for the city mod.
Some more info on your minimod pack please? :clown:
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
TruePraetorian
:inquisitive: You do relize that the "minimod pack" IS Lz3's?
And what we meant by city mod and phalanx mod are the ones Lz3 adapted to work with his minimod pack. .a for the city mod.
Some more info on your minimod pack please? :clown:
Contains:
Lz3 basic modpack (RTW.exe)
RS Textures
TruePraetorian's PBeM Hotseat mod (v.1.2.1)
MAA's Citymod 5.1a (allied recruitment enabled)
Phalanxmod
Bovi's Spritefix
hope this helps
And force diplo only when both parties agreed in some kind of diplomacy thread. And only force diplo against A.I when the situation is very bad for the AI and then no money or provinces should be asked from the AI. Just white peace! Agreed?
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Skullheadhq
Contains:
Lz3 basic modpack (RTW.exe)
RS Textures
TruePraetorian's PBeM Hotseat mod (v.1.2.1)
MAA's Citymod 5.1a (allied recruitment enabled)
Phalanxmod
Bovi's Spritefix
hope this helps
Great work but there are two one problem.
1.Another player has just joined as the Lusotannan. This means that the genericScript.txt will have to be edited again allow him in. So, my PBeM minimod still works but the genericScript.txt is for every faction, so I am going to make a genericScript.txt when we finally start that includes only the factions that are playing. EDIT: Nevermind, I was already going to do this. I forgot the v1.2.1 of my minimod edited the EBBS to include the Sweboz reform fix. I still have to make the genericScript though.
2.Lz3's minimod pack on the page itself has the compatible Citymod and Phalanxmod...unless you re-adapted them then it should be fine. Otherwise, the three of them are incompatible.
But other then that great work :laugh3:
Remember that when we start I am going to have the walkthrough to make sure everything is flawless.
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
TruePraetorian
Great work but there are two problems.
1.Another player has just joined as the Lusotannan. This means that the genericScript.txt will have to be edited again allow him in. So, my PBeM minimod still works but the genericScript.txt is for every faction, so I am going to make a genericScript.txt when we finally start that includes only the factions that are playing.
2.Lz3's minimod pack on the page itself has the compatible Citymod and Phalanxmod...unless you re-adapted them then it should be fine. Otherwise, the three of them are incompatible.
But other then that great work :laugh3:
Remember that when we start I am going to have the walkthrough to make sure everything is flawless.
PS: I didn't added the genericScript so you have to replace it yourself. The mods in this pack are compitable. And read my previous post for my force diplo proposal.
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Skullheadhq
PS: I didn't added the genericScript so you have to replace it yourself. The mods in this pack are compitable. And read my previous post for my force diplo proposal.
Very nice job :thumbsup:
I think that we have all of the rules set up. Now it is just a matter of everyone installing it and confirming it is working. I will update the first post with downloads and the instructions on how to get a good copy to play with.
Skullheadhq, I understand you have testing this week, but would it be fine if we started play anyway? I don't want players to lose interest before we begin the game...since it is only the first turn perhaps you could give instructions on what you want done and have someone else do it for you?
Just a thought.
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Re: Rules Discussion and Confirmation Thread
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Re: Rules Discussion and Confirmation Thread
Sorry for double post but:
I Have it all set up!
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Re: Rules Discussion and Confirmation Thread
Quote:
Originally Posted by
Skullheadhq
Sorry for double post but:
I Have it all set up!
:laugh4: Very well. You are the first person to be checked off the list :smug:
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Re: Rules Discussion and Confirmation Thread
And here is the generic script. including the new that has lusies:http://www.axifile.com?5086143
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Re: Rules Discussion and Confirmation Thread
I Have it all set up! TOO