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Discussion and Announcements
Extended Greek Mod
This mod aims to give the Greek factions the same sort of depth that the Roman factions have in vanilla RTW. It adds many new units to the Greek factions, new character traits, changes the way that some buildings work, and much more. I have tried to stay close to the "look and feel" of vanilla total war, so this mod should appeal to people who like vanilla RTW but who want to play a more developed version of the Greek factions.
You can take a look at the readme here.
You can download it here.
Designed for RTW 1.5 and RTW:BI 1.6. It uses the -mod switch so it does not make any changes to your data directory. The mod includes SignifierOne's animation pack, Archer's Skymod, AnistasioTheGreat's Spartans, and ngr's Mundus Magnus map as an option.
Screenshots
01.https://img219.imageshack.us/img219/5662/xgm27bw.th.jpg 02.https://img504.imageshack.us/img504/...line5uw.th.jpg 03.https://img504.imageshack.us/img504/...raid9hj.th.jpg
04.https://img104.imageshack.us/img104/...ance2jj.th.jpg 05.https://img104.imageshack.us/img104/...ting4yp.th.jpg 06.https://img104.imageshack.us/img104/...band8wg.th.jpg
07.https://img67.imageshack.us/img67/28...nd015mn.th.jpg 08.https://img31.imageshack.us/img31/9092/fleet6ou.th.jpg 09.https://img212.imageshack.us/img212/...vshi7xz.th.jpg
10.https://img68.imageshack.us/img68/89...ists0cs.th.jpg
01. Macedonian Hypaspists hold the line against Pontic War Elephants
02. Krypteia carry out a night raid.
03. Pikeline (nice shot of Archer's Sky)
04. Greek army advancing.
05. Waiting for the enemy assault.
06. Carthaginian Sacred Band
07. Carthaginian Sacred Band clash with Spartan Royal Guard
08. Fleet pickets the mouth of the Adriatic
09. Sacred Band using shield wall.
10. Hypaspists at the gates of Carthage
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Re: Extended Greek Mod (Now V2.0)
the greeks are my favourite sp faction so i might check it out. you havnt touched any of the other factions then?
also i think i heard about a mod that was called Hellenic Total War or something like that. i think it was set in the period a few hundred years before rtw, where you just play as 1 of a number of greek cities battling for supremacy. does anyone know about this mod or whether its even for rtw?
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Re: Extended Greek Mod (Now V2.0)
HTW is in the hosted mods section, and it is for MTW.
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Re: Extended Greek Mod (Now V2.0)
Wishazu - there are a couple of "big" mods for RTW in progress that deal with the Greeks in earlier periods (three if you count the Troy mod). One is "Age of Hellas" - set in the Peloponesian War period. The other is "The Successors - Total War" - set, obviously, just after the death of Alexander. I haven't been keeping up with AoH but TS-TW looks like it will be great. It's also hosted at Draksen.net if you want to take a look.
The XGM mods all of the Greek factions, although most of the focus so far has been on the Greek City States and Macedon. It's a small mod - but its one big advantage is that you can play it now ~;)
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Re: Extended Greek Mod (Now V2.0)
damn now if this mod was for the patch and helped the weather be more realisitic then it would be perfect
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Re: Extended Greek Mod (Now V2.0)
steve - which patch? MGM and XGM are both designed for use with the official 1.2 patch.
I haven't changed the weather settings yet, but that sounds like a good idea. You will probably see it in the nest version.
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Re: Extended Greek Mod (Now V2.0)
thanks guys, im gonna finish my current rtr greek campaign and then i`ll give these a look.
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Re: Extended Greek Mod (Now V2.0)
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Re: Extended Greek Mod (Now V2.0)
Are there any screens of the new units? I want to see how the units look in comparison with those in vanilla!
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Re: Extended Greek Mod (Now V2.0)
Take a look at the readme (it has pictures), and here's a shot of the hypaspists.
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Re: Extended Greek Mod (Now V2.0)
reading about the helanic total war, there is another simular time
troy: total war
troytotalwar.111mb.com
just so happens im a member ~:cheers:
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Re: Extended Greek Mod (Now V2.0)
Small update to Version 2.1.1
-Meh_cd's new Spartan skin has been added.
-Greek ports now have Greek walls.
-A couple of alternative Spartan skins are included (the original skin, and the Peloponesian Era skin).
I'm going to be out of touch for about a week, so it may take a while for me to respond to questions ~:)
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Re: Extended Greek Mod (Now V2.0)
Guess I won't be out of touch after all. I'm in the middle of nowhere, but I can still get a weak wireless signal. :)
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Re: Extended Greek Mod (Now V2.0)
This mod rocks! More Greek units and changing weather! ~D
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Re: Extended Greek Mod (Now V2.0)
whats with the victory conditions? every game i play i lose at about 240 BC
and the game is over and it goes back to the main menu, even when i still have like 5 or 6 cities left?
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Re: Extended Greek Mod (Now V2.0)
Are you using any other mods? There is a problem like this that seems to crop up when people use one of the extended map mods with XGM. As a general rule, mixing mods does not work, unless they are specifically designed to work together.
BTW, when I get back in a few days I will release the files needed to use the Mundus Magnus map with XGM.
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Re: Extended Greek Mod (Now V2.0)
yeah i downloaded both of what was posted. So what should i download to have the Greek mod with the weather change included? I will reinstall my game and start fresh this time as well.
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Re: Extended Greek Mod (Now V2.0)
Do a fresh install of RTW and the 1.2 patch, then install XGM 2.1.1, and then start a fresh campaign.
If you really want the extended map then the best idea is probably to wait a few days until I can organize a version that will work correctly with XGM.
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Re: Extended Greek Mod (Now V2.0)
its still doing the victory thing when i still have citys left?
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Re: Extended Greek Mod (Now V2.0)
Did you start a fresh campaign? If you use an old saved game you will keep running into the same problems.
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Re: Extended Greek Mod (Now V2.0)
It works pretty well for me, except that for some reason the game itself knda slows down. And it doesnt have to do with resolution, or any other graphical details.
Any Ideas, or maybe I just need to defrag my HD....
Question, if I want to change morale and speed back to vanilla, what do I do?
I liked the speed of the battles.
Have all units been changed?
Besides, in this mod, a couple of units of militia hoplites can still decimate the spartans in head on battle.
And, would it be possible to include something to avoid cavalry jumping in the middle of the formation?
Thanks
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Re: Extended Greek Mod (Now V2.0)
Speed (or framerate at least) should not be significantly affected. All of the new units have full sets of LOD models and sprites.
Changing the movement rate back to vanilla is easy, but changing the morale and kill-rate back is a little more complicated. To change the movement rates you can either replace or edit the file for movement modifiers (unfortunately I can't remember the name, I can tell you when I get back, but it is in the data directory and the name is something obvious like data/desc_terrain_movement_modifiers.txt). To change morale and killrate you need to edit data/export_descr_units.txt.
I have only seen militia hoptites do well against Spartans in the town square. Not much that can be done about that - they get unbreakeable morale, and the phalanx formation itself makes them effective aganist anything.
Jumping horses can be fixed, although I haven't looked into doing it myself. I don't think I will include as default just because phalanx units are already very effective - but I might include it as an "extra".
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Re: Extended Greek Mod (Now V2.0)
i did a fresh install of RTW and the 1.2 patch, then instaledl XGM 2.1.1, and then started a fresh campaign. and still its doing the victory thing.
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Re: Extended Greek Mod (Now V2.0)
steve - I'm not sure what would be causing it now, unless you have the "short campaign" option selected. Keep a saved game from just before it happens. When I get back I give you an e-mail address you can send it to. I'll have a look myself and see if I can figure out what the problem is.
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Re: Extended Greek Mod (Now V2.0)
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Version 2.1.2
I have released another small update (XGM 2.1.2). You can install this over XGM 2.1.1 if you already have that version installed. You should be able to continue with campaigns started under version 2.1.1 (but not earlier versions).
*Old links deleted* See the top post for updated links.
The main changes for version 2.1.2 are:
-Added files to integrate Mundus Magnus.
-Added ancillaries for all Greek temples..
-Added two new optional Spartan skins.
-Revised many character trait triggers.
-Legendary Conqueror requirements reduced.
A number of other small changes and tweaks were also made.
I have been playing with the Mundus Magnus map myself, and it works fine (and is an excellent map for Greek campaigns), but if you want to use it make sure you follow the installation instructions carefully.
The Legendary Conqueror traits are now much easier to obtain. You can now gain the traits even from defensive battles. The odds do not have to be against you - even (1:1) odds will do. A victory against a barbarian faction will count as a victory in Europe. Finally you only need to destroy 70% of the opposing force with 70% of your own force left intact.
All of the Greek temples now have suitable priest and priestess ancillaries, but they are only available to the factions which can build the temples "from scratch". The character traits associated with temples have also been revised to make them more governor friendly.
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Re: Extended Greek Mod (Now V2.0)
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Re: Extended Greek Mod (Now V2.0)
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Re: Version 2.1.2
yo, great mod, is it just me or should there be alot more civilisation specific mods, nothing big, but civs like briton sohuld get beefed up
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Re: Extended Greek Mod (Now V2.0)
Quote:
is it just me or should there be alot more civilisation specific mods
I think that would make a lot of sense. Making this sort of mod (single faction, or single culture, and designed to fit in with the vanilla game) is a great way to start modding, because you can start small, with a few improvements, and build up the mod as you learn how to do more things.
I think one reason why there are so few mods like this is that people start out with much larger ambitions, and it takes a long time for them to get to a public release version (EB actually started out as just a barbarian mod!). I started with very modest ambitions - I just wanted to add a few units to the GCS - and so I was able to make my first public release within 12 hours of deciding to make the mod.
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Re: Extended Greek Mod (Now V2.0)
Quote:
Originally Posted by DimeBagHo
I think that would make a lot of sense. Making this sort of mod (single faction, or single culture, and designed to fit in with the vanilla game) is a great way to start modding, because you can start small, with a few improvements, and build up the mod as you learn how to do more things.
I think one reason why there are so few mods like this is that people start out with much larger ambitions, and it takes a long time for them to get to a public release version (EB actually started out as just a barbarian mod!). I started with very modest ambitions - I just wanted to add a few units to the GCS - and so I was able to make my first public release within 12 hours of deciding to make the mod.
my point exactly, if these moddlers start small it doesnt matter
so any plans for more mods such as these ?
:charge: :duel: :duel: :charge:
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Re: Extended Greek Mod (Now V2.0)
I don't plan to do any other mods. The MGM and XGM take up a lot of time as it is. Of course I would be more than happy to help someone else get started on another culture mod.
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Re: Extended Greek Mod (Now V2.0)
This sounds great. :-)
I installed it and started a game but not got much time at the moment.
In the original it was quite easy to beat the AI when you were fighting greeks (e.g. get lots of cavalry, get the phalanxes out of formation and hit them with the cavalry from behind first.)
Will the extra units and things mean the AI'll have more non-phalanx units and be able to fight off cavalry better? If so I was thinking of playing the Brutii again if it's more of a challenge.
(Sorry for the Noob question. I don't know anything about modding.)
Also, with regards to the looking at other factions etc... how easy would it be to get them working with this one rather than instead. I see lots of mods for single or multiple factions but I suspect they'll modify the same files and not work together. It'd be really nice, for example, if greeks and egypts were both modded to be able to take the new greek stuff against the new egypt stuff.
Does that make any sense?
And finally, does this mod only alter the data directory?
It'd be nice to not have to back up everything per mod I try.
Thanks for your patience with my noob-ness :-)
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Re: Extended Greek Mod (Now V2.0)
-The Greek Cities, Macedon, and Thrace should all be tougher opponents. But it is hard to say how much tougher - it can take them a while to get to the really good new units. All of the AI factions will do a little better as a result of some universal changes.
-Unfortunately mixing mods usually won't work. Other faction specific mods will change many of the same files, so the mods will over-write each other when you install them.
-All the changes are made to files in the data directory, so that is the only folder you need to make a back-up of.
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Re: Extended Greek Mod (Now V2.0)
A new version of the Minimal Greek Mod is out.
You can download it here.
1. All Greek factions will be playable.
2. The new naval units are dropped, but Greek ports give +1 exp.
3. Naval temple is adoptable by all Roman and Greek factions.
4. Corvus and Deceres are recruitable by all Greek factions with a naval temple.
5. Thessalians are dropped, but GCS get Companions, recruitable anywhere.
6. New general units are dropped, but vanilla units will be improved slightly.
7. Otherwise the unit line-up is the same as XGM.
8. More community bug fixes are included.
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Re: Extended Greek Mod (Now V2.0)
I installed the Mundus Magnus map, then the extended greek mod and everything appeared to be working fine. However, sometimes during the AI's turn I get CTDs. As I save regularly it's only really a pain if I've just fought a big battle where I was attacked and didn't capture a city as a result of the battle. So a few questions:
Is there any way I can find out what has gone wrong to let you know?
Is there any way to make it auto-save after a battle?
(I can save after the battle if I capture a city, or if there is another battle can save just prior to that, but if it goes through a battle and then straight on to the rest of the AI's turn then I don't get a chance to save before it crashes.)
Is there anything obvious I could have done wrong? It usually seems to crash somewhere near the rebels turn, or at least in a faction near the end.
On to feedback:
May be my imagination/luck but Macadonians seem to recruit more cavalry which is good - makes it harder to beat them :-)
The romans can upgrade someof the greek temples to their own if they have temples with similar abilities. As Brutii beating the greeks it'd often let me upgrade their captured level 1 temples to level 2 of my own. Not a problem because I just don't do it but I thought maybe mention it as it may be to do with allowing greek factions to use each others' temples. I really don't think it's a problem tho as most people using the greeks mod will be playing greeks anyway I assume :-) (As I will be next, I just wondered what Brutii'd make of the new greeks.)
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Re: Extended Greek Mod (Now V2.0)
Doh! Before someone else points hout how stupid I am, maybe I should check that it's not the naval temples that are being adopted - doh! Sorry about that as it could well be.
(Not at home so can't check.)
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Re: Extended Greek Mod (Now V2.0)
JasonA - After you installed MM and XGM, did you run the XGM-MM installer in the Extras folder? The steps should look like this:
1. Install RTW
2. Install the 1.2 patch.
3. Install MM.
4. Install XGM.
5. Run the XGM-MM installer from Extras.
Roman and Greek factions can adopt temples from their own culture and, because the same temple types are used by other cultures, they can often adopt temples from other cultures as well. For the Greeks that means there are only a handful of temples that they can't upgrade.
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Re: Extended Greek Mod (Now V2.0)
Do you have any plans to release a version of this mod using a smaller map more centralized around the Hellenic Peninsula and the Near East ?
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Re: Extended Greek Mod (Now V2.0)
Al Khalifah - I don't plan to make any new maps, but if you know of a suitable map in another mod I would be happy to make inquiries about including it in XGM.
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Re: Extended Greek Mod (Now V2.0)
Quote:
Originally Posted by DimeBagHo
JasonA - After you installed MM and XGM, did you run the XGM-MM installer in the Extras folder? The steps should look like this:
1. Install RTW
2. Install the 1.2 patch.
3. Install MM.
4. Install XGM.
5. Run the XGM-MM installer from Extras.
I believe so because I followed the instructions in the readme.
Is there a quick way to check?
Is there anywhere to download a zip rather than exe version? Then I can see what gets modifed. Or is there any way to see what the exe puts where?
I'll try it again just to be sure on a new copy of the data directory but I think I remember doing all of this. Is it safe to do it again over the top (i.e. does it just unzip files?)
Quote:
Originally Posted by DimeBagHo
Roman and Greek factions can adopt temples from their own culture and, because the same temple types are used by other cultures, they can often adopt temples from other cultures as well. For the Greeks that means there are only a handful of temples that they can't upgrade.
That'll be what I saw then. Thanks for clarifying. My bad.
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Re: Extended Greek Mod (Now V2.0)
OK, now I'm confused.
It finally occured to me to install to a different directory to have a look what got installed.
Here is my confusion:
The patch installs descr_regions.txt and descr_strat.txt
The wierd thing is that my descr_regions.txt in my install directory is exactly the same as the one in the patch. But the descr_strat.txt differs.
Either this means that descr_strat.txt gets changed in the course of the game or I messed up the install somehow.
(I definitely didn't have anything running at the time so haven't a clue what happened.)
I'll put the file over manually and see whether everything recovers - will descr_strat.txt changes nullify my save game?
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Re: Extended Greek Mod (Now V2.0)
Quote:
Originally Posted by JasonA
Is there a quick way to check?
Take a look at the descr_strat.txt file in the Mundus Magnus campaign folder. The Greek general bodyguards should be "gc general's guard cavalry early" rather than "greek general's guard cavalry early".
Quote:
Originally Posted by JasonA
Is there anywhere to download a zip rather than exe version? Then I can see what gets modifed. Or is there any way to see what the exe puts where?
Run the installer and tell it to install to another directory (like desktop).
Quote:
Originally Posted by JasonA
Is it safe to do it again over the top (i.e. does it just unzip files?)
It should be OK to just go through the install steps again, but unfortunately you will have to start a new campaign for this to have any effect.
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Re: Extended Greek Mod (Now V2.0)
Quote:
Originally Posted by JasonA
OK, now I'm confused.
It finally occured to me to install to a different directory to have a look what got installed.
Here is my confusion:
The patch installs descr_regions.txt and descr_strat.txt
The wierd thing is that my descr_regions.txt in my install directory is exactly the same as the one in the patch. But the descr_strat.txt differs.
Either this means that descr_strat.txt gets changed in the course of the game or I messed up the install somehow.
(I definitely didn't have anything running at the time so haven't a clue what happened.)
I'll put the file over manually and see whether everything recovers - will descr_strat.txt changes nullify my save game?
Here is what I think happened (another user had a similar problem). For some reason the desc_strat.txt file was marked as read only, so the installer skiped over it. That won't happen in future versions because I will change the installers to force over-write. Unfortunately it means that your current saved games (I mean the ones for the campaign you started with the wrong desc_strat.txt file) are bugged. Now that you have the right descr_strat.txt file you can start a new campaign, and you should not encounter the same problems, but unfortunately you can't continue the old campaign.
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Re: Extended Greek Mod (Now V2.0)
Thanks a lot for your help on this, I really appreciate how helpful you have been.
And appreciate the effort you've taken to make this work :-)
I didn't think about read only, good thinking there as I couldn't see how it'd update one file and not the other.
I've copied the correct file over and started again. Everything seems to work so far, no crashes yet :-)
Thanks a lot.
(Would have said last night but the name resolution on my ISP was playing up so I couldn't get to the site :-( )
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Re: Extended Greek Mod (Now V2.0)
Hail DimeBagHo. I installed the Mundus Magna mod and your XGM mod as you suggest and everything seems to work OK. The problems are confusing me. The Corinthian Hyspaspists are not coming out of Corinth but from Sparta. The Spartan Hoplites don't come out at all. And finally the non-mercenary Rhodian Slingers and non-mercenary Cretan Archers don't come out at all also from Rhodes and from Cydonia. What might be the problem?
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Re: Extended Greek Mod (Now V2.0)
I forgot to tell you that I'm playing with the Greek Cities.
And I forgot also to congratulate you for the awesome new greek units you entered in the greatest (strategy) game ever.
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Re: Extended Greek Mod (Now V2.1.2)
eldal - Did you run the XGM-MM installer in the extras folder? The steps for making MM work with XGM go like this:
1. Install RTW
2. Install the official 1.2 patch.
3. Install MM
4. Install XGM
5. Run the XGM-MM installer from the extras folder.
If you skip a step, or get them in the wrong order, then weird things will happen.
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Re: Extended Greek Mod (Now V2.0)
:help: I did all the steps as you said but unfortunately the problem remain. If I put only the XGM then everything is OK. But if I put the MM first (with the propper way) then start the weird things. Does anyone else have the same problems or only me? Apart from that the new units are fantastic. I have one disagreement though. Why did you stop the production of Spartan Hoplites at Syracouses since this city was for ages colony of Spartan people. I undestand the discipline was not as good as it was at Sparta but anyway Spartans were their ancestors. And finally if you need some help with greek names or words I will be happy to help.
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Re: Extended Greek Mod (Now V2.0)
Syrcuse was a Corinthian colony and, although it had some ancient cultural connections with the Spartans, they never had the Spartan system of laws and training that produced Spartan hoplites. In fact Syracuse was democratic for much of it's history, making it more like Athens in many ways.
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Re: Extended Greek Mod (Now V2.0)
As for the problems with XGM and Mundus Magnus. Try downloading XGM again. Some people were having a problem with a file being set as read-only and then being skiped over by the XGM-MM installer. I updated the XGM 2.1.2 installers so that they would force over-write. That might help with your problem.
Otherwise - if you start with a clean install of RTW, and follow all the steps above, everything should work.
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Re: Extended Greek Mod (Now V2.0)
Sorry, you are right about the Syracuse. The Spartans just found the opportunity to "help" the Syracusians defeat the Athenian fleet during the pelloponesian war. They were just allies. But after their democracy (not as free as Athens democracy) uprisen the tyrant Dionysus who let Plato to try his oligarchic system in Syracuse.
I 'll let you know about the cooperation of MM and XGM.
Thanks anyway! ~:cheers:
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Re: Extended Greek Mod (Now V2.1.2)
eldal - If you run into the same problem with not being able to recruit the right units in the right places, try downloading XGM again, and doing a new install. I just discovered a problem that might explain what you were seeing.
If you do the XGM+MM install wrong, start a campaign, then do the XGM+MM install right, and start a new campaign, the new campaign will still be bugged because of a file (map.rwm) that is left over from the first time you started the MM campaign. I have made a new version of the XGM-MM installer that fixes this problem.
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Re: Extended Greek Mod (Now V2.0)
I am in the very pleasant place to inform you that with the downloading of the new XGM all problems solved. Many many thanks. I will win a greek cities campaign dedicated to you. :charge:
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Re: Extended Greek Mod (Now V2.0)
Yeah i wouldnt start one now if i were you, in the TWC forum, we were informed that the new version of the XGM mod is coming out in 1 to 2 days or at the most this week.
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Extended Greek Mod version 2.2
Version 2.2 is pretty much done, but the release is going to be held up until things get sorted out over at TWC.
You can see the new readme here.
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Re: Extended Greek Mod (Now V2.0)
dont do this to me man i join here to be able to here about the mod, loli guess ill wait
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Re: Extended Greek Mod version 2.2
Is it going to work with the MM mod? Or you will release a new XGM-MM installer?
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Re: Extended Greek Mod version 2.2
does XGM work with rome total realism 5.4.1?
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Re: Extended Greek Mod (Now V2.0)
TWC s gona be done for a long time i have heard, you should realy consider realesing it here :bow:
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Extended Greek Mod V2.2
eldal - It should still work with Mundus Magnus, with the XGM-MM installer.
ian_of_smeg16 - No, XGM and RTR modify many of the same files so they will over-write eachother.
Intru - If TWC takes too long to get organized I will arrange for another host. But I think I will give it another day or two before I do that.
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Re: Extended Greek Mod (Now V2.0)
Agh i guess i could wait for one more day, but just remember this i will kill you for this!!!! :charge:
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Extended Greek Mod Version 2.2
You can get the new version of XGM here: http://www.dimebagho.tk/
The main change from 2.1.2 are:
1. New Spartan skins and models from AnastasioTheGreat.
2. Athenian Marine Archers added (maybe with a new skin from meh_cd).
3. New Victory conditions for the Greek factions.
4. Hypaspists will have much heavier armour.
The new victory conditions are:
Greek Cities - Spread Greek culture: Fifty provinces + capture the four corners of the known world.
Macedon - Restore Alexander's Empire: Fifty provinces + capture Sparta, Alexandria, Antioch, and Susa.
Seleucids - A Great Empire Will Fall: Fifty provinces + capture the four Roman capitals.
Thrace - Black Sea Empire: Fifty provinces + capture every province on the Black Sea.
I have made a few other tweaks and changes including:
-A bunch of new bug fixes for vanilla bugs.
-Romans get Triarii sooner.
-Early cohorts are eliminated, and Late Cohorts show up sooner.
-Sarmatian Mercenaries have much heavier armour so they are now one of the best heavy cavalry units.
-Minimum date for Marius reforms moved forward to 220 BC.
-A surprise bonus for liberating a certain former Greek colony.
The new victory conditions and the "surprise bonus" are really trial runs for a missions system. If they work out OK, and people like them then I will make more for later versions.
Edit/Delete Message
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Re: Extended Greek Mod Version 2.2
Is the old saved games from the 2.1.2 version going to be playable with the new one? I'm asking because I'm bored of doing the procedure again and if it doesn't work again and again and again...
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Re: Extended Greek Mod Version 2.2
Can I install the new version without uninstalling the old or I'll have problems?
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Re: Extended Greek Mod (Now V2.0)
Quote:
Originally Posted by eldal
Can I install the new version without uninstalling the old or I'll have problems?
It should work OK. If you reinstall RTW some time what you should do is make a copy of the data directory and call it something like data_clean. Then when you want to uninstall a mod, or use a different mod, you can just delete or rename your data directory, and make a new one from the clean copy. That way you don't have to keep reinstalling the game each time.
Quote:
Originally Posted by eldal
Is the old saved games from the 2.1.2 version going to be playable with the new one?
Old saved games probably won't work correctly. If you want to finish your current campaign, don't install the new version until you are finished with the campaign.
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Re: Extended Greek Mod (Now V2.0)
Hi!
Do you know of anywhere else i can download Mundus Magnus, because twcenter's downloads bit seems to be messed up
and also, congrats to dimebagho for a great mod!! :bow: ~:cheers: :bow:
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Re: Extended Greek Mod (Now V2.2)
Quote:
Originally Posted by ian_of_smeg16
Hi!
Do you know of anywhere else i can download Mundus Magnus...
There were some links in the discussion thread over at TWC. Unfortunately TWC is not responding at the moment (DNS attack maybe?) so I can't provide a link.
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Re: Extended Greek Mod (Now V2.0)
DimeBagHo I played your mod a lot and it is fantastic. The XGM (2.0) doesn't work with MM though (probably you'll have to release a new XGM-MM).Also very cool the new victory contitions. :charge: :charge:
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Re: Extended Greek Mod (Now V2.2.1)
I have released an update for XGM (version 2.2.1). You can get here.
The only changes are a few minor bug fixes.
-XGM-MM has been updated for Athenian Archers and should work fine now.
-The new victory conditions have been added for Mundus Magnus.
(but the old victory conditions have not been disabled for MM)
-Dogs have been completely removed from buildings.
(I missed one building level in version 2.2)
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Re: Extended Greek Mod
Magnificent, enormous, awesome. The new victory conditions for MM make us play a real huge TW with great, cool units. Bravo!!! ~D
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Re: Extended Greek Mod
Any plans for 3.0? i have some ideas...
1. Get rid of the brutii faction and give their provinces to the GCS, this is hisoricall correct to the time(keep the senate and scipii)
2. Beef up thrace, they are a very weak greek faction, or at least give them new skins or colours..the bright blue is just awefull!
3. Rename Egypt to Ptolemaic(sp??) Empire and give it greek units (basically macedon's but with a hint of african)
4. if you do no.1 then you have an extra faction slot, or an extra greek city (seperate Athens and sparta!!!)
I know this sounds large but hey, you can release it in bits, e.g 3.0 beefed up thrace..3.1 brutii gone, GCS get southern italy provinces..3.2 Seperate Athens and sparta into seperate factions and 3.3 Egypt renamed to ptolemaic empire and given extra units..something like that, keep this mod alive, it is a legend of a mod
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Re: Extended Greek Mod
Can u help me?
I've downloaded your XGM mod, but it's doesn't work!
I've installed RTW 1 + RTW 1.2 Patch anew, but compaign game crushes to desktop :( Why?
So, in fact, i don't have problems with other mods - all work fine... But custom battle work.
Thnx!
PS
U've made an excellent mod, and russian fans want play XGM too!
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Re: Extended Greek Mod
im having a problem that someone else was having about crashing to desktop.
ive done all the steps correctly in the right order. which is
install game
install 1.2 patch
install mundus magnus
install Extended greek mod
install Extended greed mod in the extras folder
i have the newest version 2.2.1
run game. now i load up as the greeks, and after a few turns i crash to desktop Always on the rebels turn. only thing is i can't get past it. i can only go about 3 turns into a game and never any farther.
looks like i can play a regular game with the Extended Greeks(haven't tested it too far, although the AI is a little funky)
any help?
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Re: Extended Greek Mod
ok looks like playing a regular game with the Extended Greeks is giving me the same problem, after a few turns i CTD, i don't know if i should try to reinstall the game with only the greek mod and see if that works. but im guessing it is most likely the Greek Mod Making the game crash, of course i have no idea why.
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Re: Extended Greek Mod
[QUOTE=mentor]Can u help me?
I've downloaded your XGM mod, but it's doesn't work!
I've installed RTW 1 + RTW 1.2 Patch anew, but compaign game crushes to desktop :( Why?
QUOTE]
(Being a Newbie and all), it could be your system or just a bad download. I've installed RTW 1 + RTW 1.2 Patch and then XGM mod and I was golden I even changed my Spartan skin from the vanilla to the vertical with the short red cloak. When you get it up and running it's great. Best RTW Mod I've Played, waiting on NAP 2, Hyborian TW and Chiv. SP :duel: ~:cheers:
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Re: Extended Greek Mod
I keep getting an error saying failed to load mount directory. ANy help?
Oh and can i use the spartan skins on my vanilla RTW aswell?
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Re: Extended Greek Mod
Ok, Crusader, wipe RTW from your system and and check what the system req.'s and if your system can handle it, then reload it and 1.2. Now if it is the download, then download a copy of XGM from a different site. I've never had a problem loading this mod and I do not recommend loading the spartan skin on to the vanilla, (I maybe wrong on this).
http://www.pch.gc.ca/progs/cpsc-ccsp..._fleur_d_l.gif
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Re: Extended Greek Mod
Can we get some screens, or am I not looking hard enough?
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Re: Extended Greek Mod
Need some help with this one:
After I've installed both the XGM and Mundus Magnus according to the directions, I attempt to play a game. I go into provincial campaign, select Mundus Magnuss, hit the arrow, select my race (greek) and press the arrow to advance again. It pauses for a second, then drop me back at the Provincial Campaign selection screen and selecting the MM mod again and attempting to press the arrow to advance now does nothing! Any ideas?
-Teuf