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  1. #1
    theweak-themighty-the CRAZIII Member craziii's Avatar
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    Default Re: EB1.1 for BI

    FAQ has link to a thread detailing on how you can change it. it is very simple few steps and you will make it work. should be no diff for 1.1 from 1.0

  2. #2
    Last edited by STuNTz2023; 04-08-2008 at 14:24.

  3. #3
    Symbasileus ton Rhomaioktonon Member Maion Maroneios's Avatar
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    Default Re: EB1.1 for BI

    It's quite easy actually:

    1) Right-click on your EB1.1 icon, then on properties. Search for a line where it says something like ''RomeTW-exe''. Just change that to ''RomeTW-BI.exe''.

    2) Go to the folder you have EB installed, and copy the .txt file in eb/data/text called ''imperial_campaign_regions_and_settlement_names.txt''/ Rename the copy to ''barbarian_invasion_regions_and_settlement_names.txt''.

    3) Next, go to ''eb\data\world\maps\campaign\imperial_campaign''. Copy ''imperial_campaign'' and rename it to ''barbarian_invasion''. Then delete map.rwm (if yo have already played a campaign).

    4) This is optional, but it's a nice extra. Go to your RTW's original folder and locate the ''bi'' file. From there go to data\ui\"pick a culture"\interface and copy battlepage_03. Now paste it in your eb\data\ui\''every culture''\interface. This enables the shieldwall and schiltrom battle icons. Now you can alter the EDU (export_descr_unit) file to your likeness. You can, for example, give the ''shield_wall'' ability next to the formation line for a certain unit. Same goes with schiltrom. You can also add the ''can_swim'' ability to any unit next to the attributes line.

    Have fun!!1
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  4. #4

    Default Re: EB1.1 for BI

    Thanks for the info. To what extent are EB 1.1 unit stats compatible with BI formations and how does the AI manage to handle them? I would like to use the BI options, but I am not sure whether it is actually worth it and whether it would indeed be an improvement gameplay-wise...

  5. #5
    Member Member brymht's Avatar
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    Default Re: EB1.1 for BI

    I'm actually assigning out can_swim, warcry, shield_wall, and occasionally shiltrom to a bunch of units in the EB unit list. I'm doing them as a "make sense" kind of basis, attempting to be as historically accurate as possible.

    Some day I'll be putting out a downlaod for people who just want to click it and have done with it.

  6. #6
    The Aspiring God Of War Member Lysander13's Avatar
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    Default Re: EB1.1 for BI

    Quote Originally Posted by Kari
    Thanks for the info. To what extent are EB 1.1 unit stats compatible with BI formations and how does the AI manage to handle them? I would like to use the BI options, but I am not sure whether it is actually worth it and whether it would indeed be an improvement gameplay-wise...
    The unit stats are compatible in the sense that you can add the BI formations without any conflict if that's what you mean. Understand however that the balancing of the units was of course done for 1.5 and is not taking into consideration units being awarded BI abilities...ie..Shield Wall...etc, that award certain bonuses when used. The AI manages to handle these unit formations in the same manner it handles everything else....poorly. Overall though i would say BI is an improvement and my preffered .exe. Improvement in the sense of more options available to you as the player. Problem with this of course is that most of these options need to be modded into the game. Some things are easy to do. Some could be a bit tricky but let me tell ya it's pretty cool to see a Saka Rauka horde kicking the crap out of everyone in that side of the world ala The Huns in BI.
    If anything, BI is worth it just for the more active naval incursions made by the AI.

  7. #7

    Default Re: EB1.1 for BI

    I'm thinking on setting EB on BI to but what's the differnce between them two? The only thing I now is that BI gives you the option use shieldwall and schiltrom.



  8. #8

    Default Re: EB1.1 for BI

    I know I'm going to sound like an idiot for asking this, but my EB 1.1 shortcut actually leads to the "TrivialScript.exe", and not RTW... What do I need to change/re-route to RTW-BI instead?
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  9. #9

    Default Re: EB1.1 for BI

    Quote Originally Posted by Vincent_Valentine
    3) Next, go to ''eb\data\world\maps\campaign\imperial_campaign''. Copy ''imperial_campaign'' and rename it to ''barbarian_invasion''. Then delete map.rwm (if yo have already played a campaign).
    What happens if you haven't started a campaign, do you simply leave it there?
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  10. #10

    Default Re: EB1.1 for BI

    EB V1.1 comes with a pre-made map.rwm. So you definitely should delete it (and the copy in the "backup folder" 'sp game edu backup' if you use TrivialScript). Since there already is a hotfix stated as not retroactive, I even would recommend the deletion even if no alteration to EB is made.

  11. #11
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: EB1.1 for BI

    Quote Originally Posted by Maion Maroneios
    It's quite easy actually:

    1) Right-click on your EB1.1 icon, then on properties. Search for a line where it says something like ''RomeTW-exe''. Just change that to ''RomeTW-BI.exe''.

    2) Go to the folder you have EB installed, and copy the .txt file in eb/data/text called ''imperial_campaign_regions_and_settlement_names.txt''/ Rename the copy to ''barbarian_invasion_regions_and_settlement_names.txt''.

    3) Next, go to ''eb\data\world\maps\campaign\imperial_campaign''. Copy ''imperial_campaign'' and rename it to ''barbarian_invasion''. Then delete map.rwm (if yo have already played a campaign).

    4) This is optional, but it's a nice extra. Go to your RTW's original folder and locate the ''bi'' file. From there go to data\ui\"pick a culture"\interface and copy battlepage_03. Now paste it in your eb\data\ui\''every culture''\interface. This enables the shieldwall and schiltrom battle icons. Now you can alter the EDU (export_descr_unit) file to your likeness. You can, for example, give the ''shield_wall'' ability next to the formation line for a certain unit. Same goes with schiltrom. You can also add the ''can_swim'' ability to any unit next to the attributes line.

    Have fun!!1
    1-is it possible to apply this to a EB 1.1 with trivial script? (just in case)
    2-savegame compatible?
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