Perhaps I didn't do things correctly but I've noticed a couple problems.
1) The "Spoils of Victory" mod might not be working. After big battles, I never see any "spoil" traits/money. I looked at main hosts page and how he decribes what it should be doing makes me think it doesn't work in this mod pack.
2) The "Some trait changes (command stars & cursus honorum)" mod might not be working fully. After looking at the main hosts page I see that the following trait has not been removed from the game "The 3 influence penality of the "Plebeivs" trait". I still see this trait in my game. So perhaps this mod isn't working fully in the mod pack.
3) The "Roman Allied Legions" mod also seems slightly wrong. Camillan Hastati are replaced by Bruttian Infantry and Camillan Principes with Samnite Spearmen. But the Bruttian Infantry cost more initially and by upkeep compared to the Spearmen. Those spearmen that cost less also have better stats than the Infantry. I doubt this is how it should be.
I'm going to redo everything one last time before I get into a game to see if I "might" have done something, but I doubt it.
Also, for the optional dls. I don't know how to feel about the city mod (Just because not all cities became huge in the past doesn't mean you will run your faction exactly how it was in the past), so I wont use it. But the other 3 are pretty nice. The 2 graphics/tecture mods look perfect. So much better than in the regular EB.
-Apple.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
Hi mates,
Sorry for being absent of this thread for quite some time now. Since I entered uni, I can only find free time on weekends, and to be honest, I'm not playing RTW right now, so I'm totally lost about new stuff in the EB modding world.
@Apple.
Yep, that order is correct.
Now on the questions:
1) Yep, you can play the game.
2) No, you don't need more fixes, unless they were issued after the latest update of the mod (making the exception of the modified script which enables SoV)
3) Yes, you could. However, if the next time you play you're not roman, they wont be under the influence of the mod.
4)Yes, everything you find here is compatible with the mod.
5) I didn't make it part of the main file because a considerable amount of people preferred the hoplites the way they were, so...
6)Yes it's totally stable. You won't have more problems than you have with EB.
7) You just need to use the original shortcuts. I did the changes to make it work like that. Personally I think all mods should be like that, hehehe. Now it seems that people find it weird that they can play with their original shortcuts.
8) The problem with the edu is related to the trivial script. Those who have problems with it are those who aren't using the trivial script.
I hope that was helpful.
1) They do work. Unless you're using a new 'official script fix' by the EB team, SoV should be working. I should say that it's not as easy to get, you need to destroy a full stack or so to get it.
2) Weird... What about the other traits? I remember that blooded, for example gave a command star.
3) Well, allied troops were different to roman ones, that's why they should cost more and or have more/less upkeep. Their equipment is different as well as their training.
4) USE those textures! You wont regret my friend.
EDIT:
And for those interested, this compilation of mods should be compatible with the tree fix and Astrophoenix's mods.
Last edited by ||Lz3||; 10-25-2009 at 01:54. Reason: merged posts
Mini-mod pack for EB 1.2 for Alexander and RTWSpoken languages:
(just download it and apply to get tons of changes!) last update: 18/12/08 here
ALEXANDER EB promoter
Last edited by Atraphoenix; 10-24-2009 at 20:17.
My Submods for EB
My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finishedSpoiler Alert, click show to read:
History is written by the victor." Winston Churchill
It's not my fault that you have such a hard name to remember, pal.
Mini-mod pack for EB 1.2 for Alexander and RTWSpoken languages:
(just download it and apply to get tons of changes!) last update: 18/12/08 here
ALEXANDER EB promoter
Last edited by Atraphoenix; 10-25-2009 at 09:59.
My Submods for EB
My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finishedSpoiler Alert, click show to read:
History is written by the victor." Winston Churchill
"3) Well, allied troops were different to roman ones, that's why they should cost more and or have more/less upkeep. Their equipment is different as well as their training."
I was more talking about that the allied units are off. The Bruttian Infantry needs to be switched, by position in the requitment tab, with Samnite Spearmen. The samnite spearmen have better stats but are less expensive than the bruttian infantry. Their cost/upkeep seem to be reversed from what it should be.
-I followed the following order and other than the problems I mentioned before, it works wonderful:
for installation process; I followed EB 1.1 > 1.2 > official fixes > minimod pack > LZ3's script adaptation > phalanx mod > RS textures mod > naval strat mod > Lysander's sihunet formations adaptations > EOM 2.1b V.T. Marvin's Adaptation.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
Some other problems:
1)I have noticed that rebel generals have 162 men for that unit on the campaign map. When you fight that army on the battle map, the General unit doesn't appear, meaning you fight just a captain.
2)When a unit is gets a "provincial governorship", you don't get an ancillary. So you can't switch it to other governors.
Last edited by applebreath; 10-26-2009 at 14:29.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
your installation order is correct, I cannot help for (1) but for (2) I am a bit confused?
you mean, the general cannot get the ancillary symbol? or ancillary itself?
for second part of (2) you can change ancillaries between your generals, if:
- he has less than 8 ancillary,
- he is not limited according to the trigger of the ancillary,
- and the ancillary is not "Unique" that means you can get the ancillary only once.
(Note: I do not have any unique ancillaries in any version of EOM)
I have the same problem with you on (1) no idea whether an EB problem or Minimod pack problem.
But does not care much.
My Submods for EB
My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finishedSpoiler Alert, click show to read:
History is written by the victor." Winston Churchill
The general gets the trait, provincial governor or something like that. But with that trait, I'm not for sure what city it is for. In the descript it says that I should also get an ancillary that I can use to switch between other potential governors. But I don't get that ancillary. So when I move my generals around, not only don't I know what city that trait is for, I can't switch it to another governor.
Will that trait eventually vanish or if I leave another governor in that city for a long time, will that governor get the trait for that city or it wont because another governor might already have that trait for that city? Could this be a Roman problem? Or the 2.1b adaptation for EOM?
-Apple.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
Would it work out if I used the EB for BI pack after I installed these mods?
What time does not pervert, it destroys outright.
From this we may conclude that there are no eternal truths, no limitless passions.
There are only subtle deceptions.
~My brother's new book.
I'm pretty sure this mod pack is for Alex.exe.
I don't know if Alex has a better AI, but it is more stable. Get it if you can.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
That is impossible.
What time does not pervert, it destroys outright.
From this we may conclude that there are no eternal truths, no limitless passions.
There are only subtle deceptions.
~My brother's new book.
My Submods for EB
My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finishedSpoiler Alert, click show to read:
History is written by the victor." Winston Churchill
Hey Lz3!
I'm a huge fan of your mini-mod, I actually can't remember how playing was without it.
I wonder if you ever considered including the density mod for hoplites.
Greetz!
Ziegenpeter
"A wise man once said: Never buy a game full price!"
- Another wise man
it is an optional add-on that I have added already but could not see much difference. Phalanx units lost their cohesion after some time but I use lots of micromanaging /encircling/ hit and run/ envelopments/
so I do not think it s not unrealistic. But at the beginning they march under phalanx mode. that makes my archers useless against them.
My Submods for EB
My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finishedSpoiler Alert, click show to read:
History is written by the victor." Winston Churchill
Last edited by Atraphoenix; 11-02-2009 at 14:15.
My Submods for EB
My AAR/Guides How to assault cities with Horse Archers? RISE OF ARSACIDS! (A Pahlava AAR) - finishedSpoiler Alert, click show to read:
History is written by the victor." Winston Churchill
I remember reading something somewhere about a big-tree-fix. Any plans to put that in this mod and where do I find it? Will it work with this mod/optional-mods? Is it save-game ready?
-Apple
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
Can I install Extended Offices and the "Get rid of giant trees"-mod with the mini-mod?
EDIT: Ok, I see you can use Atraphoenix' mods with the mini mod pack except RS Legion, if you have allied legions installed... right?
Last edited by ziegenpeter; 11-04-2009 at 15:25.
"A wise man once said: Never buy a game full price!"
- Another wise man
I installed the pack, naval mod and phalanx mod... it all seemed fine witha previous savedgame, but the all my FM became "client rulers" anyone experienced this before? Did anyone solved the problem?????
PS in a new campaing it is allright.
Last edited by Leão magno; 11-05-2009 at 22:06.
From the markets of Lilibeo to the Sacred Band in the halls of Astarte, from those halls to the Senate of Safot Softin BiKarthadast as Lilibeo representative
So you installed pack with the adaptation fix? Naval mod and phalanx mod, no other mods?
I'd probably start a new game.. Maybe even clean installs first. Old saved games can be glitchy when you start putting more mods on top of them, even if they shouldn't be.
I do remember reading something about this issue specifically, but I don't remember where, :(.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
Last edited by Leão magno; 11-06-2009 at 12:31.
From the markets of Lilibeo to the Sacred Band in the halls of Astarte, from those halls to the Senate of Safot Softin BiKarthadast as Lilibeo representative
Imo, "Getting rid of the giant trees" mod should be included in this "mini-mod-pack". It is at the following link, https://forums.totalwar.org/vb/showthread.php?t=112360.
-Apple.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
When this mod was made for alex, was anything from XGM or from Archer's SkyMod used? I have to do some modding for night battles, so I could use this info.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
Umm, nope. I tried but I didn't find Archer's skymod anywhere.
Mini-mod pack for EB 1.2 for Alexander and RTWSpoken languages:
(just download it and apply to get tons of changes!) last update: 18/12/08 here
ALEXANDER EB promoter
A google search showed me me the following sites, the last one is the download:
http://www.twcenter.net/wiki/SkyMod
http://www.twcenter.net/forums/showthread.php?t=30397
http://www.twcenter.net/forums/downl...do=file&id=740
The problem is that I'm not for sure what I need to do and if it is even compatible with my modded game or saved games or if this is even the right version of the mod. Is it as simple as the below instructions that I found at the following link, http://www.twcenter.net/forums/showthread.php?t=134572?? Also, in my EB/Data folder, there is no skydome.txt file. Did you not add it for some reason? And do I need to remake a map.rwm file? When is it that you need to?[/B]
2) Add lighting for night time
The weather and lighting settings from Archer's SkyMod look even better. So If you have that mod -Copy the following files from ’’SKYMOD_BI\data’’ for ’’ Bi ’’ only to ’’eb\data\’’
The models folder!
’’descr_battle_map_lighting_and_fog_control.txt’’ to ’’eb\data\’’
’’descr_daytypes.txt’’ to ’’eb\data\’’
’’descr_skydome.txt’’ to ’’eb\data\’’
I did that step and it seems to be working. It's nice seeing stars at night and even the daytime looks nice with clouds. I'm still not for sure if this will work in the long run and why there was no skydome.txt file in eb/data.
Last edited by applebreath; 11-10-2009 at 03:04.
Imo, the following "mod" is almost perfect:
Spoiler Alert, click show to read:
has anyone tested these mods with BI? I would like to get the phalanx, win conditions and trait changes mods for my BI version, can anyone help?
The link for "Naval strat map add on" seems to be down.
Anybody has a mirror?
I'm running this mini mod (RTW.EXE) on BI.
So far So good, haven't been playing long though.
Overall a great mini mod (maybe some tweaking, but hey...)
One thing regarding allied Legions and the legionary name attribute.
Contrary to what can be found on the forum. The numbering doesn't reset . Meaning i tested it up to legio LI , then got bored. Still 51 legions is kinda ruining the gameplay here.
Does anyone know how i can correct that?
New Update,
I tried deleting the legionary name attribute from EDU, but each time i start a game, EDU repairs itself and back come the numbers.
How can i turn this off?
I've allready installed the EDB with the normal romani recruitment, but this doesn't help?
I've succeeded in deleting the legionary_name attribute (in EB/sp game edu backup), but had several CTD untill I disbanded the original starting units. I had to use add_money to balance my temporary weakness, but we're in 260 again, ready to start the Poenic war.
Last edited by brandt; 11-30-2009 at 07:17. Reason: update number 2
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