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    Default Fanatic’s Phalanx/Aquilifer Mod 1.1

    The Phalanx/Aquilifer Mod Patch 1.2 Compatible

    My Christmas gift to the EB Community.

    In case you are wondering why elephants and chariots are mentioned in the title, this is because they used to be bugged. They were fixed in 1.1 though and so I have minimized the area of modification to the phalanx units. There is also an Aquilifer mod if you want Aquilifers for your first cohorts.

    I will give the download links immediately for those of you who don’t want to bother trudging through all that text. Both are savegame compatible.

    Download the Phalanx Mod here:
    http://files.filefront.com/Phalanx+M.../fileinfo.html

    Download the Aquilifer Mod here:
    http://files.filefront.com/Eagle+bea.../fileinfo.html

    To install the Phalanx Mod, simply extract into the folder you have installed EB into (it is probably called Rome: Total War unless you have changed it). DO NOT extract into your EB mod folder (which is contained inside your Rome: Total War folder). Directions on how to install the Aquilifer Mod are included at the bottom of this post. You may want to back up your export_descr_unit files in case you decide you want to revert back to vanilla. If you have any questions, don't hesitate to ask. I'm here to help.

    To avoid confusion, here is a brief overview of terms I use:
    Macedonian phalanx - Any unit with the “phalanx” special ability uses what I term the Macedonian phalanx.
    Classical or Hoplite phalanx - Any unit that fights in the hoplite-style phalanx. These units are easily recognizable by name or description. The hoplite phalanx is a tightly packed formation with overlapping shields and spears protruding from above, an impenetrable wall of bronze, iron and oak, an implacable force made seemingly not of individuals but a single inexorable contraption, an…OK you get the idea, I’ll stop.

    NOTE: Despite that last comment, I am not a phalanx fan boy. Phalanx units—particularly Macedonian phalanxes—are not necessarily improved with this mod. And I like the Celtic factions best if that means anything…

    NOTE # 2: Guard mode is no longer necessary! You do not need it. You fight better without it and can still keep a cohesive formation. Also, you no longer need to stand still and receive a charge. Hoplites now deliver a crushing charge and will maintain formation while (and after) doing so. Thanks to Barrabas for pointing this out.

    Here is a brief overview of the changes made in the Phalanx Mod (Scroll down to see the Aquilifer and how to install it.):

    -to Macedonian phalanxes: -.03 spear lethality, -1 sword attack, -2 armor, + 2 defense skill; given spear attribute (light_spear attribute removed).
    What this means: Although Macedonian phalanxes maintain their attack ratings, decreased lethality causes their hits to knock opponents down more frequently (rather than kill). The decrease in armor is made up for in head on contests (when unit is in phalanx) by the increase in skill, which effects melee defense from the front and left (shield) sides; armor effects missile and melee defense from all sides. Thus, Macedonian phalanxes are now more vulnerable to missiles fired from any direction, but particularly at their exposed rear and flanks. They are also more vulnerable to flanking attacks. The spear attribute makes them push more and harder (something phalanxes were very good at). The downside to this attribute is that it can make units push so hard that their formation loses cohesion.

    -to Classical (Hoplite) phalanxes: -.02 spear lethality, -2 armor, + 2 shield defense, +3 charge bonus; given short_pike attribute; given spear attribute (light_spear attribute removed).
    What this means: See Macedonian phalanxes. The changes are similar except that hoplites receive an increase in shield defense rather than defense skill. This is because hoplite phalanxes in EB do not use phalanx, and thus are not nearly as resistant to missiles from the front and left side as are the Macedonian variety, whose shield defense is doubled when in phalanx.
    Hoplites too get a reduction in lethality so as to better reflect hoplite warfare. Casualties were generally few until one formation or another broke from the extreme force of the pressing phalanx--that was when the real killing began. The spear attribute makes them push more and harder (something hoplites were very good at). The downside to this attribute is that it can make units push so hard that they break formation. In combination with a cohesive formation trait such as the short_pike attribute, however, they maintain formation and the ability to push hard.
    The biggest change here is indeed the short_pike attribute. This does a number of things. First, it shrinks their spears from approximately twelve feet in length to nine. Twelve feet is simply inaccurately long for classical hoplites or Spartiates.
    The other effects I will show below with screen shots.

    BEFORE:

    They march with the tops of their spears magically dragging beneath the ground and their butt spikes in the air.
    AFTER:

    They march with spears held level and pointed forward.

    BEFORE:

    They break formation and charge like unorganized rabble.
    AFTER:

    They stay in a tight, orderly formation and slam into the enemy as one - an invincible, unstoppable phalanx.

    BEFORE:

    They fight like barbarians, individuals fighting for personal glory with no resemblance of a formation.
    AFTER:

    They fight like, well, a phalanx! A single, implacable body pushing the enemy backwards with great force until they finally break and run.

    Here is the Aquilifer. Screenshot taken by hooahguy.


    Here is a “How To” guide on installation:
    Spoiler Alert, click show to read: 

    This is for those of you who want to have eagle bearers in your first cohorts.

    First things first, remember to work in your RTW/EB/Data folder, not your RTW/Data folder. RTW/Data has vanilla RTW's files in it, RTW/EB/Data has EB's files in it.

    For those of you who play on ALEX.exe, you may not have to remove a unit in order to add this Aquilifer (but I don't know for sure, I don't have it myself). The rest of you probably have to. So the first step is to entirely remove the unit of your choice from your game. I chose praetorian cavalry since they are heavily bugged in my game and make black lines flash all over my screen (some people have this problem, you may not). To do this, you must remove all text entries related to that unit from all of the following files:
    export_descr_unit, export_descr_buildings, export_text, descr_model_battle, and descr_strat. There will only be text for this unit in the descr_strat file if the unit is there at the start of the campaign, because (as you modders know) the descr_strat file deals only with the campaign. So, for example, there are entries for hastati in descr_strat, but there are not entries for praetorian cavalry (the latter doesn't appear until the Augustan reforms).

    How do you remove text? It's quite simple. You will find a block of text for that particular unit with a blank line before it and a blank line after it. Simply delete this block of text. The exceptions are the descr_model_battle and descr_strat files, which have single lines for a unit (often repeated over and over again). You will need to use cntrl+f in order to search for the particular unit you want to remove.

    Once that's finished, it's time to add the Aquilifer. Here's how:

    First, place the CAS file provided into your models_unit folder. Then, place the TGA and DDS files your textures folder, which is located inside of your models_unit folder.

    Now, open your descr_model_battle file. Copy and paste this follow block of text anywhere in the file, but be sure to leave a line before and after it so it is clearly separated from the other entries.

    type roman_eagle
    skeleton fs_standard_bearer
    indiv_range 40
    texture seleucid, eb/data/models_unit/textures/SPQR_OFFICER_JULII_STANDARD_AQUILIFIER_LATE.TGA
    model_flexi_m eb/data/models_unit/unit_trigger_aquilifier.cas, 8
    model_flexi_m eb/data/models_unit/unit_trigger_aquilifier.cas, 15
    model_flexi_m eb/data/models_unit/unit_trigger_aquilifier.cas, 30
    model_flexi_m eb/data/models_unit/unit_trigger_aquilifier.cas, 40
    model_flexi eb/data/models_unit/unit_trigger_aquilifier.cas, max
    model_sprite seleucid, 60.0, eb/data/sprites/officers/ebsprite_officer_all.spr
    model_tri 400, 0.5f, 0.5f, 0.5

    I highly recommended installing my phalanx mod (if you want it) prior to doing this next step. If you wait till after doing this next step to install it, then your files will be overwritten and your work made obsolete.

    Lastly, open your export_descr_unit file. Press cntrl-f and search for your first cohort units. The dictionary entries are "roman infantry first legionary cohort i" and "roman infantry first legionary cohort ii". The former is for the post-marian first cohort, the latter for the imperial first cohort.

    You will see that each unit has two officers, a centurion and a standard bearer. Below all the other officers, copy and paste the below line of text on its own line:

    officer roman_eagle

    It should look like this (you can just copy and paste these over your own entries if you want):

    ;524
    type roman infantry first legionary cohort i
    dictionary roman_infantry_legionary_first_cohort_i ; First Cohort
    category infantry
    class heavy
    voice_type General_1
    soldier roman_infantry_cohorsreformata, 50, 0, 1.2
    officer ebofficer_roman_centurion
    officer ebofficer_roman_early_standard
    officer roman_eagle
    attributes sea_faring, hide_forest, can_sap, very_hardy, command, legionary_name
    formation 1, 2, 2, 3, 5, square, testudo
    stat_health 1, 1
    stat_pri 5, 4, pilum, 36.8, 2, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr prec, thrown, ap
    stat_sec 11, 4, no, 0, 0, melee, simple, piercing, sword, 0 ,0.13
    stat_sec_attr no
    stat_pri_armour 10, 10, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, 0, -2, -2
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1914, 479, 100, 160, 1914
    ownership seleucid


    ;242
    type roman infantry legionary cohort ii
    dictionary roman_infantry_legionary_cohort_ii ; Cohortes Imperatoria
    category infantry
    class heavy
    voice_type General_1
    soldier roman_infantry_cohorsimperatoria_evocata, 50, 0, 1.18
    officer ebofficer_roman_centurion
    officer ebofficer_roman_standard
    officer roman_eagle
    attributes sea_faring, hide_forest, can_sap, hardy
    formation 1, 2, 2, 3, 5, square, testudo
    stat_health 1, 1
    stat_pri 4, 4, pilum, 35, 2, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr prec, thrown, ap
    stat_sec 11, 4, no, 0, 0, melee, simple, piercing, sword, 0 ,0.13
    stat_sec_attr no
    stat_pri_armour 10, 8, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, 0, -2, -2
    stat_mental 14, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1790, 448, 100, 160, 1790
    ownership seleucid, slave

    ;525
    type roman infantry first legionary cohort ii
    dictionary roman_infantry_legionary_first_cohort_ii ; Cohortes Imperatoria
    category infantry
    class heavy
    voice_type General_1
    soldier roman_infantry_cohorsimperatoria_evocata, 50, 0, 1.2
    officer ebofficer_roman_centurion
    officer ebofficer_roman_standard
    attributes sea_faring, hide_forest, can_sap, very_hardy, command, legionary_name
    formation 1, 2, 2, 3, 5, square, testudo
    stat_health 1, 1
    stat_pri 5, 4, pilum, 36.8, 2, thrown, blade, piercing, spear, 15 ,1
    stat_pri_attr prec, thrown, ap
    stat_sec 11, 4, no, 0, 0, melee, simple, piercing, sword, 0 ,0.13
    stat_sec_attr no
    stat_pri_armour 10, 10, 4, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 0, 0, -2, -2
    stat_mental 15, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 1914, 479, 100, 160, 1914
    ownership Seleucid

    Remember to make these changes to both your multiplayer and singleplayer export_descr_unit files!

    Credit for this beautiful Aquilifer goes to lt1956, creator of the SPQR mod!
    Last edited by TWFanatic; 12-15-2008 at 20:25. Reason: UPDATED FOR PATCH 1.2
    It would be a violation of my code as a gentleman to engage in a battle of wits with an unarmed person.-Veeblefester
    Ego is the anesthetic for the pain of stupidity.-me
    It is better to keep your mouth shut and be thought of as a fool than to open it and remove all doubt.-Sir Winston Churchill
    ΔΟΣ ΜΟΙ ΠΑ ΣΤΩ ΚΑΙ ΤΑΝ ΓΑΝ ΚΙΝΑΣΩ--Give me a place to stand and I will move the earth.-Archimedes on his work with levers
    Click here for my Phalanx/Aquilifer mod

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