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Thread: night batte modding?

  1. #1

    Default night batte modding?

    I have a working mod with night battles and alex.exe. There is a "step-by-step section for how do do with at the following link, https://forums.totalwar.org/vb/showthread.php?t=94861.

    I like night battles, but all the torches (I think) make my battles choppy/lag. Since my PC runs well on high settings, I think those torches (If thats the problem) use a lot of PC resources.

    I also don't really think all the torches is very realistic. The whole element of surprise is kind of ruined by a lit up army and I don't think many buildings would want to draw attention with lights after the battle begins. So I want to get rid of the torches and building lights. I'll just use the "moonlight" for my night battles.

    1)So if I want to get rid of torches and building lights, can I just delete the following and my saved game should work just fine? (This comes from that "step-by-step" section)


    1) To Add torches to the units:
    Copy the following from your ’’bi \data\’’ folder to your ’’EB \data\folder’’
    Like this:
    ’’bi\data\models_unit\attachments\’’ to ’’eb\data\ models_unit’’ -delete folder
    ’’bi\data\models_engine\’’ to ’’eb\data\’’ -delete folder
    ’’bi\data\models_effects\’’ to ’’eb\data\’’ -delete folder
    ’’bi\data\descr_effects.txt’’ to ’’eb\data\’’ -delete file
    ’’bi\data\descr_effects_engine_torch.txt’’ to ’’eb\data\’’ -delete file
    ’’bi\data\descr_effects_torch_fire.txt’’ to ’’eb\data\’’ -delete file
    ...
    4) Add window lighting to city buildings!

    Copy the folder ’’bi\data\models_building\textures\glowing’’ to ’’eb\data\ models_building\textures’’ -delete folder


    2)Was all that (1)) really just for torches? Deleting it wont change how flaming arrows work or siege engines with the flaming ability on? If a building catches on fire, it will still burn and light up the night?

    3)It would be nice to make flaming-arrows/siege-engine-flame brighter at night, any easy way to do this?

    4)Anything else you can think of?

    -Apple
    Last edited by applebreath; 11-08-2009 at 20:09.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  2. #2
    Voluntary Suspension Voluntary Suspension Rahwana's Avatar
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    Default Re: night batte modding?


    Use BI.... That way, we'll get rid of buggy night battles in Alex EB

    BTW, Maksimus didn't answer my question yet...
    Angkara Murka di Macapada

  3. #3

    Default Re: night batte modding?

    Quote Originally Posted by Sonic View Post

    Use BI.... That way, we'll get rid of buggy night battles in Alex EB

    BTW, Maksimus didn't answer my question yet...
    I think you get the trait when a General is 4 stars.

    I really don't think night battles in Alex are buggy (all it really is, is a different light setting). But I havn't played too many of them yet. About 20 so far. Mainly I notice that something (I think torches) is hard on the PC.

    -Apple
    Last edited by applebreath; 11-09-2009 at 13:48.
    Imo, the following "mod" is almost perfect:
    Spoiler Alert, click show to read: 
    For installation process, I followed the following: RTW Gold > Alexander > EB 1.1 > 1.2 > Official Fixes > 1.2 Mini Mod Pack 3.1 > LZ3's Custom EB Fix Adaptation > Phalanx Mod > RS Textures > Naval Strat Map Add On > Lysander's Sihunet Formations Adaptations > EOM 4 Carthaginian Governors Edition > Atraphoenix' RS Legions Adaptation For ALEXANDER EB > Getting Rid Of The Giant Trees Mod > (I've also modded the Roman reforms to happen sooner, deleted 7 files/folders to get rid of window lights and torches for night battles, and added 3 SKYMOD_BI .txt files for night lighting.) - The only thing missing is a 12 turns per year mod, maybe 6 tpy instead.

  4. #4
    Crazy Russian Member iamphet's Avatar
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    Default Re: night batte modding?

    I believe to remove torches you only need to update two files:
    models_unit/attachments/soldier_attachments.txt
    Code:
    bones models_unit/attachments/soldier_bone_map.txt ; name -> bone mappings
    models_unit/attachments/soldier_with_weapon_attachments.txt
    Code:
    bones models_unit/attachments/soldier_with_weapon_bone_map.txt ; name -> bone mappings



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