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Thread: Discussion and Announcements

  1. #301

    Default Re: Extended Greek Mod

    Minister of Fear: Paste this line into xgm/data/export_descr_buildings.txt. You will need to add it to each level of the equestrian building where you want them to be recruitable. I suggest cavalry_barracks and above.

    Code:
    recruit "merc sarmatian cavalry"  0  requires factions { britons, dacia, gauls, germans, carthaginian, spain, pontus, egyptian, greek, roman, } and hidden_resource steppe

  2. #302

    Default Re: Extended Greek Mod

    Having mercenaries in your roster can cause the AI to abandon hiring them. At least, that happened to me. To be honest, I like that part of the game because mercs take up slots in armies and cannot be retrained so an enemy without them is more of a challenge.

  3. #303
    Member Member Helgi's Avatar
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    Default Re: Extended Greek Mod

    :2thumbsup will add this tonight, should be interesting
    Blackadder:"Whatever it was, I'm sure it was better than my plan to get out of this by pretending to be mad. I mean, who would have noticed another madman round here?"


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  4. #304

    Default Re: Extended Greek Mod

    *edit* deleted link for the beta - first release will be out shortly
    Last edited by DimeBagHo; 05-17-2006 at 18:02.

  5. #305

    Default Re: Extended Greek Mod

    Oh yeah, this is something great!
    BTW, did you include the economic stuff too DBH?
    The best is yet to come.
    ZX MiniMod: Where MTW meets AOE
    https://www.wmwiki.com/hosted/ZxMod.exe
    Now on beta 3 with playable golden horde!



  6. #306

    Default Re: Extended Greek Mod

    Not yet. For the next release I'm planning to integrate the economic changes, develop the loyalty character traits and ancilaries stuff a little more, and maybe add loyalty for Carthage and Egypt.

  7. #307

    Default Re: Extended Greek Mod

    Page URL Not Found!!

    The requested page does not exist on this server. The URL you typed or followed is either outdated or inaccurate.
    oh no :( very bad
    good web for files is : http://www.filefactory.com

  8. #308

    Default Re: Extended Greek Mod

    The link should be good now.

  9. #309

    Default Re: Extended Greek Mod

    Downloaded the latest version of this mod earlier and I received an error when trying to start up the game. Here's the error:

    Script error in data/descr_skeleton.txt at line 56, column 133
    AnimDB: could not load - 'data/animations/SG 01 idle 01.cas'



  10. #310

    Default Re: Extended Greek Mod

    Looks like the animations pack was not generated correctly. Check that the file you downloaded is the correct size, and try running the installer again. If that doesn't work, you could try manually installing the animations pack.

    You can get it here: http://www.twcenter.net/downloads/db/index.php?mod=464

  11. #311

    Default Re: Extended Greek Mod

    Ok thanks. Looks like a great mod, thanks for making it. I just hope I can get it to work.

    EDIT: I reran the installer and installed that file manually but it's still not working.
    Last edited by Craterus; 05-14-2006 at 12:22.

  12. #312

    Default Re: Extended Greek Mod

    Craterus: Are you still getting the same error? Did you install the animations stuff into the xgm/data folder? Do you have any other mods installed? Is your game patched up to 1.5/1.6.

  13. #313

    Default Re: Extended Greek Mod

    Isn't that script error coming from the RTW Data folder, DBH?

  14. #314

    Default Re: Extended Greek Mod

    That the way it looks, which suggests that the game is just not finding the xgm animations pack. The xgm animations file is generated by the installer by copying and then patching the vanilla animations pack. Ocasionally people have had problems with the patching process - which leaves the install without an animations file.

  15. #315

    Default Re: Extended Greek Mod

    *edit* deleted link for the beta - first release will be out shortly
    Last edited by DimeBagHo; 05-17-2006 at 18:03.

  16. #316

    Default Re: Extended Greek Mod

    i install XGM 4 lunch game...and crash do win

  17. #317

    Default Re: Extended Greek Mod

    methoz: Did you get an error message? Is your version of RTW patched up to 1.5/1.6? Can you send me the install.log file generated when you ran the installer?

  18. #318

    Default Re: Extended Greek Mod

    Could i use some of the units featured in EGM. Like the armoured horse for the greeks and other minor units.

  19. #319

    Default Re: Extended Greek Mod

    kburkert: If it's just for personal use, feel free to use whatever you like. If it's for use in a publicly released mod then:

    (1) You can use anything except the Spartan units. I didn't make them so I can't give permission to use them.
    (1) Let me know what the mod is. I like to know where my work is going. :)
    (2) Give credit in your readme etc.

  20. #320

    Default Re: Extended Greek Mod

    Ok, i will.

  21. #321

    Default Re: Extended Greek Mod

    my last version XGM been 3.xx (normal play)
    installed version 4.XGM... I only started from desktom and game crash
    NOTHING error (message)
    i have RTW 1.5 and Bi 1.6 clear

  22. #322

    Default Re: Extended Greek Mod

    methoz: Send me the install.log file that was created when you ran the installer. You can send it here: dimebagwhore@yahoo.com

  23. #323

    Default Re: Extended Greek Mod

    i not find install log...hm...I don't have luck
    never mind

  24. #324

    Default Re: Extended Greek Mod

    The install log will show up in the same folder as the installer when you run it.

  25. #325

    Default Extended Greek Mod version 4.0.6

    XGM version 4.0.6 is now available for download.

    You can get it here.
    You can see the readme here.

    The major changes are:

    -Map changed to Mundus Magnus 3.0
    -Rome unified, Senate eliminated
    -Loyalty activated for Romans and the Greek City States
    -Scipii converted to Roman rebels
    -Brutii converted to Greek rebels
    -Extensive economic changes
    -Add Darth Formations to Extras
    -Minor bug fixes

  26. #326

    Default Re: Extended Greek Mod

    XGM version 4.0.9 is now available for download.

    You can get it here.
    You can see the readme here.

    The major changes are:

    -Added Grain Imports
    -Added temple of Thoth to Ptolemies
    -Forest elephants restricted to Africa
    -Added mercenary gladiators
    -Tweaked some building bonuses and AI economic bonuses
    -Two serious bug fixes, and one minor bug fix
    -Minor bug fixes

    This version fixes two serious bugs that can kill your campaign, so I recommend that anyone who is playing versions 4.0.6-4.08 upgrade to this version.

  27. #327

    Default Re: Extended Greek Mod

    I am making a mini mod for XGM that concentrates on greece with new factions like Athens, Sparta etc.

    If anyone is interested in helping out, like doing the textures please tell me.

    More info coming soon.

  28. #328

    Default Re: Extended Greek Mod

    i like Corinth - make this faction - very good idea

    btw- xgm 409 play and allright
    thx

  29. #329

    Default Re: Extended Greek Mod

    Just downloaded the mod. Great job on it. The greek units look awesome. Athenian Marine Archer=Sweet. I also like the new Sacred Bands. I started a campiagn with the Greeks. 30 turns for Spartan Royal Guards!!! But i suppose that they are pretty good. I plan to do a little modding with the macedonians and make them be able to compete with the powerful greeks. Great job.

    P.S. Is it possible to take some units from XGM and integrate them into the regular Rome? I would just mod XGM, but i dont really want to face the really powerful greeks.
    Last edited by AwesomeArcher; 05-26-2006 at 04:31.
    "Nuts" -Gen. Anthony McAuliffe-

    What doesnt kill you makes you stronger.

  30. #330

    Default Re: Extended Greek Mod

    AwesomeArcher: Sorry I missed the question at the end of your post earlier. The answer is yes you can take units from XGM and add them to vanilla RTW. If you need a guide for adding units there is an excellent guide in the scriptorium here. As far as permissions go, if it is for personal use you can use whatever you like.

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