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  1. #1

    Default Re: Extended Greek Mod

    The Spartan Royal Guard get 2 hitpoints, which can make them extremely hard to kill. But there is nothing special about their defense stats otherwise, so they can get worn down, especially if they are under missile fire for a while, or if you throw them into combat too often in one battle. I might take a look at increasing their defense a little though.

    Wonderland and Cesare diBorja are also correct that they were not supermen. Most of their advantage in earlier times was that they were professional, and highly trained, in a time when most soldiers were not. By the time of the game period all of the Greek powers, and of course the Romans as well, had professional military forces. Most of them had highly trained elite units as well. So although the Spartans were still a very effective fighting force, they no longer had the huge advantages that they enjoyed two or three centuries earlier.

    On the matter of fatigue - it is switched off by default now because the AI does not know how to manage it. The advantage is that the AI will always arrive fresh for a fight, instead of being exhausted already by running around all over the place. If you prefer to have it switched on, there are instruction in the readme (check the "Modding XGM" section).

  2. #2

    Default Re: Extended Greek Mod

    DBH, for some reason I cannot access to TWC so I'll post here:

    I found a couple minor issues with the latest release:

    - Thracian peltasts should get a better fitting icon imho, the older falxmen one can be misleading

    - Iberians shouldn't be able to recruit the mercenary AOR unit, AI mixes them with scutarii ending with lots of half units they cannot merge...
    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!



  3. #3

    Default Re: Extended Greek Mod

    "On the matter of fatigue - it is switched off by default now because the AI does not know how to manage it. The advantage is that the AI will always arrive fresh for a fight, instead of being exhausted already by running around all over the place. If you prefer to have it switched on, there are instruction in the readme (check the "Modding XGM" section)."

    --Thanks for the heads-up man.... and that I think about is I will leave it switched on.

  4. #4

    Default Re: Extended Greek Mod

    XGM version 3.6.7 is now available for download.

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

    The major changes are:

    -Added Late Poeni Infantry
    -Added Late Scutarii
    -Added AOR Italic Legionaries (recruitable by all civilised factions in Italy)
    -Added AOR Horse Archers (recruitable by most factions in eastern Barbarian regions)
    -Added AOR Barbarian Infantry (recruitable by all factions in western Barbarian regions)
    -Added AOR Barbarian Cavalry (recruitable by all factions in western Barbarian regions)
    -Increased unit size of Desert Infantry, decreased morale
    -Moved Desert Infantry to Barracks
    -Decreased morale of many AOR/mercenary units by 2
    -Reduced recruiting costs of many Barbarian units
    -Increased Barbarian starting populations on vanilla map
    -Increased defense of all units by 2
    -Increased defense of spear units by additional 2
    -Decreased lethality of spear units from 0.74 to 0.64
    -Decreased lethality of phalanx units from 0.9 to 0.64
    -Increased attack of phalangite and elite phalangite units by 2
    -Phalanx units now suffer high penalties in scrub and forest
    -General units now only 1 hitpoint, but defense and armour increased by 2
    -Decreased range of elite archer units to 150, Gastraphetes to 170
    -Decreased range of elite slinger units to 100
    -Removed Elephant resource from Media on vanilla map
    -Changed requirements for Alexander traits
    -Temple bonuses extensively revised
    -Javelin and Pilae speeds reduced
    -Movement rates reduced to 70% of vanilla


    The Barbarian and Steppe AOR units are not available on Mundus Magnus yet.
    Last edited by DimeBagHo; 04-03-2006 at 18:15.

  5. #5
    Member Member Helgi's Avatar
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    Default Re: Extended Greek Mod

    Will 3.6.7 affect a 3.6.6 saved game?
    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?"


    https://skender.be/supportdenmark/#CS

  6. #6

    Default Re: Extended Greek Mod

    Saved games (back to version 3.1) should be fine.

  7. #7
    Member Member Helgi's Avatar
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    Post Re: Extended Greek Mod

    Quote Originally Posted by DimeBagHo
    XGM version 3.6.7 is now available for download.

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

    The major changes are:

    -Added Late Poeni Infantry
    -Added Late Scutarii
    -Added AOR Italic Legionaries (recruitable by all civilised factions in Italy)
    -Added AOR Horse Archers (recruitable by most factions in eastern Barbarian regions)
    -Added AOR Barbarian Infantry (recruitable by all factions in western Barbarian regions)
    -Added AOR Barbarian Cavalry (recruitable by all factions in western Barbarian regions)
    -Increased unit size of Desert Infantry, decreased morale
    -Moved Desert Infantry to Barracks
    -Decreased morale of many AOR/mercenary units by 2
    -Reduced recruiting costs of many Barbarian units
    -Increased Barbarian starting populations on vanilla map
    -Increased defense of all units by 2
    -Increased defense of spear units by additional 2
    -Decreased lethality of spear units from 0.74 to 0.64
    -Decreased lethality of phalanx units from 0.9 to 0.64
    -Increased attack of phalangite and elite phalangite units by 2
    -Phalanx units now suffer high penalties in scrub and forest
    -General units now only 1 hitpoint, but defense and armour increased by 2
    -Decreased range of elite archer units to 150, Gastraphetes to 170
    -Decreased range of elite slinger units to 100
    -Removed Elephant resource from Media on vanilla map
    -Changed requirements for Alexander traits
    -Temple bonuses extensively revised
    -Javelin and Pilae speeds reduced
    -Movement rates reduced to 70% of vanilla


    The Barbarian and Steppe AOR units are not available on Mundus Magnus yet.

    Tried to download version 3.6.7 and was having problems is there a issue with the link or something?
    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?"


    https://skender.be/supportdenmark/#CS

  8. #8

    Default Re: Extended Greek Mod

    This mod looks amazing. Downloading..

  9. #9

    Default Re: Extended Greek Mod

    Made slingers and archers have realistic ranges in their missile abilities. Tired of archers and slingers that never get around to firing and getting wiped out by cavalry or very lucky infantry. Should change up the dynamic of the game alot. Realism is close to Holism!(LOL)

    diBorgia

  10. #10
    Member Member Helgi's Avatar
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    Smile Re: Extended Greek Mod

    Quote Originally Posted by DimeBagHo
    XGM version 3.6.7 is now available for download.

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

    The major changes are:

    -Added Late Poeni Infantry
    -Added Late Scutarii
    -Added AOR Italic Legionaries (recruitable by all civilised factions in Italy)
    -Added AOR Horse Archers (recruitable by most factions in eastern Barbarian regions)
    -Added AOR Barbarian Infantry (recruitable by all factions in western Barbarian regions)
    -Added AOR Barbarian Cavalry (recruitable by all factions in western Barbarian regions)
    -Increased unit size of Desert Infantry, decreased morale
    -Moved Desert Infantry to Barracks
    -Decreased morale of many AOR/mercenary units by 2
    -Reduced recruiting costs of many Barbarian units
    -Increased Barbarian starting populations on vanilla map
    -Increased defense of all units by 2
    -Increased defense of spear units by additional 2
    -Decreased lethality of spear units from 0.74 to 0.64
    -Decreased lethality of phalanx units from 0.9 to 0.64
    -Increased attack of phalangite and elite phalangite units by 2
    -Phalanx units now suffer high penalties in scrub and forest
    -General units now only 1 hitpoint, but defense and armour increased by 2
    -Decreased range of elite archer units to 150, Gastraphetes to 170
    -Decreased range of elite slinger units to 100
    -Removed Elephant resource from Media on vanilla map
    -Changed requirements for Alexander traits
    -Temple bonuses extensively revised
    -Javelin and Pilae speeds reduced
    -Movement rates reduced to 70% of vanilla


    The Barbarian and Steppe AOR units are not available on Mundus Magnus yet.
    Nevermind got it now
    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?"


    https://skender.be/supportdenmark/#CS

  11. #11

    Default Re: Extended Greek Mod

    Hi guys, I'm new here, liked the idea very much, so, I downloaded the file, installed, but it doesn't work. On RTW BI 1.6 vanilla. Any suggestions? Thanks a lot.

  12. #12

    Default Re: Extended Greek Mod

    XGM is designed to work with RTW 1.5 or RTW:BI 1.6. Here are some common problems that people have:

    1. You have other mods installed.
    2. You haven't patched to 1.5/1.6. Check the options screen to see what version you have. Just because you ran the patch installer, doesn't mean it actually worked. :)
    3. Your download didn't complete so you have a broken copy. I think it should refuse to install in this case, but some people did have this problem in the past. Check the zip file size - it should be around 18.5 MB.

    If you could provide more details about what is going wrong that might help as well. Does it fail to install? Fail to start up? Fail to start a new campaign?

  13. #13

    Default Re: Extended Greek Mod

    Quote:
    -Movement rates reduced to 70% of vanilla

    WHAT?!?!!? Why would you make such a DRASTIC change this far into the mod like this without explanation?!?! Movement speed felt right, I don't get it..?

  14. #14
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Extended Greek Mod

    It's not like it was terribly difficult to change it back to the vanilla speeds, you know. Just copy-paste the appropriate original text file (terrain_effects or something, I think) over the one in the mod folder.
    "Let us remember that there are multiple theories of Intelligent Design. I and many others around the world are of the strong belief that the universe was created by a Flying Spaghetti Monster. --- Proof of the existence of the FSM, if needed, can be found in the recent uptick of global warming, earthquakes, hurricanes, and other natural disasters. Apparently His Pastaness is to be worshipped in full pirate regalia. The decline in worldwide pirate population over the past 200 years directly corresponds with the increase in global temperature. Here is a graph to illustrate the point."

    -Church of the Flying Spaghetti Monster

  15. #15

    Default Re: Extended Greek Mod

    It's not all that drastic either. The movement speeds have been at 80% of vanilla for quite a while, so the reduction to 70% is significant, but not huge.

  16. #16
    Member Member Helgi's Avatar
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    Default Re: Extended Greek Mod

    Loved using the Spartan Royal Guard, when I took Cydonia, was caught off guard with their card but when I went into battle, loved the skin used, and boy, tough indeed.
    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?"


    https://skender.be/supportdenmark/#CS

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