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Thread: Discussion and Announcements

  1. #271

    Default Re: Extended Greek Mod

    You can recruit scythian horse archers in steppe regions with 3.6.11
    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!



  2. #272
    Member Member Helgi's Avatar
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    Lightbulb Re: Extended Greek Mod

    Quote Originally Posted by Zarax
    You can recruit scythian horse archers in steppe regions with 3.6.11
    I have, as well as Scythian lancers, but mostly scythian horse archers, they're great against western barbarian factions as well as against a army that doesn't have any Cavalry on the field, it's just safe to back them with the Scythian lancers and some pellasts (hvy pelasts, Thracian, Illyrian), this worked for me in a battle against the Scipii last night.
    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

  3. #273

    Default Re: Extended Greek Mod

    XGM version 3.6.12 is now available for download.

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

    The major changes are:

    XGM Version 3.6.12

    -Added named legions

    XGM Version 3.6.11

    -Barbarian and Steppe AOR units added to Mundus Magnus
    -Carthaginian Levy Phalangites moved up to City Barracks in Italy

    You can also get an untested patch file here that will upgrade the previous release.

    Helgi: I don't have any immediate plans for the Scythians, but I might add Scythian lancers as an AOR unit. I do plan to replace desert cavalry with something else, but otherwise I don't plan any more big changes to the Ptolemies.

    Ianofsmeg16 & alahir: It's always nice to hear back from people who enjoy the mod.

    kburkert: I'm still thinking about those raider units. I need to do a little more research.
    Last edited by DimeBagHo; 04-13-2006 at 03:12.

  4. #274

    Default Re: Extended Greek Mod

    Hey, DBH,

    How about a 4turns per year(or more) script for XGM or even those lithoboli that we talked about earlier? Any plans to make changes as such?

    diBorgia

  5. #275
    Member Member Helgi's Avatar
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    Cool Re: Extended Greek Mod

    Quote Originally Posted by DimeBagHo
    XGM version 3.6.12 is now available for download.

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

    The major changes are:

    XGM Version 3.6.12

    -Added named legions

    XGM Version 3.6.11

    -Barbarian and Steppe AOR units added to Mundus Magnus
    -Carthaginian Levy Phalangites moved up to City Barracks in Italy

    You can also get an untested patch file here that will upgrade the previous release.

    Helgi: I don't have any immediate plans for the Scythians, but I might add Scythian lancers as an AOR unit. I do plan to replace desert cavalry with something else, but otherwise I don't plan any more big changes to the Ptolemies.

    Ianofsmeg16 & alahir: It's always nice to hear back from people who enjoy the mod.

    kburkert: I'm still thinking about those raider units. I need to do a little more research.
    I guess I'll be downloading the new verison tonight, LOL
    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. #276

    Default Re: Extended Greek Mod

    Cesare diBorja: Four turns per year is not going to be added to the mod. I was planning to take a look at the possibility of having it as an option - but it looks like a fairly complicated add-on, so even that is unlikely to happen.

  7. #277

    Default Re: Extended Greek Mod

    thanks for the mod. its great.

    i was wondering if there is a way i can decrease the years to make spartans?

    also how does the subfaction work?

    thanks again for the great work!

    Last edited by sixer19; 04-25-2006 at 05:35.

  8. #278

    Default Re: Extended Greek Mod

    sixer19: Check the readme - there are instructions for reducing the recruitment time for the Spartan Royal Guard. But keep in mind that you are not really supposed to have more than one unit - it's better to wait and recruit Spartan Phalangites.

    The GCS start out with leaders for each of the main Greek Cities. That's about all there is to the sub-factions. It's up to you whether you play them independently or not.

  9. #279

    Default Re: Extended Greek Mod

    thats cool, i will just use the one.

    lets say i wanted to be just sparta and not the gcs. how would i go about doing that?

  10. #280

    Default Re: Extended Greek Mod

    Remove the other cities from Greek Cites, by going into descr_strat

  11. #281

    Question Re: Extended Greek Mod

    Quote Originally Posted by kburkert
    Remove the other cities from Greek Cites, by going into descr_strat
    Ok, but once I do that will the other cities be allies or will they just be independent rebel cities?

  12. #282

    Default Re: Extended Greek Mod

    They will become independent rebel cities.

  13. #283

    Wink Re: Extended Greek Mod

    Quote Originally Posted by kburkert
    They will become independent rebel cities.
    thx man... in that case i think I will try it some time on VH/VH and see if I can break out of Greece (seems like one hell of a challange)

    -------------------------
    "sixer19: Check the readme - there are instructions for reducing the recruitment time for the Spartan Royal Guard. But keep in mind that you are not really supposed to have more than one unit - it's better to wait and recruit Spartan Phalangites." by DimeBagHo

    i just wanted to reduce the years so can train another 1 group of Spartan Royal Guard, in case I were to loose the existing one. (I always deploy them, and have come close to loosing all of them on 3 occasions ).

  14. #284

    Default Re: Extended Greek Mod

    This mod looks amazing. Downloading..

  15. #285

    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

  16. #286

    Default Re: Extended Greek Mod

    When will next version come out?

  17. #287

    Default Re: Extended Greek Mod

    kburkert: It may be a while. Zarax is experimenting with some new features that will require quite a bit of work before they are ready to go.

  18. #288
    Member Member Stuie's Avatar
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    Default Re: Extended Greek Mod

    Quote Originally Posted by DimeBagHo
    Designed for RTW 1.5 and RTW:BI 1.6. It uses the -mod switch so it does not make any changes to your data directory.
    Wow - I never noticed this before.

    Downloading now....

  19. #289

    Default Re: Extended Greek Mod

    You won't regret it ;-)
    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!



  20. #290

    Smile Re: Extended Greek Mod

    [QUOTE=DimeBagHo]kburkert: It may be a while. Zarax is experimenting with some new features that will require quite a bit of work before they are ready to go.[/QUOTE/]

    I can't wait...

  21. #291

    Default Re: Extended Greek Mod

    XGM version 3.6.13 is now available for download.

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

    The major changes are:

    -Added AOR Galatian Swordsmen (recruitable by most factions in Galatia)
    -Corrected some legion names on Mundus Magnus map
    -Corrected Egyptian Large temple of Aphrodite name

    You can also get an untested patch file here that will upgrade the previous release.

  22. #292

    Default Re: Extended Greek Mod

    That was fast, I will have to update the experimental stuff...
    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!



  23. #293
    RTK9Imrahil Member Goalie's Avatar
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    Default Re: Extended Greek Mod

    how many versions are there for this mod. I downloaded it, it is pretty cool. Also can I mod this mod like the regular RTW?


    -We do the impossible every day, miracles take a bit longer- Air Force Motto

  24. #294

    Default Re: Extended Greek Mod

    yeh you can. Ive done it a few times.

  25. #295
    RTK9Imrahil Member Goalie's Avatar
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    Default Re: Extended Greek Mod

    how do you go about doing that?


    -We do the impossible every day, miracles take a bit longer- Air Force Motto

  26. #296

    Default Re: Extended Greek Mod

    Take a look at the "modding XGM" section in the readme.

  27. #297
    RTK9Imrahil Member Goalie's Avatar
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    Default Re: Extended Greek Mod

    ok thanks


    -We do the impossible every day, miracles take a bit longer- Air Force Motto

  28. #298

    Default Re: Extended Greek Mod

    ¨great mod ... i like XGM

  29. #299

    Default Re: Extended Greek Mod

    Quote Originally Posted by DimeBagHo
    XGM version 3.6.13 is now available for download.
    Thanks for that.

  30. #300
    Member Member Minister of Fear's Avatar
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    Default Re: Extended Greek Mod

    This continues to be one of my favourite mods. Would love to see Scythian Nobles recruited AOR style as their horse archer brethren are. Think you could add that or instruct me so I can include it myself. Oh, I'm having a great time as leader of Thrace at the moment; I have every surrounding faction except Scythia attacking me. Back to the wall and falx at the ready.

    Keep up the good work, DimeBagHo.

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