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  1. #361
    Aged retainer Member Guyus Germanicus's Avatar
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    Default Re: Extended Greek Mod

    DBH -
    I will look for the install.log when I get home from work today. I will also download the 1.6 patch sometime today when I can. I will try posting the log on the Guild. But barring that, I will forward it to you at your email address.

    Thank you for your kind interest in my predicament. Would really love to play the Greeks with the new units. Hopefully, the Eras package they're releasing with the Alexander expansion pack will have everything patched to current.
    "Those who would sacrifice a generation to realize an ideal are the enemies of mankind."
    -- Eric Hoffer

    "Everyone after he has been fully trained, will be like His teacher." -- Luke 6:40

  2. #362
    Aged retainer Member Guyus Germanicus's Avatar
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    Default Re: Extended Greek Mod

    DBH -
    My predicament may be even worse than I thought. I'm reading the README information on the RTW patches, and I think my Gauls are still capable of producing Naked Fanatics, a feature that was supposed to be eliminated in patch 1.5, which means I may have TWO downloads of patches to do to bring my Gold Edition version of RTW up-to-date!!

    I do think I have a memory leak in my version of the game - something that both patches deal with. I have had a couple extended-play games go bust on me. It would certainly be nice if SEGA, when marketing a new release of their game, would upgrade the release with all the latest patches regardless of what continent we're living on. It now appears to me that the Gold Edition released late last calendar year is only patched to 1.3.

    "Those who would sacrifice a generation to realize an ideal are the enemies of mankind."
    -- Eric Hoffer

    "Everyone after he has been fully trained, will be like His teacher." -- Luke 6:40

  3. #363
    Aged retainer Member Guyus Germanicus's Avatar
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    Default Re: Extended Greek Mod (totalwar.com confusion)

    DBH -
    I have downloaded both 1.5 and 1.6 patches. Will install 1.6 after work today. Reading www.totalwar.com website info on the patches, it appears that I probably only need to load patch 1.6, and that the RTW fixes in 1.5 are contained in v1.6. I printed out the README file for closer examination. The website states in italicized print that if you have RTW the Gold Edition, it's already patched. Obviously, not true in my case. Hopefully, this will solve the problem for loading XGM and fix my extended-play memory leak at the same time.

    I don't think in my version of RTW that the Academy class buildings are giving a "law" public order bonus. I'll confirm that this evening, as well.
    "Those who would sacrifice a generation to realize an ideal are the enemies of mankind."
    -- Eric Hoffer

    "Everyone after he has been fully trained, will be like His teacher." -- Luke 6:40

  4. #364
    Aged retainer Member Guyus Germanicus's Avatar
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    Default Re: Extended Greek Mod (it works now)

    DBH -

    Just wanted to let you know my XGM is working now. I installed the RTW/BI patch 1.6. Once I did that I simply tried to load XGM again and it went smoothly.

    There is some confusing information out there on the totalwar.com website about versions. Obviously, I bought a version of the Gold Edition that had v 1.4 of BI wedded to version 1.5 of RTW. Bad packaging error on the part of CA/SEGA especially when they state unequivocally on the website that the Gold Edition has the latest patches included. But the README file on the total war website is also misleading. Their update to add a public order bonus for the Academy series of buildings was never coded. Thankfully, someone on the Total War Center support site had the code to show how you can add the logic to the RTW software yourself. It's very simple actually. Also, the README file said that the Gauls can no longer recruit Naked Fanatics. I believe this is false as well. They should either correct the README file or remove it altogether to reduce the confusion.

    Couple possible bugs in XGM? In my first battle taking the Greeks vs the Macedonians, my unit of mercenary hoplites never showed any spears. Also, the bow & arrow never showed up when I commanded my mercenary peltests to attack an enemy phalanx. After recommanding them several times and setting them in loose formation, (just coincidence?), they finally started hurling their javelins. But I had to keep reissuing the command to attack.

    My goodness, but the action was immediate. Macedonia was heavily fortified with stacks in their cities when the game opened. And they were very aggressive. Their navy was everywhere. The game starts in 280 BC and by 277 BC I had fought three major epic battles with the crossed swords showing on the campaign map. I was expecting a little more build up before such a rough and tumble encounter with the AI. The combat pace is a bit slower than what I was expecting, but I believe you warned users of that. The victory condition seems a bit daunting - 70 regions! Plus conquering the four corners of the world? You have added cities to the campaign map, so perhaps the 70 regions may not be as awesome a task as I'm thinking it is at the moment. I haven't played BI much, so the loyalty bar feature on the faction members screen is something I'll have to get used to.

    Another possible bug? Victoria sometimes gives advice when you solicit her inside a city's screen, and sometimes she doesn't. Given that I had more choices for temples and shrines, I was hoping she would make some calls for me as to what I should build, but I wasn't getting any help. Once when I asked her for help at Rhodes, she recommended a building that was whited-out because my cash was so low. Mr. Centurion was gone altogether in the combat screen.

    All in all this is a remarkable effort what you all have put together here. You and your team should be proud of yourselves for the coding and design work you did. My compliments.
    "Those who would sacrifice a generation to realize an ideal are the enemies of mankind."
    -- Eric Hoffer

    "Everyone after he has been fully trained, will be like His teacher." -- Luke 6:40

  5. #365

    Default Re: Extended Greek Mod (it works now)

    Quote Originally Posted by Guyus Germanicus
    DBH -
    Victoria sometimes gives advice when you solicit her inside a city's screen, and sometimes she doesn't. Given that I had more choices for temples and shrines, I was hoping she would make some calls for me as to what I should build, but I wasn't getting any help. Once when I asked her for help at Rhodes, she recommended a building that was whited-out because my cash was so low. Mr. Centurion was gone altogether in the combat screen.
    That would seem to be something that CA did wrong rather than XGM.

    Macedon beats Greek cities.

  6. #366

    Default Re: Extended Greek Mod (it works now)

    Did you have advice turned off or on low?

  7. #367
    Aged retainer Member Guyus Germanicus's Avatar
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    Default Re: Extended Greek Mod

    To answer kburkert,

    I had the advice, at first, set to medium. It's usually where I have it set in vanilla RTW too. I believe I switched it around a few times. I will have to do some more gaming on XGM. Since I'm in the middle of a couple campaigns in RTW, I was distracted by those games and didn't want to get into learning all the nooks and crannies of XGM since the game played in a way I wasn't expecting. Because there was no build up, but I was plunged immediately into a life and death struggle with Macedon, I was getting frustrated with the different feel. I thought to be fair, I need to give the game a fresh start without the distraction of another campaign. It's a quirk of mine that I will get deep into a campaign and then start a new one before I've completed the last one. I've got about four different RTW games going at once right now. Seleucia, Carthage, Julii and Scipii.

    My "complaint" about the mercenary hoplites having no spears was not valid. DBH said somewhere in one of his write-ups on XGM that these hoplites are not phalanx capable but play the traditional hoplite infantry role. So they're not supposed to have spears. I just didn't realize that.

    I like the new skins for the most part. That was one of the things that attracted me to the mod in the first place, that, and the added depth to the "Greek" factions' schedules of units. RTW's Greek faction is so limited. You have no real good cav to speak of, and you max out the infantry development early.

    I just wasn't ready for the lack of build-up. (Don't mean to belabor the point.) Had I been playing on hard or very hard, I think selecting the Greeks would have been sure doom. They are at a definite disadvantage to Macedonia at the start. The extra cities - Colchis and Mytilene - along with a strong established navy and a few heavy stacks of units, give Macedonia a definite edge. But . . . that's probably historically accurate for 280 BC. The Greek city states were in a very definite decline during and after Alexander. Macedon was a formidable political and military competitor to the 3rd century BC Roman Republic.

    I definitely like the historic correction of "Egypt" in XGM with Ptolemaic Egypt. That's a real irritant with me in vanilla RTW. And, I want to take a closer look at the Seleucids in XGM. They have become me favorite faction in vanilla RTW. Their starting position in RTW is a nice challenge, they have good cash flow once things get going, and they have great depth of military units. They are geographically positioned well for acquiring all the ancient wonders which make good stepping stones on the route to conquering Rome.
    "Those who would sacrifice a generation to realize an ideal are the enemies of mankind."
    -- Eric Hoffer

    "Everyone after he has been fully trained, will be like His teacher." -- Luke 6:40

  8. #368

    Default Re: Extended Greek Mod

    I enjoy playing this mod. I exclusively play greek factions and have been fine tuning some of the units, recruitment and extras as I've read different modding tutorials and applied them to the mod. My favourite thing to do is to add new units to the game. As I remember it, Dimebagho, in an early thread you did recommend your XGM mod as a good spring board for amateurs like me to enter world of RTW modding. I hope you can forgive some of the liberties I've taken with it.

    To spice up the Macedonian factions, I've added a greek hoplite unit to the Macedonians and the Seleucids that's better than a merc hoplite unit or militia hoplites, and about the same as regular hoplites in capability but with a slight discount in costs. It's cheaper than its GCS twin, since it represents a standard allied greek hoplite phalanx company of the kind that might have appeared in the composite armies in the Greek theatre where mainline troops might have been recruited from the member cities of the Corinthian League.

    I used the "Corinthian" hidden resouce to limit its recruitment exclusively to cities of the pre-classical colonization period. This means that the Seleucid empire could only start a campaign with the ability to recruit allied hoplites in Sardis alone (since Ephesus was a pre-classical Ionian city, and Sardis is the only settlement in the Seleucid empire with Pre-Persian conquest Greek culture.)

    The problem with my projects is that I lack both the time and means to engage in extensive skin and texture designs. I've noticed that some have mentioned other greek skins no longer present in XGM that were once available for downloading. Any ideas or recommendations?

  9. #369

    Default Re: Extended Greek Mod

    XGM version 4.1.0 is now available for download.

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

    The major changes are:

    -Old saved games will not work
    -Britons converted to Seleucid rebels
    -Dacia converted to Ptolemaic rebels
    -Loyalty activated for Seleucids and Ptolemies
    -Added AOR Indian Spearmen (recruitable by all factions in India)
    -Added AOR Indian Longbowmen (recruitable by all factions in India)
    -Added AOR Indian War Elephants (recruitable by all factions in India)
    -Added Javelin Chariots to Gauls
    -Changed starting provinces for Parthia
    -Changed starting provinces for Numidia
    -Moved Urban Cohorts back to Imperial Barracks

    Agathon: There are some excellent Greek skins around. Take a look at these for example:

    http://www.twcenter.net/forums/showthread.php?t=24291
    http://www.twcenter.net/forums/showthread.php?t=54958

  10. #370

    Default Re: Extended Greek Mod

    One thing I have been looking for lately is new maps to play on. Can you recommend anything? Ideally I would like something with more Mediterranean provinces (Greece, Anatolia, Syria, Egypt, North Africa) and less in Gaul, Germany, north Asia etc.

    Looked into doing this myself and quickly realized that it would be beyond my abilities (just a player not a programmer :) )

    I know there is a 200 province limit but maybe the number of 'outer' provinces could be reduced for more in other areas. Or change the over all map for just the med and the middle east and then add the barbarians (Gaul, Germany, Scythia, Parthia) on the edges al la RTW Barbarians. An Indian empire off some sorts would be interesting also.

    I am not asking much eh? :) Guess I am just finally getting my wish list down on paper!

    Cheers

  11. #371

    Default Re: Extended Greek Mod

    bcain13: There are not very many alternative maps available. The ones I know of that are available as (more or less) free standing mods, are Mundus Magnus (the map used in XGM), and War Map, which uses a very different approach to map design. Unfortunately I don't think that the type of map you want is readily available.

  12. #372

    Default Re: Extended Greek Mod

    Thanks for the info.

    One quick question though, i just downloaded 4.1.2 and i am getting an "Invalid or corrupt jarfile" error when i try to install? I have downloaded it twice now to the same effect. Any ideas?

    Once again GREAT MOD!

  13. #373

    Default Re: Extended Greek Mod

    Quote Originally Posted by DimeBagHo
    XGM version 4.1.0 is now available for download.

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

    The major changes are:

    -Old saved games will not work
    -Britons converted to Seleucid rebels
    -Dacia converted to Ptolemaic rebels
    -Loyalty activated for Seleucids and Ptolemies
    -Added AOR Indian Spearmen (recruitable by all factions in India)
    -Added AOR Indian Longbowmen (recruitable by all factions in India)
    -Added AOR Indian War Elephants (recruitable by all factions in India)
    -Added Javelin Chariots to Gauls
    -Changed starting provinces for Parthia
    -Changed starting provinces for Numidia
    -Moved Urban Cohorts back to Imperial Barracks

    Agathon: There are some excellent Greek skins around. Take a look at these for example:

    http://www.twcenter.net/forums/showthread.php?t=24291
    http://www.twcenter.net/forums/showthread.php?t=54958
    Anyone else finding the new version makes things a bit difficult for The Greek Cities and Macedon? The lack of Dacia and The Britons makes The Gauls very powerful very early on!
    Ive tried starting a new campaign a few times now and every time Gaul expands through all the lands Dacia would normally hold, theres a distinct lack of any challenger to Gauls power! The result is that if your playing as Macedon, The Greek Cities or Rome you get crushed because the only way to survive is to grab as many rebel provinces as possible at the start of the campaign and the only ones they can get bring them into war with Gaul and each other
    Maybe removing a different faction like Numidia and keeping Dacia would be a better idea?

    Other than that the mod is brilliant! Using phalanx based armies is much more fun/easier than it was in Vanilla
    Last edited by satchef1; 09-05-2006 at 15:32.

  14. #374

    Default Re: Extended Greek Mod

    XGM version 4.1.4 is now available for download.

    You can get it here.
    You can see a (slightly out of date) readme here.

    The major changes are:

    -Added Modding Legions skins (by ferres, Pinarius, GODzilla, and others)
    -Reskinned Eastern Horse Archers
    -Reskinned Cataphract Archers
    -Added larger sword to Persian Cavalry and Cataphract Archers

    XGM Version 4.1.3

    -Fixed CTD on second battle, related to sprites
    -Custom and Historical battles now work with BI-XGM (thanks Maced0n!)
    -Tweaked Persian cavalry stats

    XGM Version 4.1.2

    -Added ATGs Greek Generals and General's Horse
    -Added Cataphract Camels to Seleucids and Seleucid Rebels
    -Added Cataphract Archers to Parthia
    -Added Cataphract Camel Archers to Parthia
    -Improved Parthia's starting conditions
    -Added new victory conditions for Parthia

    bcain13: No idea. Might be a corrupt download.

    satchef1: In the games I've seen the Romans, Germany, and Thrace usually put pressure on the Gauls. Also Thrace usually expands quite quickly into the area where Dacia used to be. Of course, if you kill the other two mainland Greek factions early you might have some problems.

  15. #375

    Default Re: Extended Greek Mod

    seems i reacted a bit quickly, should have tested it a bit more first.
    The campaign has become quite interesting, the Iberians suddenly pushed carthage out of Iberia and moved east, destroying Gaul. Thrace is in big trouble, they've managed to end up surrounded by enemies! Rome, Parthia and Germanium are at war with them, i had to take a ceasefire due to Rome suddenly deciding they like the look of some of my cities (whats this about captured roman eagles?). Oddly, the Greek Cities after being pushed out of Greece by me have expanded east and destroyed the Selucids and now have the most land and biggest army! Could be interesting if they suddenly decide to head back to Greece
    Its an interesting mod, very different from Vanilla!

  16. #376

    Default Re: Extended Greek Mod

    DBHo,

    I've wanted to thank you for some time, for the tip about the excellent skins, but I've been selfishly applying them to what is (unfortunately but necessarily must remain) my older version of your mod.

    I'm downloading 4.1.5 as I type, so don't think that I won't install it.

    I was thinking that editing the numerous names files to standardize Greek names would be a commendable project for someone like myself. I cringe almost every time I see a name like Pefkalos or Anaksarxos or Aristidis. These spellings suggest that the compiler was slightly more comfortable in the Modern Demotic Greek idiom than in either Modern English or Ancient Attic-Ionian Greek.

    The extensive doubling of names with their Modern English and Latin equivalents is another mild irritation. For example: Alexandros exists side by side with Alexander, and Demetrios with Demetrius. Philippos probably reappears in three separate forms, one of which, Philipos, is merely an error, as it occurs in neither English, Latin or Greek.

    I know how pedantic this must sound, but I should recommend an "alignment" of the character-names as an improvement.

  17. #377

    Default Re: Extended Greek Mod

    Most of my experience with the older version of EGM playing with Greeks is that when I have stalemated the Julii in the great bowling alley that is Italy (that's right, the Julii start tossing large stacks of early roman legionaris early in the campaign toward the 7-10 split that is Tarentum and Croton,) the Julii, once punched in the nose by sturdy greek phalangites, will divert their aggression toward Gaul and Carthage.

    Just set Pyrrhus of Epirus up near Cannae and let him solidly defeat the first Vibius Julius who shows up looking for a chance to besiege Tarantum. The "toe" and "heel" of Italy are largely defended by walls of mountains, Defend the few passes between Tarentum and Capua with fortresses and small garrisons and Pyrrhus sits astride the plains near Cannae like a spider in her web, waiting for some inexperienced Romans to enter her trap.

    By all means, you should bribe Croton into your Greek alliance as early as possible, and be sure that your emissary reaches Croton before any Romans come to besiege her. Once bribed, Croton gives some good quality troops.

    As soon as the Romans lose a significant stack in combat in the South, they'll reverse their tide and turn toward rebel Genua and Carthaginian Aleria. As I've observed, an attack on Genua usually brings the Romans into war with Gaul.

    Next time I post, I may mention some observations concerning the Thracian AI and its evident aims.

  18. #378

    Default Re: Extended Greek Mod

    I just checked, and discovered that I'm running XGM version 3.6.13 with RTW without BI patched to version 1.5.

    Before installing the latest version, I've backed up my old XGM 3.6.13 to mt second hard drive, hoping to save my little unit mods and other tweaks for future reference.

    With that in mind, DBHo, I was wondering if you would recommend installing BI when I reinstall my RTW Gold. In short, do you think the XGM in its current form will work best with RTW 1.5 or RTW-BI 1.6?

    As a further consideration, do you think that having XGM with BI 1.6 would be more of a help or a hindrance to the kind of continuing modification that I have undertaken in the past?

    As to my pedantic little rant about standardizing names files:

    You say Alexander. I say Alexandros.
    You say Ptolemeus, and I say Ptolemaios.
    Alexander - Alexandros -
    Ptolemeus - Ptolemaios -
    Let's call the whole thing off.

    As for editing the names lists, I may have neglected to mention that I have already tried. In fact, I've attacked this thing about three different times, perhaps more than that, if one considers that I was first attracted to the task by the unusually large number of pre-hellenic coptic names attached to the Ptolemaic faction characters. So I began by editing the names of the royal family as found in desc.strat., and, after a whole Saturday's work and a few CD's, I actually was able to get a working version to load with Ptanthotep (or whatever) renamed to Ptolemaios and his heir to Dionysios.

    I was able with the Ptolemies to rename all the people in desc.strat from the wives and royal princesses down to the lowliest garrison captains, the Ptolemaic admiral, the diplomat and the spy. However, when I went on to replace Egyptian names *not* used in desc.strat with Greek names, I started to experience CD's again. So my repsonse was to review, overhaul and edit all the names for all the greek factions, and what began as a "day" project, I soon realised, could consume whole weeks with explorer and as many as six or more windows opened on my desktop at a time (not counting the search and replace windows attached to each opened file.)

    My approach to the task from the "editing" standpoint was this:

    [1] To spell consistantly existing faction names in accordance with modern phonetic and orthographic standards currently employed in the translation of ancient Greek texts. For example:

    faction: greek_cities

    characters
    Acaeus Akaios
    Acamus Akamos
    Acestes Akestes
    Aclepiades Aklepiades
    Acrisias Akrisias
    Acroneos Akroneos
    Adeimanthos Adeimanthos (unchanged)
    Admetos Admetos (unchanged)
    Adrastos Adrastos (unchanged)
    Adymos Adymos (unchanged)
    Aegicoros Aigikoros

    So far, the only things that have changed, are that c's have become k's and that the Latin dipthong ae has been hellenized to ai. The significant change to the RTW list is that latinized greek names like Acaeus are no longer present in the revision standing alongside non-latinized names like Admetos.

    [2] To replace names duplicated and triplicated in the lists with different (and I might just as well add improbable) spellings with new names whenever and wherever duplicates deviated most from the actual Greek. For example:

    Philip Philippias
    Philipos Philippides
    Philippos Philippos (unchanged)

    It's worth noting from the example that RTW's "Philip" is the Modern English form of the Greek "Philippos," and that it is very improbable that RTW's rendering "Philipos" could have been derived from the Greek "Hippos" (horse). In editing, I merely chose to replace what I reasoned to be inconsistant duplicate names with actual alternate derivative forms of Philippos that one could encounter in Greek Literature. (For Philippides of Athens, see Herodotus vi. 105, 106.)

    [3] To eradicate silly or baseless names from the lists. If an example is needed, try:

    faction: thrace

    characters

    Mukaboris
    Mukos
    Mukazeis
    Mukakenthos
    Mukapaibes
    Mukaporis
    Mukazenis

    It's the entire "M" section for Thrace, a group of frequently recurring names that I privately call the "Mukos-Membrane brothers." My index for Thukydides' History of the Peloponnesian War covers this same ground alphabetically with "Motya, Munichia, and Mykale." The index for Herodotos' Inquiries shows "Mossynoikians, Munychia, Musaios, and Mykale" for the same sequence in the alphabet. Aside from the alternate spellings for the name of a one-goat-town in Attika, the only significant thing to take from these index citings is the apparent absence of "Mukos" derived names. Etymologically, "Mykos" derived names would have proved themselves a more probable option. Take for example Thukydides' statement at 1. 10: "Mykenai certainly was a small place ..." Mycenaean Greek civilization is not quite the same as Mucousaean Membrane civilization, is it?
    ...

    These were the three things about the names (as they are) that I most wanted to change. On the whole, I think it is important to stress that I was not and am not interested in replacing the old names with new ones of my own choosing. Rather, I would like most to simply standardize and, in so doing, hellenize the existing names.

    Bearing in mind objectively that standardization and hellenization of the greek names is primarilly in its results a subjective and ascetic pursuit that remains, as it were, in the eyes of the beholder, it remains my opinion that a uniquely "Greek" mod designed for the enhancement of play for those who enjoy playing with "Greek" factions should use standardized hellenic names for the characters in those factions.

  19. #379

    Default Re: Extended Greek Mod

    Agathon: Install BI 1.6 if you have it (just make sure it really is 1.6 because some versions of the Gold Edition don't install the correct version of the patch). You will get a bunch of added features, like swimming units, shield_wall formation, city lighting on the battle map, and so on.

    As for the names, I can give you some advice about the easy way to do what you want to do. There are three files which control names:

    data/descr_names.txt (tells the game which names belong to which factions)
    data/descr_names_lookup.txt (tells the game what all the internal names are)
    data/text/names.txt (tells the game how each internal name should be displayed to the player)

    In data/text/names.txt you will see lines that look like this:
    Code:
    {Amulius}			Amulius
    The name in the {} curly brackets is the internal name. The name that follows is the displayed name. If you just want to change the way that names appear to the player, all you need to do is change the displayed names. You won't need to change anything else like the names in descr_strat.txt, and as long as you don't remove any lines, or change any of the internal names, you don't need to worry about causing CTDs.

    If you feel the urge to fix up the names in the XGM version of the file I would be happy to include the results in the mod. :)

  20. #380

    Default Re: Extended Greek Mod

    Thankyou, for the prompt reply and the good info, DBHo.

    I do have a BI disk, and a quick check of the readme ... shows ...

    "Rome: Total War patches:

    Rome: Total War does not need to be patched to install Barbarian Invasion.

    Barbarian Invasion patches Rome: Total War to version 1.3. Do not install earlier patches for Rome: Total War after installing the Barabarian Invasion expansion. So doing will cause Barbarian Invasion to malfunction."

    Unless this readme is dated and wrong, this seems to say that I'll be downloading and installing patch 1.6 on my own.

    If I correctly understand your point on the names files, you just informed me that there's no need to edit the dictionary entries or the desc_strat. That's a relief!

    I'm honoured that you would like to see the results of my work. I'll get to it A.S.A.P.

    Again, many thanks.

  21. #381

    Default Re: Extended Greek Mod

    Version 4.1.6 is available. The changes are mostly minor bug fixes, but I recommend upgrading if you already have 4.1.4 or 4.1.5.

  22. #382

    Default Re: Extended Greek Mod

    Just completed a beta revision of text\names.txt. I gave the Egyptians hellenized names, alhough many of these retain distictly Coptic roots (the varios Ammons and Nepthris). After playing a turn or two in a developed campaign (Greek_Cities c. 258 BC), I decided to edit Pontic names too. In the future I should look at the Pharsi-Parthian names and the Carthaginian ones too, which is why I'm calling this a "beta" revision.

    {Hekhemmut} Ptolemaios
    {Khnumhoptep} Charikles
    {Nakhrankh} Mnesiphilos
    {Ptahhotep} Peithias
    {Ptahotem} Pedaritos
    {Wah} Peloros

    It still looks good, and I'd be happy to send you a copy of the file.

  23. #383

    Default Re: Extended Greek Mod

    Sounds good Agathon, if you e-mail it to me (just click my name on the left) I'll put it in the next release.

  24. #384

    Thumbs up Re: Extended Greek Mod

    This is probably a foolish question, but how does one attach a file to one of these e-mail messages?

    Also, I'm downloading 4.1.6.

  25. #385

    Default Re: Extended Greek Mod

    Try using your regular e-mail ap. Here's the e-mail address: dimebagwhore@yahoo.com

  26. #386

    Default Re: Extended Greek Mod

    DMBHo,

    I just finished sending names. Since I made a recent revision to use it with my recently installed XGM v. 4.1.6, I attached it directly from my XGM\Data\Text directory. In short, this is the copy that I'm playing with now.

    I think, or rather I just have this feeling that the names for Greek (or almost Greek) female characters should be given more attention. There are dozens of little known (outside of esoteric Hellenic literature) names that could be employed.

    As an example, your avatar name, DimeBagHo, has an ancient greek equivalent of which you may not have been aware. Didrachmon was an hetaira whose true name is lost to us, but her nick reveals that she always charged 2 drachma for a session. That was roughly two days wages for a laborer, or the cost of two over-priced eels for the supper of a wealthy patron. So Didrachmon meant or signified to its ancient hearers something very much like "TwoDrachmaHo."

  27. #387

    Default Re: Extended Greek Mod

    Evidently (a CTD whispered it into my ear) descr_model_battle.txt has a glass ceiling limit on the number of entries that the file can contain. Since I've had more units in the DMB of my earlier version of XGM, I'm thinking that the lack of space, has something to do with expanding woodwork on the models and textures of the Julii and Scipii.

    Any suggestions about what I should throw overboard first to free up some space?

  28. #388

    Default Re: Extended Greek Mod

    If anyone is taking what I've written too seriously, just remember:

    In exspectatione suspensi caligi Romani in graecum anum meum vivo.
    (I live in expectation of the hanging of the Roman boot in my Greek ___).

  29. #389

    Default Re: Extended Greek Mod

    Didrachmon sounds like an ancillary waiting to happen. :) Feel free to work on the women's names as well if you want to, and thanks for the new names file - it will be in the next version released.

    If you want to cut entries from descr_model_battle.txt you could start with the officers. Just cut the officer lines from any units that have them in export_descr_units.txt as well.

  30. #390

    Default Re: Extended Greek Mod

    XGM version 4.1.8 is now available for download.

    You can get it here.
    You can see a (slightly out of date) readme here.

    XGM Version 4.1.8

    -Added install option for fatigue setting
    -Added install option for Europe to Asia Minor Landbridge
    -Added install option for Darth Formations
    -Added throwing axes to German Nightraiders
    -Added new victory conditions for Seleucids
    -Added new victory conditions for Carthage
    -Added Darth Vader's charge distance and attack delay settings
    -Minor Bug Fixes

    XGM Version 4.1.7

    -Added AOR Bactrian Cavalry (recruitable by all factions in Bactria)
    -Minor bug fixes

    XGM Version 4.1.6

    -Added AOR Woad Warriors (recruitable by all factions in Briton)
    -Some changes to rebel starting forces
    -Minor bug fixes

    Agathon: Your reformed names file has also been added.

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