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  1. #1

    Default Client Kingdoms - RTW expansion modification

    Client Kingdoms ~
    A Rome Total War expansion modification

    Update 22/5/05 - Downloads before today will have included a CTD bug in the export_descr_advice file which affects some users. Please see this post for how to fix it or download the mod again and use the later export_descr_advice. Apologies and many thanks to those who brought it to my attention.

    Update 29/4/05 - The file has been updated with a new descr_model_battle file, the only changes are to ensure that Roman centurions & standard bearers always appear with the correct Julii skin. If you've already downloaded Client Kingdoms then to save you downloading it again you can find the new dmb here.

    Also, please ensure that when you're installing the unit cards you always click 'No' when you're asked if you want to replace an existing file - otherwise some of your 'vanilla' units may appear with the wrong unit card.


    Filesize
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    Client Kingdoms expands the original game by bringing a fresh new dynamic to the player’s relationship with their conquered territories. Defend them and govern them well and – from time to time – you will be offered the chance to recruit a small army of their local troops, including their unique specialists.


    Use them wisely however, as you have no means of replenishing their numbers unless your clients offer you more.

    Due to the mechanism by which Client Kingdoms operates, it is compatible with both the vanilla game and with most modifications. If you want to check if your modded game is compatible them have a look at the specific criteria posted in the living readme.
    Last edited by Epistolary Richard; 05-22-2005 at 11:31. Reason: See Update 29/4/05
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  2. #2
    Viceroy of the Indian Empire Member Duke Malcolm's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    Looks like a good mod, can't wait to get it.
    It was not theirs to reason why,
    It was not theirs to make reply,
    It was theirs but to do or die.
    -The Charge of the Light Brigade - Alfred, Lord Tennyson

    "Wherever this stone shall lie, the King of the Scots shall rule"
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    "For God, For King and country, For loved ones home and Empire, For the sacred cause of justice, and The freedom of the world, They buried him among the kings because he, Had done good toward God and toward his house."
    -Inscription on the Tomb of the Unknown Warrior

  3. #3

    Default Re: Client Kingdoms - RTW expansion modification

    You're in luck, it's now being hosted. It's really just a fragment of what scripting allows us to accomplish. Hopefully we'll be seeing many more mods incorporate scripting commands in the future.
    Epistolary Richard's modding Rules of Cool
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  4. #4
    Blue Eyed Samurai Senior Member Wishazu's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    so how do i get this to work? do i need to create a seperate installation of rome etc.


    woohoo, 500 posts lol
    "Wishazu does his usual hero thing and slices all the zombies to death, wiping out yet another horde." - Askthepizzaguy, Resident Evil: Dark Falls

    "Move not unless you see an advantage; use not your troops unless there is something to be gained; fight not unless the position is critical"
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    For your home is now the Org
    By Gregoshi

  5. #5

    Default Re: Client Kingdoms - RTW expansion modification

    No, have a look at the install instructions in the readme. There are only four text files which overwrite your existing ones:
    - export_descr_advice
    - export_descr_advice_enums
    - export_advice
    - descr_model_battle

    Though, aside from dmb, I doubt your versions of these files have changed from vanilla - the rest of the files you can copy in as per the readme instructions and they'll sit there without affecting anything if you restore your original versions of the above files.

    If your using a heavily modded game then you'll have to check the list of units and settlements in the readme to ensure you still have them all.
    Epistolary Richard's modding Rules of Cool
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  6. #6
    Insanity perhaps is inevitable Member shifty157's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    What dictates how many units you get, what kind they are, and when you get them?

    Does the AI get units as well?
    Last edited by shifty157; 04-24-2005 at 21:51.

  7. #7
    Headless Senior Member Pannonian's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    Quote Originally Posted by Epistolary Richard

    Due to the mechanism by which Client Kingdoms operates, it is compatible with both the vanilla game and with most modifications. If you want to check if your modded game is compatible them have a look at the specific criteria posted in the living readme.
    Do I need 1.2 for this to work, or does it work with earlier versions?

  8. #8
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    How many pictures are there of Victoria? If there are multiples, as suggested by EDA.txt's "Attitude" lines, you could replace some with other pictures (say, a barbarian portrait for offers from barbarians).

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  9. #9

    Default Re: Client Kingdoms - RTW expansion modification

    Quote Originally Posted by Pannonian
    Do I need 1.2 for this to work, or does it work with earlier versions?
    I don't know if 1.2 changed any of the files that I'm using, but I think the chances are that it probably is compatible as I don't believe they changed the edu unit type names. I'm afraid to be sure, however, it's going to be a matter of installing it and having a go.

    Quote Originally Posted by Simetrical
    How many pictures are there of Victoria? If there are multiples, as suggested by EDA.txt's "Attitude" lines, you could replace some with other pictures (say, a barbarian portrait for offers from barbarians).
    That's an excellent idea. According to the eda there are four different attitudes:
    Attitude Angry
    Attitude Concerned
    Attitude Excited
    Attitude Normal
    but we'll have to see whether or not these actually reference different pictures or if they're just another unimplemented idea.
    Epistolary Richard's modding Rules of Cool
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  10. #10

    Default Re: Client Kingdoms - RTW expansion modification

    I tried to install on 1.2 but it didn't work :(
    I think i didn everything right and it ctd at the first loading screen.
    I'm going to reinstall and give it another shot after school...

  11. #11

    Default Re: Client Kingdoms - RTW expansion modification

    All i got to say is
    VERY NICE!

  12. #12

    Default Re: Client Kingdoms - RTW expansion modification

    Incredible

    Richard great stuff sir, thank you so much

    This may sound far fetched.. but with your current knowledge of rtw's scripting capabilities, would u say its possible to somehow implement religion and/or religious crusades into the game ?

    This may take some deep thought on your behlalf but from what you say it seems as though it might be possible.

    Please Excuse my ignorance


    buu.
    [VDM]BuuKenshin


  13. #13

    Default Re: Client Kingdoms - RTW expansion modification

    Great work. Looks like the basis of a fantastic improvement to the game.

  14. #14

    Default Re: Client Kingdoms - RTW expansion modification

    Brilliant idea. Quick question, can you remove as well as spawn new stacks? Also can you check for the existence of a particular stack or access it via some sort of index? If both are feasible I'd think having some of your stacks rebel on you is not that far off an idea.

  15. #15

    Default Re: Client Kingdoms - RTW expansion modification

    Quote Originally Posted by buujin
    This may sound far fetched.. but with your current knowledge of rtw's scripting capabilities, would u say its possible to somehow implement religion and/or religious crusades into the game ?
    That very much depends on how abstract you want to make it. I wasn't around for MTW and so I don't know what sort of qualities people regard TW Crusades as having. However, if it was just a glorified senate mission, say capture a city within ten years and get a reward of some kind, then it would be very easy.

    Quote Originally Posted by Pritzl
    can you remove as well as spawn new stacks? Also can you check for the existence of a particular stack or access it via some sort of index? If both are feasible I'd think having some of your stacks rebel on you is not that far off an idea.
    Note that we cannot currently spawn new stacks, we can only place units in a settlement. While potentially there is the spawn_army command, there isn't anything to remove them. Theoretically, the way to do it would be to spawn a diplomat nearby and have them force-bribe the stack - however, the more specific things have to be the more complicated the scripting gets.
    Last edited by Epistolary Richard; 04-29-2005 at 21:44.
    Epistolary Richard's modding Rules of Cool
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    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

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