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Thread: Client Kingdoms - RTW expansion modification

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  1. #1
    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
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  2. #2

    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.
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  3. #3
    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.

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    As ER said, the powers of scripting are very large...

  5. #5

    Default Re: Client Kingdoms - RTW expansion modification

    The units you receive (and the price you pay for them) are in the individual script files so they can be easily changed to fit an existing mod. Each client faction has several scripts so you'll be offered a variety of different client armies after you conquer them.

    When you get them is determined by each script's trigger so you can have a look at those if you want to get the exact requirements.

    The AI doesn't get units at present as the scripting requirements are more complicated - though that's obviously a prime avenue to be explored in any sequel.

    If you'd like to learn more about scripting I've posted a beginner's guide on the other forum.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    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

  6. #6

    Default Re: Client Kingdoms - RTW expansion modification

    This is a really neat idea!

    It always seemed odd that you could conquer and occupy settlements, but never actually build units other than your own there. If ( when ) the Romans take over, say, Carthage... where do all the Elephants go ;)

    This adds a neat little extra to the game by allowing you to utilise some of the special units available to other peoples, and I think this is a going to make for a much more interesting game. Should also provide an incentive to occupy and rule well, rather than slash and burn ;)
    Careless Orc Costs Lives!

  7. #7
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: Client Kingdoms - RTW expansion modification

    Does this mean that if you repeatedly exterminate the population they wont give you any units?

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