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Thread: Mundus Magnus. Large strategy map, version 2.

  1. #31

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Hello, everybody!

    By the way, excellent mod, I'm enjoying a lot. It's really awesome!

    But I need some help with the skirmish bug!
    I read the txt file, and it says that the mod has already incorporated the correction for this bug!

    But, when I was playing with the "militia cavalry", a kind of horse archer, but with javalins, I could realize that they are not throwing the javalins while skirmishing, they fire only when they're stopped!

    Is it the bug?
    I have not yet the opportunity to test the real horse archers.........
    How can I fix it?

    Could anybody support me?

    Thanks anyway
    Regards, Abdel Hak

  2. #32
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Quote Originally Posted by Abdel Hak
    Hello, everybody!

    By the way, excellent mod, I'm enjoying a lot. It's really awesome!

    But I need some help with the skirmish bug!
    I read the txt file, and it says that the mod has already incorporated the correction for this bug!

    But, when I was playing with the "militia cavalry", a kind of horse archer, but with javalins, I could realize that they are not throwing the javalins while skirmishing, they fire only when they're stopped!

    Is it the bug?
    I have not yet the opportunity to test the real horse archers.........
    How can I fix it?

    Could anybody support me?

    Thanks anyway
    Regards, Abdel Hak
    First of all, I didn't change anything for this unit. I made some tests and... welcome another bug by CA! The problem is that the distance when militia cavalry begins to "rout" in skirmish mod is longer then distance of their "shots". They just cannot throw their javelins, 'coz enemies are too far from them. But too close to begin recede. Man, isn't it funny!?

  3. #33
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Answering to the questions about bug with Nubian spearmen. Sorry, men, I don't know what you're talking about. I tested this unit against cavalry for several times and everything works fine. Are you sure you didn't change something in files after installing of MM?

    If you want to restore original stats of NS, just replace it in MM's export_descr_unit.txt with vanilla text. Should work.

  4. #34

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Hello, Dead Mouroz, thanks for the answer!

    By the way, I'd like to give you more data.....

    Most of the time, when I rout with my Militia Cavalry, I do this manually, and not automatically, pressing the SKIRMISH button.

    So, I can garantee you that the distance between my militia cavary and the unit that is persuing me is short enough to allow my cavalry to thrown their javalins.....

    Sometimes I rout walking, sometimes running.....and the militia cavalry don't thrown their javalins.....

    But here you go an interesting data: When I send the militia cavalry run or walk into the direction of the enemy unit, they could thrown their javalins.
    But if my unit is running away (I think can say SKIRMISHING) from the enemy unit, the bug appears!

    Could you, or anyone, check this? Thanks for listening to me!

    Best Regards, Abdel Hak

  5. #35

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Quote Originally Posted by Abdel Hak
    Hello, Dead Mouroz, thanks for the answer!

    Sometimes I rout walking, sometimes running.....and the militia cavalry don't thrown their javalins.....

    Best Regards, Abdel Hak
    uhmm units that are routing do *not* fire anything, they just get the hell out of there and try to get over the edges of the map ASAP.

    except for elephant units who run amok and trample any unit they encounter, including your own units.

  6. #36

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Hello GMT.
    Sorry, but I think I mada a mistake,using a wrong word!

    I shouldn't use the word "routing"., but running away from enemy unit, like in SKIRMISH mode!

    When this kind of unit (militia cavalry) are skirmishing from enemy unit, they are able to thrown their javalins....
    And usually, I control the skirmish mode manually, because I don't trust the skirmish button. I lost many units because of this!

    Abdel Hak

  7. #37

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Quote Originally Posted by SAn'kheriv
    hi all!
    i'm new here, and new to modding this game, so be patient with me

    i tried to install this mod over a clean ver1.2.
    i finished the prologue (for some reason, i failed to do so after installing the mod, so i reinstalled the whole game, done the tutorial, and then installed the mod. is that reasonable? should i be able to start off without the tutorial?)
    i unpacked all the packs, including patch.
    i copied all the unpacked files into data folder
    i copied all the files from the zip file into data folder.

    now i can get to choosing a faction in the modded provicial campaign, but then the game shuts down without any warning.

    what did i do wrong?
    im having a simular problem

    i installed ver1.2 of rtw and then downloaded mundus magnus

    i used winzip to unpack the files and copied them into the data folder

    i can get all the way to choosing the faction but then when i click to continue it crashes to the desktop. can someone help me?

  8. #38

    Default Re: Mundus Magnus. Large strategy map, version 2.

    i used winRAR not winzip sry

  9. #39

    Default Re: Mundus Magnus. Large strategy map, version 2.

    ive been messing around with it for a while and i think my problem is i dont know how to use xpak. can someone give a better discription on how to use it. i really want to play mundus magnus! it looks so cool

  10. #40

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Why would you need to use xpak to play MM? Anyways, there´s a quite exhausting tutorial in the scriptorium for xpak.

    To find a problem with crashes, add the line -show_err to the command line in the desktop shortcut.

  11. #41

    Default Re: Mundus Magnus. Large strategy map, version 2.

    well i got xpak to unpack all the .pak files including the "patch" file by following directions. i put all the .pak files in a separt folder except the "patch" file and put xpak.exe and xpak.bat along with them and ran xpak.bat. i then changed the name of the patch file and ran xpak.bat in the same folder puting all the files into the DATA folder. i then put all the folders in the DATA folder into my rome data folder then copied the contents of the install.zip (after unziping it) into the rome data folder. it is still crashing after selecting a faction and going to play the campain. i added -show_err to the target line in the shortcut but did nothing and it still crashes...im so confused

  12. #42

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Quote Originally Posted by Mo-Tito
    well i got xpak to unpack all the .pak files including the "patch" file by following directions. i put all the .pak files in a separt folder except the "patch" file and put xpak.exe and xpak.bat along with them and ran xpak.bat. i then changed the name of the patch file and ran xpak.bat in the same folder puting all the files into the DATA folder. i then put all the folders in the DATA folder into my rome data folder then copied the contents of the install.zip (after unziping it) into the rome data folder. it is still crashing after selecting a faction and going to play the campain. i added -show_err to the target line in the shortcut but did nothing and it still crashes...im so confused
    now you know how i feel. it sucks that alot of good mods are made or released by people who dont speak good english. it leads to confusion if you cant understand what the person is trying to see. case in point, the directions for installing MM. i gave up on it because i got bored of RTW.

  13. #43

    Default Re: Mundus Magnus. Large strategy map, version 2.

    I get the same problem with the CTD after selecting the faction. I installed on a clean RTW 1.2 just be copying the install.zip into the data folder then running it. Do i need to extract the pak files, then install MM?

    EDIT: using xpack extracting pak files and then installing made no difference so im stuck no idea whats wrong. any ideas people?

    EDIT2: will now go to loading screen after selecting faction but CTDs at about 75% loaded
    Last edited by manbaps; 08-28-2005 at 13:05.

  14. #44

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Hello.
    Are you ngr from twcenter name?
    If yes then we have talked before.
    If not then pls tell me if I could use this great map into my upcoming darthmod_5.8
    Infact I am ready to upload but need your permission.
    Do I have to ask also someone else?
    DarthMod It is pointless to resist. Give yourself to the dark side of the force!

  15. #45

    Default Re: Mundus Magnus. Large strategy map, version 2.

    I started the Mundus Magnus campaign just yesterday, and I love the new look of the radar map, it looks better than the original.

    Mo-Tito, could it be you tried to start the Imperial campaign? I haven´t tried, but selecting provincial campaign works just fine.

  16. #46
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Right.
    If you want to use the files in the patch_0.pak I'd suggest the following approach:
    - Extract xpak.exe to your Data/packs directory
    - Create a file named xpak.bat in the same directory
    - Right click on xpak.bat and choose "Edit"
    - Notepad should open. Paste the following lines into it (make sure Word Wrap is off and these are TWO lines) and save the file:
    xpak.exe -mkdir models_building_textures.pak battle_open.pak game_init.pak sprites_1.pak ui_0.pak ui_1.pak models_unit_textures.pak sprites_0.pak patch_0.pak
    xpak.exe models_building_textures.pak battle_open.pak game_init.pak sprites_1.pak ui_0.pak ui_1.pak models_unit_textures.pak sprites_0.pak patch_0.pak
    - Run xpak.bat
    - Copy the Data/packs/DATA directory to your "Rome - Total War" directory, overwriting everything
    - Delete all contents of the Data/packs directory

    About the CTDs: Ya, have you tried to start the Imperial Campaign or the Provincial Campaign?
    Last edited by alpaca; 09-01-2005 at 15:20.

  17. #47
    Senior Member Hopefull Member MiniKiller's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    This is where my PC skills deminish lol all this pack unpack stuff I cant get it for the life of me but want this map. Im going n-u-t-z!
    *Bows. Turns to return to darkness...bumps head...looks around, pretends noone saw. Dissapears in shadows while cursing at self*



  18. #48

    Default Re: Mundus Magnus. Large strategy map, version 2.

    I don´t see your problem, MiniKiller. Download the mod package, unzip it (doubleclicking on it should start Winzip), read the readme, do as it says, start Rome and select "Provincial campaign", there you are. Where´s the dificulty?
    Unless you want to do some modding on your own there´s nothing more to do.

  19. #49
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    I've downloaded this mod and I love the new map. I'm playing as Carthage, and it was a great joy to see, that I started with Sicily for myself

    Some questions remain though.

    1) Why does every rebel city contain crack troops backed by a great and unbribable leader? I accept that this may make the game longer since you have to fight every rebel force instead of bribing them, but it still seems weird and unhistorical.

    2) The Ptolemaic Empire still employs troops from the old times (axemen etc.)? I thought you'd exchange them with phalanxes and such?

    3) Are you saying that there can be no roads at all in the desert? That makes expanding south from Carthage much harder. I'll see how it works when I get there.

    4) Since I'm playing Carthage I'm sad to see they don't get any archers (pet peeve - sorry)

    5) I managed to unpack the new icons and they're beautifull. Still this should be a bit easier if possible.

    Still I love the mod, and I hugely respect the work put into it.
    Nope - no sig what so ever.

  20. #50

    Default Re: Mundus Magnus. Large strategy map, version 2.

    1) Why does every rebel city contain crack troops backed by a great and unbribable leader?
    I agree, I think that´s a bit overdone, especially if you count in the roaming crack rebel armies, too. Anything else it´s fun. As a matter of fact, I almost feel like I´m playing some new version of "Master of Magic", not because of the units, but there you also started conquering rebels for quite some time before the first real opponent showed up.
    By the way, another problem might arise from the initial distribution of the factions, since the AI seems unable to cross the sea in order to conquer new lands, it´s unlikely that the AI-controlled Britons or Scipii get anywhere.

  21. #51
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Quote Originally Posted by Ciaran
    By the way, another problem might arise from the initial distribution of the factions, since the AI seems unable to cross the sea in order to conquer new lands, it´s unlikely that the AI-controlled Britons or Scipii get anywhere.
    I have to disagree.

    In my Carthage game the Scipiones have taken Sparta, Corinth and Athens, so they are doing just fine with naval assault. To bad for them, that I have taken their southern city in Italy and am closing in on Capua... The Brutii have taken a couple of cities across the sea too.
    Nope - no sig what so ever.

  22. #52

    Default Re: Mundus Magnus. Large strategy map, version 2.

    I was just quoting some findings of others here in the forum, or rather the general forum, for that matter. I really can´t tell. Of course, I would gladly see my source proven wrong.

  23. #53
    Senior Member Senior Member Tricky Lady's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    I have been playing the MM mod for a few weeks now and I'm loving it so far, but unfortunately I am suffering multiple CTDs right now.

    In my Scipii campaign, I have entered into a war with the Ptolemaic Empire, and now I am fighting the first battles against them. I have now tried to finish a first battle against Egypt, but EVERY TIME the game CTDs. Not good.

    I read the posts by other members mentioning a CTD when the opposition brings Nubian Spearmen to the battle. Well, the Egyptian army I fought (resulting in a CTD each time - I tried twice), had 5 units of Nubian Spearmen.
    It's a pity that this CTD ruins my Scipii campaign, as I was really loving the new campaign map.

    Anyone else had problems with the Nubians? Is there a way to dribble around this annoying and show-stopping CTD (I don't want to start autocalcing my battles vs Egypt because of their stupid chariots).
    Thanks for your help.

    Some pictures:
    The status of my campaign: everyone is expanding.


    And this is the army that I can't beat because of the repeated CTD interruption:

  24. #54
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Maybe one could copy vanilla nubian spearmen stats into the unit-file?

    Probably not as simple as that?
    Nope - no sig what so ever.

  25. #55

    Default Re: Mundus Magnus. Large strategy map, version 2.

    Have you tried using the show_err command, Tricky Lady? That might give a hint to what is at fault.

  26. #56
    Senior Member Senior Member Tricky Lady's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Mmmm, I'm going to try that this evening, yes... Haven't thought of that before.

    I also checked the Readme.txt again, and I can't seem to find any changes related to the Nubian Spearmen, so perhaps it's something related to my PC? I just found it bizarre that other members had the same problem when fighting the same units so...

    Another small issue: The faction icons that are displayed when other factions play their turn are still the old, vanilla ones. Is there any way to upgrade these icons to Deadmoroz' new versions, as those are much nicer?
    Tnx.

  27. #57
    Senior Member Senior Member Tricky Lady's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Quote Originally Posted by Magraev
    Maybe one could copy vanilla nubian spearmen stats into the unit-file?

    Probably not as simple as that?
    I could compare the MM unit file to the vanilla unit file and see if there are any changes...

    Can you tell me which files to compare as I'm a complete n00b when it comes to modding RTW.

  28. #58
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    well I don't know if the system makes a backup of the vanilla - otherwise you have to have your own backup or a separate "clean" install.

    The unit lies in the data directory and is called "export_descr_unit.txt" or something very close to that. There are probably other files at work (graphicsfiles, soundfiles etc.) but this file contains all data about how the unit performs (speed, strength, ect.)

    I'll try to pick a fight with the Ptolemaics later today and see if I get a CTD. More info when I get there.
    Nope - no sig what so ever.

  29. #59
    Senior Member Senior Member Tricky Lady's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    I compared the two files (MM export_descr_unit against the vanilla one), and found some differences:

    From the Mundus Magnus file:
    Code:
    type             egyptian nubian spearmen
    dictionary       egyptian_nubian_spearmen      ; Nubian Spearmen
    category         infantry
    class            spearmen
    voice_type       Heavy_1
    soldier          egyptian_nubian_infantry, 60, 0, 1.5
    attributes       sea_faring, hide_improved_forest, hide_long_grass, can_sap
    formation        1, 1, 2, 2, 5, horde
    stat_health      1, 0
    stat_pri         5, 10, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr    spear
    stat_sec         2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_sec_attr    no
    stat_pri_armour  0, 3, 5, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        -1
    stat_ground      2, 2, 0, -2
    stat_mental      2, impetuous, untrained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 230, 100, 30, 40, 230
    ownership        egypt, slave
    From the vanilla file:
    Code:
    type             egyptian nubian spearmen
    dictionary       egyptian_nubian_spearmen      ; Nubian Spearmen
    category         infantry
    class            spearmen
    voice_type       Heavy_1
    soldier          egyptian_nubian_infantry, 40, 0, 1
    attributes       sea_faring, hide_forest, can_sap
    formation        1, 1, 2, 2, 5, square, phalanx
    stat_health      1, 0
    stat_pri         5, 5, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr    spear
    stat_sec         2, 1, no, 0, 0, melee, simple, piercing, knife, 25 ,1
    stat_sec_attr    no
    stat_pri_armour  0, 3, 5, flesh
    stat_sec_armour  0, 0, flesh
    stat_heat        -1
    stat_ground      2, 2, -2, -2
    stat_mental      2, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay  0
    stat_food        60, 300
    stat_cost        1, 230, 100, 30, 40, 230
    ownership        egypt
    As you can see, there are some differences in the categories "soldier", "attributes", "formation", "stat_pri", "stat_ground", "stat_mental".

    I have no clue if these stats contribute to the CTDs but perhaps someone of you see something particular in these stats?

    I'll see if Custom battles produce the same issue...

    EDIT:
    I just ran a few Custom battles (Egypt vs Romans), and I was unable to reproduce the CTD (a good thing actually). I tried a few different setups (Nubians vs legionaries, vs cavalry etc) and on different terrain (grasslands, desert), and everything went well.
    So I relaunched my campaign, fought "the" battle against Egypt again, and this time I could charge and rout the Nubians, and -yay!!- the game didn't CTD. A good thing really, so I quickly saved the game.

    Now I'm even more puzzled what caused the crash? Perhaps the Nubians charged my men in the previous battles? I don't know...
    Last edited by Tricky Lady; 09-08-2005 at 22:04. Reason: Added info

  30. #60
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Mundus Magnus. Large strategy map, version 2.

    Well I tried the Nubians yesterday too. No CTD. I noticed the differences too, but they seemed harmless enough. They make the nubians a lot more rabble-like and that's cool.

    I guess the nubians are off the hook for now.

    I did get a total CTD later, while checking the development of the carthagenian general that took Roma.
    Nope - no sig what so ever.

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