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Thread: CA's Modding FAQ

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  1. #1

    Default Re: CA's Modding FAQ

    Main thing is there going to be a Patch released to fix the Bugs in 1.3 and BI and also make the -mod: switch work more easily with less issues and work arounds?

    Several game ruining bugs for Roman based Mod ports for BI and 1.3 ARE.

    1. Pilum units for AI do not throw pilums just charge
    2. Invasion switch dont seem to do ANYTHING AI behaves the same.
    3. Bug where Scipii and Bruitii and any other land based invasions get on and off the boats never expanding properly until the have a province on mainland.
    4. -mod switch IMO isnt not working correctly and especially for BI related mods will there be a feature added to specify to point to BI or RTW folder for BI mods?
    5. There seems to be a Memory leak somewhere in BI will this be adressed?
    6. PLEASE, I beg in BI change the way the 1st cohorts are numbered! Its a nice feature but having multiple 1st legions running around can be done better. Like making the game track ANY first cohorts recruited by the player and giving a consecutive number. Just let the title be Province specific.
    7. We need a Proper Editor for Campaign maps Heights etc. Instead of a Jva based fan made one.
    8. Are you guys going to make 1.3 and BI more RTW 1.2 friendly, Many things were changed many errors over little stupid things the game NEVER cared about. Plus Maps are a pain to port over to 1.3 or especially BI.

    For me and my mod, unless MOST of these are resolved, I cant really port over like I would like to, because it crushing the game and I would rather wait to see if and when you may release the patch, as they usually cause our work to be knocked back. lol

    Anyway, PLEASE HELP US JEROME AND CA TEAM.

    Lt_1956
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  2. #2

    Default Re: CA's Modding FAQ

    Hm, it'd be nice if we were provided the command-line arguments for RTW, and what they did (similar to helping us with the docudemon files).

  3. #3
    Member Member Nero's Avatar
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    Default Re: CA's Modding FAQ

    I'd like to know how to create a workaround for the fact that it isn't possible to disable level 1 buildings for a faction while they're able to build level 2+
    In RTW 1.2 this was possible, but now it isn't anymore.

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