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Thread: City Mod

  1. #241
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I'm sorry for my lack of replies. I haven't visited the forums much this passed summer and haven't been to this subforum for a month.

    I thought you only need three large towns for the celtic reform. Since there are two the celts start with, this would require you to invade Germania, Italia, or Iberia to get the reforms. Since you need four, it is a bit harder. For anyone who wants it easier, you can just alter the EBBS_script.txt. ctrl-f should be able to help you find the correct area.

    xee, you proabably need to delete the map.rwm and allow the game to remake it.


  2. #242

    Default Re: City Mod

    Is there a way to install this without losing land bridges? I put this on RTW + EB 1.1 and when I started a campaign I noticed that I could no longer walk into Sicily. Is that supposed to happen with this mod, or did I install something wrong?

    Thanks.

  3. #243
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    There are no alteration of the actual map in this minimod. I don't know what happened to you there...
    Maybe try deleting the map.rwm file and restarting EB...


  4. #244

    Default Re: City Mod

    Does the City Mod work with 1.2? If not, can you update the version?






  5. #245
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    I'm looking forward to seeing a 1.2 version of you mod, MAA.

    I really can't play without this mod anymore...
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  6. #246
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I'm somewhat busy right now, but I'll try to have this updated within a week.


  7. #247

    Default Re: City Mod

    Quote Originally Posted by Mediolanicus View Post
    I'm looking forward to seeing a 1.2 version of you mod, MAA.

    I really can't play without this mod anymore...
    Me neither, it's a fantastic mod, keeps the barbarians from taking over the world!

  8. #248

    Default Re: City Mod

    I am secretly hoping for an 1.2 updated version by tonight as a Thanksgiving present...


  9. #249
    Captain of Team Awesome Member Ignopotens's Avatar
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    Default Re: City Mod

    if I were playing as a Hellene I would probably love this mod, but when I started my Sarmatian campaign, I hated it, and so removed it. I appreciate your admission to its Helleno-centrism, but is there some way to simply cap a city's population, instead of reducing its population gain?

    I mean, how can anyone who isn't blessed with the inherent ability to produce any cities at all able to expand in the least?
    The Lord of Fire


  10. #250

    Default Re: City Mod

    Steppe Horse Archer factions should rely on superior tactics rather than superior numbers to defeat their enemies. If they need more men and can't recruit them from their own towns, they can sack an enemy town, loot it (destroy all the buildings) then use the money gained to hire mercenaries.

    In fact other barbarian factions can hire mercenaries too. A barbarian raid into civilised lands by one tribe would often draw in contingents from other tribes eager to join in the fun and get a share of the loot.

    As a barbarian faction, you should have the objective of sacking the cities of your civilised enemies and killing their inhabitants, to bring their populations down to your (low) level, rather than trying to build your own towns up to the population level of their cities.

    Part of being a barbarian is that your people don't want to live in huge, smelly cities.

  11. #251
    Captain of Team Awesome Member Ignopotens's Avatar
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    Default Re: City Mod

    That's not exactly my point. In fact I don't really think the "cities" in the steppe represent actual single locations, and instead represent the available population of that territory.

    I understand Barbarians don't want to live in cities, especially nomadic ones, but with the population growth rate reduced to almost nothing, it just becomes impossible to mantain any kind of army at all. And even if one did raid and pillage other cities with the intention of reducing their population, they would still outgrow you because your own growth rate is artificially reduced.
    The Lord of Fire


  12. #252
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Ignopotens, there were two version for v1.1. If you installed the Hellenisation/Romanization version then the steppes can't get above the 'large town' level. If you play the regular version then you should be able to build the 'city' level, which is quite large for the steppes. Unfortunately, EB has already done all that can be done to reduce population growth and there is no mechanic to set a population cap. Many towns already have "0" farming level to reduce growth (which also hurts the farming income of those regions). There is no way of lowering growth any further. The only other thing you could do to reduce growth would be to write a script that removes all the population of every city then replenishes it to the level you want. Of course, that script would make the game crawl on AI turns. This minimod is definately not for everybody, which is one of the main reasons it is not added to default EB.

    ---

    As for the v1.2 version of this minimod, sorry I've been delayed. Thanksgiving and spending time with relatives has taken up most of my time. I've finally started getting the stuff together and will work on this tommorrow(I actually had to download the old version--I couldn't find it on my computer).


  13. #253

    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    As for the v1.2 version of this minimod, sorry I've been delayed. Thanksgiving and spending time with relatives has taken up most of my time. I've finally started getting the stuff together and will work on this tommorrow(I actually had to download the old version--I couldn't find it on my computer).
    Woohoo! Thanks, Marcus.

  14. #254
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Updated to v5.0 for EBv1.2.

    I have version "a" up right now. Version "b" will be up later today. I also plan to have a v5.1 that alters traits and the script but that will take a week or more before I get to that.


    Report back if you have any problems. I tested it but I still have the feeling I'm forgetting something...
    Last edited by MarcusAureliusAntoninus; 11-29-2008 at 23:39.


  15. #255
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    OK, scratch that. I already had to make an alteration. New version is v5.1. Again, can someone test it and make sure nothing huge is wrong with it. Both version "a" and version "b" are up.

    Does a city not get big enough? Does a region lack something or have something it should/shouldn't? As always, suggestions for future versions are welcome.


  16. #256

    Default Re: City Mod

    THANKS!!

  17. #257

    Default Re: City Mod

    5.1a is working fine - up to 254 BC and no CTD's.

    Thanks very much!

  18. #258
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Titus Marcellus Scato View Post
    5.1a is working fine - up to 254 BC and no CTD's.

    Thanks very much!
    Good to hear.

    ---

    A couple things I forgot to mention, by the way. I now have two towns in gaul and one in britain that can get to 'large city' level, so the second keltic reforms are slightly easier to get. I changed up the towns that can get the 'large city' and 'huge city' too. Some that could get there can't any more and some that used to not be able to now can. I plan to make another version sometime that mods the traits and script...


  19. #259

    Default Re: City Mod

    Does this mod work with the alexander exe?

  20. #260
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I'm not sure. I thought I recall someone saying it did, but then again...

    Maksimus would know.


  21. #261

    Default Re: City Mod

    It does work with AlexEB, but you need to change the line ;option bi to options +prebattle_night_battle_tickbox in descr_strat.txt






  22. #262
    Member Member Havok.'s Avatar
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    Default Re: City Mod

    Quote Originally Posted by Leviathan DarklyCute View Post
    It does work with AlexEB, but you need to change the line ;option bi to options +prebattle_night_battle_tickbox in descr_strat.txt
    Since i wont take the chances on doing that myself, even though it seems incredibly simply, can you do the uptade of citymod to 1.2 and then send it to Lz3 so he can add to eb mini mod pack?
    Ser mineiro é, antes de tudo, um estado de espírito.

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  23. #263
    Member Member ^RaGe^'s Avatar
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    Default Re: City Mod

    Is export_descr_buildings save game compatible? I'm planning to install only the edb, but I don't feel like abandoning my ongoing Romani campaign.
    My bloons:

  24. #264
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    If you install only the EDB, you will only be able to build large towns everywhere by everyone.


  25. #265
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Does Rome still have the hidden Italy resource in the 1.2 version?

    Because I have just made Rome a hugh city as the Romans and I don't get the vanilla reforms.

    Any ideas, MAA?

    ps: I'm playing version 5.1b
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  26. #266
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    Quote Originally Posted by Mediolanicus View Post
    Does Rome still have the hidden Italy resource in the 1.2 version?

    Because I have just made Rome a hugh city as the Romans and I don't get the vanilla reforms.

    Any ideas, MAA?

    ps: I'm playing version 5.1b
    Someone would like to answer?
    Last edited by ||Lz3||; 01-19-2009 at 08:51.
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    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
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  27. #267
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Roma does have the "Italy" hidden_resource and should trigger the vanilla reforms. The vanilla marians are so hard to predict, though, seeing as nobody has seen the code for them. Since Roma is neither named "Rome" or in the province "Latium" there shouldn't be any hardcoding preventing the reforms from being triggered by the "Italy" hidden_resouces in Roma.


  28. #268
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Well, I should get a message as the romans telling me the reforms have occurred, right?
    Besides I don't see any late bodyguards or other reformed units either in my campaign...

    Does anyone of the other cities that can become huge have the italy resource too? Who knows, maybe they'll come along when I build a palace there.
    Last edited by Mediolanicus; 01-21-2009 at 09:12.
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  29. #269
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Sometimes there is no reform message. The Romans don't get reformed bodyguards. To know if you have the reforms or not, check a town with an advanced military dock. The only thing the vanilla marian reforms give the Romans are a couple new (covered) boats.

    If you don't mind having another huge_city in Italy, you can go into the desrc_regions.txt and make it so that another Italian city has the hidden_resources "large" and "huge". Then delete the map.rwm and the city you choose should be able to become huge. If you already have conquered other huge cities such as Kart-Hadast, you could just add the "Italy" hidden_resource to that town and delete the map.rwm.


  30. #270
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    I was talking about the bodyguards of Baktria for example (perfect_spy).

    Thanks for the advice, I'll try that.
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