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Thread: City Mod

  1. #211
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Just dropping in to say I tried your mod for my last campaign. I'm in 226 by now and I must say, this city mod really adds to the game (although it actually takes away... ah the irony).

    Anyway,... congrats and thank you on making this, MAA!
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  2. #212

    Default Re: City Mod

    I seem to be having some problems. I downloaded Redmeths' modpack which includes this, the modified EBBS script that removes client rulers, and TW Fanatic's Phalanx/Chariot/Elephant mod. I also downloaded Konny's trait changes. My problem is that now all the cities cannot grow past a large town. Should I just re-download this and install it over what I already have?

  3. #213
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Yes, I would suggest installing this on the top of everything (last). However, you may loose features of some of those other minimods.


  4. #214
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: City Mod

    I have a question: why can I not play with BI.exe when I installed it? (it CTD's as soon as it starts loading). the problem was specifically traced to this mod. it a nice mod though(I'm playing on RTW .exe now).
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

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  5. #215
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    If you install this mod then manually make the changes to play on BI, there should be no reason that it doesn't work. Are you using one of the BI minimods?


  6. #216
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: City Mod

    nope, not in any form.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

  7. #217
    Satalextos Basileus Seron Member satalexton's Avatar
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    Default Re: City Mod

    i'm playing with Alex.exe and for some reason none of my towns grow past large town =/...does it have sth to do with the recent fixes?




    "ΜΗΔΕΝ ΕΩΡΑΚΕΝΑΙ ΦΟΒΕΡΩΤΕΡΟΝ ΚΑΙ ΔΕΙΝΟΤΕΡΟΝ ΦΑΛΑΓΓΟΣ ΜΑΚΕΔΟΝΙΚΗΣ" -Lucius Aemilius Paullus

  8. #218
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Did you guys install the citymod after making the bi/alex changes?
    Last edited by MarcusAureliusAntoninus; 06-17-2008 at 20:55.


  9. #219
    Member Member telyadi's Avatar
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    Default Re: City Mod

    I'm use CityMod 4.0a, playing Casse and now build up Bratosporios.
    I notice two thing:
    1. I can build factional MIC5 while it still "Large Town".
    2. I can't build paved road, while the neighbour Cenabum (Large Town too) own by Aedui can build it.

    So are the symptoms above correct??

  10. #220
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Those are actually symptoms of standard EB. In EB, MIC/Barrack levels are not tied to city levels and you can build the full level of them at any city size. And, Casse does not get paved roads. The Celtic paved roads represent well maintained roads that were built in Gaul. No such comparable roads were ever built in Britain, so Casse does not get them.


  11. #221
    Member Member Havok.'s Avatar
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    Default Re: City Mod

    Is this city mod good to go with the other following mini mods
    1-spoilers of battle
    2-AI unit formation
    3-Forced diplomacy

    and the installer made by ferromancer of EB/BI with night battles warcry and shield wall?
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  12. #222
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    Did you guys install the citymod after making the bi/alex changes?
    nope.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

  13. #223
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Havok. View Post
    Is this city mod good to go with the other following mini mods
    1-spoilers of battle
    2-AI unit formation
    3-Forced diplomacy

    and the installer made by ferromancer of EB/BI with night battles warcry and shield wall?
    1- I don't know. What files does it change?
    2 & 3- Yes, completely compatible.

    Ibrahim,
    Make sure that the altered descr_regions.txt is in the renamed campaign folder...


  14. #224
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    MAA I think I found something... in your files the CAMPAIGN_SCRIPT has "Antigonos" instead of "Antigonos Argeades" as was updated on 18 april
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  15. #225
    master of the wierd people Member Ibrahim's Avatar
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    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    1- I don't know. What files does it change?
    2 & 3- Yes, completely compatible.

    Ibrahim,
    Make sure that the altered descr_regions.txt is in the renamed campaign folder...
    done. that's what started the whole CTD problem.. maybe its smething else.
    I'll double check.
    I was once alive, but then a girl came and took out my ticker.

    my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).

    tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!

    "We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode " -alBernameg

  16. #226
    EB Concept Artist Member fenix3279's Avatar
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    Default Re: City Mod

    Will the city mod affect my Arverni reforms? The reforms state that a large city must be built (among other things) in order for the reforms to occur. The city mod keeps a city from growing unless it historically happened. I'm early in the campaign so I can restart if needed. Will I have to disable the city mod if I want the reforms to work as planned?
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  17. #227
    Satalextos Basileus Seron Member satalexton's Avatar
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    Default Re: City Mod

    funny, how come i ain getting the vanilla reforms despite rome (the only city in italy that can become huge) being a huge city already? I do recall the original 'Rome' has been modded to somewhere in germany and Roma does have the italy resource...




    "ΜΗΔΕΝ ΕΩΡΑΚΕΝΑΙ ΦΟΒΕΡΩΤΕΡΟΝ ΚΑΙ ΔΕΙΝΟΤΕΡΟΝ ΦΑΛΑΓΓΟΣ ΜΑΚΕΔΟΝΙΚΗΣ" -Lucius Aemilius Paullus

  18. #228
    Wielder of a pointy-thing Member Olimpian's Avatar
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    Default Re: City Mod

    MAA, could you please tell me which are the provinces that don't allow roads to be built.Cheers.

  19. #229
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    I believe the requirement of large cities in the gallic reforms is low, something like three. Since all cities owned by all three factions are taken into account, it shouldn't be too big of a task...

    The vanilla reforms are triggered when a faction belonging to the "Roman" culture builds a huge city, as long as said city is in a province with the "Italy" hidden_resource. I gave that resource to the city of Roma (as well as every other city that can get huge), so when Roma gets huge, the reforms should trigger.

    I disallowed roads in the steppe provinces and in the deep desert (which basically means the two under Numidia and the one with Ammonion).


  20. #230
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: City Mod

    I'm going to try this out when I eventually do a new Roman campaign. For someone historically house-ruling things, would I be better off with version "a" or version "b". While I might go with a because it's less intrusive, I have a niggling feeling in some ways b is more authentic. Barbarian and steppe cultures rarely built big settlements.

    Also a more general question, will this aid in slowing the game down, and stopping any one faction becoming massively rich really quickly?
    Last edited by QuintusSertorius; 07-16-2008 at 16:25.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
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  21. #231
    Member Member Havok.'s Avatar
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    Default Re: City Mod

    In my campaign both Aedui and Arveni were building paved roads in their territories
    is this ahistorical or the gauls did build paved roads in there?
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  22. #232
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
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    Default Re: City Mod

    Since most economical structures can be built in the early levels of the city, restricting city size doesn't have a huge effect on slowing factions down. However, since they cannot upgrade their cities, they will get squallor problems sooner and have to keep larger garrisons in their cities.

    Paved roads for the Gauls is an EB feature, it is just more appearent with this mod since I lowered the city level required to build paved roads. They aren't really "paved" roads, but the Gauls did build and maintain advanced roadways within Gaul (though not in Britain, sorry Casse). The Gallic "paved" roads represent this advanced roadway.


  23. #233
    Member Member Havok.'s Avatar
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    Default Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    Since most economical structures can be built in the early levels of the city, restricting city size doesn't have a huge effect on slowing factions down. However, since they cannot upgrade their cities, they will get squallor problems sooner and have to keep larger garrisons in their cities.

    Paved roads for the Gauls is an EB feature, it is just more appearent with this mod since I lowered the city level required to build paved roads. They aren't really "paved" roads, but the Gauls did build and maintain advanced roadways within Gaul (though not in Britain, sorry Casse). The Gallic "paved" roads represent this advanced roadway.
    Ahh, i see, thanks for the reply mate
    Ser mineiro é, antes de tudo, um estado de espírito.

    El bien perdido


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  24. #234
    Member Member Cuchalain's Avatar
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    Question Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus View Post
    I believe the requirement of large cities in the gallic reforms is low, something like three. Since all cities owned by all three factions are taken into account, it shouldn't be too big of a task...
    In the FAQ's it states that four large cities are required as part of the trigger for the reforms to take place. Playing as the Casse I have one city that can reach the required size, the Gallic factions have (I assume) one each, making three in total. If I'm correct in my assumption(sp?), where does the fourth come from? Or is there a way to alter the trigger to take this into account?

  25. #235
    EB Concept Artist Member fenix3279's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Cuchalain View Post
    In the FAQ's it states that four large cities are required as part of the trigger for the reforms to take place. Playing as the Casse I have one city that can reach the required size, the Gallic factions have (I assume) one each, making three in total. If I'm correct in my assumption(sp?), where does the fourth come from? Or is there a way to alter the trigger to take this into account?
    This is also a question I'm dying to know since I recently had to abandon an Arverni campaign because I couldn't get the 2nd reforms to occur.
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  26. #236
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    Quote Originally Posted by Cuchalain View Post
    In the FAQ's it states that four large cities are required as part of the trigger for the reforms to take place. Playing as the Casse I have one city that can reach the required size, the Gallic factions have (I assume) one each, making three in total. If I'm correct in my assumption(sp?), where does the fourth come from? Or is there a way to alter the trigger to take this into account?
    anyone? <.<
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  27. #237
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by ||Lz3|| View Post
    anyone? <.<

    It's even worse than that. Their are only 2 Celtic cities that can become large.

    Camulosadae and Cenabum.

    It is possible to reach the reform when you conquer Rome and Arretium as the Aedui or the Arverni.

    However... when you play the Casse.

    Edit : since I'm encountering the same problem...
    https://forums.totalwar.org/vb/showthread.php?t=107153
    Last edited by Mediolanicus; 08-27-2008 at 11:39.
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  28. #238
    Vicious Celt Warlord Member Celtic_Punk's Avatar
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    Default Re: City Mod

    sorry i went back and looked at the list and noticed that the city i was going to suggest was already at the level it should be... sorry.
    Last edited by Celtic_Punk; 08-31-2008 at 13:42. Reason: feck...
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  29. #239

    Default Re: City Mod

    Hi, I downloaded this city mod, however I noticed too late that I was wrong and I downloaded an old version.
    however, instead of downloading the new version for EB 1.1, I replaced the original export_building file and then I edited it by adding the new resources (city, large and huge) at the start and by adding these resources as requirements for building specific palaces. The export_region file is the same of the mod.
    However, the mod now doesn't work at 100%, since every city stops in the level before, so that, if a city in the regional file has city, large and huge as resources, that city stops at large level and when it reaches 24000 people I can't build the imperial palace and upgrade the city to huge level. The same for other cities, many of them may reach the city level but stop at large town, many may reach the large city level but stop at minor city.

    I could simply replace the files with the 1.1 version of the mod, but since I' m interested in modding I would also understand what I forgot to edit, for having a better knowledge of files editing.

  30. #240

    Default Re: City Mod

    strange things, now I installed the 4.0 mod (every single file of the zip in the right folder) and I still can't upgrade cities, I also tried to start a new campaign with Romani, Rome is a minor city, I used cheats for increasing population to 12000, event to 30000, but no pro-consul palaces, I started a campaign with Qart-Hadast and I added almost a billion of people to Kart-Hadast, then I opened the city menu and no upgrades.

    How could I get large and huge settlements?
    Last edited by xee; 09-14-2008 at 21:22.

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