oh NOES!
The capital of the world now cannot grow to huge!
this is bad news indeed.
the citizens shall weep throughout the night for this blasphemy!
oh NOES!
The capital of the world now cannot grow to huge!
this is bad news indeed.
the citizens shall weep throughout the night for this blasphemy!
oh cool, maybe they wont be weeping tonight after all.
Hey, i downloaded tyour mod to use for MP, and uninstalled it, but my Getic Cities are still limited, and not only that, they limit what i can build and recruit that is alrerady in EB 1.0... which fuckin sucks so i want to know how to permenantly remove your mod, so ic an recruit my good troops and build the huge temples, as it is in regular EB 1.0
There shouldn't be any recruitment restrictions...Originally Posted by Gaius marcus
There is no uninstaller. If you want to remove it, you'll have to delete all of EB and reinstall. To make it easier, you could just extract the original EB folder for the installer using 7-zip and save it over your pre-exsisting version of EB (avoiding all of the uninstall/reinstall of the installer exe).
EDIT: Oh yeah, if you do that and install the original over a folder with this mod in it, make sure to delete the map.rwm after doing everything.
I don't think it's savegame compatible, so if you started your game with city mod, then revert back to the original file, the city mod resources file will still be active in your campaign. City mod does not limit what units can be created, and most buildings can be built in large cities.
And from what I can tell from your tone, don't blame your ignorance on the mod creator, he's put a lot of hard work in, and if it fucking sucks, think before downloading a mod next time.
I love the mod, but I have one question/request. Is it possible for this mod to be made compatable with CirdanDharix's EB tweaks mod? If so, could you do it? Thanks!
I'll post a link. https://forums.totalwar.org/vb/showthread.php?t=94823
He said it was incompatable with your mod because he edited the same filees as you did. But correct me if I'm wrong, but didn't you just add the city size hidden resources? If this could be verified as compatable, or made compatable, that would rock my socks off.
Marcus, my friend, I saw City Mod script's I really liked it.. but why do we need map.rwm?
Also, I wanted to ask, could it work to make the script like this:
Attike
Athenai
greek_cities
Athenaioi
58 177 106
lead, silver, iron, olive_oil, bigport, tradeport, variantgr, SW, C, y1, y2, n4, y8, city, large, huge, italy, royal_barracks
5
2
and in exp_b_txt
}
royal_barracks_A1 requires factions { seleucid, } and building_present_min_level government gov1 and building_present_min_level hinterland_reforms1 romani1 and not building_present_min_level hinterland_reforms1 romani2 and
{
capability
{
law_bonus 2
trade_base_income_bonus bonus 2
recruit "roman missile accensi" 0 requires factions { seleucid, } and hidden_resource SW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource n8 and hidden_resource royal_barracks
so that shoul also work??
Also, can you pleas upload some screen's of C_map? I would relly like to see what is happening?
thank you
“Give me a place to stand and with a lever I will move the whole world.”
It has a map.rwm because I made changes to the descr_regions. The mod will not work unless you have a map.rwm generated with the new descr_regions.txt, so I added a map.rwm just in case somebody would forget to delete their own before running the minimod.
If you added a hidden_resource with the name "royal_barracks" and then required it for recruitment, it could work just like any other HR. I don't know why you would name the HR as such, though that doesn't matter. (Don't forget to add any new HRs to the list at the very top of the EDB.)
The campaign map looks just like any other v1.0 game except certain cities cannot get beyond certain sizes. I personally don't have a game on this minimod in v1.0 so I can't post any screenshots.
Originally Posted by MarcusAureliusAntoninus
I have tested this It works just fine.. I have screen's in EB Alex thread
https://forums.totalwar.org/vb/showt...t=96135&page=2
It's just that there are endless options here..
But the thing's I added are there just because AI on Alexander is retraining all the time.. so, No body want's to go to Asia Minor Or Greece or Italy and then face endless Army and Royal barrack's in EVERY single town - that is by my opinion (with all respect) one of the weaker stand's of EB, I relly never happend that AS has Royal Barrack's in All cities that are ALL large or huge
That is why I am trying to mod here..
Do, the officiall EB ALEX team mod will be out for EB 1.1
“Give me a place to stand and with a lever I will move the whole world.”
Can you please specify what do you mean by that - I think I know, but just in case..
Thank's
“Give me a place to stand and with a lever I will move the whole world.”
Oh.. I see....
Well, maybe Alex support's more
What is the current number? or planned for EB 1.1 64?
And thank you for the Alex thread
“Give me a place to stand and with a lever I will move the whole world.”
Marcus? Did you ever tough to 'advance' in the city mod development - as..do you can see what I mean in the Alex-mod thread- but in a wider sence.. like hidden_resource's for Cities would also apply for barrack's and big port's and wall's and Academic's building's and aqueduct's for example?
Or you don't have that much time to mod?
“Give me a place to stand and with a lever I will move the whole world.”
I've thought about restricting things further, and for that purpose I've moved the city levels at which certain buildings can be built. But I don't really want to force everything to only one way things can develop. What was built where would change greatly based on who wins what wars. I just made this mod so that not everything is everywhere.
Cheers Marcus!
Only a few seek liberty; the majority seek nothing more than fair masters - Sallust
A lie told often enough becomes truth - Vladimir Lenin
Does this version contain the changes in export_descr_buildings.txt of the latest rebellion fix?
although it doesnt ctd in game, i get this message upon quitting the game:
script error in eb/data/world/maps/base/descr_regions.txt at line 23, column 67. unrecognised 'city' as a region resource class (or hidden resource)
i'm running twfanatics first cohort mod with this (including the fix so as to use city mod with it). and also, alexander with eb mod (not the new betas, but the original)
so alx.exe is the probably the problem, right? twfanatics mod is supposed to support yours so that only leaves alx.exe. if its not having any effect, i might as well leave it as it is rather than reinstall everything.Originally Posted by MarcusAureliusAntoninus
on second thought, perhaps i should uninstall city mod. the only thing i need is eb's descr_region.txt file. twfanatics first cohort mod has a working export_descr_buildings.txt file. can i anybody send me their original descr_region.txt file?
Last edited by Danzifuge; 03-08-2008 at 22:05.
I have integrated ALXEB City mod version (do in ALXEB mod it allows that about 30% of regions have large or huge capability and 10% huge or so..)
All capitals and some strategic areas can be huge now. And many many cities can be large.. other can all be huge
“Give me a place to stand and with a lever I will move the whole world.”
Has this been implemented into EBv1.1? If not, is it compatable?
Only a few seek liberty; the majority seek nothing more than fair masters - Sallust
A lie told often enough becomes truth - Vladimir Lenin
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