Results 1 to 30 of 352

Thread: City Mod

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: City Mod

    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!

  2. #2
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    Quote Originally Posted by icydawgfish
    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!
    What all does that change? I thought that was mostly unit changes, which shouldn't conflict...


  3. #3

    Default Re: City Mod

    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.

  4. #4
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    I changed the descr_regions.txt (designating what town gets what size) and the export_descr_buildings.txt (restricting palace construction and changing a dozen or so bonuses on random structures), that is all.


  5. #5
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Smile Re: City Mod

    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.”

  6. #6
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: City Mod

    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.


  7. #7
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: City Mod

    Quote Originally Posted by MarcusAureliusAntoninus
    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.

    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.”

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO