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  1. #1
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    what do you mean by most time?
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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
    ALEXANDER EB promoter

  2. #2
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: City Mod

    which files did you changed? so I can do it manually

    cause I would like (enourmously) to be able to use this whit alex.exe whitout having to overwrite any file


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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
    ALEXANDER EB promoter

  3. #3
    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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  4. #4

    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?

  5. #5
    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.


  6. #6
    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).

    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. #7
    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?


  8. #8

    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.

  9. #9

    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.

  10. #10
    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.


  11. #11

    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.

  12. #12
    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...


  13. #13
    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

  14. #14
    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.


  15. #15
    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??

  16. #16
    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.


  17. #17
    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?
    Ser mineiro é, antes de tudo, um estado de espírito.

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  18. #18
    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

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