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  1. #1
    Member Member Alexandros_III's Avatar
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    Default Re: City Mod

    1 Complaint. Why cant Athens be a huge city?????
    What time does not pervert, it destroys outright.
    From this we may conclude that there are no eternal truths, no limitless passions.
    There are only subtle deceptions.

    ~My brother's new book.

  2. #2
    Megas Moose Member Moosemanmoo's Avatar
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    Default Re: City Mod

    Quote Originally Posted by Alexandros_III View Post
    1 Complaint. Why cant Athens be a huge city?????
    Yeah I've noticed that too
    Alcohol is the cause and solution to all of man's issues

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

    I used to have it become huge, but it never really increased in population to challenge some of the other huge cities during this time period, so I made it only large in the latest edition. You can change what files do what by altering the files, though you have to delete the map.rwm (if you are using the trivial script, there are extra steps that have been explained prior).


  4. #4

    Default Re: City Mod

    This question may have already been answered, but I did a search and came up with nothing, and I don't feel like looking through all 10 pages, besides, I want to refer to the latest version of this mod so...

    I'm playing as the Hellinons and I've had problems with city sizes the entire game and this fixes a lot of these issues, especially with bonuses to population growth with certain buildings being pretty unrealistic, but my questions are:

    1) Will this work with a pre-existing game save?
    2) If so, what will happen to the cities that have already surpassed the levels set with this mod? Will the buildings be deleted, and population reduced?
    ---Okay I tried the mod, and it looks like it does change the game around, adding the law bonus for the academy and it started lowering the populations of a few cities which were over the cap. Only problem is, after 2 turns I got a CTD. I don't know if this is due to using it on a previous game save, or if it's because the mod isn't perfected, and does not have the most recent fixes applied to it. So if you could answer that question...

    3) Is there a list of every change made with this mod, down to specific cities, buildings per city etc? I believe this would help a lot more than just the generic description you have listed.

    6) Most importantly, is this updated with the most recent fixes as of January 2009? Those have fixed a lot of problems with reform markers, and CTDs in Africa, Iberia and other problems in the game.
    ---This I assume is not the case, or the mod causes it's own problems with CTDs. I got one in 2 turns after installing the mod so I reverted back to my backed up files. If you could update the mod with the new fixes, that'd be great.

    I really like this mod for how it improves gameplay, but I can't seem to use it without having problems.


    Like I said, I'm sure most of these questions have been asked and answered, but for anyone new to this particular mod, and is worried about ruining his/her EB install may like to know the answers without having to search through this entire thread.

    Thanks if you have the time to post these. Sorry if this is a lot of work.
    Last edited by thecellarlife; 08-14-2009 at 05:24. Reason: updated question. tried out the mod.

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

    Quote Originally Posted by thecellarlife View Post
    This question may have already been answered, but I did a search and came up with nothing, and I don't feel like looking through all 10 pages, besides, I want to refer to the latest version of this mod so...

    I'm playing as the Hellinons and I've had problems with city sizes the entire game and this fixes a lot of these issues, especially with bonuses to population growth with certain buildings being pretty unrealistic, but my questions are:

    1) Will this work with a pre-existing game save?
    2) If so, what will happen to the cities that have already surpassed the levels set with this mod? Will the buildings be deleted, and population reduced?
    ---Okay I tried the mod, and it looks like it does change the game around, adding the law bonus for the academy and it started lowering the populations of a few cities which were over the cap. Only problem is, after 2 turns I got a CTD. I don't know if this is due to using it on a previous game save, or if it's because the mod isn't perfected, and does not have the most recent fixes applied to it. So if you could answer that question...

    3) Is there a list of every change made with this mod, down to specific cities, buildings per city etc? I believe this would help a lot more than just the generic description you have listed.

    6) Most importantly, is this updated with the most recent fixes as of January 2009? Those have fixed a lot of problems with reform markers, and CTDs in Africa, Iberia and other problems in the game.
    ---This I assume is not the case, or the mod causes it's own problems with CTDs. I got one in 2 turns after installing the mod so I reverted back to my backed up files. If you could update the mod with the new fixes, that'd be great.

    I really like this mod for how it improves gameplay, but I can't seem to use it without having problems.


    Like I said, I'm sure most of these questions have been asked and answered, but for anyone new to this particular mod, and is worried about ruining his/her EB install may like to know the answers without having to search through this entire thread.

    Thanks if you have the time to post these. Sorry if this is a lot of work.
    1) Yes, but I assume you may encounter some CTD's. A new campaign is always the safest.
    2) They will stay the way they are.
    3) Take a look at DESCR_REGIONS to see which cities can become large and huge. Apart from that the only changes are some added boni to the buildings you will soon see.
    4)?
    5)?
    6) This mod does not change the EBBS or any other file that has been fixed AFAIK; thus if you have installed the fixes, then your EB+City Mod has the fixes too.


    Take simple back ups and always delete map.rwm after the changes and you'll never ruin your install...
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  6. #6

    Default Re: City Mod

    Thanks, that answered my questions.

    as for questions 4 and 5, I removed them and forgot to renumber 6. I figured out those obviously, but can not remember what they were. ha.

    I assumed that problems would arise with old game saves, so whenever I plan on starting a new faction, I'll make sure to apply this mod. Unfortunately, I'm working at the one I'm on.

    I'll check out the file to see the changes per city, but which building bonuses are changed, if you can list those? I can figure it out after adding the mod, which I guess may add to the experience.

    Thanks again. Great mod.

    I'll let you know if any CTDs arise from adding this mod whenever I start a new game, in hopes of improving it.

  7. #7
    Guitar God Member Mediolanicus's Avatar
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    Default Re: City Mod

    Quote Originally Posted by thecellarlife View Post
    if any CTDs arise from adding this mod whenever I start a new game, in hopes of improving it.
    I've been using this mod since it was adapted to EB 1.2 and I haven't got a single CTD.
    The only problem that may arise with this mod is getting the March of Time reforms, as you can see on the previous two pages.

    Indeed, MAA made a great mod. I can't play EB without it.
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  8. #8

    Default Re: City Mod

    version a.

    the construction of 'city', 'large city', and 'huge city' to "civilized" factions. which factions are those?



    version b.

    what "barbarian" factions are restricted? can i please have a list of the factions.

    Thanks! i think it's time to switch to version a if there are no more barbarians left in my current game. i'm so sick of looking at small towns and huts. lol...

  9. #9

    Default Re: City Mod

    HI is there some quick way when you start the game to check if you have the Mod installed correctly.

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