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Thread: GUIDE: Specifics of Modding Alexander - TW

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  1. #1

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    isnt that the opening movie youre talking about roman_man#3?
    i was talking about the looped movie clip that plays on the main menu, unless thats what you meant then disregard this

  2. #2

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Oh, my mistake. Disregard my comment. Dump0000 doesn't have to overwrite the vanilla one.

  3. #3

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    still when i replace the vanilla dump0000 with a different one, it always uses the vanilla one in the root rtw menu folder. editing the .lnt didnt work for me either

  4. #4
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    I wanted to try and port some Alexander units over to vanilla Rome,but all the entries in the EDU and other relevant files are virtually identical to those of vanilla,and I don't know which is which. Any advice?
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  5. #5

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    Check the DMB for the new skins and models.

  6. #6

    Default Re: GUIDE: Specifics of Modding Alexander - TW

    how high can i turn up the starting_action_points?
    i read somewhere that over 100 in rtw can make the game act "buggy", does that apply for alexander?

  7. #7
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: GUIDE: Specifics of Modding Alexander - TW

    you might need to experiment if no one else has an answer for you, as far as I remember the 'buggy' description was that map actually CTD'd on load for RTW if you tried silly values like 300, so it should be quite clear if you get that! Think I had 130 running fine in RTW before.

    Best thing is to test the figure you want by letting computer play itself on campaign map by using -ai in same place you put -show_err on shortcut. That should show up if you're getting problems.
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