Darth Stalin 17:51 08/04/08
Hey, TWFanatic - what should be altered/changes in "phalanx" units to make newest EB 1.1 units act as they did in Your mod for EB 1.0 (the "push" feature that allowed my Triarii to act so nice against those barbarians...)
Maybe it will be enough to change/replace sth in EDU unit descriptions for "phalanx" units... or maybe You have changed not only "classical phalanx" but also othe hoplite-style units?
Anyway, would it be lot of time to spend on working out that?
EDIT:
well, that may be not so hard anyway; using WinMerge to compare files can be really good and makes the whole process faster; IMHO the best solution would be to compare old EB 1.0 files with C mod, find changed units and then find these units in new EB 1.1.
It seems that units are grouped alphabetically, so there can even be possible direct comparison between FC and EB 1.1.
Anyway, changing unit stats can be now rather simple, though a little time-consuming.
Then I'll be able to make some of my own modifications I've planned to do for EB 1.0, with the grace of the fact that I'm running my EB on ALX.exe engine => increase number of models for units and make new units to use skins and models made by KLA.
First I'll add some new Roman units (new FCs with some wearing Lorica segmentata, ha! also some auxilia and cataphracts to be recruited for Imperial Reforms in Skythia and Syria/Assyria, if the player goes so deep into eastern/northeastern steppes, to cope with all these Pahlava/Sauromatyae/Sakae cataphracts...), then maybe some Greek units (hoplites for different cities).
I've also beenthinking why the Lucanian ligt infantry was not added to Roman unit roster? They seem to be the only Italian unit available as mercenary only, which is not so very much true...
Maybe I'll try to add them to Roman barracks native... or maybe Regional barracks of southern Italy?
Originally Posted by Alexandros Maximus:
Yo dude you gotta make it so the phalanx mod can work with 1.1!!!
I installed 1.1 and now i miss my good ol' triarii phalanx.
I love this mod as well, no 1.1 campaign for me until this works with it ;) The hoplites look great now!
Originally Posted by Darth Stalin:
Hey, TWFanatic - what should be altered/changes in "phalanx" units to make newest EB 1.1 units act as they did in Your mod for EB 1.0 (the "push" feature that allowed my Triarii to act so nice against those barbarians...)
Maybe it will be enough to change/replace sth in EDU unit descriptions for "phalanx" units... or maybe You have changed not only "classical phalanx" but also othe hoplite-style units?
Anyway, would it be lot of time to spend on working out that?
The best way to increase the "push" of phalanx units is to change the "short_spear" attribute to just "spear." Note that this can make them break formation faster as they push their foe back so quickly and with such force. However, in combination with the short_pike attribute, it reflects the classical hoplite phalanx superbly.
Originally Posted by :
EDIT:
well, that may be not so hard anyway; using WinMerge to compare files can be really good and makes the whole process faster; IMHO the best solution would be to compare old EB 1.0 files with C mod, find changed units and then find these units in new EB 1.1.
It seems that units are grouped alphabetically, so there can even be possible direct comparison between FC and EB 1.1.
Anyway, changing unit stats can be now rather simple, though a little time-consuming.
Then I'll be able to make some of my own modifications I've planned to do for EB 1.0, with the grace of the fact that I'm running my EB on ALX.exe engine => increase number of models for units and make new units to use skins and models made by KLA.
First I'll add some new Roman units (new FCs with some wearing Lorica segmentata, ha! also some auxilia and cataphracts to be recruited for Imperial Reforms in Skythia and Syria/Assyria, if the player goes so deep into eastern/northeastern steppes, to cope with all these Pahlava/Sauromatyae/Sakae cataphracts...), then maybe some Greek units (hoplites for different cities).
I've also beenthinking why the Lucanian ligt infantry was not added to Roman unit roster? They seem to be the only Italian unit available as mercenary only, which is not so very much true...
Maybe I'll try to add them to Roman barracks native... or maybe Regional barracks of southern Italy?
Lol, knock yourself out. Be forewarned though: modding is addicting. Once you start modding, you can't stop.
Originally Posted by mlc82:
I love this mod as well, no 1.1 campaign for me until this works with it ;) The hoplites look great now!
Well then I'd better get to work.
Hehe, thanks for the kind words.
Originally Posted by
TWFanatic:
The best way to increase the "push" of phalanx units is to change the "short_spear" attribute to just "spear." Note that this can make them break formation faster as they push their foe back so quickly and with such force. However, in combination with the short_pike attribute, it reflects the classical hoplite phalanx superbly.
Lol, knock yourself out. Be forewarned though: modding is addicting. Once you start modding, you can't stop.
Well then I'd better get to work.
Hehe, thanks for the kind words.
I know what you mean about modding, I just did some minor tweaking to the unit file from the "Deus lo Vult" Medieval 2 mod (the mod I love that keeps that awful out of the box game on my hard drive) and spent nearly all of my free time for several days just working compulsively on that- now I never want to see that file again
Thanks again for this great mod, your re-working of the hoplites (and early Triarii) really tops EB off for me.
Darth Stalin 19:40 09/04/08
Well, TWFanatic, I have now 2 options:
1. mod the files by myself and change hoplite unit stats, then add my developed units
2. wait until Your latest version of chariot/hoplite mod is released and add my units to files You've changed...
anyway, it seems that I'll wait with playing EB 1.1 until the appropriate updated versions of mini mods become available (I'm gonna use ALX.exe, so I'll have to update traits files) => spoils of victory, FC/Hop/Chariots mod, my own changes ;) and possibly some other minor changes (I dunno whether the ships graphics mini mod will work on EB 1.1)
I'm not sure if you can mod the EDU file with the TrivialScript program in place. If you can't, I'm not sure I should bother making this mod as I think few people will sacrifice TrivialScript for this mod.
I created a thread asking that question here:
https://forums.totalwar.org/vb/showthread.php?t=101892
If anyone has any answers I will be most appreciative.
Originally Posted by TWFanatic:
If you can't, I'm not sure I should bother making this mod as I think few people will sacrifice TrivialScript for this mod.
Boo.
TrivialScript be damned.
STuNTz2023 10:39 10/04/08
with the release of 1.1, and my bi features not working i tried your mod in custom 1.1 and it worked fine, however wouldnt let me start a campaign. I then uninstallled your mod, replaced short_spear with spear, short_pike attribute for all hoplite units i found and it had the same effect when your mod was installed. Not having much modding expirance myself i dont know if that effects the trivial scripit, considering your mod included other features. Though its not the file i believe u mention getting deleted. Either way thanks for making my hoplites do their job again.
Interesting Stuntz. Did you just edit the campaign EDU? Or did you edit the custom/mp EDU and place it in the EB/Data folder? And either way, wasn't it overwritten? I would back your modified files up anyway as I've heard trivialscript replaces them every time you restart the game.
STuNTz2023 14:57 10/04/08
i went C:\EB\EB\Data and editted it there, and its never been replaced or re-written. Ended and started 1.1 quite a few times and every battle the hoplites work to perfection.
Edit : So if trivialscript is suppose to replace them everytime, did i install incorrectly?
I think it only overwrites that file if you open the other type of game. For example, if you have been playing the "Single Player" game and then you switch to the "Multi Player" game then the EDU will be overwritten. Apparently, TrivialScript takes the appropriate EDU from the "backup EDU" folders in your EB/EB folder (may be Rome: Total War/EB folder for some folks) and places it in your Data folder, overwriting the previous one. So you should edit the EDU files in those backup folders in order for your results to be permanent.
See
this thread.
STuNTz2023 17:16 10/04/08
Thanks, that was an easy enough thing to do. lol
Glad to help.
Hey Stuntz, would you mind sending me your unit file? I want to do the same thing but can't find the "short_spear" attribute in it, so not sure what to change exactly. I can bear waiting for a hopeful 1.1 conversion of TWFanatic's mod while actually playing a campaign if the hoplites just look correct. ;)
No wonder you can't find it, since the attribute's
light_spear...
Originally Posted by Darth Stalin:
Well, TWFanatic, I have now 2 options:
1. mod the files by myself and change hoplite unit stats, then add my developed units
2. wait until Your latest version of chariot/hoplite mod is released and add my units to files You've changed...
anyway, it seems that I'll wait with playing EB 1.1 until the appropriate updated versions of mini mods become available (I'm gonna use ALX.exe, so I'll have to update traits files) => spoils of victory, FC/Hop/Chariots mod, my own changes ;) and possibly some other minor changes (I dunno whether the ships graphics mini mod will work on EB 1.1)
Same :P
I'm thinking of modding the EDU myself, but I noticed not all units of the same kind (makedonian or classic phalanx) are modded exactly in the same way in 1.0 version of Fanatic's minimod; also in 1.1 I've noticed some units have slightly different stats, so I don't know if fiddling with attack/defence values would unbalance the game... I think I'll wait until someone more experienced than me edits them (i.e. TWFanatic

)
Or maybe tomorrow I'll come here again and ask specific questions on the various traits and start modding myself anyway :P
I think I will release it tonight...but it will hence forth just be Fanatic's Phalanx Mod. I'll probably include the necessary files if you want the aquilifer for your first cohorts, however you will have to decide which unit you want to remove in order to use it. If you have Alex.exe, you should be able to add the aquilifer without having to remove any units.
STuNTz2023 20:26 11/04/08
Originally Posted by
Watchman:
No wonder you can't find it, since the attribute's light_spear... 
Right, its light_spear sorry mustve confused it after changing all of them.
Darth Stalin 20:41 11/04/08
Originally Posted by TWFanatic:
I think I will release it tonight...but it will hence forth just be Fanatic's Phalanx Mod. I'll probably include the necessary files if you want the aquilifer for your first cohorts, however you will have to decide which unit you want to remove in order to use it. If you have Alex.exe, you should be able to add the aquilifer without having to remove any units.
That's OK - so I'll finally be able to do these strange things I've written about... :D
BTW: does that mod will include also chariots and elephants, as in 1.0 version?
Originally Posted by TWFanatic:
If you have Alex.exe, you should be able to add the aquilifer without having to remove any units.
Already done (taking the aquilifer model/texture from the 1.0 release), tested a moment ago and it works
Since we don't have to wait much, I think I'll wait :P
Originally Posted by Darth Stalin:
BTW: does that mod will include also chariots and elephants, as in 1.0 version?
They have already been changed with 1.1, it's in "Gameplay changes":
* Added more hitpoints to elephants and chariots. They still disapprove of javelins and refuse to stand for them.
Also, in "Minor changes":
* Elephant armour primary/secondary switch.
However, I don't know if their changes are substantially equivalent to those made by TWFanatic, since I've not tried elephants/chariots out yet (in 1.1), and I hadn't the occasion to play with/against them with 1.0 after installing the minimod
Sunshadow is right. For that reason, I will not edit the elephants or chariots. Just the Macedonian and classical phalanxes.
Almost done...
Darth Stalin 21:49 11/04/08
So, will there be edited only phalanxes, or hoplites too?
And I suppose not only Maks, but also for KH, Ptolemies and AS, => all powers using the "Macedonian style" phalanx, as well as "classical phalanx" (i.e. hoplites), like in 1.0?
Originally Posted by TWFanatic:
Sunshadow is right. For that reason, I will not edit the elephants or chariots. Just the Macedonian and classical phalanxes.
Almost done...
Awesome! Too bad for my girlfriend this weekend, it's going to EB campaign time. I was starting to suffer from withdrawals... ;)
Originally Posted by mlc82:
Awesome! Too bad for my girlfriend this weekend, it's going to EB campaign time. I was starting to suffer from withdrawals... ;)
Get your priorities straight nub.
Originally Posted by Darth Stalin:
So, will there be edited only phalanxes, or hoplites too?
And I suppose not only Maks, but also for KH, Ptolemies and AS, => all powers using the "Macedonian style" phalanx, as well as "classical phalanx" (i.e. hoplites), like in 1.0?
Correct. Hoplites too. By "classical phalanx", I mean hoplite phalanx.
Originally Posted by :
Awesome! Too bad for my girlfriend this weekend, it's going to EB campaign time. I was starting to suffer from withdrawals... ;)
Lol, know what you mean.
Darth Stalin 22:48 11/04/08
Yeeeaaahh!
That's really good news!
+ the problem with ALX.exe seems to be solved, and it also seems that the problem with new (1.0/1.1) Imperial and Evocatae cohort will also be solved with use of "old" 0.81 models and skins... now I can start modding a little under the ALX engine...
First some corrections under "ordinary" RTW engine, then - for ALX engine (after necessary minimods are released => Spoils of victory and (maybe?) Konny's Roman Trait mod (or maybe I'll only change requirements for Triumph, to be easier achieved (maybe higher percentage probability depending on Influence a,d max. battle odds not 0.7 but 2? (well my Romans quite often fough battles as almost full stack against enemy full stack armies, but with enemy having worse quality troops, the odds were usually 1.2 or so... (for example against Germans or Gauls), while in reality victory in such a battle was almost certain Triumphus in historical Rome (though I think that in Large battle the percentage of killed enemies should be at least 50% or maybe more... as well as capture of Gader and Mastia/Nova Carthago should be more valuable than is now).
Originally Posted by Kravixon:
Get your priorities straight nub.
Dad? Is that you?
*updated*
Please see title post.
Nice, just in time for my new KH campaign(only played 1 turn so no sacrifice).
Excellent, thanks!
Here's a suggesion: The iphikratous hoplitai (and the heavy version, also some others like alpine phalanx) no longer use the macedonian phalanx ability in 1.1. So maybe it would be a good idea to give them short_pike too? The only problem I see with this is that they would have the same spear length as classic hoplites (they should be longer) and they would fight almost the same way.
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