Page 11 of 69 FirstFirst ... 7891011121314152161 ... LastLast
Results 301 to 330 of 2066

Thread: ALEXANDER EB

  1. #301
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Post Re: ::Alexander EB:: ALX.exe EB mod

    What are you using? (mod's, features?)
    Last edited by Maksimus; 12-11-2007 at 04:26.
    “Give me a place to stand and with a lever I will move the whole world.”

  2. #302
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Smile Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by konny
    The features:
    We can use that for short campaigns, if that feature works in Alexander (I am certain it does), for characters like Pyrrhos to survive. In any other campaign we can't because of the time span of EB.
    That would be nice.. Still I know 0 people that use short campaign's

    Quote Originally Posted by konny
    Any skinners, modelers? If you please.
    I can ''add'' any unit or 'skinn-it' but I don't make my own unit's in 3Dmax, what I was thinking is to ask EB team for hele in a way they upload their work that just can not fit in RTW engine, I had some dab signals at the start but who know's

    Quote Originally Posted by konny
    That one is most interessting. We can for example forbid AS to attack Pontos, Armenia and Baktria and focus on Ptolemaioi. We can also forbid Makedonia and Epeiros to attack the slaves and so concentrate on the Greek theatre. We can then change their diplomatic stance to the slaves by script later when they have achieved their targets down there.

    Those are good solution's - scout a bit in Alex-vanilla descr_start.txt and we may see more of those...


    Quote Originally Posted by konny
    Unfortuantly we can only use this for the starting characters. There is no way to mod characters that might appear later in the game, like a Caesar or a Hannibal.
    But we may take it on Pyrros, Gonatas ....etc,
    Quote Originally Posted by konny
    I think the ALX.exe allows for a couple of fine "provincial campaigns" on the EB map, starting at some different points in history and focusing on specific characters and factions.
    Last edited by Maksimus; 12-11-2007 at 04:27.
    “Give me a place to stand and with a lever I will move the whole world.”

  3. #303
    Whatever Member konny's Avatar
    Join Date
    Oct 2007
    Location
    Germania Inferior
    Posts
    1,787

    Default Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Maksimus
    That would be nice.. Still I know 0 people that use short campaign's
    I would, given there are some that make sense. In fact I am usually playing "short campaigns", achieving the goals that are at hand, and than I am not in the mood to attack neutral factions just because they are there or to manage the Empire I have just conquered.


    I can ''add'' any unit or 'skinn-it' but I don't make my own unit's in 3Dmax, what I was thinking is to ask EB team for hele in a way they upload their work that just can not fit in RTW engine, I had some dab signals at the start but who know's
    I can't help with this one either.

    But we may take it on Pyrros, Gonatas ....etc,
    Yes, some of the Hellenic characters are certainly worth to be "unique" at the start, Pyrrhos in particular.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  4. #304
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Wink Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Perturabo
    Thanks Maksimus, I wasn't aware the new thread existed.
    I like the way LGK et al are thinking.

    In my opinion there is no problem with the way the game goes for a Human Player, but the AI really needs a major revamp to prevent insane expansion. Historically Alexander the Great/the Romans were highly unusual in the speed they expanded at, generally it was not unusual for two cities to fight each other for hundreds of years with no concrete outcome (refer Greek Cities in particular).


    The EBBS alteration's might not be the best and only solution for this - one solution (that will be used) is to add ''hidden_resource'' to region's for ''barracks'' level's - so, that way, we dont break the EB share system, instead we 'limit' Aegypt or AS vice versa use of elites and retraining capability of elites (note: in most of the cases in Aegypt or AS expansinon's, the problem is in autocalculation's that CPU uses when fighting against CPU), In that case - the army with most of the elites win's So by making Royal/Army/City barrack's available in 50-40% of all reigon's instead of 100% -
    we make better balance and more historic game


    Quote Originally Posted by Perturabo
    I would also like to reiterate the idea of rebel city based generals being immortal, or replaced upon death. Otherwise the stack ups and wanders on death of said family member leaving the city open to easy conquest. This is particularly a problem in the east with the Indian cities being easy picking for AS or Baktria at that time.


    That is going to be IN Alex-EB mod.. still, I support Konny's idea that 'some' region's that 'should' be taken by smaller faction's 'should-not' have immortal or spawned Fmember's

    And personally - I am really for More Spawn's in India and China province.. also, as I have researched - all of those 4 province's (3 in India and one in China) were very powerfull and BIG - in scales of city and army.. In EB they are made as strong as.. Thermon for example, but that was not so - Indian province's should be absolute and hardest to take! As much as one China province there...


    Quote Originally Posted by Perturabo
    I am also no great fan of having all factions being able to recruit all troops everywhere with time. Hats off to the EB team for doing a great and realistic job on where troop types are located in the world. Main problems imho, in no particular order:


    That wont happend I am sure - the EB ''unit resource's'' are very well balanced - they are made for the perspective of next 1000 year's. Still, there is one big question of :

    ::WHY can't Getai use Makedonian factional Army barrack's in Pella right after conquest even if they can only recruit Thracian and Dacian Cavalry that can be considered to be drawn from the population that comes in Pella AFTER it is in Dacian hand's, also, Thracian cavalry that Macedon's are using can be considered to be more Dacian then Macedonian anyways ::

    Quote Originally Posted by Perturabo
    1/Shoddy AI that backstabs Allies with no provocation or reason (coded to attack human players whenever possible or if said player has not been at war for a certain amount of time). I realise modders have little ability to control it however we can only dream :wall
    :


    We CAN control that in ALex engine. There is ''ai_do_not_attack_faction'' in ''descr_strat'', which prohibits the AI to attack certain factions, except when they're at war!
    Quote Originally Posted by Perturabo
    2/ AI ability to recruit Elite troops instantly upon conquest of new territories i.e. Ptoly/Selucia in particular, leading to unstoppable superpowers.


    That will be solved either by changing the whole EB share system or adding ''hidden-resource'' for Royal-Army barrack's to just some region's in AS - Aegypt reach - that way, even if the Aegypt takes Antioh or AS takes Alexandreia - those town's will be one of the only that would even be able to train elites


    Quote Originally Posted by Perturabo
    3/ Crashes. I seem to get more crashes under Alex than RTW or BI, generally after a heroic battle. Needless to say that is frustrating after a 2 hour fight.


    I know what you mean - still, there us NO WAY you get more CTD's on ALX.exe. Belive me, I two play generally heroic battle for 2 hour's and I got the CTD's on RTW.exe like 80% of the time - on ALX.exe just 20%

    Hey! If you have a heroic screen - post it here !!https://forums.totalwar.org/vb/showthread.php?t=94993


    Quote Originally Posted by Perturabo
    Those are the glaring weaknesses that I can see immediately, compared with the vanilla game shows just what a brilliant job the whole EB team have done. They certainly can be proud of this game

    Please don't see any of this as being criticism.. if I didn't like the ideas or this game I wouldn't take the effort to post (I am at best a lazy git)


    We would like to hear more from you and other gamer's + screen-shot's of AI expansion on Alex.exe with vanilla EB *txt is needed very much (so we can see what to alter )
    Last edited by Maksimus; 12-11-2007 at 04:30.
    “Give me a place to stand and with a lever I will move the whole world.”

  5. #305
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Exclamation Re: ::Alexander EB:: ALX.exe EB mod

    .

    Maksimus, will you please increase your font size or switch your font face?

    .
    Last edited by Mouzafphaerre; 12-10-2007 at 04:40.
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  6. #306
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: ::Alexander EB:: ALX.exe EB mod

    Sorry

    It's just that I really like "Palatino Linotype'' font and various of colours...

    I just can't help myself
    Last edited by Maksimus; 12-11-2007 at 04:30.
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #307
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Post Re: ::Alexander EB:: ALX.exe EB mod

    I have one (well two .) more solution that will add to gameplay

    Originally posted by ''Barbarossa82'' in his ''Gold Mod Collection''. The term “extermination” sounds too cruel, and that was not the case in history

    https://forums.totalwar.org/vb/showthread.php?t=90798

    ''EXTERMINATION AND PUBLIC ORDER
    The problem: In pure vanilla, you have the option to "exterminate" a settlement you conquer, and the game tells you how many people will be killed. Because of squalor, culture penalty and distance to capital, extermination can quickly become the rule rather than the exception as your empire grows. This not only makes it hard to roleplay a faction with any degree of humanity, but is quite unhistorical. Organised mass slaughter of the majority of a settlement's population was historically rare. More likely was a situation where a commander would allow his troops to basically run riot, looting, raping, pillaging and generally brutalising the settlement. The difference here is that a lot of the locals would just flee or be turned out of their homes rather than being rounded up, executed and buried in a mass grave as RTW's text and graphics imply.
    The solution: Text, the "exterminator" line of traits and graphics have been changed to make it a bit more ambiguous what exactly is happening in the settlement you decide to exterminate. Instead of the option to "exterminate populace", you are now given the option to "suppress populace". The text descriptions, graphics and sounds are now more consistent with the spontaneous depredations of a victorious army set loose by their commander, rather than the 20th-century-style industrialised genocide implied by the original text. Of course if you're a complete git who loves the idea that your troops go around wiping out entire populations, the new text is ambiguous enough to allow you to believe that.
    ''




    Should we use this feature as on far more real and better solution for the game

    AND ONE MORE THING!

    I have already posted the BALLISTA solution's here - like add to exp_descr_units.txt 2 times more soldier's and an Officer and SBear and 2 times more ballistas in the unit - then lower the ballista attack by 2 times - and you have unit that LOOK's like a unit and make's sence to COST like HELL!

    Yes, so that it would look like this..

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;EB Siege;;;;;;;;;;;;;
    ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,

    ;343
    type generic siege 3span
    dictionary generic_siege_3span ; Triaspanai Katapeltai
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 48, 16, 0.85
    officer ebofficer_hellenic_officer
    officer ebofficer_hellenic_standardbearer
    engine scorpion
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 12, 2, scorpion, 350, 30, siege_missile, blade, piercing, none, 25 ,1
    stat_sec_attr ap, bp
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 5000, 1900, 30, 40, 5000
    ownership romans_brutii, romans_julii, numidia, macedon, saba, thrace, greek_cities, egypt, carthage, romans_scipii, parthia, seleucid, slave, pontus, armenia, gauls, britons, scythia, germans, dacia, spain

    ;344
    type generic siege 3cubit
    dictionary generic_siege_3cubit ; Triakubitai Katapeltai
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 32, 8, 0.85
    officer ebofficer_hellenic_officer
    officer ebofficer_hellenic_standardbearer
    engine catapulta
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 20, 2, ballista, 280, 30, siege_missile, blade, piercing, none, 25 ,1
    stat_sec_attr ap, bp, launching
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 9000, 2500, 30, 40, 9000
    ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage

    ;345
    type generic siege 30mina
    dictionary generic_siege_30mina ; Triakontaiminai Lithoboloi
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 60, 8, 0.85
    officer ebofficer_hellenic_officer
    officer ebofficer_hellenic_standardbearer
    engine 30Mballista
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 20, 2, boulder, 300, 30, siege_missile, blade, blunt, none, 25 ,1
    stat_sec_attr ap, bp, area,
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 15000, 3200, 30, 40, 15000
    ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage

    ;346
    type generic siege 1talent
    dictionary generic_siege_1talent ; Monotalanta Lithoboloi
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 60, 4, 0.85
    officer ebofficer_hellenic_officer
    officer ebofficer_hellenic_standardbearer
    engine 1Tballista
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 38, 2, big_boulder, 240, 30, siege_missile, blade, blunt, none, 25 ,1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 30000, 4500, 30, 40, 30000
    ownership thrace, greek_cities, macedon, romans_julii, numidia, egypt, spain, romans_brutii, seleucid, saba, slave, carthage

    ;347
    type roman artillery scorpio
    dictionary roman_artillery_scorpio ; Vitruvian Scorpions
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 48, 16, 0.85
    officer ebofficer_roman_centurion
    officer ebofficer_roman_early_standard
    engine scorpion
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 1, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 14, 2, scorpion, 380, 30, siege_missile, blade, piercing, none, 25 ,1
    stat_sec_attr ap, bp
    stat_pri_armour 1, 6, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 5000, 1900, 30, 40, 5000
    ownership seleucid, slave

    ;348
    type roman artillery catapulta
    dictionary roman_artillery_catapulta ; Vitruvian catapulta
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 60, 16, 0.85
    officer ebofficer_roman_centurion
    officer ebofficer_roman_early_standard
    engine catapulta
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 1, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 12, 2, ballista, 303, 30, siege_missile, blade, piercing, none, 25 ,1
    stat_sec_attr ap, bp, launching
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 9000, 2500, 30, 40, 9000
    ownership seleucid, slave

    ;349
    type roman artillery 30mina
    dictionary roman_artillery_30mina ; Vitruvian 30 mina stone thrower
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 60, 8, 0.85
    officer ebofficer_roman_centurion
    officer ebofficer_roman_early_standard
    engine 30Mballista
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 32, 2, boulder, 303, 30, siege_missile, blade, blunt, none, 25 ,1
    stat_sec_attr ap, bp, area,
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 15000, 3200, 30, 40, 15000
    ownership seleucid, slave

    ;350
    type roman artillery 1talent
    dictionary roman_artillery_1talent ; Vitruvian 1 talent stone thrower
    category siege
    class missile
    voice_type General_1
    soldier greek_artillery_crew, 60, 4, 0.85
    officer ebofficer_roman_centurion
    officer ebofficer_roman_early_standard
    engine 1Tballista
    attributes sea_faring
    formation 1.5, 1.5, 3, 3, 3, square
    stat_health 1, 0
    stat_pri 8, 2, no, 0, 0, melee, simple, piercing, knife, 0 ,0.04
    stat_pri_attr no
    stat_sec 42, 2, big_boulder, 270, 30, siege_missile, blade, blunt, none, 25 ,1
    stat_sec_attr ap, bp, area, launching
    stat_pri_armour 1, 7, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 7, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 30000, 4500, 30, 40, 30000
    ownership seleucid, slave


    This is one solution for better look's of siege equipment and for the worth of Money you spend on it, This is one suggestion that add's officer's, more man power and more siege pieces for ballista unit's.. Do, In vice versa method - you are lowering the attack value verses the more amoun't of siege pieces added in EDU. In ancient times, numbers of units very much greater in siege unit's and they had officer's - or you can consider them to be enginerires.. And it would solve prob I have when I have to give 4500 per turn just for couple of peasant's with two siege gun's






    Now, this looks like one siege :D
    Last edited by Maksimus; 12-11-2007 at 04:31.
    “Give me a place to stand and with a lever I will move the whole world.”

  8. #308
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Default Re: ::Alexander EB:: ALX.exe EB mod

    .
    Can't you increase the size then?
    Code:
    [font=Palatino Linotype][size=3][color=navy]text here[/color][/size][/font]
    gives:

    text here

    As it is, I just skip your posts and I'm sure I'm missing a lot.
    .
    Last edited by Mouzafphaerre; 12-11-2007 at 03:47.
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  9. #309
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Unhappy Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Mouzafphaerre
    .
    Can't you increase the size then?
    Code:
    [font=Palatino Linotype][size=3][color=navy]text here[/color][/size][/font]
    gives:

    text here

    As it is, I just skip your posts and I'm sure I'm missing a lot.
    .
    Ill compromise to size=2 and I will re-size my post's in this thread

    ok?
    “Give me a place to stand and with a lever I will move the whole world.”

  10. #310
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Default Re: ::Alexander EB:: ALX.exe EB mod

    .
    I can't force you to do anything mate; just thought I could talk you into... Well, size 2 is the standard and just too small with Palatino Linotype. Even size 3 is barely adequate but 4 gets too big.

    I can't read what you post in size 2 Palatino Linotype. Not only because of visual impairment of any sort but...it's pathetic to try to focus and decipher that stuff.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  11. #311
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Smile Re: ::Alexander EB:: ALX.exe EB mod

    I just resized my every post to size 2, I can't do it again to 3, ok, for future post's I'll see to it ...

    Still.. you can fold Ctrl+Mouse scroll down to see it

    3 is really to big..
    Last edited by Maksimus; 12-11-2007 at 04:36.
    “Give me a place to stand and with a lever I will move the whole world.”

  12. #312
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: ::Alexander EB:: ALX.exe EB mod

    I have to agree with Mouzafphaerre, I have skipped many of your posts because don't want to struggle trying to read it.


  13. #313
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Default Re: ::Alexander EB:: ALX.exe EB mod

    .
    It's all your preference but I'd rather you use size 3 from now on, if you wish to stick to Palatino Linotype, so that we can read what you say. No need to edit old posts, they're past now...

    Thanks.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  14. #314
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Unhappy Re: ::Alexander EB:: ALX.exe EB mod

    This is because you don't read my post's..
    But I will use coloured font's no matter what
    Last edited by Maksimus; 12-11-2007 at 07:53. Reason: font's :D
    “Give me a place to stand and with a lever I will move the whole world.”

  15. #315
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Talking Re: ::Alexander EB:: ALX.exe EB mod

    Anyway's, we need more screen shots of advanced Alex AI engine in battle and Campaign - so please post here or in the Alexander EB thread so I can use them and add them as an example on TWC and here - that way we encourage to use Alex.exe

    Thank you!


    note: I had no time for long move's so I have no more screen's by now


    And Antonius, Mouzafphaerre, you made me change my font size - you better be using ALX.exe
    Last edited by Maksimus; 12-11-2007 at 08:17.
    “Give me a place to stand and with a lever I will move the whole world.”

  16. #316
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
    Join Date
    Nov 2003
    Location
    Mikligarðr
    Posts
    6,899

    Default Re: ::Alexander EB:: ALX.exe EB mod

    .
    I'll try it once I'm done with my current campaign.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  17. #317

    Default Re: ::Alexander EB:: ALX.exe EB mod

    Unfortunately I tend to mess with other factions a lot during my games.. i.e. bribes and military intervention to keep factions in check when required, AS, Ptolies and Rome usually lose a few citeis to keep them under control.
    Spreading plague is also quite an acceptable form of population control for enemies

    As such the results do not really show any AI behaviour, more my view on how the world should be.

    Might run a Casse campaign over Xmas and see what happens.

  18. #318
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Wink Re: ::Alexander EB:: ALX.exe EB mod

    I have been testing with advance Alex features and I have screenshots
    I used Casse for 'end-turn' test campaign on VH campaign and Medium battle difficulty on vanilla EB 10 script's (as well as the new EBBS) with NO changes to ANY *txt, file

    The advance AI feature I used are 'tweaked' in descr_start.txt :: as :: ''ai_do_not_attack_faction'' - that makes a clear order to one faction - not to attack following faction's unless they are already at war or If the other faction's attack's..
    The feature was used for the following faction's as writen:
    ; ---------------------------------------------------------
    ; ######### thrace - Epeiros #########
    ; ---------------------------------------------------------

    faction thrace, sailor napoleon
    ai_do_not_attack_faction numidia, egypt (Aegypt, Carthage)
    That really made Epeiros fight only for Greece and Italy, at one time they even besiege Rome, but were eventuly driven out of Italy by Romanoi.. Still, one of the reasons I made them not to attack Carthage is because their fleet would blok some Carthaginian fleet out of a blue with no reason. Anyway's, Epeiros should not have ''ai_do_not_attack'' limitation's in the future because when Aegypt reacheg Greece there is no war among Epeiros and E
    Aegypt at all
    ; ---------------------------------------------------------
    ; ######### egypt - Karthadast #########
    ; ---------------------------------------------------------

    faction egypt, sailor caesar
    ai_do_not_attack_faction thrace, numidia, macedon, greek_cities (Epeiros, Makedonia, Greek's)

    One faction that is after Aegypt the strongest - they are sieging Rome by now... I konw that player's will like it... I am sure that ''ai_do_not_attack'' faction's had influence on those map move's by Carthage..
    ; ---------------------------------------------------------
    ; ######### romans_julii - Arche Seleukideia #########
    ; ---------------------------------------------------------

    faction romans_julii, balanced stalin
    ai_do_not_attack_faction romans_scipii, romans_brutii, carthage, parthia, saba, greek_cities (Armenia, Pontos, Baktria, Pahlava, Greek's, Saba)

    For AS this command line is very important, It made AS NOT attack not one of these faction's right to their end, and it helped AI develop, well maybe greek_cities should not be there
    ; ---------------------------------------------------------
    ; ######### numidia - Ptolemaioi #########
    ; ---------------------------------------------------------

    faction numidia, religious caesar
    ai_do_not_attack_faction romans_scipii, romans_brutii, carthage, parthia, thrace, egypt, saba (Pontos, Baktria, Pahlava, Carthage, Saba, Epeiros)
    In the case of Aegypt - they have destroyed Seleucid's and Pontos (after Pontos attacked them - that is the case with Armenia too)..
    This faction is one that is really overpowerd in a epic sence, they are win in Palestine and MidEast right away and then just use the money to go further, After they have reached Babylon and Seleukeia - nothing could stop the 'Share System' - they just went on to retake all AS empire in a couple of turn's - City after City, that was the end ot the game.. In the mean while they cam into Thrace all the way to today's Ukraine- Aegypt is one faction that shoul be worked on..
    ; ---------------------------------------------------------
    ; ######### macedon #########
    ; ---------------------------------------------------------

    faction macedon, fortified stalin
    ai_do_not_attack_faction numidia, seleucid, egypt

    The Macedon's are very weak in Greece and during the game, They are the most underpowerd faction in Greece, They loose Corintos right away because Gonatas Is fighting in Epeiros - yes, Gonatas gathers his Army - leaves to fight Pyrros - win's in Epeiros for years and then he must go back to defend Demetrias against KH, After that he can only loose in Athen's. After that he goes to fight in Thrace and in the mean while Makedonia looses Pelly to Pyrros


    The good news is that the command line in descr_start.txt work's perfectly! So the AI would never attack first if you order him not to! And yes, after one faction that was protected by the command attack's the other that is ordered not to attack - well, the war will go on.. There should never be aponited vice versa ai_command's - because the two factions will never Fight (In this case I made a mistake with Epeir and Aegypt - and I just did not see it )

    IT IS 224BC don't let the 14AD date fool you (I had some loading prob's)
    Spoiler Alert, click show to read: 


    The Year is 224bc - The Aegypt have destroyed Seleucid's
    Spoiler Alert, click show to read: 

    And that was very fast after they took Babylon and Seleucia, they gained pace because untill that time AS had developed barrack's that Aegypt used well - this only tells that either the share system should be changed or one number of action's that would disable Aegypt to win in MidEast that fast...
    Dacia 224bc
    Spoiler Alert, click show to read: 

    Gaul 224bc
    Dacia did not move untill the Egypt got there to so they moved to the East because they might be destroyed where they are
    Spoiler Alert, click show to read: 

    Germania 224bc
    Spoiler Alert, click show to read: 


    Germania is nice, they are spreading and not causing problems
    Greece 224bc
    Spoiler Alert, click show to read: 


    Greece is the problem - the Makedonia is underpowerd big time.. they are in that position from the start, The most overpower faction in Greece are The Greek Cities - they are really in the best position all the time
    Media 224bc
    Spoiler Alert, click show to read: 

    Thrace 224bc
    Spoiler Alert, click show to read: 

    Arabia 224bc
    Spoiler Alert, click show to read: 

    Those are the pictures of Egypt and their might
    Armenia 224bc
    Spoiler Alert, click show to read: 



    When Armenia decided to attack Aegypt - but they have no chance
    Nomad 224bc
    Spoiler Alert, click show to read: 

    Nomad's ARE UNDERPOWERED big time! They have no infrastructure to develop trada or economy, their army is as costly as anyone's and they have no potential to take anything unless that is among them.. So, they are the problem.. If AI gets there with couple of Infantry leavies - he win's with no problem's... They should be worked on
    Spoiler Alert, click show to read: 

    Italy 224bc
    Spoiler Alert, click show to read: 

    CARTHAGE IS SIEGING ROME! - there are people that would like this
    Spain 224bc

    And is spreading in Spain - they will likely take Spain
    Figures 224!!
    Spoiler Alert, click show to read: 





    These telll much.. so see it and comment - I got to run now!

    Will post later!
    Last edited by Maksimus; 01-31-2008 at 04:50.
    “Give me a place to stand and with a lever I will move the whole world.”

  19. #319

    Default Getting Alexander

    Hello, I am really interested in playing the best EB experience I can get (with the alex.exe), however I do not own the Alexander expansion. I've browsed some sites and might end up buying online, but I would rather buy a CD. Does anyone know where I can get it without much hassle ?(Either CD or online.) Thanks in advance

  20. #320
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: ::Alexander EB:: ALX.exe EB mod

    We could help you if you type where you live.. I guess in US? right?.. Well I live in SE Europe.. so I can't help you much... But I think that official SEGA site's are ok..
    “Give me a place to stand and with a lever I will move the whole world.”

  21. #321
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Post Re: ::Alexander EB:: ALX.exe EB mod

    I suggest series of measure's to 'take down' Aegypt expansion - like, weak the start position of the Aegypt army by adding more unit's to Seleucid's wich will make them force Aegypt to defend at the start and that should prolong the AS life.. In any case - AS are loosing over to the Aegypt in any case

    Second, I really think that Makedonia is uderpowered - read the report up..
    So they should never loose Corintos that fast and Pella should have Stone Wall because of the Pyrros elephant (wich is very usefull if you play Epeiros)

    Also, the testing's are clear about the massive use of royal and army barrack's by the AI - that should be 'resource' limited to 30% of the region's so Aegypt wont gain mad pace after 240bc when all Seleucid's town's already have Army barrack's (due to the share system). If we make 'resource' limit's it will further make AS postition stronger and therefore more less likely to loose at the start
    “Give me a place to stand and with a lever I will move the whole world.”

  22. #322

    Default Re: ::Alexander EB:: ALX.exe EB mod

    Well I live in the Dominican Republic right now so buying it online is not really an option. However, I will visit Texas shortly so if any of you guys knows were to get it I'll appreciate if you can tell me.

  23. #323
    A pipe smoker Member MiniMe's Avatar
    Join Date
    Dec 2006
    Location
    Moscow, Russia
    Posts
    453

    Default Re: ::Alexander EB:: ALX.exe EB mod

    After hours of testing I confirm that RomeTW-ALX.exe engine does improve game performance =)
    Maximus, I thanx you for your efforts on RomeTW-ALX.exe promotion.
    Last edited by MiniMe; 12-15-2007 at 18:53.


  24. #324
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Cantu
    Well I live in the Dominican Republic right now so buying it online is not really an option. However, I will visit Texas shortly so if any of you guys knows were to get it I'll appreciate if you can tell me.
    I am sure that any PC game shop has it in US
    “Give me a place to stand and with a lever I will move the whole world.”

  25. #325
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by MiniMe
    After hours of testing I confirm that RomeTW-ALX.exe engine does improve game performance =)
    Maximus, I thanx you for your efforts on RomeTW-ALX.exe promotion.
    I think that we should go 'beta' in two days - like, we add your script + Konny's WIN condition script and I will upload the desr_start*txt with ''ai_attack'' alteration's after some test's tonight.. + Add the night battle capability trait to no more then couple of general's (from the Stepe East and Germany... + maybe Armenian one)

    I also want to add greater barrack's to the capitol cities of the faction's (mostly because it is realistic, second because you get celtic reforms before you even have the barrack's and because you are able to use spartan's only 55-100 years after Pyrros attacks Sparta that is defended with spartans)..

    To make it simple! ai_do_not_attack faction's can not be the only solution to some massive problem's like Aegypt expansion, the fact that Makedonia almost instantly loose's Pella (that need's stone wall btw) and Corintos.. and never has them back.. The fact that Dacia and Baktria are not expanding at all... etc..

    There are some descr_start.txt 'tweaks' like - more army to the Seleucid's in MEast so they don't loose there after 10 turn's, more Carthage Army in Sicily so they advance to Italy and disable Roman early expansion to Gaul whic will enable Roman's to TAKE Sicily before the Gaul..

    Any suggestion's? Konny, Lgk, MiniMe?

    Also we need to meke some nice pictures for the signature's.. I can make them in CS3.. just post suggestion's..
    “Give me a place to stand and with a lever I will move the whole world.”

  26. #326
    A pipe smoker Member MiniMe's Avatar
    Join Date
    Dec 2006
    Location
    Moscow, Russia
    Posts
    453

    Default Re: ::Alexander EB:: ALX.exe EB mod

    suggestions...
    My main suggestion thus far is very general but very serious
    We don't need to rush
    What we really need to do is to define.
    The task consists of:
    1. Creating a stable upgradeble installer/uninstaller;
    2. Finding out what else besides AI_unit_retraining and performance improvement can be achieved with romeTW-ALX.exe;
    3. Adding new features;
    4. Upon common agreement applying some minor changes to EB classic
    From what I've read in all alex treads, you and LGK are full of great ideas on point 4 and are willing to immediately implement them. But that is the last point of what's need to be done.
    EB 1.0 thus far is the best TW mod. There are many issues to discuss, however I'm afraid that by tearing it's system of rules apart in couple of days won't help nobody.

    Why don't for a start everyone of us, who's willing to do so, would state and formulate: what exactly this person want's from this project and what this person is ready to do?

    Best regards
    MiniMe


  27. #327
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Cool Re: ::Alexander EB:: ALX.exe EB mod

    Ok, I will write my view - and you write your's in 'major' text if you please..

    And post now if you can.. so we can sum it up!

    Anyway, Lgk is not around but he is very smart RTW veteran, so we must hear him too...

    konny also..

    And to add, I someone does something really bad in the mod - we can compromise by allowing him to have 'optional' 'AlexEBMod' add-on.. for Example I would love to see advanced City Mod in the finall 'AlexEBMod' for EB 1.1, but I won't push it too far.. If majority (acording to the voting system does not agree, then fine) - + I wont even ask a vote if there are good argument's to give up of some ideas..

    So we ALL NEED TO POST HERE WHAT WE WANT.. I will post in one hour!
    “Give me a place to stand and with a lever I will move the whole world.”

  28. #328
    Whatever Member konny's Avatar
    Join Date
    Oct 2007
    Location
    Germania Inferior
    Posts
    1,787

    Default Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Maksimus
    Second, I really think that Makedonia is uderpowered - read the report up..
    So they should never loose Corintos that fast and Pella should have Stone Wall because of the Pyrros elephant (wich is very usefull if you play Epeiros)
    I have made some successes with a simple change in the descr_strat.txt:

    I had placed the Makedonian main army between Pyrrhos and Pella. What does it do?

    When both are played by the AI the Maks will have their turn first; Antigonos drafts the garrison from Pella to his army and attacks the Epeirote army. That battle was in all, save for one, tests won by Makedonia. Now the Epeirote army retreats to the mountains and is not strong enough to make a new attack to soon (they will do, but until then the Makedonians have enough time to reinforce their position in Pella).

    The AI also withdraws the army next to Korinth and place it in Demtrias. That is quite a clever move because as long as it can not take Athens in short it will not be able to reinforce the troops on the Peleponnes; any forces down there are doomed as soon as Greece starts moving.

    So, Makedonia loses Korinth but ends up with a much stronger position in Demetrias and Pella.

    Here is an example of MiniMe's campaing around 200BC played with this alteration:




    In my games too Makedonia is in most of the cases able to hold her position in Pella this way, especially when they start to retrain the forces.

    Disclaimer: my posts are to be considered my private opinion and not offical statements by the EB Team

  29. #329
    Member Member Maksimus's Avatar
    Join Date
    Oct 2007
    Location
    Belgrade, Serbia
    Posts
    1,187

    Post Re: ::Alexander EB:: ALX.exe EB mod

    The makedon issue is fixed by that from the AI point, still If I use Pyrros - I will take Pella anyway in the first turn.. so Wall in Pella is important here..

    Let us not move the characters that are in one place according to the history book (like Gonatas away from Athenati) .. other's that we don't know where they were at that time - we can move anyway - that is also the same for the armyies? You placed Maks army in front of Pella without the character's?..

    I made the decr_start.txt alteration's but should I test with your script???
    Is it compatible with new 1 fix release that bovi added yesterday?

    Also, I will post the screen's here..

    Konny - have in mind that only by using ai_attack option we are solving most of the problems with AI expansion already.. So, the scrpt that you are modding should have that in mind.. anyway's I will upload the descr_strat.txt file that contain's ai_attack tweak's and you can test it too
    “Give me a place to stand and with a lever I will move the whole world.”

  30. #330
    EB TRIBVNVS PLEBIS Member MarcusAureliusAntoninus's Avatar
    Join Date
    Jul 2006
    Location
    The State of Jefferson, USA
    Posts
    5,722

    Default Re: ::Alexander EB:: ALX.exe EB mod

    The fact that Pyrrhos could take Makedonia extremely easily is a historical fact of 272BC. I believe at the start date the town of Pella should actually be in Pyrrhos' hands. Only Pyrrhos' idea of attacking Sparte kept him from easily displacing the Antigonids in Makedonia.


Page 11 of 69 FirstFirst ... 7891011121314152161 ... LastLast

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