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  1. #1
    Member Member mrtwisties's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Redmeth
    The -ai switch doesn't work cause you can't start the script.
    So they can't run the script from descr_strat.txt?

    I assume not, since that's not what you guys have been doing. But what stops it from working, do you know?

  2. #2
    Member Member mrtwisties's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    Also Redmeth, do you know any programs that can automate keypresses like enter and esc? I've been hunting around for some to coerce my year jump script into actually working. If I can also get it to work with the EBBS, it could become a really useful testing platform - all of the factions will be played by the AI, and there'll be nothing that pauses it.

  3. #3
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by mrtwisties
    So they can't run the script from descr_strat.txt?

    I assume not, since that's not what you guys have been doing. But what stops it from working, do you know?
    Well I remember trying it and the 4tpy didn't work for sure, descr_strat and campaign_script are run once at the beginning of a campaign so that's why all the stuff that needs counters to check for different condition each turn and so on needs to be in EBBS. I can't give a good explanation like a scripter could but it won't work.

    Quote Originally Posted by mrtwisties
    Also Redmeth, do you know any programs that can automate keypresses like enter and esc? I've been hunting around for some to coerce my year jump script into actually working. If I can also get it to work with the EBBS, it could become a really useful testing platform - all of the factions will be played by the AI, and there'll be nothing that pauses it.
    I don't have one but I looked till I found this small bastard (the autoclick one) for more than an hour and went through 10+ others before I found this one that did exactly what I wanted (on a Romanian site of all places). So keep googling...
    Last edited by Redmeth; 12-05-2007 at 07:46.

  4. #4
    Closet Celtophile Member Redmeth's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    I don't really like city mod because it gimps certain factions too much (like the steppe factions and the barbs IMO) EB thrives on what if scenarios and perhaps if the celts would have conquered Rome perhaps they would have expanded to large cities.

    I don't really know how it works now but in the beginning I know that it was too penalizing on the "uncivilized" cultures.

    EDIT: You guys have a lot of ideas, but make sure you test them out and put them in one at a time if possible, it's all a bit chaotic now but I hope it will turn out OK, keep in mind that in many cases less is better as long as it works so do try not to go overboard with the changes...
    Last edited by Redmeth; 12-05-2007 at 10:07.

  5. #5
    A pipe smoker Member MiniMe's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    2 Maximus: would you be so kind as to post the list of cnanges you are going to apply?


  6. #6
    Member Member Maksimus's Avatar
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    Smile Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by MiniMe
    2 Maximus: would you be so kind as to post the list of cnanges you are going to apply?
    Will do.. it's just that we are really in beta stage in testing here, we are consolidating ideas and finding the 'path' solutions for some aspect's of the game - and we are not so powerfull to have a hidden forum .

    You see, The AI is retraining and grouping all the time, so that either must make a player to play fast a furious or just loose, and we don't want that, we also don't want to limit the retraining capability of CPU with more and more triggers, we will rather use some 'simple' EBBS script options that anyone could change back or 'tweak' to his needs
    So all we do is transparent and clear as a sky (well like a clear sky.)

    But!

    Let me be short for now (because the main post of this thread will be edited with a the list of cnanges we are going to apply). First of all there are numerous issues in the main Alex.exe thread that need to be addressed - Like:
    How to make EB more friendly to the Human player in Alex (that means to make several + bonuses that will be added for buildings that have none)? How to help human player develop without having to go to Total War against the CPU just to survive - in AlexEB player can't waith to develop by 'slow-pace' like it is mentioned (that means adding some infrastructure to all factions (+also building time) and also adding some mines in rebel regions near small factions - like Pergam or Sidon or region West of Armenia.. so someone 'would really lilke' to play with them, also make nomads more 'likely' to gain money - if you can notice - they have the one of the biggest minuses after 10 turns)... etc

    All this will be more deeply measured in some time. It's just we don't have a hidden forum for this as I said.. so sorry if this seems -not so serious- now, but I am sure that one or two mods would be for EB 1.1 100%ž

    be well.)
    Last edited by Maksimus; 12-11-2007 at 03:59.
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #7
    A pipe smoker Member MiniMe's Avatar
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    Default Re: ::Alexander EB:: ALX.exe EB mod

    Would be glad to test your project after I finish my yellow campaign with Konny's current win conditions.
    Best regards
    MiniMe.


  8. #8
    Member Member Maksimus's Avatar
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    Smile Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by MiniMe
    Would be glad to test your project after I finish my yellow campaign with Konny's current win conditions.
    Best regards
    MiniMe.
    Excellent, I think that if EB 1.1 does not beat us.. in a week for sure - there will be a download link added.. Alexandros - charge!
    “Give me a place to stand and with a lever I will move the whole world.”

  9. #9
    Member Member Maksimus's Avatar
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    Wink Re: ::Alexander EB:: ALX.exe EB mod

    Quote Originally Posted by Redmeth
    I don't really like city mod because it gimps certain factions too much (like the steppe factions and the barbs IMO) EB thrives on what if scenarios and perhaps if the celts would have conquered Rome perhaps they would have expanded to large cities.

    I don't really know how it works now but in the beginning I know that it was too penalizing on the "uncivilized" cultures.

    EDIT: You guys have a lot of ideas, but make sure you test them out and put them in one at a time if possible, it's all a bit chaotic now but I hope it will turn out OK, keep in mind that in many cases less is better as long as it works so do try not to go overboard with the changes...
    Most ot those ideas are already made.)

    Don't worry about City Mod.. I asked MAAntonius to make it 'friendly' for us just so we can see or use some features, I even told him the same as you now in his thread - I belive that the "uncivilized" cultures should not be 'crumpled' that much...

    But the scope for EB Aalexander is that Big Ancient Cities - should be big from the start and in 100 turn, not like in EB 1 based on RTW, that when you reach 100 or 200 turn's almost 70% of AI factions cities are Large or Huge with Army and Royal barracks (wich means btw you will 'NEVER' win on H or VH campaign difficulty due to the ALX retrainig features), enormus ports and walls and populations..
    Still, due to the retraining features of Alex - that posibility is somewhat less frightening..

    And may I add that no Alexander Member is going to confront the historic note in any major aspect of EB game - that is one reason I use EB, but there are just some issues left - fo PM's

    And Redmeth - thank you so much for being here - we really need your suggestion's and advice support also, any suggestions are welcome too
    Last edited by Maksimus; 12-11-2007 at 04:00.
    “Give me a place to stand and with a lever I will move the whole world.”

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