That means I can't have the allied legions mod at the same time...? maybe thats why my game crashed with your md, because I installed it before the AL mod.
That means I can't have the allied legions mod at the same time...? maybe thats why my game crashed with your md, because I installed it before the AL mod.
"A wise man once said: Never buy a game full price!"
- Another wise man
AL mod is separate and is not supported, AL mod is ment to played on pure vanilla, maybe i will implement some units from AL mod if there are any that are new.
“Give me a place to stand and with a lever I will move the whole world.”
I have found a way to implement Extended mod into Eb 11 files, with all fixes and Some minimods such as SoV, now i need some days to test a bit and implement a bit more
notice: yes voice mod is working also all new eb 11 units and few more i will implement manually
“Give me a place to stand and with a lever I will move the whole world.”
Great! Is it possible to combine the mini-mod pack with your mod (except allied legions of course)?
"A wise man once said: Never buy a game full price!"
- Another wise man
Allied legions are mod that adds legionary_name into atributes of few more units
I guess I can add legionary name to some of them also to make brutti infantry recruitablle
“Give me a place to stand and with a lever I will move the whole world.”
And the rest of the mini-mod pack?
EDIT: Sorry I think I expressed myself wrong: It's not that I ask you to mix the mini-mod pack with your mod, but I'd like to know if I can install both of them on my EB. (except the AL because AFAIK this causes troubles with EB Alex, right?)
Last edited by ziegenpeter; 10-24-2008 at 17:41.
"A wise man once said: Never buy a game full price!"
- Another wise man
I will shotlly comment on the mini mod pack in this thread too
# ALEXANDER EB; thanks to maksimus, EB team, RTR team, RS team, China Team, Konny, HalieSatanus, MrMerisi, Lysander13&Riczu74, Barbarossa82, all supporters and RTW fans, TWC and TWO - that is us
# AI Battle Formation Mods* ; by --Darth Vader ---Marcus Camillus from RTR Platinum ---Snake_IV from the old RTR forums for the Battle Formation Buttons for the user interface. And special thanks to Lysander13 for the compilation - not needed, EB formations are very good and with Alx.exe they are unique - so good that players think I have implemented some 'other' ai formation mod.
# Spoils of Victory for EB 1.1; by V.T. Marvin - That is implemented
# Some trait changes (command stars & cursus honorum) by konny and special thanks to Medical Toaster for making a 1.1 version. - this mod is adding command effect to certan traits which alxeb mod has already.
# Win Conditions; originally by JRMC and special thanks to konny for making a new 1.1 version - not needed, alx.exe engine and the mod new realm would need new Win Condition script, but there is really no need for that.
# Roman Allied Legions; by konny - I saw that konny added some mercenary units to EDB and gave them *legionary_name in EDU, if that is so important it can be implemented with np.
# City mod version a ; by MarcusAureliusAntonius - AlxEb Mod has its unique *city limitations to vast numbers of towns and settlements, it is a bit deeper coz it allows player to develop every starting capitol as huge and also adds *huge option to some settlements that 'should' be huge in future (atm I can only remember Byzantium but there are few other's also, like Indian settlements etc)
# Fanatic’s First Cohort/Phalanx/Elephant/Chariot minimod; by TW fanatic - massive changes and tweaks to EDU are one of the 'massive' side of the ALXEB mod itself so this mod is for vanilla EB.
# Aquilifer unit; by lt1956, creator of the SPQR mod - not needed really, I think EB 11 ones are very very nice.
# Force Diplomacy Minimod; by DimeBagHo , update byJarardo - not needed, it is developed to overdue the lacks of RTW.exe engine, since we use ALX.exe - you should really see what is inteligent AI without and force diplomacy.
# Darth Stalin's 1.1 Romani Fix with "corrected" Gallic Helm - also not needed, if we are going to tweak some units and forget all other *textures that can be tweaked or more set as more advanced we will end up in Photoshop for weeks just working on them.
Last edited by Maksimus; 10-25-2008 at 00:12.
“Give me a place to stand and with a lever I will move the whole world.”
hum now I'll comment on that =P
true... but, despite Alex.exe handles AI better, I somewhat still prefer other formations. however you should NOTE that they can be added by the player at ANY time they want without interfering with whatsoever.
This numbers the first cohorts as "Legio I , Legio IV ,Legio IX" as well as it names the italic units as "Legio I Cantabria, Legio VII Etruria" etc. acording to where it was trained. Its a really nice touch that isn't that hard to apply, I would considerate it since it has a good RP value# Roman Allied Legions; by konny - I saw that konny added some mercenary units to EDB and gave them *legionary_name in EDU, if that is so important it can be implemented with np.
I think you got it wrong, there's no replacement of any unit whatsoever, what it does is to add an Aquilifer guy (an officer) for the first Cohorts, its something REALLY important in my opinion, the Aquilifer is the guy who carries the Golden eagle in a legion (the highest rank for a regular soldier)# Aquilifer unit; by lt1956, creator of the SPQR mod - not needed really, I think EB 11 ones are very very nice.
true... but sometimes for Roleplaying we still need Force Diplomacy (keeping historical limits for AI factions), but one should NOTE also that it's compatible with this mod(and every other) ,so the user can add it at at ANY TIME they want.# Force Diplomacy Minimod; by DimeBagHo , update byJarardo - not needed, it is developed to overdue the lacks of RTW.exe engine, since we use ALX.exe - you should really see what is inteligent AI without and force diplomacy.
Hum personally I find the new ones too big headed and that... well really makes them ugly in my opinion, so I can't stand them...# Darth Stalin's 1.1 Romani Fix with "corrected" Gallic Helm - also not needed, if we are going to tweak some units and forget all other *textures that can be tweaked or more set as more advanced we will end up in Photoshop for weeks just working on them.
I could make those changes if you wish Maks, shouldn't be that hard
you're the one that deserves a statue for your hard work![]()
Mini-mod pack for EB 1.2 for Alexander and RTWSpoken languages:
![]()
![]()
(just download it and apply to get tons of changes!) last update: 18/12/08 here
ALEXANDER EB promoter
Ok,
This is what mod has already (for 6 months now) ; what guy is missing?
Aemilia
legion: Gallica
Apulia
legion: Fulminata
Brettia
legion: Deiotariana
Campania
legion: Alaudae
Etruria
legion: Augusta
Insubramrog
legion: Felix
Kalabria
legion: Ferrata
Liguria
legion: Gemina Pia
Umbria
legion: Italica
Venetia
legion: Germanica
And here is the list
Name Origin of Name Time of Creation
I Adiutrix pia fidelis Assistant, i.e. raised to supplement the legionary strength Nero
I Italica Raised in Italy Nero
I Macriana Raised by Clodius Macer Nero
I Flavia Minervia After Minerva Domitian
I Parthica Raised for campaigns in the East Severus
II Adiutrix pia fidelis Assistant, i.e. raised to supplement the legionary strength Vespasian
II Augusta Raised by Augustus Augustan
II Italica pia Raised in Italy Marcus Aurelius in AD 165
II Parthica Raised for campaigns in teh East Severus
II Traiana fortis Strong, raised by Trajan Trajan
III Augusta pia fidelis Formed by Augustus Augustan
III Cyrenaica Province where it gained distinction Pre-Augustan
III Gallica From the veterans of Caesar's Gallic legions Pre-Augustan
III Italica concors United, raised in Italy Marcus Aurelius in AD 165
III Parthica Raised for campaigns in the East Severus
IV Flavia firma Steadfast, raised by Vespasian Vespasian in AD 70
IV Macedonica Province where it gained distinction Augustan
IV Scythia Region where it gained distinction Pre-Augustan
V Alaudae The Lark, raised by Caesar Pre Augustan
V Macedonica Province where it gained distinction Pre-Augustan
VI Ferrata fidelis constans 'Iron-sides', a nickname indicating their endurance Pre-Augustan
VI Victrix Victorious, given after an outstanding victory Pre-Augustan
VII Macedonica Claudia pia fidelis For its loyalty to Claudius during a mutiny in AD 42 Pre-Augustan
VII Gemina One legion made out of two Galba
VIII Augusta Reconstituted by Augustus Pre-Augustan
IX Hispana Province where it gained distinction Pre-Augustan
X Fretensis From the naval war between Octavian and Sextus Pompeius Pre-Augustan
X Gemina One legion made out of two Pre-Augustan
XI Claudia pia fidelis For its loyalty to Claudius during a mutiny in AD 42 Pre-Augustan
XII Fulminata 'Lighting-hurler', probably gained under Caesar Pre-Augustan
XIII Gemina pia fidelis One legion made out of two Augustan
XIV Gemina Martia Victrix One legion made out of two Augustan
XV Apollinaris After the god Apollo Augustan
XV Primigenia After Fortuna Primigenia Caligula or Claudius
XVI Flavia firma Raised by Vespasian Vespasian in AD 70
XVI Gallica Province where it gained distinction, possibly under Drusus Augustan
XX Valeria Victrix Gained distinction under Valerius Messalinus Augustan
XXI Rapax 'Greedy' - in the sense of sweeping everthing before it Augustan
XXII Deiotariana Raised by Deiotarus Augustan
XXII Primigenia pia fidelis After Fortuna Primigenia Caligula or Claudius
XXX Ulpia victrix Raised by Trajan and called victorious presumably after distinguishing conduct in Dacia
http://www.roman-empire.net/army/leg-names.html
And these are *DESCR_REGIONS.TXT sources, AL mod replaces some of them into different names that need to be used for the First Cohort's. We can not replace them coz we are resource limited (again in DESCR_REGIONS.TXT) and we can not add 2 type of legion names into same province. Also, mod counts very long building times you need to raise certan type of barracks (unlike AL mod that uses vanilla building times that allow you to build up max barracks to all Italic settlements without much of a problem or time)
Again, there can be more *legion names added for non first cohort use - which I think is great, but not in the settlements that are *resource limited for the first cohort's (or we can move around resources but that would still mean that Italian soil must use *none cohort names)
*EB formations are good, but I know that other AI formations have been worked out more than EB team did theirs. Still, they are optional and even if we include them in that would be .. a bit of a risk?
I dont know how they handle EB units... i will test a bit
note:i guess DV ones are the best and should not be overlaped?
I dont really know what is the point of Force Diplomacy? Do you force AI to make war or not? I dont know how will it act on the EB mod and faction advancement
And sure. I will pass some work for you
Cant expect me to do all the job![]()
Last edited by Maksimus; 10-26-2008 at 07:46.
“Give me a place to stand and with a lever I will move the whole world.”
Hi
Thought to give this a go....reinstalled everything.
Used the
"C:\Program Files\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
short cut command and see this as tries to load the mod
Failed to read censored word dictionary file: eb/data//chat_filter.san
Help!![]()
I will set up new download link
Files need to be in correct folders
edit: done
http://www.megaupload.com/?d=BYT1DO3C
now you can just drag the files into rtw folder no need to implement files manually (i am very sorry coz i didn't do this earlier)
Last edited by Maksimus; 10-26-2008 at 20:26.
“Give me a place to stand and with a lever I will move the whole world.”
wow that's a lot of work maks =P
oh btw I just noticed that several sentences in my prev post seemed directed to you (the bold ones), they were not, those were to the audience , explaining that there's no reason to include them in the ALmod since they can add them by themselves at anytime
I didn't know the mod already had an aquilifer heheheheheh, my bad![]()
and an idea, do you think we could use the trivial script? or how is the mod handling the MP edu and the SP edu?
well cheers![]()
Mini-mod pack for EB 1.2 for Alexander and RTWSpoken languages:
![]()
![]()
(just download it and apply to get tons of changes!) last update: 18/12/08 here
ALEXANDER EB promoter
np L3 - you are my friend and good EBer
And I think ppl are using trivial script with no problem, its just the target line you need to implement.
note: also, I was thinking to disable all resources for first cohort exept the reform ones so there would be legion names all over the map. But for now there are only 10 counting 10 provinces vanilla Eb EBD set reformata cohorts to be recruited at![]()
“Give me a place to stand and with a lever I will move the whole world.”
i have a set back, i have problems to spawn an army in EBBS, which I did not have in EB 10.. i wonder if anyone can help me*
this is the line i test with in EBBS
declare_counter spawn_armyA
set_counter spawn_armyA 0
;monitor_event CharacterTurnStart FactionType slave
monitor_event FactionTurnStart FactionType slave
and I_TurnNumber = 2
set_counter spawn_armyA 1
spawn_army
faction slave
character, Dymnos, named character, command 2, influence 0, management 0, subterfuge 0, age 20, , x 284, y 136
unit hellenistic cavalry lonchophoroi exp 3 armour 1 weapon_lvl 1
end
end_monitor
I avoide the crash but the army is not spamed
if you can help ty
“Give me a place to stand and with a lever I will move the whole world.”
Hi there,
I have a quick question because I don't want to disturb an interesting discussion about named legions.
My problem is that, although I got to the imperial reform and I got the marian event, I still got consular republican guard and not equites singulares. Is it a Alxtw.exe bug or someone forgot to add or modify some files. I emphasize here that I have some skills in modding and I can't explain this.
von Neurath
the only thing that I can say is that I am not sure
there is one new Roman general unit that is made for recruitable general's
but that is only general_unit and not general_unit_upgrade which should apply to the new kind of generals to be upgraded from consular republican guard to equites singulares.
I hope you got first cohort's do![]()
“Give me a place to stand and with a lever I will move the whole world.”
Thanks a lor Maksimus,
I didn't pay attention to this line general_unit_upgrade. So next time I play, when the Marian Event comes, I suppose the general unit will change from consulares to singulares.
But if I am here with the question, is there any other way to change the new general bodyguards? I saw that lots of factions in Eb have 2 types of generals. Do all depends on Marian event or can they be changed by script. An d if so, where should I look for changes? ib EBBS script?
von Neurath
The new upgraded generals are gained after the reform, but the old ones do not become new ones - you will have to wait.
(that is, there is no such thing as transforming one unit into another - there is a data line that consular republican guard stays consular republican guard untill familly member of consular republican guard dies - or gets retrained - but I am not sure)
, you will have to wait for new faction familly members only after the reform to have new type of general bodyguards
“Give me a place to stand and with a lever I will move the whole world.”
Hey everyone, first post made here, and I recently downloaded the "copy-paste" version of the Alexander EB mod to run EB through that instead of Barbarian Invasion or vanilla RTW. I have a few questions questions about the mod...
1) Does the latest copy-paste version of the mod, where we just replace the files in the EB/Data folder, include the EB 1.1 fixes? If not, how do I include the permanent fixes in my game without overriding the Alexander EB's alterations?
2) Being that I recently bought Rome: Total War and its expansions, but rushed immediately online to see some awesome mods like Europa Barbarorum available, I don't have much knowledge about Barbarian Invasion and Alexander. Does Alexander have all the AI improvements that Barbarian Invasion introduced? Does Europa Barbarorum clash in any way by using Alexander's .exe as a launching point?
3) During battles in vanilla RTW and then EB through the vanilla's .exe, I could click on an unit's card to zoom the camera to that unit, and press an arrow key on my keyboard to automatically bring me to that unit rather than sweeping across the map. After introducing the Alexander EB files, the same camera settings changed. Rather than zooming immediately to my unit during mid-camera sweep by pressing an arrow key, the camera just stops moving at the point I pressed the arrow key rather than going to my unit. What happened?
4) I didn't feel like altering too much of EB by installing the EB 1.1 Mini Mod Pack, but I was intrigued by the Win Conditions mini-alteration that JRMC and konny made. Does the Win Conditions "mod" clash with Alexander EB in any way?
Thank you in advance! And honestly, I'm most concerned about the camera change. I really liked instantly zooming around the map by clicking on an unit card and going there.
Sorry to disturb but I don't really understand this sort of things. I copy\pasted the files from this link http://www.megaupload.com/?d=BYT1DO3C and I think that means I am using Alexander EB. Is that so or am I wrong (it's quite possible).
Sorry again for asking about something that should be clear but I don't really understand much about computer related stuff.
Hi,
1) yes
2) No
3) Alx.exe thing not a bug do
4) Not sure, you will have to ask those modders(but if you use only exe* of alx you will be fine, in mod release those we make our own win conditions) , also, minimod pack is optional, most of it will be implemented in mod version of alxeb that is comming soon so that our work will be combined.
Hi,
If you want me to do it for you I cant
You need to download that file and find your EB folder, then copy - paste the files in that folder and change the target line of your shortcut as mentioned above![]()
“Give me a place to stand and with a lever I will move the whole world.”
Maksimus, thanks for the prompt reply. I want to clear up a few things...
I take it that "no" is for both of my questions... So naval invasions, "smarter" AI, and all the things that Barbarian Invasion introduced to RTW did NOT carry on to the Alexander expansion? If it didn't carry on, does the Alexander EB mod (the copy/paste version) add that extra AI boost?
Damn it, I was afraid of that. Is there any way I can make the camera settings work as they used to?
I've added the win conditions to the EB/data...descr_win_conditions.txt that was empty even after adding the Alexander EB mod. I want to clear up that I applied only the copy/paste version of your mod and changed the shortcut's target line as per your instructions. Does the copy/paste version have its own win conditions? If so, can I swap them for JRMC and konny's conditions?
I look forward to playing the "smartest" and most "complete" EB around, and Alexander EB's use of the Alexander .exe for better AI seems like the wisest course of action. Keep up the good work!
Last edited by Marcellus Caesar; 11-17-2008 at 19:46.
Hi,
Sorry for wrong answer :)
The 'no' was ment to be for the 'clash issue' you mentioned that 'no' does not exist,
As fot the AI part you can look at pool here
http://www.twcenter.net/forums/showthread.php?t=134572 also you can read and see the first thread to confirm at that thread also since org limits the number of pictures.
And I use Alx.exe coz I play RTW since the day in came out, and I have never stoped plaiyng it (I am a veteran) I even opened this thread https://forums.totalwar.org/vb/showthread.php?t=94993 for fun after I saw alx AI moves.
But at the end, do not expect that Eb vanilla will enable all features alx.exe is able to deliver to the community, for example the retraining features will be able to deliver retraining's only if AI has money and population,.. and that ussually means we have to spawn the population especially if you play with huge armies.
No, sorry (as far as I know).. its alex feature that is enebled only that way... (if you play a while.. you will notice that that time camera spent traveling to the specific unit is used to make you more enthios)
Win conditions are not included in simple *exe 'swap' files
They are suppose to be in the mod, thing Is, I dont know if they are made considering this *exe AI, but knowing Konny and that he uses alex. I think it should be nice and with no problem.
Ty very much
“Give me a place to stand and with a lever I will move the whole world.”
Awesome. Time to start EB'ing with the new AI and features this mod offers!
Aww, what a shame. I guess I just have to get used to the new camera again. I've never played Medieval: Total War (nor the second), rather going straight from Shogun to Rome. I haven't been playing long enough to be completely used to vanilla camera control. Guess I have to start using the mini-map more often for quick travel!
Great! I figure that with your AI improvements and JRMC/Konny's AI "suggestions" on what they must conquer to win their game, Europa Barbarorum will mimic history just enough to have some pseudo-historical battles in every campaign!
No, thank YOU for making this mod, and giving us the options to download a "basic" of it to mix the best of both worlds. I look forward to seeing what else you can do when EB 1.2 rolls around!
Last edited by Maksimus; 11-21-2008 at 18:18.
“Give me a place to stand and with a lever I will move the whole world.”
I tested it and what I can say is this:
I really like that the towns are more developped, its very big PLUS for me beacause I rarely play a campaign very long.
But its a bit slower than "standart" EB on ALX (especially the Eletheroi)
And its not savegame compatible, the traits get messed up.
It would be cool to have force AI in it I'm already used to it. I can't get the AI, even when almost defeated, to ceasefire or become a protectorate.
So I will finish my campaign, and than switch back, hoping that force AI will combinable with your mod and hoping the turns will be a bit faster...
Really good work, please continue.
"A wise man once said: Never buy a game full price!"
- Another wise man
Just wanted to say how impressed I am with Maksimus' support of this Alex EB mod.
I don't play it myself since I don't like the AI retraining its units (rebuilds a defeated army too quickly for my taste, especially as I never retrain my own units) but it's very impressive nonetheless.
Hey Maksimus, EB 1.2 is out now! Any idea how to implement your mod to the new version?
Actually, it'd probably be better to wait until any bugs from 1.2 get worked out, eh?
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