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Thread: Cities View
Jedi Bruno 03:26 12-08-2007
Hey Guys, I just installed EB 1.0 and I think it is just great!!

But, just to ask something:
-Are you planning to change the Battle view of the cities, with their new buildings or some troops garrisoning or patrolling the city(or even some little guys walking at the walls)? Or is it impossible to do due to Hard-coding limits?

Three Ballons for your good job! Looking forward to next patches!

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Foot 06:03 12-08-2007
Buildings are too hard to do, and we don't have any one willing to do them. Just be happy with the new celtic walls. As for city view, having citizens and troops for them takes models which we don't have spare as we have so many units in game.

Foot

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Maksimus 06:22 12-08-2007
You can add them on Alex.exe

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Jedi Bruno 06:23 12-08-2007
But, can't models from existing unit be used for that? For example, the hastati or rorarii? Or can troops positioned in the city apear on city view, in places such as the city plaza?

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Maksimus 06:34 12-08-2007
That is no prob to do it's just that EB team need's every ''space'' in ''descr_model_battle.txt'' they can get, and RTW engine has limitations unlike Alexander engine ...Maybe EB team could come forth for fan's that use and will be using Alex.exe for EB (and that number is growing, because once they take a look at AI and speed of ALX.exe - there is no way back )

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Foot 14:05 12-08-2007
We do not support Alex.exe or BI.exe. All mods that make changes to EB for use on those .exes must be fan-made.

Foot

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Maksimus 21:30 12-08-2007
If you are supproting ''fan-made'' - thank you, still have in mind that some of us are modder's as much as fan's

And to add. One that tried Alex would not state EB team's ''non-support'' that way.. Maybe you personally don't belive in advanced Alex engine


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Tellos Athenaios 21:53 12-08-2007
We do not support simply means that we are not going to release a separate install of EB dedicated to ALX.exe, and that we are neither going to spend much (if any) time on tracking down bugs and problems as a team. That doesn't mean individual team members won't drop by and suggest something every now and then; but it does mean the team as a whole won't.

And AFAIK not every player of EB has even BI let alone ALX. (Not to mention the devs. ) This is slightly different with EB2 where we start under the assumption it'll be for Kingdoms. (Mainly because of the new, better moddable 'architecture'.)

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Maksimus 00:48 12-09-2007
I like Foot, he is one EB member (of many) that speeks his mind very clear - I respect that, it's just that sometimes he is so clear that he make's me belive he does not like me

But I am sure that is not the case

note: Alex really enables Unique Features List

* BI features (swimming, shieldwall, schiltrom, loyalty, religion, night battles etc.) are not inherent within it. But:

* Victory conditions can state a "survivor" which requires that a specific unique character survive in order for that faction to remain in the game; however, it is uncertain if this can be used for anyone other than the initial 'Alexander' character. Needs more testing.

* Mercs can be designated as faction-specific in the campaign merc pool file

* DMB model entries increased from RTW/BI's 250 max (to at least 330)

* AI can be instructed in the DS file not to attack certain factions (unless at war already)

* Immortality trait can ensure that named characters do not die of natural causes


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Spoofa 00:50 12-09-2007
Originally Posted by Maksimus:
I like Foot, he is one EB member (of many) that speeks his mind very clear - I respect that, it's just that sometimes he is so clear that he make's me belive he does not like me

But I am sure that is not the case

note: Alex really enables Unique Features List

* Alexander draws off of RTW and not BI (you do not even need BI installed), though you do need to make sure RTW is patched to 1.5 before installing Alexander. So BI features (swimming, shieldwall, schiltrom, loyalty, religion, night battles etc.) are not inherent within it.

* Victory conditions can state a "survivor" which requires that a specific unique character survive in order for that faction to remain in the game; however, it is uncertain if this can be used for anyone other than the initial 'Alexander' character. Needs more testing.

* Mercs can be designated as faction-specific in the campaign merc pool file

* DMB model entries increased from RTW/BI's 250 max (to at least 330)

* AI can be instructed in the DS file not to attack certain factions (unless at war already)

* Immortality trait can ensure that named characters do not die of natural causes
the features are impressive, but they still won't support it, even though I'm not the spokesman for EB team if i was leading a team I wouldnt, it would take much modding to port it over to Alexander, and the EB team is focusing on getting EB for RTW finished up, then work on EB2 for MTW2:Kingdom's.

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Maksimus 01:06 12-09-2007
It would not take time at all - EB 1 is already working on ALX.exe much better and faster - it's just that Alex would allow more and more features, buildings, unit's, night battles.. etc.. So here I call all EB members (that can) to support Alexander EB team - we are working on:

1-Enabling as much features for EB on ALX.exe as we can. This has nothing to do with number 2

2-We are making a mod that will use those features and new ideas that are supported by Alex engine for EB 1.1

What I was asking here is an EB member that would be involved with Alexander EB team (with support of EB team) that would 'give' data and work on units that are not supported in official release because there is no space in ''decr_models_battle.txt'' That EB team/member help would be offical EB realese for EB Alex.exe gamers.. nothon more.. But if they don't have time - ok, I can't do nothing about that..


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Spoofa 01:25 12-09-2007
Originally Posted by Maksimus:
It would not take time at all - EB 1 is already working on ALX.exe much better and faster - it's just that Alex would allow more and more features, buildings, unit's, night battles.. etc.. So here I call all EB members (that can) to support Alexander EB team - we are working on:

1-Enabling as much features for EB on ALX.exe as we can. This has nothing to do with number 2

2-We are making a mod that will use those features and new ideas that are supported by Alex engine for EB 1.1

What I was asking here is an EB member that would be involved with Alexander EB team (with support of EB team) that would 'give' data and work on units that are not supported in official release because there is no space in ''decr_models_battle.txt'' That EB team/member help would be offical EB realese for EB Alex.exe gamers.. nothon more.. But if they don't have time - ok, I can't do nothing about that..

I'm not the official spokesperson of EB so dont take my word for any of it, that is just my perception of it.

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Wladyslaw IV 01:36 12-09-2007
Wasn't 1.0 for the BI exe or am I thinking of RTR VII?

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TWFanatic 02:14 12-09-2007
What's this I keep hearing of civilians in cities? I've never seen any civilians.

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Maksimus 02:24 12-09-2007
Originally Posted by TWFanatic:
What's this I keep hearing of civilians in cities? I've never seen any civilians.
On EB 1 with Alex.exe it could be done! Alexander EB team has a confirmation that there is more then 330 spaces in ''descr_model_battle.txt'' (while RTW engine allow's not more than 250). So there is space for more unit's, building's any model's or special features that RTW, or BI engine does not support.. And yes, there are options to add people in cities, guards on towers even during the siege, that would mean more ''town'' defence without counting the army that is defending the city

I will update the EB Alex mod thread in a few minutes with all notes to all known features that are supported with Alex engine (that means in EB too! )


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