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Thread: Troop Numbers,Phalanxes,& Cavalry

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  1. #1
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    I have the tutorial in open in a second window and am reading it over while awaiting your responses. It does appear fairly simple,but I've only skimmed it so far.

    I got some other modifications I'm thinking about,too,but I'll leave them until I finish with this cav thing.

    But I am somewhat confused with this "show_err" thing (I'm as novice as it comes with computers).
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  2. #2
    Member Member Horseman's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    Ok on your desk top you will have your RTW Icon, right click on it and select properties

    Select the shortcut tab accross the top (listed with General and properties)

    The target line will show you where this shortcut points too and will end with RomeTW.exe"

    On the end add -show_err (with a space between the " and the -)

    so it looks like this (new bit in red!) RomeTW.exe" -show_err

    Dont delete anything just add the show_err to the end.

    Once that is done when RTW CTD or KTM yo should get an error message most of the time (some errors dont get reported but most do) On a KTM you need to exit the game to see the message

    That make more sense?

  3. #3
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    Much more sense. Thanks! I'll go make the above changes again and see what happens.
    Last edited by Spartan198; 02-21-2008 at 16:58.
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  4. #4
    Member Member Horseman's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    Well let us know how you get on

  5. #5
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    Success! And I ended up not needing - show_err to find it.
    I didn't spot the comma after greek_cities in your entry.
    ... sorry,my bad.
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  6. #6
    Member Member Horseman's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    No probs thats all good!

    I would recommend leaving the -show_err in though, it doesn't effect the game but will come in handy if you intend to mod anything else

  7. #7
    The Scourge of Rome Member Spartan198's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    Yeah,I think I will.
    The Modder inside me seems to have been awakened,so I'm going to add all three gladiator types to each Roman faction,and I'm thinking of attempting to port the Theban Sacred Band over from Alexander. I'll read up that link and see what's possible.
    I know where to come if I need help.
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  8. #8
    Member Member Horseman's Avatar
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    Default Re: Troop Numbers,Phalanxes,& Cavalry

    Thats how it started for me, adding a few units here and there then next thing I knew I was adding ZoR's and changing all sorts.

    Now I'm modding a complete conversion and making (well trying to make) a fantasy based mod with a whole different map!

    Once the modder inside you awakens its hard to stop!

    Good Luck

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