Just dropping in to say I tried your mod for my last campaign. I'm in 226 by now and I must say, this city mod really adds to the game (although it actually takes away... ah the irony).
Anyway,... congrats and thank you on making this, MAA!
Just dropping in to say I tried your mod for my last campaign. I'm in 226 by now and I must say, this city mod really adds to the game (although it actually takes away... ah the irony).
Anyway,... congrats and thank you on making this, MAA!
I seem to be having some problems. I downloaded Redmeths' modpack which includes this, the modified EBBS script that removes client rulers, and TW Fanatic's Phalanx/Chariot/Elephant mod. I also downloaded Konny's trait changes. My problem is that now all the cities cannot grow past a large town. Should I just re-download this and install it over what I already have?
I have a question: why can I not play with BI.exe when I installed it? (it CTD's as soon as it starts loading). the problem was specifically traced to this mod. it a nice mod though(I'm playing on RTW .exe now).![]()
I was once alive, but then a girl came and took out my ticker.
my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).
tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!
"We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode" -alBernameg
nope, not in any form.
I was once alive, but then a girl came and took out my ticker.
my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).
tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!
"We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode" -alBernameg
I'm use CityMod 4.0a, playing Casse and now build up Bratosporios.
I notice two thing:
1. I can build factional MIC5 while it still "Large Town".
2. I can't build paved road, while the neighbour Cenabum (Large Town too) own by Aedui can build it.
So are the symptoms above correct??
Those are actually symptoms of standard EB. In EB, MIC/Barrack levels are not tied to city levels and you can build the full level of them at any city size. And, Casse does not get paved roads. The Celtic paved roads represent well maintained roads that were built in Gaul. No such comparable roads were ever built in Britain, so Casse does not get them.
Is this city mod good to go with the other following mini mods
1-spoilers of battle
2-AI unit formation
3-Forced diplomacy
and the installer made by ferromancer of EB/BI with night battles warcry and shield wall?
Ser mineiro é, antes de tudo, um estado de espírito.
El bien perdido
http://www.youtube.com/watch?v=XwfhJy6JwPg
A don Jose! Oriental en la vida e en la muerte tambien!
I was once alive, but then a girl came and took out my ticker.
my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).
tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!
"We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode" -alBernameg
MAA I think I found something... in your files the CAMPAIGN_SCRIPT has "Antigonos" instead of "Antigonos Argeades" as was updated on 18 april![]()
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
I was once alive, but then a girl came and took out my ticker.
my 4 year old modding project--nearing completion: http://www.twcenter.net/forums/showthread.php?t=219506 (if you wanna help, join me).
tired of ridiculous trouble with walking animations? then you need my brand newmotion capture for the common man!
"We have proven, beyond a shadow of a doubt, that if we put the belonging to, in the I don't know what, all gas lines will explode" -alBernameg
Will the city mod affect my Arverni reforms? The reforms state that a large city must be built (among other things) in order for the reforms to occur. The city mod keeps a city from growing unless it historically happened. I'm early in the campaign so I can restart if needed. Will I have to disable the city mod if I want the reforms to work as planned?
My balloon collection
That which does not kill me makes me stronger ~ Friedrich Nietzsche
When you smoke the herb, it reveals to yourself ~ Bob Marley
funny, how come i ain getting the vanilla reforms despite rome (the only city in italy that can become huge) being a huge city already? I do recall the original 'Rome' has been modded to somewhere in germany and Roma does have the italy resource...
MAA, could you please tell me which are the provinces that don't allow roads to be built.Cheers.
I believe the requirement of large cities in the gallic reforms is low, something like three. Since all cities owned by all three factions are taken into account, it shouldn't be too big of a task...
The vanilla reforms are triggered when a faction belonging to the "Roman" culture builds a huge city, as long as said city is in a province with the "Italy" hidden_resource. I gave that resource to the city of Roma (as well as every other city that can get huge), so when Roma gets huge, the reforms should trigger.
I disallowed roads in the steppe provinces and in the deep desert (which basically means the two under Numidia and the one with Ammonion).
I'm going to try this out when I eventually do a new Roman campaign. For someone historically house-ruling things, would I be better off with version "a" or version "b". While I might go with a because it's less intrusive, I have a niggling feeling in some ways b is more authentic. Barbarian and steppe cultures rarely built big settlements.
Also a more general question, will this aid in slowing the game down, and stopping any one faction becoming massively rich really quickly?
Last edited by QuintusSertorius; 07-16-2008 at 16:25.
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
In my campaign both Aedui and Arveni were building paved roads in their territories
is this ahistorical or the gauls did build paved roads in there?
Ser mineiro é, antes de tudo, um estado de espírito.
El bien perdido
http://www.youtube.com/watch?v=XwfhJy6JwPg
A don Jose! Oriental en la vida e en la muerte tambien!
Since most economical structures can be built in the early levels of the city, restricting city size doesn't have a huge effect on slowing factions down. However, since they cannot upgrade their cities, they will get squallor problems sooner and have to keep larger garrisons in their cities.
Paved roads for the Gauls is an EB feature, it is just more appearent with this mod since I lowered the city level required to build paved roads. They aren't really "paved" roads, but the Gauls did build and maintain advanced roadways within Gaul (though not in Britain, sorry Casse). The Gallic "paved" roads represent this advanced roadway.
Ser mineiro é, antes de tudo, um estado de espírito.
El bien perdido
http://www.youtube.com/watch?v=XwfhJy6JwPg
A don Jose! Oriental en la vida e en la muerte tambien!
In the FAQ's it states that four large cities are required as part of the trigger for the reforms to take place. Playing as the Casse I have one city that can reach the required size, the Gallic factions have (I assume) one each, making three in total. If I'm correct in my assumption(sp?), where does the fourth come from? Or is there a way to alter the trigger to take this into account?
My balloon collection
That which does not kill me makes me stronger ~ Friedrich Nietzsche
When you smoke the herb, it reveals to yourself ~ Bob Marley
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
It's even worse than that. Their are only 2 Celtic cities that can become large.
Camulosadae and Cenabum.
It is possible to reach the reform when you conquer Rome and Arretium as the Aedui or the Arverni.
However... when you play the Casse.
Edit : since I'm encountering the same problem...
https://forums.totalwar.org/vb/showthread.php?t=107153
Last edited by Mediolanicus; 08-27-2008 at 11:39.
sorry i went back and looked at the list and noticed that the city i was going to suggest was already at the level it should be... sorry.
Last edited by Celtic_Punk; 08-31-2008 at 13:42. Reason: feck...
'Who Dares WINS!' - SAS
"The republic stands for truth and honour. For all that is noblest in our race. By truth and honour, principle and sacrifice alone will Ireland be free."-Liam Mellows
Who knows? If it's a enough day we may all end up Generals!"
Hi, I downloaded this city mod, however I noticed too late that I was wrong and I downloaded an old version.
however, instead of downloading the new version for EB 1.1, I replaced the original export_building file and then I edited it by adding the new resources (city, large and huge) at the start and by adding these resources as requirements for building specific palaces. The export_region file is the same of the mod.
However, the mod now doesn't work at 100%, since every city stops in the level before, so that, if a city in the regional file has city, large and huge as resources, that city stops at large level and when it reaches 24000 people I can't build the imperial palace and upgrade the city to huge level. The same for other cities, many of them may reach the city level but stop at large town, many may reach the large city level but stop at minor city.
I could simply replace the files with the 1.1 version of the mod, but since I' m interested in modding I would also understand what I forgot to edit, for having a better knowledge of files editing.
strange things, now I installed the 4.0 mod (every single file of the zip in the right folder) and I still can't upgrade cities, I also tried to start a new campaign with Romani, Rome is a minor city, I used cheats for increasing population to 12000, event to 30000, but no pro-consul palaces, I started a campaign with Qart-Hadast and I added almost a billion of people to Kart-Hadast, then I opened the city menu and no upgrades.
How could I get large and huge settlements?
Last edited by xee; 09-14-2008 at 21:22.
Bookmarks