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Thread: Some trait changes (command stars & cursus honorum)

  1. #61
    Member Member Medical Toaster's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Lz3 is correct this mod is not compatible with spoils of victory without doing some modifications. I think spoils of victory places all of its changes to the edct and vnvs files at the beginning of these files and the changes are well labeled. Make sure you use a good text editor (NOT NOTEPAD.) You do need to erase the map.rwm files before starting a new campaign. This mod is not save compatible. If you are not one who likes to mess the files I will be making a series of composites of these files with mods that change the trait file (I can only think of spoils of victory but if there are others that are of interest just post here and I will make the changes.) So there will be a Konny's trait changes spoils of victory edition and others if I get permission from those who have actually done the coding. I will likely get to it Friday night.

  2. #62
    EB Concept Artist Member fenix3279's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Ok, thanks for your help
    Last edited by fenix3279; 06-26-2008 at 02:32.
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  3. #63
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I'm doing an SoV version for myself....but since SoV moddifies several files that I could have changed before... I'm not sure if it will work for everyone...
    Last edited by ||Lz3||; 06-26-2008 at 03:03.
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  4. #64
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Medical Toaster , I think we both have made a mistake , looks like your eport_VnVs.txt file was encoded with ANSI code instead of UNICODE which leads to have special characters in sweboz characters replaced by question marks (?)

    In order to recover those characters I'm afraid the changes need to be done again from scratch, If you don't have the time to do it I understand completely , but I would like to know which traits where moddified in the export_vnvs file , since winmerge cant read that encoding
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  5. #65
    Member Member Medical Toaster's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I will get on it.

  6. #66
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    the only text editor I've found that works with those files (inside text folder) is windows notepad (weird isn't it?)
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  7. #67
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    What's the latest state of affairs with this one?
    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)
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  8. #68
    EB Concept Artist Member fenix3279's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    the only text editor I've found that works with those files (inside text folder) is windows notepad (weird isn't it?)
    What about Crimson Editor? I just downloaded it today and it's actually pretty nice. It might be capable of working with those type of files?

    EDIT:
    I tried it out to see if it works with those "~" symbols but no luck. Unfortunately Crimson just eliminates the symbols from the text entirely. Needless to say, you'll probably have to stick with Notepad because I'm out of ideas.
    Last edited by fenix3279; 07-10-2008 at 23:29.
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  9. #69
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by defiant3279 View Post
    What about Crimson Editor? I just downloaded it today and it's actually pretty nice. It might be capable of working with those type of files?
    I'm not sure... never used that one however I have notepad++, textpad, and CONtext and none of them are capable of editing those files...


    ans Quints, the last link provided by medical toaster is fully updated to 1.1 , and as a side note... it has LorDBulA's changes too... however there's something wrong with it , since if used , sweboz character will get "?" in their traits , I've the "fix" for that , if someone needs it just let me know
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  10. #70
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I don't suppose anyone's had a go with the permanent-fixed EDCT, rather than the one for the optimised script?
    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


  11. #71
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    no... but I could do it... are you interested? it's not save-game compatible as you might know


    I talked with LorDBulA and he said this is the best version of the client ruler script , since it uses less the script and more RTW mechanics , that's why its fastest script , and that the cloning issue isn't related to that...
    Last edited by ||Lz3||; 07-11-2008 at 00:40.
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  12. #72
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I was thinking of using this when I start my new Roman campaign, so save-game compatibility isn't an issue. Not sure I'm up for editing the EDCT, had a look at it a few times and it's not pretty.

    He can claim all he likes, but I never had cloning issues before the optimised script. I've not had any since removing it, either. And it's still not faster than simply removing client rulers altogether.
    Last edited by QuintusSertorius; 07-11-2008 at 10:15.
    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


  13. #73
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    looking forwad to your campaign!

    well I've the optimized script and I removed the client rulers...I'm not 100% percent sure but I talked about that with BulA and he said the possibilities of the AI getting a client ruler were remote, but I haven't tested it , I'm only in 265bc after all hehe
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  14. #74
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    So, anyone up to doing this to the standard, permanent-fixed-only EDCT for 1.1? I'll dedicate my Roman AAR to you!

    I think I might give 1.1 just one more try, rather than giving up.
    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


  15. #75
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    sure I'll do it! It will be an honor

    are you interested in any other minimod?
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  16. #76
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    sure I'll do it! It will be an honor

    are you interested in any other minimod?
    Given my technical issues, I want to keep it simple. So besides this, it'll be MAA's City Mod and I may give Sinhuet's formations a try.
    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


  17. #77
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I should warn you that MMA citymod doen't have the unit sizes latest permanent fix... I'll get that one for you too , come back in about 2 hours, perhaps less
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  18. #78
    Member Member Skandinav's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Having played a romani campaign with this to 146BC ( and ongoing ) I must say that this mod works great. Besides other good stuff I´m often seeing two consuls, thank you all who have contributed.

  19. #79
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Skandinav if I may ask , are you using my mnimod pack in that campaign? ,that might say that in fact Quintus has had some pretty bad luck with ctd , you said that when you started to create units and move characters things started to go bad?
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  20. #80
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    here you go Quintus
    http://rapidshare.com/files/130936188/Traits.rar.html

    first use all the permanent fixes , then add MMA city mod and then...just unpack this in your EB folder

    (may I suggest you to use victory conditions minimod ? :P ,and aren't you interested in konny legions minimod?)

    I really hope it works without any problem :P otherwise I migh hang myself in shame
    Last edited by ||Lz3||; 07-19-2008 at 20:30.
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  21. #81
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Thanks for that Lz3.

    Oh one other one I was going to use - Darth Stalin's "old" skins for the Marian legionaries - I'd rather have those than oversized centurions.
    Last edited by QuintusSertorius; 07-21-2008 at 10:39.
    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


  22. #82
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Lz3 - which version of the city mod did you package up in that zip? A or B?
    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


  23. #83
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    I'm pretty sure it's irrelevant , the only change was disabling the marakanda roads with a ";"
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  24. #84
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    I'm pretty sure it's irrelevant , the only change was disabling the marakanda roads with a ";"
    B stopped steppe and barbarian factions being able to grow any settlement beyond a certain size.
    Last edited by QuintusSertorius; 07-21-2008 at 23:57.
    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


  25. #85
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    so... you're interested in version A or B? cause mine was taken out of A
    Last edited by ||Lz3||; 07-22-2008 at 02:11.
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  26. #86
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    so... you're interested in version A or B? cause mine was taken out of A
    B, basically. Along with Darth Stalin's alternative skins for Roman legionaries.

    If I installed the formation mods, they don't affect any of the other ones we've been talking about, do they?
    Last edited by QuintusSertorius; 07-22-2008 at 09:43.
    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


  27. #87
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by QuintusSertorius View Post
    B, basically. Along with Darth Stalin's alternative skins for Roman legionaries.

    If I installed the formation mods, they don't affect any of the other ones we've been talking about, do they?
    correct none of them interfere with the other ones , though you should use another EDU for darth stalin legionaires , the download version has only one edu , I'll send you mine :p
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  28. #88
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    So it's only got the sp edu? I'm fairly certain it used to have an mp one as well.
    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


  29. #89
    Member Member Skandinav's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote Originally Posted by ||Lz3|| View Post
    Skandinav if I may ask , are you using my mnimod pack in that campaign? ,that might say that in fact Quintus has had some pretty bad luck with ctd , you said that when you started to create units and move characters things started to go bad?
    My apologies, I haven´t seen this before now. Konny; sorry for being off-topic in your thread.
    I am using your bundle, Lz3, without the City Mod, and am currently in the year 81 BC in the same campaign. Contrary to the wording of your question I have, through exchange of settlements with FD, created units, added money and moved characters maintained, among other things, historical AI expansion ( which, as we all know, with the given AI means doing this almost every turn ) and events on the strategy map with only one persistent CTD on a single save game slot.
    After I began creating decent garrisons for AI factions when having forced upon them change of settlement ownership I have actually had so few CTD´s at all that I do not even bother reloading the game afterwards any more, but creating garrisons in besieged AI homelands have also made me exchange cities far less.

    Edit: Lets move this to PM´s instead.
    Last edited by Skandinav; 08-07-2008 at 10:52.

  30. #90
    Guest Aemilius Paulus's Avatar
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    Default Re: Some trait changes (command stars & cursus honorum)

    Quote:
    "1. Added a command star to every level of combat experience (blooded 1 command, veteran 2 command, grizzeld 3 command, STHE 4 command)"


    I didn't know there was a higher experience level than grizzled. What's "STHE" and how many battles do you have to fight to get this level of combat experience

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