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  1. #1
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Panzer_Sturmovik View Post
    Hi all
    Long time lurker first time poster

    First of all great work Maksimus

    I have been enjoying the battles and I must say the longer building times especially the new RPG/RTS which gives the feeling which was lacking before.[not really lacking but alxeb gives it a bit more boost]
    Using the latest alexeb
    Here's my little criticism [ not really ]

    As for the immortal trait if u edited the files w/o the fix ...overwriting or copypasting text files wont do any good

    1. The trainable generals are annoying [ spamming can secure your bloodline to perfection. Yes I Know there not in the FM but they can be trained and be subject to adoption right? Is there a way one can disband (incompetent generals)? Sometimes i get a capt to be adopted with the same name as the trained general one and the captain one tend to have better traits....

    2. Is this EB 1.0 or 1.1 ? Baktria now has 3 provinces? As for concern of which eb this is, if by any chance you have used eb 1.0 have u implemented eb 1.1 changes especially the new units + the other units that supose to be in this 'final' mod can u make a list so I can test the balance? have u also implement twfanatic hioplite/phalanx minimod? I only had a chance to play as romans

    3. Epiros always conquer the hellenes [ isnt by the time 2 years they were conquered? I may be wrong] I think instead of a casse landing it should be a roman landing in the hellenes to stimulate roman [at some point] expansion in the area and somehow control either the epiros or the KH controlling the whole hellenes. Sometimes the Maks became the conqueror which is interesting since after counquering the whole hellenes they started reclaiming ye olde alexander's land.
    Or you could just put a random half stack in Pella and hold the epirotes away

    4.Continuing from the invasions point of view the romans are normally stuck in northern italy and they just surge eastward to illyra can we lessen the garrison in that adui/averni town up there? As well as Taras seems to hold out for longer than expected which allows the epirotes to have a land base in italy which afterward may damage the roman influence upon the game...

    5. As I said before the battles are great who's battle AI [files] are used Lysadner? Darth? Sinuhet?

    6. Is the spoils of victory mod implemented ??

    Sorry if my english is crap
    Hi

    Ty you for your comments and kind words they are very nice - I will adress them one by one.

    1. The trainable generals are optional and they whole battle system is supposed to imagine the 'option' to have a ''head'' of one army when you send it to conquest which was lacking in EB vanilla by a great pace (which happened to many players including myself - that is, in 80% of situatinos if you are playing your game good - you dont have enough General Characters to use for Combat and settlement management (unless you want to make your regions client kingdoms)).

    Now, the game engine does not have too many options left really.. if you make comparation of the adoption capt and all minus there can be vice versa the 'optional generals' - what would it be?

    2. The mod itself was developed and based on EB 10 game but the *txt modifications are so deep and strong that and EB 11 change would not do any difference - EB 11 is a slightly more advance game and it stills does not touch issues this mod tweaked.

    And no i did not implement twfanatic hioplite/phalanx minimod

    Also, game engine of RTW EB team uses is much less advanced than ALX engine, most of all because it enables one 350 models unlike ALX engine that enabled 550. So if you have any desire i can just implement the unit itself.

    3. Oki now, this answer will be a bit more deep but ok.

    In all tests I have used I have been using Saka Rauka and Casse - I did not play for months different campaigns and then came to a conclusion that this and that should be done in a particular way (I just play but with some factions I prefer).

    Now, The issue with the AI in Greece is really strange sometimes but to a certan point mod needs to be released and the game itself played so the player can influence the world.
    In all test I had Makedons, Epir and KH survive till the end of the test (as far as 220 200 bc), but it happens that concerning the campaign Human player plays; things go a bit different so you can expect that if you play with Romani or with Baktria - the outcome of Greece wars will be a bit different.

    And the scripted invasions are never a good thing, I am just not sure what EB team wanted to make with Casse scripted invasion and why only Casse..

    Then again there are alot of options with the invasions when the scripts can do everything, but to what extent? Where is the limit? What are the goals?
    Thing is if you script Maks invasion in Asia Minor - they will not try to conquer any city but most likely will get back to Capitol area. So the AI will not do what we really want - he will not conquer historical area UNLESS we play as the GOD - putting the* not_attack faction line in *descr_start - which can really mess up the game.

    4. I know what you mean but I have manually deleted all the benefits Taras has (in vanilla it is very powerfull town) and AI seems to take that city with no problem in my test's
    Romani ussually take Italy and Sicilly and then go further in europe.

    5. The mod is using EB battle plans

    6. No, and I am not sure what that mod does.

    If you have more question's pls ask
    “Give me a place to stand and with a lever I will move the whole world.”

  2. #2

    Default Re: ALEXANDER EB

    Quote Originally Posted by Maksimus View Post
    2. The mod itself was developed and based on EB 10 game but the *txt modifications are so deep and strong that and EB 11 change would not do any difference - EB 11 is a slightly more advance game and it stills does not touch issues this mod tweaked.

    Also, game engine of RTW EB team uses is much less advanced than ALX engine, most of all because it enables one 350 models unlike ALX engine that enabled 550. So if you have any desire i can just implement the unit itself.

    6. No, and I am not sure what that mod does.

    If you have more question's pls ask
    Would love the extra units from eb 1.1, some post before [ not sure here or from twcenter] you have indicated the new units you have added can you make a list so I could test them out? oh as for the changes of eb1.1 i wouldnt mind but script like a dleyed xanthipos for carthage [is this implemented?] gives it a bit more boost

    New units
    * First cohort
    * Boii swordsmen
    * Caturiges
    * Vellinica
    * Caledonian nobles
    * Maures
    * Vellinica
    * Wargoz
    * Celtogermanic cavalry
    * Ilergeta
    * Dunaminica
    * Galathraikes
    * Gaesamica
    * Iabarannta
    * Numidian Slinger
    * Rhodian Slinger
    * Trokalobutiamm
    * Ischyroi (Agema) Orditon
    * Bruttian Infantry
    New Q-Celtic complete voicemod
    * New Pahlava voicemod (lacking charge sounds)
    * New Proto-Germanic voicemod (only unit names)
    * Updated Gallic complete voicemod
    Saka AI personality change
    * Added naval bays in Rhodos, Krete and Mytilene for the AI only
    * Added secondary hitpoints to nearly all missile cavalry to make them suck less in autocalc. Steppes now have teeth!*
    Added horse discount for Sauromatae and Saka.
    * Added more hitpoints to elephants and chariots. They still disapprove of javelins and refuse to stand for them.
    * Baktria is now back down to 1 starting province (AS has the others, for as long as they can hold them)*
    Raised horse mass
    * Cape Tainaron changed as part of it was redundant. Now even more mercenaries are available here!
    * Changed Garamantine anim to fs_fast_spearman
    Added "Cognomen" to Gallicus, Dacius, Africanus, Germanicus, Asiaticus, Brittanicus, Parthicus, and Macedonicus to fix a mismatch between the EDCT and VnV.

    as for no.6 it gets the player extra income from winning a battle[ which is great especially with the battles] and would you implement the alleid legion mod which gives the roman more of a rpg feeling
    Last edited by Panzer_Sturmovik; 10-14-2008 at 21:29. Reason: Saw your post in loz minimod pack

  3. #3
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Maksimus
    5. The mod is using EB battle plans
    EB ones...but with alexander.exe

    It's a world of diference honestly
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    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
    ALEXANDER EB promoter

  4. #4

    Default Re: ALEXANDER EB

    Seems that strat map ai tends to hold thier forced near the capitas. Lussotannian Swevboz and Haysadan seems to not capture a city

  5. #5
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: ALEXANDER EB

    Do I get it right?
    There is a mod which only enables EB beeing playable on ALX.exe, below the red text on the first page, and there is a larger one (url after this pic:
    Quote Originally Posted by Maksimus View Post

    ) which furthermore gives the changes mentioned below the green text.

    Or what is the smaller and the larger file about?

    "A wise man once said: Never buy a game full price!"
    - Another wise man

  6. #6
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    The first set of files are only a group of files you need to use the ALX.exe engine with EB, which you cant do without (those files are on the first link and the second is backup link)

    And link bellow the the small picture (changes mentioned below the green text) is the mod, extended modification of EB that works on alx.exe

    (the mod is better than the first link )
    Last edited by Maksimus; 10-21-2008 at 15:25.
    “Give me a place to stand and with a lever I will move the whole world.”

  7. #7
    EB on ALX player Member ziegenpeter's Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Maksimus View Post

    And link bellow the the small picture (changes mentioned below the green text) is the mod, extended modification of EB that works on alx.exe
    Like night-battles?
    Quote Originally Posted by Maksimus View Post
    ::
    NIGHT/TWILIGHT FIGHT
    ::

    Spoiler Alert, click show to read: 


    SIEGE OF PELLA by Pyrros







    SIEGE OF GEORGOVIA by Cocolitanos








    SIEGE OF ATHENAI by A Gonatas








    All generals have the ability to try to win a night battle.. The plus comes when you win couple of night battles - then you gain additional traits that makes your general much stronger than he could ever be in EB that is RTW based!

    If you want to manually add Night-battle trait you should follow this pattern in ''Rome - Total War folder/eb/data/world/maps/campaign/imperial_campaign/descr_strat.txt''
    I can already fight at night with the files from the first link...

    Would this be retroactive for my EB ALX savegames?
    Last edited by ziegenpeter; 10-21-2008 at 18:23.

    "A wise man once said: Never buy a game full price!"
    - Another wise man

  8. #8
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    The mod itself is a if I am say a 'separete game' from vanilla EB coz it has many many tweaked features. And night battles are part of the engine and they are included in engine and mod files

    You can just back up your eb data folder and try the mod - if you dont like it just owerwrite the files with the backup again
    “Give me a place to stand and with a lever I will move the whole world.”

  9. #9
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    Quote Originally Posted by Panzer_Sturmovik View Post
    Would love the extra units from eb 1.1, some post before [ not sure here or from twcenter] you have indicated the new units you have added can you make a list so I could test them out? oh as for the changes of eb1.1 i wouldnt mind but script like a dleyed xanthipos for carthage [is this implemented?] gives it a bit more boost

    New units
    * First cohort
    * Boii swordsmen
    * Caturiges
    * Vellinica
    * Caledonian nobles
    * Maures
    * Vellinica
    * Wargoz
    * Celtogermanic cavalry
    * Ilergeta
    * Dunaminica
    * Galathraikes
    * Gaesamica
    * Iabarannta
    * Numidian Slinger
    * Rhodian Slinger
    * Trokalobutiamm
    * Ischyroi (Agema) Orditon
    * Bruttian Infantry
    New Q-Celtic complete voicemod
    * New Pahlava voicemod (lacking charge sounds)
    * New Proto-Germanic voicemod (only unit names)
    * Updated Gallic complete voicemod
    Saka AI personality change
    * Added naval bays in Rhodos, Krete and Mytilene for the AI only
    * Added secondary hitpoints to nearly all missile cavalry to make them suck less in autocalc. Steppes now have teeth!*
    Added horse discount for Sauromatae and Saka.
    * Added more hitpoints to elephants and chariots. They still disapprove of javelins and refuse to stand for them.
    * Baktria is now back down to 1 starting province (AS has the others, for as long as they can hold them)*
    Raised horse mass
    * Cape Tainaron changed as part of it was redundant. Now even more mercenaries are available here!
    * Changed Garamantine anim to fs_fast_spearman
    Added "Cognomen" to Gallicus, Dacius, Africanus, Germanicus, Asiaticus, Brittanicus, Parthicus, and Macedonicus to fix a mismatch between the EDCT and VnV.

    as for no.6 it gets the player extra income from winning a battle[ which is great especially with the battles] and would you implement the alleid legion mod which gives the roman more of a rpg feeling
    Yes I am aware what are new inputs in EB 11, and I dont have time now to implement them (but there is not to many things to be implemented really :)
    If you are talking about the new units you should be aware that there are quite some that are not in anymore coz EB team always uses max DMB slots.

    Now, i will just tell you what we have from that list.

    Raised horse mass and Added secondary hitpoints most missile cavalry and Added more hitpoints to elephants and chariots we implemented 6 months before EB team and Alx eb member explained hitpoint's trick to EB team long time ago - the Name of that members is Lgk (which will come soon) and the name of member that proved the Cavarly charges is MrMersisi in TWC.

    Lgk did not even get Credit because he explained to EB team what is the point of secondary hitpoints (or if he did get credit i did not see it so my bad )(https://forums.totalwar.org/vb/showthread.php?t=96143)

    Now the new units are sweet but i see no point in implementing new midd-class unit with no special looks or if its not elite one, we tend to implement voicemod but it will take some time or we need team expansion. And we have Frist Cohorts some elite barbarian infantry that is RS or ALX made. And I dont belive that Baktrian issue is very great at all

    I really hope i will have more time to do that stuff coz i am not modding now I need more friends and supporters that have time and want to help.
    Last edited by Maksimus; 10-16-2008 at 11:02.
    “Give me a place to stand and with a lever I will move the whole world.”

  10. #10
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: ALEXANDER EB

    heheh I wish I were on vacations <.<

    applying those units shouldn't be hard at all... but rather time consuming... time which... I don't particulary have right now... >.>

    anyone wants to help? we have.... COOKIES!!
    Spoken languages:

    Mini-mod pack for EB 1.2 for Alexander and RTW
    (just download it and apply to get tons of changes!) last update: 18/12/08 here
    ALEXANDER EB promoter

  11. #11

    Default Re: ALEXANDER EB

    Quote Originally Posted by ||Lz3|| View Post
    heheh I wish I were on vacations <.<

    applying those units shouldn't be hard at all... but rather time consuming... time which... I don't particulary have right now... >.>

    anyone wants to help? we have.... COOKIES!!
    can I have a brownie????? I would love to implement these units but I dont know how yes i know the txt files etc but I need to actually have an instruction manual to do these right

  12. #12
    Member Member Oqlanth's Avatar
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    Default Re: ALEXANDER EB

    I just tried this Alex Mod. I find one bug at Night Fighting. I am playing with Lusitainia at EB1.1. Everthing goes normal with nightfighting till i siege a non-walled eleutheroi city at the north (Calederians) and when i tried Night Fight for assaults it crashed to desktop. but after second try i try to attack normal and there was no problem with that.

    And i have to ask you something;
    I just copy this: http://rapidshare.com/files/12463434...l_War.zip.html
    Is it enough for playing EB1.1 with Alex. Well Alex works with EB1.1 for now in my computer. But I am not sure. Should I have to copy this too : http://rapidshare.com/files/14593660...L_2008.7z.html

    I am kinda newbie for 'modding' stuff so I am confused.
    Ahh... I also have to say game AI greatly improved in Alex!

    Thanks
    Last edited by Oqlanth; 10-17-2008 at 12:05.

    I can't find a cool signature yet!

  13. #13
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    you only need this http://rapidshare.com/files/14593660...L_2008.7z.html
    :)

    and about the bug I dont know really.. night battles seem just fine in my campaign

    maybe you are using something more than just the mod files

    ***Panzer_Sturmovik
    its not that easy to implement new units and its time consuming coz it needs to be properly done in many *txt files, descr ones, dmb, dmb, voice and startmap etc :(
    “Give me a place to stand and with a lever I will move the whole world.”

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