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Thread: ALEXANDER EB

  1. #1051
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    If you have copied all the files in the correct folders (and those are only the files from the link into RTW folder) you shouold have no problems what so ever. Thing with the EBBS is clear, this mod has modified version of EBBS so its should be natural. In any case, try once more = instal gold edition (as Foot kindly responded) + alexander add-on then copy paste and overwrite all files from the same folders from the link and at the end change the target line.

    If you use trivia script - chang the target line before instaling this mod..

    I dunno what else to say really .. quite a few ppl have no problems running this mod whatsoever
    “Give me a place to stand and with a lever I will move the whole world.”

  2. #1052

    Default Re: ALEXANDER EB

    Right, I'd best give it a fresh install again. Just need to confirm a few things because the language in the original post is quite frankly terribly confusing; first, all I need to do is copy and paste the files in the link into the various subfolders in the EB folder (found in RTW), right?
    As in Data/scripts --> EB/Data/scripts.
    It might like a stupid question but I ask because there are a couple of files & folders in the link that don't even exist in the EB folder.

    What's this about trivial script? I'm assuming you're referring to THE eb script that prompts you to activate in-game? When you say change the command line am I just changing the command line on my desktop shortcut? What difference does it make regarding when I change the command line? I'll do it anyway, but I'd just like to know why I'd have to change it beforehand. I'm also assuming in your step-by-step that you forgot to add 'install EB' right? ;)

    Do I need to d/l the immortal fix or is the alex download updated to include that?
    Is the command stars/cursus honorum fix compatible with this and does it make a difference which one I install first?


    Sorry, I realise it sounds like a lot, but the people with the answers tend to appear infrequently and I want to get this over and done with and working!

  3. #1053
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    its all quite simple, but let me tell you once more, - if you play the mod you dont need to change anything - you only need the files i uploaded and the tweak of the *exe target line.

    Now, the folders from the link are ALL AUTOMATICALLY adjusted for you just to copy-paste them into your ''Rome - Total War'' folder and confirm the overwrite.

    Then you play
    “Give me a place to stand and with a lever I will move the whole world.”

  4. #1054

    Default Re: ALEXANDER EB

    Right ok, just did everything that needed to be done and it's still not working, won't load up because I get the message

    "script error in eb/data/export_descr_unit.txt at line140, column 33.

    Could not find soldier battle model for unit type 'generic ship baitaz"

    What the hell?!

  5. #1055
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    that can happen, as a generic bug after few instalation in a row - not that there is anything like that in the files and not that there is any "script error in eb/data/export_descr_unit.txt at line140, column 33.
    Could not find soldier battle model for unit type 'generic ship baitaz"- really, the thing is it may happen as a bug after uninstal and instal over of EB.

    The solution is next - find that line in ''export_descr_unit.txt '' - and add one battle model in the ''models unit'' folder that has the same name (it does not matter what model it is) as long as it is the same file format or the ''soldier - just use any model and name it as the battle model for unit type 'generic ship baitaz' and the problem is fixed.

    Like this,

    this is the alleged problem in export_descr_unit.txt and the issue is the soldier category, now you copy that line (the name of the soldier) and open descr_model_battle.txt file.

    ;;;;;;;;;;;;;;;;;;;; EB Boats ;;;;;;;;;;;;;;;;;;;;;;;;;;;

    ;12
    type generic ship baitaz
    dictionary generic_ship_baitaz ; Baitaz Flotilla
    category ship
    class light
    voice_type General_1
    soldier hellenistic_infantry_daernaght_pantodapoi, 13, 0, 1
    ship light warship
    attributes sea_faring
    formation 1.2, 1.8, 2.4, 2.4, 3, square
    stat_health 1, 0
    stat_pri 1, 0, no, 0, 0, melee, blade, slashing, none, 25 ,1
    stat_pri_attr no
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 2, 1, 0, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 0
    stat_ground 0, 0, 0, 0
    stat_mental 20, normal, untrained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 2000, 800, 200, 200, 2000
    ownership germans, slave


    Now pres Ctr+F and paste the name content of the soldier from exp_units into search option of descr_model_battle.txt
    And you will get this:

    ; Hellenistic infantry - Daernaght / Pantodapoi / Illyrian Tribal Levies

    type hellenistic_infantry_daernaght_pantodapoi
    skeleton fs_fast_spearman
    indiv_range 40
    texture britons, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_britons.tga
    texture gauls, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_gauls.tga
    texture scythia, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_scythia.tga
    texture spain, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture slave, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_antiochus_slave.tga
    texture thrace, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_illyrian_levies_spw_thrace.tga
    texture romans_julii, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_julii.tga
    texture numidia, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_numidia.tga
    texture carthage, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_carthage.tga
    texture romans_scipii, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_spw_scipii.tga
    texture greek_cities, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_antiochus_slave.tga
    texture parthia, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_antiochus_slave.tga
    texture romans_brutii, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_blank_brutii.tga
    texture saba, eb/data/models_unit/textures/hellenistic/ebhellenistic_infantry_pantodapoi_stefan25_saba.tga
    texture macedon, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture egypt, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture armenia, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture pontus, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture dacia, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture germans, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture seleucid, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    texture merc, eb/data/models_unit/textures/goidilic/ebgoidilic_infantry_daernaght_spw_spain.tga
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_high.CAS, 15
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_med.CAS, 30
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_low.CAS, 40
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_lowest.CAS, max
    model_sprite britons, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_britons.spr
    model_sprite gauls, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_gauls.spr
    model_sprite scythia, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_gauls.spr
    model_sprite spain, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_spain.spr
    model_sprite slave, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_scipii.spr
    model_sprite thrace, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_taxeis_illyrioi_all.spr
    model_sprite romans_julii, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite numidia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_numidia.spr
    model_sprite carthage, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_carthage.spr
    model_sprite romans_scipii, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_scipii.spr
    model_sprite greek_cities, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_numidia.spr
    model_sprite parthia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite romans_brutii, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_romans_brutii.spr
    model_sprite saba, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_saba.spr
    model_sprite macedon, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite egypt, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite armenia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite pontus, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite dacia, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite germans, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite seleucid, 60.0, eb/data/sprites/hellenistic/ebsprite_hellenistic_infantry_pantodapoi_all.spr
    model_sprite merc, 60.0, eb/data/sprites/goidilic/ebsprite_goidilic_infantry_daernaght_merc.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    What part is important to us is this one

    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_high.CAS, 15
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_med.CAS, 30
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_low.CAS, 40
    model_flexi eb/data/models_unit/ebhellenic_infantry_pantodapoi_daernaght_spw_lowest.CAS, max


    these files are model's - *cas files, you must see if they exist in the given folders or not - if not - you should try placing any *cas file or just duplicate any *cas file so you can have all those names in the given folder and that your game would work


    Last edited by Maksimus; 10-10-2008 at 08:17.
    “Give me a place to stand and with a lever I will move the whole world.”

  6. #1056

    Default Re: ALEXANDER EB

    Right, I think I got what you said there. Checked and double-checked, and I've got the units where they should be, here being what I'm seeing: piccy. Now what?

  7. #1057

    Default Re: ALEXANDER EB

    Just tried moving and re-naming, and even duplicating some files and I still get the same message every time ¬_¬

  8. #1058
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    ok

    tell me... do you use ANY other modified files exept the mod ones?

    (second, at the end you can only check the last thing: "script error in eb/data/export_descr_unit.txt at line140, column 33." - which means you open *export_descr_unit.txt and seek line140, column 33 and see if there is anything missing)

    If you are not using ANY other modified files exept the mod ones then I can only confirm that that can be only generic error and not the mod one.
    “Give me a place to stand and with a lever I will move the whole world.”

  9. #1059

    Default Re: ALEXANDER EB

    As far as I can tell, there's nothing missing, I checked the files like you said in your last post and everything appears to be where it should be. The only modified files I'm using are the 1.1 fixes; do you think any of those can be causing the problem?

  10. #1060
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    yes if you overwrite them ontop of the mod files
    “Give me a place to stand and with a lever I will move the whole world.”

  11. #1061

    Default Re: ALEXANDER EB

    But your instructions said Vanilla RTW>Alex>EB>Fixes>AlexEB
    I don't think that's too huge a problem in itself because I can just compare the files from fixes and files from Alex and overwrite what needs to be overwritten.
    But then...how am I supposed to use the fixes?

  12. #1062
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    first of all, this mod version is EB 1 and EB 11 compatible .. it means it does not need any fixes for EB 11 that are *TXT based. Which applies that the mod itself already has all the fixes that are needed for mod to work.

    Now, all other tehnical fixes connected to *cas files or packs etc are needed, and if you look at the tehnical page - there are almost none if only one of them.

    And yes the instructions are RTW>Alex>EB>Fixes>AlexEB ... which means Fixes AND THEN AlexEB mod

    So if you overwriten mod *txt files with fix files = mod will not work properlly coz the fixes are manually added into the files itself.
    Last edited by Maksimus; 10-11-2008 at 09:27.
    “Give me a place to stand and with a lever I will move the whole world.”

  13. #1063

    Default Re: ALEXANDER EB

    Oh, okay, in that case I *should* be safe because I followed your instructions to the letter and installed the fixes before any Alex files. Gonna d/l everything and post how it goes in a minute...

  14. #1064
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: ALEXANDER EB

    the problem is... that if one of the files in the fixes has a file that was also moddified with alexander full mod...

    the second one to be installed will overwrite the first one... that's why it's wise to install first the fixes then the mod that works with the fixes.

    Maks did you used the latest fixes? (if not I think I remember how bovi told me to make manually the changes )
    Last edited by ||Lz3||; 10-11-2008 at 02:23.
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    (just download it and apply to get tons of changes!) last update: 18/12/08 here
    ALEXANDER EB promoter

  15. #1065
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    The mod works very nice, who is not convinced can visit our thread at TWC also http://www.twcenter.net/forums/showt...134572&page=19

    And I did used the latest fixes (all that were out on the day of the mod launch)
    “Give me a place to stand and with a lever I will move the whole world.”

  16. #1066

    Default Re: ALEXANDER EB

    This keeps getting weirder and weirder...

    Despite the 'generic ship baitaz' error finally managed to get it working last night - on a random whim I ran the exe as administrator and hey presto it worked....for a while. When I fired it up about the 5th time I got another missing unit error and it just wouldn't work so I uninstalled, decided to go to bed and reinstall today. Cut to today and the pack I downloaded seems to be completely different to the one I used last night
    I used the same link on the first page, but where are all the extra units and unit textures such as from Alexander? I remember there being chinese textures and the chinese being on the strategic map, but there isn't anymore. Same with bonuses and buildings, the pack I downloaded had buildings giving bonuses that didn't exist in vanilla RTW. There was also a tune from Last of the Mohicans (that actually grew on me) that now isn't in the pack. I also get another missing unit error about 'evocatae' but again running it as administrator works just fine. I'm confused...
    Last edited by Gnostiko; 10-11-2008 at 13:38.

  17. #1067

    Default Re: ALEXANDER EB

    Just found out I downloaded the wrong version from the first page, ffs! *faceplant* overwriting now...

  18. #1068

    Default Re: ALEXANDER EB

    Update time: the weirdness continues. Installed the 'full' version, as opposed to the 'switch' version to get the .exe working, but it crashed everytime I tried to start a new campaign or pressed end turn on a save game. Problem was that I was using the cursus honorum/command stars mod. Went back to the switch version (still using Cursus/command mod) and it works fine, even weirder because I don't even get a message about missing units (don't even need to run it as administrator anymore ). Evidently the problem is that the two aren't compatible, but having seen the 'new' alex eb, I don't think I can just settle for simply using the alex engine....is there any way to get the cursus honorum/command stars mod working for alex eb?

  19. #1069
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    i really think you should read the first page and install instruction one more time carefully, coz its very simple - 1 install RTW and Alex expansion ;2 copy paste the updated files ;3 change the target line.
    “Give me a place to stand and with a lever I will move the whole world.”

  20. #1070

    Default Re: ALEXANDER EB

    No no, I think you misunderstand - it's a case of either/or: either I play the switch version of AlexEB with the cursus/command update, that is just the files needed to get EB working with alex.exe or just your new AlexEB mod without without the cursus/command update. I can't mix and match; I've tried installing the cursus/command update but it crashes your AlexEB. As it is, AlexEB does not incorporate the updates, I just extracted the pack to double check and in export_Vnvs it does not have the command stars update. What I wanted to know is if it's possible to get an updated EDCT file and export_Vnvs so I can use your AlexEB with the Cursus/Command update...

  21. #1071
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    what is the catch with the cursus/command update? what does it fix?
    “Give me a place to stand and with a lever I will move the whole world.”

  22. #1072

    Default Re: ALEXANDER EB

    It's an update whereby generals get additional command stars for traits like blooded, veteran, and grizzled. Off the top of my head I think it's just an edit to the EDCT file and Export_vnvs.


    edit: also, a couple of things I need to know how to fix - why doesn't 'disable arrow markers' in preferences work? I tick it, I untick it, I tick it again, but it never works. Is there also a way to fix the double-click zoom problem?
    Last edited by Gnostiko; 10-12-2008 at 17:34.

  23. #1073
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    its engine issue not the mod one, and also, you get plenty of stars in EB anyhow, in anycase i will look into it in some future - but that is really so minor to priority that it not that important
    “Give me a place to stand and with a lever I will move the whole world.”

  24. #1074

    Default Re: ALEXANDER EB

    Ah, ok, that's fine. I've got another thing for you to put on your list of items to look at: setting tax to AI automatically puts all your cities on low taxes, which is odd...

  25. #1075

    Default Re: ALEXANDER EB

    Maksimus check your inbox!

  26. #1076
    Member Member Maksimus's Avatar
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    Default Re: ALEXANDER EB

    Is anyone else having immortal generals? Familly members that do not die?

    Coz in my campaign they do and only if you are using the some officiall fixes this may happen
    “Give me a place to stand and with a lever I will move the whole world.”

  27. #1077
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: ALEXANDER EB

    the problem is that they download the ALEX mod and then they apply the fixes... that... nulifies the Inmortal trait... making FMs inmortal

    Applying the fixes first and then the mod is worthless also, since the files just overwrite themselves
    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

  28. #1078

    Default Re: ALEXANDER EB

    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
    Last edited by Panzer_Sturmovik; 10-14-2008 at 11:47.

  29. #1079
    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.”

  30. #1080

    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

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