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Thread: Imperial Might - Rebalancing mod Open-Beta release

  1. #21
    LestaT's Avatar Imperator
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    I was about to download and play (since I have a crave for something vanilla) but found out the you have named the mod folder same as my Imperator II mod..

    Maybe just a note for your future trouble shooting, if anyone complain when they install your mod both my mod and yours are not working (in case there's some who still play my mod though).
    CIVITATVS CVM AVGVSTVS XVI, MMVI

  2. #22
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    oh, hehe, sorry. Thanks for the heads up. Have fun.
    RIP Calvin, you won't be forgotten.

  3. #23
    Kleomenis's Avatar Taihō no heishi
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    hi roman man 3, i had a crash to desktop and i had this message:
    Script Editor in imp/data/descr_model_battle.txt, at line 2604, column 24.
    Model database failed to load model imp/data/models_unit/Aunit_greek_pikeman_special_lowest.CAS.
    if u want i can send u my save to your mail to see it yourself if this info doesn't help.

  4. #24
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Thanks for bringing that to my attention. If you want a quick fix, open the descr_model_battle in the imp/data/ folder. Ctrl+F and search for greek_pike_phalanx. You should be shown an entry like this:

    Code:
    type                greek_pike_phalanx
    skeleton            fs_slow_spearman, fs_slow_swordsman                                    ; combat spear
    indiv_range            40
    texture                macedon, imp/data/models_unit/textures/Unit_greek_infantry_macedon.tga
    texture                pontus, imp/data/models_unit/textures/Unit_greek_infantry_macedon.tga
    texture                seleucid, imp/data/models_unit/textures/Unit_greek_infantry_macedon.tga
    texture                thrace, imp/data/models_unit/textures/Unit_greek_infantry_macedon.tga
    model_flexi_m        imp/data/models_unit/unit_greek_pikeman_special_high.CAS, 15
    model_flexi_m        imp/data/models_unit/unit_greek_pikeman_special_med.CAS, 30
    model_flexi            imp/data/models_unit/unit_greek_pikeman_special_low.CAS, 40
    model_flexi            imp/data/models_unit/Aunit_greek_pikeman_special_lowest.CAS, max
    model_sprite        thrace, 60.0, data/sprites/thrace_greek_pike_phalanx_sprite.spr
    model_sprite        pontus, 60.0, data/sprites/pontus_greek_pike_phalanx_sprite.spr
    model_sprite        seleucid, 60.0, data/sprites/seleucid_greek_pike_phalanx_sprite.spr
    model_sprite        macedon, 60.0, data/sprites/macedon_greek_pike_phalanx_sprite.spr
    model_tri            400, 0.5f, 0.5f, 0.5f
    Now, overwrite that code with this:


    Code:
    type                greek_pike_phalanx
    skeleton            fs_slow_spearman, fs_slow_swordsman                                    ; combat spear
    indiv_range            40
    texture                macedon, data/models_unit/textures/unit_greek_pike_phalanx_macedon.tga
    texture                pontus, data/models_unit/textures/unit_greek_pike_phalanx_pontus.tga
    texture                seleucid, data/models_unit/textures/unit_greek_pike_phalanx_seleucid.tga
    texture                thrace, data/models_unit/textures/unit_greek_pike_phalanx_thrace.tga
    model_flexi_m            data/models_unit/unit_greek_pike_phalanx_400.cas, 8
    model_flexi_m            data/models_unit/unit_greek_pike_phalanx_300.cas, 15
    model_flexi            data/models_unit/unit_greek_pike_phalanx_200.cas, 30
    model_flexi            data/models_unit/unit_greek_pike_phalanx_100.cas, 40
    model_flexi            data/models_unit/unit_greek_pike_phalanx_70.cas, max
    model_sprite        thrace, 60.0, data/sprites/thrace_greek_pike_phalanx_sprite.spr
    model_sprite        pontus, 60.0, data/sprites/pontus_greek_pike_phalanx_sprite.spr
    model_sprite        seleucid, 60.0, data/sprites/seleucid_greek_pike_phalanx_sprite.spr
    model_sprite        macedon, 60.0, data/sprites/macedon_greek_pike_phalanx_sprite.spr
    RIP Calvin, you won't be forgotten.

  5. #25
    Kleomenis's Avatar Taihō no heishi
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    hi RM3 i think it also needs the last line, that by mistake you forgot to copy:
    model_tri 400, 0.5f, 0.5f, 0.5f

  6. #26
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    :hmmm:It wasn't with my entry. You could add it in, but I don't think it will make a difference. Could be wrong though...
    RIP Calvin, you won't be forgotten.

  7. #27
    Kleomenis's Avatar Taihō no heishi
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    before i replace the text u had in descr_model_battle, u had this line that's why i mentioned it. i played with the line:
    model_tri 400, 0.5f, 0.5f, 0.5f
    and it worked fine. i do not know if without it, it also works. thanks again for your quick reply.

  8. #28
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Hi That line is entirely optional so it wouldn't make a difference if it was there or not.
    RIP Calvin, you won't be forgotten.

  9. #29
    salaminomaxos79's Avatar Supai
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    yes. i tried both ways and it worked for me also.

    Macedonia was,is and will always be Hellenic.
    it is nice to be important, but it is more important to be nice.

  10. #30
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Calling out to everyone who's played this mod. I'm looking for feedback for what people would like to see in version 1.0. Please give some feedback on what you would like to see in the next version.
    RIP Calvin, you won't be forgotten.

  11. #31
    AveCaesar's Avatar Shashu
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    I just downloaded today. I will give it a try this week and let you know.
    IBRR Fanatic

  12. #32
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Great. Have fun and enjoy. BTW, make sure you get the fixes I posted throughout this thread.
    RIP Calvin, you won't be forgotten.

  13. #33
    AveCaesar's Avatar Shashu
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Well RM3: I've only played 5 turns into it, due to work and my own project, but I'm impressed. I like that it has the feel of Vanilla, but seems to be improved. It was very easy to install, as I put all my mods in separate folders anyway, using unmodified RTW/BI as my base. The only thing that was confusing at first was the shortcut that installs inside the imp folder. I tried to put that onto the desktop at first, and even though I put the correct address in the target location line, it wouldn't start the game, and promptly installed two empty folders on my desktop, one BI and one RTW. LOL, after I pulled my head out of my rear, I sent the BI engine to the desktop as a shortcut and it was a piece of cake. I just think that a newb might have a little more trouble with that if they didn't read your first post carefully (as I didn't)

    The terrain is gorgeous, and I love your new strat models. The faction symbols are a work of art. It all themes very well together. As I go further, I'll give you more actual gameplay feedback. I'd like to play a little into each of the factions, and then settle into one faction and try it out to see the gameplay changes.

    IBRR Fanatic

  14. #34
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Thanks. I will point out that Riczu made the strat map models, Darth Frigus made the Icons, and the textures came from M2TW.

    Thanks, and enjoy.
    RIP Calvin, you won't be forgotten.

  15. #35
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Does anybody have any feedback?
    RIP Calvin, you won't be forgotten.

  16. #36
    salaminomaxos79's Avatar Supai
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    i haven't played any games recently.i am very busy lately, but i like your mod

    Macedonia was,is and will always be Hellenic.
    it is nice to be important, but it is more important to be nice.

  17. #37
    Murakawa
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    I've set up this mod, to run thru 1.6BI as directed but if I use a hording faction, the game does not start and goes to the desktop.

    Non hording factions will load and shieldwall will work just fine.

    At first I thought it was pecular for HORDES for RTW1.5 mod but the problem remains the same and is reproducable in this mod..

    If I remove from descr_sm_factions.txt the added section of
    horde lines:
    horde_min_units 60
    horde_max_units 100
    horde_max_units_reduction_every_horde 10
    horde_unit_per_settlement_population 300
    horde_min_named_characters 4
    horde_max_percent_army_stack 80
    horde_disband_percent_on_settlement_capture 20
    horde_disband_percent_on_settlement_capture 40
    horde_disband_percent_on_settlement_capture 60
    horde_disband_percent_on_settlement_capture 80
    horde_disband_percent_on_settlement_capture 100
    horde_unit warband spear german
    horde_unit warband spear german
    horde_unit warband spear german
    horde_unit warband axe german
    horde_unit warband axe german
    horde_unit barb peltast german
    horde_unit barb peltast german
    horde_unit warband dhaxe german

    then that faction loads fine and the game plays.

    When I quit the game, of course gives the error about one of the german units not being part of a horde faction as I removed the horde stuff as above.

    Additionally I have added the bug fixer 3.6 after the 1.6 bi patch.

    Any ideas?
    thanks

  18. #38
    Agisilaos's Avatar GREECE - ΕΛΛΑΔΑ
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    first of all this mod is really good and i recommend it to everyone who would like to feel the vanilla RTW feeling improved.

    my suggestion to improve the game is this: in custom battles some factions should have the possibility to have some mercenary units added.

    Bugs i found that make the game crash to desktop are:
    (***they happen only if u play a battle by yourself and not automatically***)
    1) When you have at the same time in your Pontic army: Pontic Heavy cavalry and Mercenary Pontic Cavalry it CTD.
    2) When you have in your Scythian army the Mercenary Archer Warband Unit it CTD.

    Units that need description file fixed are:
    (***Unlocalised Placement Text***)

    1) (Gaul) Mercenary Skirmishers
    2) (Egypt) Mercenary Spearmen
    3) (Egypt) mercenary bowmen
    4) (Germanic) Mercenary skirmishers
    5) (Britons) Mercenary Woad Warriors

    And last i noticed that no matter which historical battle i tried to play there was a message "Please select an item from the list". i could not start a historical campaign plus the fact that the vanilla descriptions of the historical battles were missing.
    Hope i helped a bit
    Macedones were, are and will always be Greeks
    Under the Noble Patronage of jimkatalanos and proud patron of Agis Tournas and cocobongoclub-DJ
    Terrae Expugnandae, Imperial Might, Mythology, Complete Byzantine Roster, Ruins of glory, Sparta 3, Hegemonia City States, Roma Surrectum 2,300 Warlords of Sparta, Sparta 3.5, Classical Age Total War
    watch this
    , this and this
    Τακτική είναι να ξέρεις τι να κάνεις αν υπάρχει κάτι που μπορείς να κάνεις.
    Στρατηγική είναι να ξέρεις τι να κάνεις όταν δεν υπάρχει τίποτα να κάνεις.

  19. #39
    Roman_Man#3's Avatar Jukutatsu shita
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    Default Re: Imperial Might - Rebalancing mod Open-Beta release

    Thanks agisilaos. I'll try to find the time to get those bugs fixed, and maybe do a bit of balancing and then I'll release 1.0
    Last edited by Roman_Man#3; August 07, 2008 at 05:12 PM.
    RIP Calvin, you won't be forgotten.

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