Page 10 of 175 FirstFirst 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 35 60 110 ... LastLast
Results 181 to 200 of 3487

Thread: Discussion and Announcements

  1. #181
    Senator
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,303

    Default

    Here is the text file for 2.1 without Greek translations for unit names.

  2. #182
    Senator
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,303

    Default

    And here is the file for the faction names in custom battle.

  3. #183
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Here is a list of the bug fixes:

    -Seleucids can no longer recruit Armoured Elephants in provinces with no elephants resource.
    -Armenian provinces have now all the mercenaries they should have.
    -The game uses correct (Carthaginian) skin & model for Spanish Generals (no more blue ones&#33.
    -Thrace: Phalanx Pikemen no longer disappear from building list after reaching last two levels of barracks.
    -Spain can now build Onagers & Long Shield cavalry in Campaign, like in custom battles
    -Pontus' and Scythian Generals get upgraded after the reforms.
    -Horse Archers will now behave correctly during skirmishing.
    -Stats for Thracian late general are now the same as Gothic cavalry.
    -Shrine of farming does not allow Gauls to build Naked Fanatics any more.
    -Slave Archer warband no longer uses Briton officer.
    -Bronze Shield Pikemen now use pikes and get the right shield stat.

    There may be more that I am forgetting about. Most of the changes are based on Borsook's bug fixer.

  4. #184
    Senator
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,303

    Default

    Sweet. Very cool. Thanks DimeBag! Once again, fantastic mod! Love it. (Are you gonna add new Spartan skins? I saw the posts of one, looked cool.)

  5. #185
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Yep, I'll probably put out a small update when the Spartan skins are ready.

  6. #186

    Default

    The clipping issue with the large shields simply cannot be fixed. I will change the size, and fix the medium model tonight. Watch this post.

    Here's the high LOD model - having some difficulties with the others (no idea why, gotta take a closer look when I get more time)

  7. #187

    Default

    Originally posted by meh_cd@Apr 28 2005, 04:07 PM
    The clipping issue with the large shields simply cannot be fixed. I will change the size, and fix the medium model tonight. Watch this post.
    Oh yeah, one more thing for the final: vertical or horizontal plume? It's up to you.

  8. #188
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Might as well leave the plume as it is. I like it that that way.

  9. #189

    Default

    Originally posted by DimeBagHo@Apr 28 2005, 04:31 PM
    Might as well leave the plume as it is. I like it that that way.
    Alrighty. Work is nearly complete.

    Done: Should work for sure this time.

  10. #190
    Senator
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,303

    Default

    Do you think you can put out both versions (vertical and horizontal)? That way we can use whichever suits our preference.

  11. #191
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Thanks meh_cd. I'll get this into an update for XGM 2.1 in the next day or so.

  12. #192

    Default

    Originally posted by Wonderland@Apr 28 2005, 07:25 PM
    Do you think you can put out both versions (vertical and horizontal)? That way we can use whichever suits our preference.
    Well, I can make both - but it'd be up to DimeBag to decide whether or not to include both.

  13. #193
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Make both. I think what I will do is make the version you have already done the default version, and then include a couple of mini-installers so that people can restore the vanilla version, or use your alternate version.

  14. #194

  15. #195

    Default

    Is it possible to use your excellent mod with the (equally excellent) Mundus Magnus map? I assume not, so if I may ask if you can transfer XGM to MM? OR, if that is too much hassle, what I could do to enjoy both excellent modifications in one package?

    Winner of the - once upon a time - least popular TWC
    TOPIC award

    Υπό την αιγίδα του Tacticalwithdrawal
    under the patronage of Tacticalwithdrawal


    Naughty bros: Red Baron and Polemides

  16. #196
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    The update to version 2.1.1 is available now (same link as before). Here are the changes.

    -Meh_cd's Spartan skin is included (and looks great&#33
    -Greek ports now get Greek walls instead of Roman walls.
    -Two optional Spartan skins are included (and an installer for med_cd's skin if you want to switch back).

    The optional skins are the original Spartan skin and the Peloponesian Era skin from CA. All the skins have matching sprites, UI cards, etc. You can swap them around anytime you like (even in the middle of a battle).

    Unfortunately I am leaving town for about a week, so I won't be able to add the vertical plume version of med_cd's skin until I get back.

  17. #197
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Rosacrux redux - Mundus Magnus probably won't work with the XGM as it is. Getting it to work probably wouldn't take much effort. All that needs to be done is to add the hidden resources, and remove some obsolete units from desrc_strat.txt. I might do it myself when I get back in a week or so.

  18. #198

    Default

    here's the file for Mundus Magnus. just overide the other region text.

  19. #199
    DimeBagHo's Avatar Praeses
    Moderator Emeritus

    Join Date
    Mar 2005
    Location
    Auckland
    Posts
    7,944

    Default

    Dennis II - thanks for the file. To get things to work correctly you also need a modified version of descr_strat.txt. From memory (I don't have access to the game files here) you need to replace the following units:

    biremes - with greek biremes
    greek general bodyguard early - with gc general bodyguard early (!&#33
    greek hoplite spartan - greek hoplite spartan xgm
    merc cretan archers - greek cretan archers
    merc rhodian slingers - greek rhodian slingers

    I might not have the unit names quite right. Replacing the bodyguard units is particularly important. With the other units the only problem is that Greek factions will not be able to retrain the obsolete units, but the bodyguards will kill your campaign if you don't replace them with the correct xgm unit.

  20. #200
    Senator
    Join Date
    Jan 2005
    Location
    AEnima City, USA
    Posts
    1,303

    Default

    I've been noticing something weird lately. Judean Zealots are recruitable just about anywhere, even on the Greek mainland. And their unit card is a grey peasant, not the spearmen it used to be. Is this because of the mod or had I just never noticed it?

Page 10 of 175 FirstFirst 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 35 60 110 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •