I also noticed that the Senate faction starts the game with two greek family members.
I also noticed that the Senate faction starts the game with two greek family members.
I think adding two extra family memebers to senate faction in descr_start.txt file should fix that.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
I have already modded the game by adding two new senate family members, however it is a bug none the less.
Thanks anyway.
The reason the senate needs these charaters it to initially fill the senate positions.
Exactly,
And something is corrupted in original code, so those two new memebers that apear are greeks instead of romans.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
OK, added that plus a lot of updates.
Under Patronage of Necrobrit
Ok, in 1.3 senate has the same number of characters as in 1.2, those two members should probably be chosen from other roman factions. This maybe connected to the new way Seante is coded and thus to the diplomacy between roman factions issue.
Under Patronage of Necrobrit
Actually, in 1.2 senate also had 3 faction memebers, and then game code gerated 2 new ones to fill senate seats.
But, now it seems that code generates 2 new ones from macedon faction, or whatever the faction is below senate in descr_sm_factions.txt file.
But some other faction on 5th place in file and senators will be from that faction.
In fact, if you put slave as 5th, you'll get roman flavoured generals, but with rebellious names such as Spartacus, Moses etc...
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
Have you tried making Senate the last faction?Originally Posted by player1
Under Patronage of Necrobrit
In that case macedon faction controlls 4 seats, 1 some other roman faction (I guess since macedon has up to 4 characters) and one senate with egyptian character.
In this case 4th faction was macedon, 5th egypt and senate last in the list.
You can see some hardcoded pattern here.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
Edit:
Resolved.
Last edited by PRAEFECTVS IAERISTAE; October 18, 2005 at 03:50 PM.
ASINVS ASINORVM IN SAECVLA SAECVLORVM
In 1.3 ive noticed that men in a phalanx who are hit and forced backwards now get stuck in that pushback motion and sort of spasm outwards in all directions, sometimes ending up hundreds of meters from the original unit, still being animated as if somethings hit them.
http://img403.imageshack.us/my.php?i...phalanx0wo.jpg
Note the hoplites fanned out from the back of the main unit
I think i found a new one.
I'm currently playing a Julli campaign with standalone patch 1.3 (not BI), and after fighting and winning a battle against some Roman rebels on Italy (near the Julli capital), my general gained a Greek turncoat retinue!
The rebel's army composition was something like:
- Rebel general with equites
- 2 town watch
- 1 vellites
- 1 peasents
Anyways my general should have gained a rebel turncoat retinue, i guess, not a greek one.
Or maybe those rebels were working for those Greek senate members...
Thanx, this might be fixable btw.Originally Posted by maximusminimus
Under Patronage of Necrobrit
You're welcome. :wink:
Probably a trigger must be fixed, right?
I've been making 1 x 1 tests for balancing purposes and i've seen this happening with other non phalanx units, although they didn't go so far as in that picture.Originally Posted by Marly
I belive it's one more thing CA messed up in 1.3.
Another thing i noticed running a 1 x 1 Poeni infantry versus Principes, the Romans kept running back and charging over and over again (which proved to be very uneffective against the Poeni phalanx), until they finally routed. Odd AI tactics...
Please help!!! i have rtr 6.2 and i can not add new units!!! What is going on???The truth is that i have added many new units and changed many skins(with 6.2 mod). But now I found some new units, I tryed to add them in the game but the game crushes!!!When i erase an old one (unit) and add the new one, the game plays normally with the new unit!!! Is there some kind of limit??? How can i change that?
Yes, there is a limit. The only thing you can do is try to combine some units into one entry (e.g. chosen swordmen).Originally Posted by God Zeys
Under Patronage of Necrobrit
I suspect the phalanx "guard mode" in 1.3 works inversed now. Looks like if you select it, the phalanx units (after engagement) will keep following the running oponents, and if you deselect it they will hold their ground.
I've seen this happening on 1x1 Poeni infantry versus Principes, but i don't have time for more extensive tests, can anyone confirm this?
I'll do some tests.Originally Posted by maximusminimus
Under Patronage of Necrobrit
Thanx a lot
Is there a newest version of Blood mod 1.4??? Can someone make a realistic mod with blood without any bugs? Please Help!!! Also can you tell me how can i change the animations??? and the speed of combat animations???