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Thread: Goths All Factions V2.4 for BI 1.6 Released

  1. #301
    PatWest's Avatar Taihō no heishi
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Quote Originally Posted by Goth
    Hi Guys

    @patwest
    sorry for the late reply mate but I hope this answer helps, most people that I have come across who are having the trouble you are having are trying to run the mod on Rome total war gold. Even though its supposedly patched to the latest version the barbarian expansion part is not upto date. the result is you have 1.5 rtw and 1.4 barbarian invasion(even though it should be 1.6). The solution is to patch it to 1.6 before adding the mod. I hope this helps mate. If it doesnt then post again as i am keen to eliminate this problem(not having the problem myself means I have to rely on others to try things for me). Also if you do manage to convert the mod to icetorques map please post it on the forums, I am sure we would all love to try it. Also the error messages you are getting with showerror are as a result of a conflict between darths formations and the altered edu file. None of the errors cause any problems in the game so i left them untill such a time as i revamped the mod with a new map(still on the cards for the future).

    Goth
    Hello Again, Goth

    Yeah it must be something with my BI 1.6 copy. I don't have RTW gold but I tried loading IBFD and got the very same thing on another spawned copy of BI 1.6. The error message's didn't look like the ones that would shut down the game, and I got the same one about hording units with IBDF too.

    If I get around to converting it to IceTorques WarMap I'll post it somewhere. I havn't seen a new download here since Feb. just updated old downloads unless I'm mistaken. Otherwise I would have seen my Unified Rome campaign for the Barebones WarMap here. I was also planning a limited ZOR/AOR so Rome at least wasn't recruiting Germanic Fedorati in Africa. First I have to play your version to know what units might make good ZOR units.

    Not that's it's any of my business but the 'All Wise' Doctor Drew says sometimes young people don't know when to end a relationship. :hmmm:

    Glad to See you Back,
    PatWest

  2. #302
    Darth Caesar's Avatar Ishiyumi no shashu
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    im downloading this mod right now from just hearing what you guys have said about it, it sounds great, I will let you know what I think

  3. #303
    PatWest's Avatar Taihō no heishi
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Back Again, Goth

    I got it working. I just reapplied the 1.6 patch to BI and manually dropped the files in and it works fine. I also set up my BI WarMap version for comparison and they differ considerably. So I have a lot of thought to put into this. The starting conditions because of the date are quite a ways apart. I might want to make a few adjustments to the map, but I could put that off for later versions. Do you have any thoughts about where you might want to go with it. I really think I would want to move Constantinople out to the tip of the peninsula at least, but as to where to start the campaign and how many starting forces to go with I haven't formed an opinion yet. I'll have to put in a little playing time to get some idea of what Id like to see different if anything.

  4. #304
    Soccer1993's Avatar Suzuki
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    where'd you get 1.6? i clicked on the link but it doesnt work! i really want this mod. so can ya help me?
    When You Walk Through A Storm, Hold Your Head Up High!
    And Don't Be Afraid Of The Dark, At The End Of A Storm Is A Golden Sky And The Sweet Silver Song Of The Lark...
    Walk On, Through The Wind
    Walk On, Through The Rain
    Tho' Your Dreams Be Tossed And Blown
    Walk On, Walk On, With Hope In Your Hearts, And You'll Never Walk Alone

    YOU'LL NEVER WALK ALONE!!!

  5. #305
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    try here soccer http://www.totalwar.com/ goto the support option and then to rome support, you will find the 1.6 patch for barbarian invasion there.good luck

    @Patwest
    Glad you got it working mate, hope you like it

    Goth

  6. #306
    Sukauto
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    What extra regions are there?? Im playing 2.4.1 as Romano Brits and seen none. I heared Deva was being created, cant remember where and that the celts were getting an extra province. Can anyone shed any light?

  7. #307
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    There are no extra religions in this mod, it is not even possible to add extra religions into the mod it is only possible to change existing religions. There are some extra provinces in this mod in comparison to vanilla bi but if you want a lot of extra regions try Invasion Barbarorum 6.0 or imperium julianorum they both have huge maps but are set at slightly differenttime periods to this mod.

    Goth

  8. #308
    SittingBull's Avatar Yamabe
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Goth could you incorporate the imperium Julianorum map into this mod? it woul dbe great to have a really big map.
    A Flemish Gentleman from Africa with a sword is worth a warlord!

  9. #309
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    yes that is planned for when I start modding again. The Idea is to use the map for both mods so that any improvements in the future can be put into both mods with ease. Also the plan is to have both mods available in the same download with one as a main campaign and one as a provincial campaign.

    Goth

  10. #310
    Murakawa
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Minor niggle - can you fix the Gratianus WRE general so that his unit is a cavalry bodyguard, not archers? It's a BI error that carries over to this mod.

    BTW, still loving my WRE campaign. A house rule prohibiting bridge defences makes it a more fun experience.

  11. #311
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    will do econ, I dont know when the next version will be available yet but I am currently compiling a list of improvements

    Goth

  12. #312
    Murakawa
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Hi sorry if you have already anwsered this, but I'm getting the problem when I attempt to start a campaign "please select an item from the list" comes up. How can I fix this?

  13. #313
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    you need to make sure that you have Bi version 1.6 installed before installing the mod, If you are using RTW gold pack then your bi will only be version 1.4.

    Good luck if you keep having problems then let me know

    Goth

  14. #314
    Murakawa
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Goth - another minor issue you might want to review when you get back to modding: which units get 2 hit points. I am not sure it is implemented that consistently.

    For example, I was editing the EDU file last night to switch the generals' bodyguards to 1 hit point and found you'd already done that for most. Specifically, the following already had 1 hit point: the chosen warlord Alemanni; the Frankish paladin bodyguard, the Celtish warlord ;the desert chieftain, the Samartian warlords, the Steppe warlords and the Goth warlords; the Romano-British warlords plus the two Imperial bodyguard units. The only ones with 2 hit points were the Hunnic warlords, the Immortals and three rebel warlord units. Maybe they all should have 1 hit point?

    Also, the Lombard Berserkers had 2 hit points (the only 2 hit point infantry) but the Hounds of Kulann - which I thought were just beserker types too - did not. I'd be inclined to give them both 2 hit points - they are small, flavour kind of units and 2HPs fits their reputation.

    Anyway, I was interested to discover your mod already gives most generals 1 HP - the experience leads me to think RTR should follow suit; it does not seem to have nerfed the bodyguards too much - they are still amazing units.

  15. #315
    Aoba
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Goth

    You're getting better already!

    Re my previous questions re Hipodromeand building elephants in areas with pachyderms as resource - got me thinking.

    Will it not vastly improve gameplay if we took that principle a lot further in mods, specifically IJ or whatever comes after?

    Example: throughgout history, the heart of an empire has been its resource base - Egypt as breadbasket of Rome, Ukraine as breadbasket of USSR or Ruhr of Germany etc - you get picture!

    Re IJ et al - will it improve gameplay to limit building of units to resources within province - lose your iron and no more weapons? (or something like that - no iron no foundry, armoury?) Lose horses and no new cavalry units. Will force you to fight for a region either way - to conquer or defend for a specific economic/strategic reason.

    At present is all abstrarcted into cash

    This will also give more meaning to diplomatic system, but is it implementable re game engine?

  16. #316
    Germanicus75's Avatar Chugen
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Hi Goth,

    Hope you're starting to pick up after your woman troubles. Got a few comments/queries on your fine Goth mod 2.4.1:

    - Gesithas have a golden eagle like the Roman legionaries - is this intentional, or realistic, and how do I remove it from the battle map and unit cards?
    - why are there only two cities in Italy?
    - in export_descr_units, gesithas referred to as "champions" - their name means "companions".
    - any plans to use Lt's excellent improved forts? - free to download and use
    - had unexplained CTD well into my Romano-Brit campaign
    - units seem to start with high experience but gain only little and slowly
    - Romano-Brit commander on campaign map has Roman voice but Barb voice on battle map. Need to decide whether Roman-Brits are barb or Roman faction and make all names, voices, models etc. consistent. I noticed some have Welsh-looking names, others Roman.

    I'm not yet ready to present my modding of the Saxons' stuff. I'll do it quite soon though.

    Thanks for your great work and take it easy, cheers Germanicus91

  17. #317
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    @econ
    Good point there mate, I think hit points need reviewing for some units as they are nearly invulnerable and it isnt realistic imo, Rather than raise some to 2pts I am more in favour of reducing those on 2 points to 1 point.

    @Byzantos
    Yeah getting there mate but need a little longer to get focused on modding yet
    Excellent suggestion about the recruiting and resources mate, it never really occured to me to take it further, it would add a new dimension to the strategic side of the game. When I get back to modding I will experiment with it and see how far the idea can be taken.

    @Germanicus
    Am ok about the woman but she is still living here and its tense, I just cant seem to concentrate on modding yet and am idling away my spare time playing games instead.
    The reason there are only 2 cities in italy is because it is using the seleukos map and at the time of writing this mod I knew nothing of map making. If you want to try a mod of mine with far more cities then try Imperium Julianorum which you can also find in the minor modifications thread, it is a successor to this mod and is more developed. I will be using the same map as in IJ for this mod in the future releases.
    I have been told about the wrong text for gesithas before but just never got around to altering it, thanks for reminding me
    I have never seen lts forts yet but they sound interesting, where can i download them?
    Not sure about the romano brits crash, it could just be a random bug but if you send me the savegame i can see if i can replicate it
    Units not gaining experience quickly enough annoys me too, I dont know how to mod this aspect so if anyone has the info i would really appreciate learning how to mod the rate at which units gain experience.
    Never realised about the romano brit commander having barb voice on battlemap, thanks for pointing it out, I will look into this of course.
    looking forward to your saxon stuff, of all the factions in the mod I think the saxons need a revamp the most

    Thanks alot for the comments and suggestions guys, sorry if I am a bit slow replying lately but I hope you all understand I have other issues at the moment. Once they are sorted I should get back to answering questions etc in quick time again
    Cheers guys
    Goth

  18. #318
    Murakawa
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Hey goth, I got the mod working and just wanted to say thanks for your work. I really enjoy it and its one of the few reasons I got BI to begin with.

  19. #319
    Taihō no heishi
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Ok Goth your work looks great but im really torn between yor mod and Invasio Barbarorum-Flagellum Dei please tell me the defing difference of both because from looking at both of them the latest version of yours seems to have a more complete overhall of skins and what not than IBFD v5.0 please can some one give me some advice.



    <<<English Pride>>>

  20. #320
    Shisai
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    Default Re: Goths All Factions V2.4 for BI 1.6 Released

    Hi Legate
    Glad you like it legate and thanks for the compliments

    Hi Vincenzo
    the difference between this mod and IBFD 5 is that this mod sticks more to the original bi in terms of start date of the campaign etc. IBFD is modded more than this mod in the sense that it has a completely different start date(410 ad ) and hence a completely different Campaign and it also has more cities on the map than this mod and some special buildings added. Both mods use pretty much the same units but those in this mod have been developed a bit further than in IBFD in that the skins have been toned down alot to provide a more atmospheric feel on the battlefield. Personally I think IBFD has a better campaign setup than this mod but i think this mod looks better in battles.
    If you have the hard drivespace I would install both mods, I have IBFD5 on my comp and I think it is superb and I am very much looking forward to their release of IBFD6, its going to be awesome!

    Thanks
    Goth

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