Yes you can use your save game with the new patch. It should work no problemOriginally Posted by monte0525
Yes you can use your save game with the new patch. It should work no problemOriginally Posted by monte0525
Yes i have had a few complaints about rapidshare so if anyone knows somewhere else i can upload to then please make a suggestion. I cant unfortunately upload anything to TWC (I am blocked because i joined too late) so if anyone that can upload here and wants to upload it for me then that would be great.Originally Posted by L.C.Cinna
The spelling mistake you mention is from Atilla reloadeds file and needs to be spelt that way if you alter it to good spelling the game will crash.
Ok it worked eerything is good but did u ever get the chance to see my earlier text. It was about the Romano-Brits not being ablw to recruit the more advanced units, in the newly conquered towns, unless its supposed to be that way ??
"Fear is the mind killer" Children of Dune
Always hope for the best and expect the worst...
Yes its supposed to be that way. Its so you have to have a core of truly british heavy infantry supported by auxiliaries from the conquered territories.Originally Posted by monte0525
Ohhhh....ok, well that definately makes it a harder campaign for the brits
"Fear is the mind killer" Children of Dune
Always hope for the best and expect the worst...
I have found the problem its a spelling mistake on ere clininarii in descr_model_battle.txt. I am updating the patch to 2.1.1 . the line ended with sprite.spr_sprite.spr and should just have been sprite.spr.Originally Posted by L.C.Cinna
download the new patch from the first post. All links to the patch have been updated to the 2.1.1 version
Everyone please let me know if you are still getting crashes with the new patch. If so i am going to reupload both downloads but without the sprites and if anyone can upload the mod to TWC for me i would be very grateful.
Thanks
Goth
Last edited by Goth; January 20, 2006 at 02:07 AM.
By the way great mod Goth, I actually played BI for like 7-8 hours straight, now i need to go eat After the patch i havent recieved any crashes yet but ill report any if i do..
"Fear is the mind killer" Children of Dune
Always hope for the best and expect the worst...
I know you dont want it to be too easy monte :wink:Originally Posted by monte0525
Thanks
Goth
***** Patch 2.1 upgraded to 2.1.1*****
Download of this file does not use rapid share so there is no waiting
Download from here http://forums.rometotalrealism.org/i...=0#entry169000
you will find patch 2.1.1 in the first post
Thanks
Goth
Tried it and also got random Cdt's both on campaign map and end of battles but didnt noticed the patch already avaiable, so gonna install it asap.
Also need to make a few tweeks on the video options as I did a battle where 5 slav armies apeeared agst mine solo Frank 1. There where more then 5000 solders on screen and battle was lagging baddly all time (But no cdt's on that one).
Gonna try to change unit size to normal and turn antialiasing off (Im playing a few other mods with all sets max and armies set to large but as all combats i had till this one where thought with a max of 1500 troops I never had any lag pbls before).
I got the Slavs, Ostrogoths and Burgundian hordes invading My territory as Frank on 3th turn and really need to think a good way to avoid them surrounding My capital (As I took a rebel city on the end of 2nd turn), they tend to accept aliances to easy just to break them after.
And MY frank army cant defeat 5000 slavs, lol (Not due to lag but due to superior numbers, I killed more then 2000 slaves but got exterminated in the end).
Love your mod, but how do I ad these back in? I like killing rebel scum!Originally Posted by Goth
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(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
"attack the argument, not the person saying it" -lee1026
Sig by Manji
To get brigands and pirates back is easy. I dont know if you have modded before so i will talk as if you havent. use notepad and open the file called descr_strat.txt which can be found in the bi\data\world\maps\campaign\barbarian invasion folder. Once you have opened it you should see these lines just below all the faction names
start_date 363 summer
end_date 580 summer
marian_reforms_disabled
rebelling_characters_active
gladiator_uprising_disabled
night_battles_enabled
brigand_spawn_value 100
pirate_spawn_value 100
To set back to the old bi values you need to change the line brigand_spawn_value 100, to brigand_spawn_value 10 and the line pirate_spawn_value 100 to pirate_spawn_value 12.
Glad you like it
Thanks
Goth
Just like it really happened , the slavs just kept coming, except they headed for the balkans instead. Strange that the ostrogoths went in that direction up till now they have always gone for thrace in my games.Originally Posted by Gen_Lee
Goth
Hehehehe, now I understand the fear from the hords!
About the Ostrogoths, I started 2 different factions, Lombards and francks, on both Slave hordes appeared around 2nd turn.
On one of them Vandals and Ostrogoths also turned into hords and one invaded My teritory also.
Now I cant remenber if it was while playing as Lombard or as Franck.
However seems that I need to become also a hord in order to survive, probably will go aiming to Iberia on the next game, after patching it.
Hi all :original: tks Goths for your work.
I have a problem with your MOD, saxons units cards does not post itself (peasants) in custom battle and in battle either.
Antrustions, Horde Hunters, Hunters
I am only?
Herdsmen & hunnic heavy cavalry for huns, no in custom battle? and campaign?
I have a fresh copy off rtw+bi+1.6+your mod+patch 2.1.1
thank you goth :wink:
ps: sry for my bad english ^^
I have the same problem that you've describedOriginally Posted by Clovis
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(O.o )
(> < ) This is Bunny. Copy Bunny into your signature to help him on his way to world domination!
"attack the argument, not the person saying it" -lee1026
Sig by Manji
I have to try to see or was the problem :original:
for antrustions ==> descr_model_battle
type horde_sword_heerbann ;Frankish unit
;--------------------------------------
skeleton fs_slow_swordsman
indiv_range 40
texture slave, bi/data/models_unit/textures/AR_unit_frankish_noble_swordsman.tga
texture franks, bi/data/models_unit/textures/AR_unit_frankish_noble_swordsman.tga
texture burgundii, bi/data/models_unit/textures/AR_unit_frankish_noble_swordsman.tga
texture lombardi, bi/data/models_unit/textures/AR_unit_frankish_noble_swordsman.tga
model_flexi bi/data/models_unit/AR_BI_unit_frankish_horde_chosen_swordsman_lod1.cas, 15 ;BUGS "contains cloak_end bone" <=== this defaut??
model_flexi bi/data/models_unit/AR_BI_unit_frankish_horde_chosen_swordsman_lod1.cas, 30
model_flexi bi/data/models_unit/AR_BI_unit_frankish_horde_chosen_swordsman_lod1.cas, 40
model_flexi bi/data/models_unit/AR_BI_unit_frankish_horde_chosen_swordsman_lod1.cas, max
;model_sprite 60.0, bi/data/sprites/vandals_steppe_swordsmen_sprite.spr
model_sprite lombardi, 60.0, bi/data/sprites/vandals_steppe_swordsmen_sprite.spr
model_sprite slave, 60.0, bi/data/sprites/slave_sword_heerbann_sprite.spr
model_sprite burgundii, 60.0, bi/data/sprites/vandals_steppe_swordsmen_sprite.spr
model_sprite franks, 60.0, bi/data/sprites/vandals_steppe_swordsmen_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f
I do not see too much of or come the problem
Goth !! :original: help
I played a while and get no CTD's in the campaign map. But I fought out a custom battle between Sarmatians and Alemanni, and got a CTD. Tried it again and it worked, so I don't know what happened.
Best BI mod yet, if new banners are made and the Sassanids loose that dreadful cyan, it would be even better. Good job, Goth.
All the unit cards for the saxons have been changed to those used by Atillas skins and old unit cards removed. Antrusions , horde Hunters and saxon hunters are no longer used by the campaign game so they are showing as grey peasant icons in the custom game.Originally Posted by Clovis
As for the hun herdsmen they are available in both custom battle and campaign but the Heavy Cavalry I have removed from the game because i consider them unrealistic unit. however if you want to reintroduce them to the game open the file export_descr_unit.txt (which can be found in the Bi\Data Folder) with notepad. Go to edit at the top and click on find. Type hunnic heavy cavalry and press enter and it will take you to the hunnic heavy cavalry unit info
The last line on the hunnic heavy cavalry listing will say ownership slave
after the word slave type , huns so the line looks like this
ownership slave, huns
Save it and thats it hunnic heavy cavalry are available in custom and campaign game again
Edit- dont try doing this to reintroduce saxon units as the chance of causing a conflict with Atillas units are high.
Thanks
Goth
Last edited by Goth; January 20, 2006 at 12:23 PM.
Sounds like another sprite problem to me. The reason there have been ctd bugs with sprites is because of the reason you have decribed joar. They crash the game but then in another instance they work. thats why so many(this is the 3rd) have slipped through testing.Originally Posted by Joar
I will look for it now and fix. Thanks for reporting it joar. We will have this mod bug free yet
edit
I have tried a custom battle between alemanni and sarmatians using all the units of both factions four times and got no ctd. I have also been all the way through descr_model_battle.txt file checking all sarmatian and alemanni units and couldnt find an error. Keep me posted if it happens again joar.
Thanks
Goth
Last edited by Goth; January 20, 2006 at 12:36 PM.