is it possible to play RTR VII using Alexander expansion? I have to modify any files to make it run with Alex.exe?
I'm not sure, but I believe all you need is to edit the target line, change a few lines of text in the .txt files and move a file from the .alex folder into the mod folder. I'm not entirely sure though.
I'm also pretty sure that it would somehow affect the game, because I don't think the alex.exe has the religions system, something quite relevant in the gameplay of VII
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It's FLORIN that made the tutorial on it.
I will looksie at it tonight,my RTR and fire it up and pass the details on to yah. The target is only one thing to use,chat filter san is the main part,placed in your mod folder. Immortality trait has to be adjusted also. I use ALEX in TE well,but have no tried RTR yet,will apply same alteration and see.
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The R:TW Alex exe can be used for R:TW and R:TW mods easily. Clearly you need to have the exe in the game folder and the chat_filter.san file in the \alexander\data folder copies to the main data folder.
I think on the shortut properties you need the switch -mod: no_alex (or something like that). This will allow you to launch the mod without starting the Alexander campaign.
The problem is that the faction leader gets the 'immortal' trait from that game. It's only immortal in the sense that your faction leader will not die of old age - they can be killed in battle.
You will see the Faction Leader get to about 120 years old and then go back to 1......
A long time ago someone (not florin80) from the EBII team had a thread somewhere that explained what changes needed to be made to the files in order to stop the 'immortal' trait.
I did use it and it worked OK. I took a copy of the details and have included them below and in a text file. The last bit looks a bit suspect (the u2019 bits).
I only ever made the changes for the removal of the 'immortal trait'.
Some mods, like RSII, will detect the presence of the R:TW Alex exe and make the changes for you. Maybe someone from the RTR team can find out how that's done? I know there is co-operation between the teams
Spoiler Alert, click show to read:
Last edited by Brusilov; September 02, 2011 at 03:36 AM. Reason: some typos
If RTR VII already have the night battle then we don't need to add night battles part. AFAIK EB do not have night battle. In any case the night battle is optional and will work without adding that part.
The important thing is the .exe target and chat sans filter. The immortal traits is not important to run the mod with alex, but of course without editing them the faction leader will be immortal... That's all I remember though. Haven't actually done this in 3-4 years...
Last edited by Brusilov; September 02, 2011 at 03:27 PM.
The AI is supposed to be more likely to retain units with R:TW Alex - this should mean that you don't meet full stack AI armies with some very depleted units (no guarantee though).
The battlefield AI is supposed to be better.
There are few more steps to make it work specifically for RTR VII.
1. In the maps folder copy and rename the barbarian_invasion folder to imperial_campaign folder
2. Copy and rename barbarian_invasion_regions_and_settlement_name (or something, I forgot the actual name) in the txt folder to imperial_campaign_.... etc.
3. In descr_sm_faction need to edit out the horde entry for Armenia (used for Roman custom battles ?). Not sure how it will effect the custom battle.
If made copies instead of deleting the barbarian_invasion folder/names to imperial_campaign you can play both in either BI 1.6 or Alex 1.9 and the save games are compatible either way.
** maybe placebo effect but I can feel that using Alex the game is much smoother. I dunno. Unless I can run the game in 2 different pc at the same time then maybe I can actually say the different.
Because campaigns and AI is fundamentally different (in that it probably won't do the same thing each time) I'd expect any side by side comparison to be pointless.
One thing that I seem to recall happening with the R:TW BI exe was that the AI would usually keep units moving forwards and backwards without really doing anything. I either use R:TW or the R:TW Alex exe (clearly at the moment I am using R:TW BI for RTR VII).
For me swimming is fairly pointless as if the unit comes under missile attack they are sitting ducks. Also, when the unit emerges from the water they are usually exhausted and so if they are met by any unit are easily routed. More often than not when the AI tires to swin across a river the unit ends up as 'floaters' and the dead bodies wash away down the river.
I don't use the shieldwall abilty myself as I usally want my front line to be as long as possible - using the shieldwall reduces the units 'frontage' considerably. I tend to put my main line on 'guard mode' and that is enough for then to act as the anvil for the hammer (either cavalry or infantry attacking the flanks).
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