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Thread: XC 4 1.0 is Released!

  1. #61
    Libertus
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by Zarax View Post
    Allright, let's try the last resort.

    http://www.wmwiki.com/hosted/cv/xcfiles/Data.exe

    This is a copy of my data folder, it assumes you're using BI.

    Try copying it over your xc/data folder

    - If it doesn't work it's a patching problem and you need to (force) install BI patch 1.6

    - If it works please reinstall the mod and unpack the file elsewhere, we need to understand which files are missing.
    Thanks for your help Zarax. I had already de-installed EC and didn't have BI installed. I have now installed BI. Can you clarify the steps I should now take. Do I download the mod and copy your data or will having BI installed fix the isue with a clean install of the mod? Sorry for being a bit dumb but I'm new to this modding lark

  2. #62
    Zarax's Avatar Triple Chaosmaster
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    Default Re: XC 4 1.0 is Released!

    1) Install BI
    2) Install BI patch 1.6
    3) Install XC with the BI option
    4) Overwrite your xc/data folder with the one I sent posted
    The Best Is Yet To Come:

  3. #63
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by Zarax View Post
    1) Install BI
    2) Install BI patch 1.6
    3) Install XC with the BI option
    4) Overwrite your xc/data folder with the one I sent posted
    Dear Zarax, did a complete re-install of RTW and BI, (my version is already 1.6 so no patch required). Installed mod as directed then tested that battle with those green blokes. No problem, (apart from being massacred by elephants). On that basis I shall continue without downloading your data at this time and see how we go. Many thanks for your time, it's must appreciated

  4. #64
    mager420's Avatar Laetus
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    Default Re: XC 4 1.0 is Released!

    great

  5. #65
    nonopo's Avatar Libertus
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    Default Re: XC 4 1.0 is Released!

    Discovered this mod with the front page annoucement a couple days ago, been playing since then and loving it!!!

    Money is hard to come across though!

    Thanks to the team and all those that contributed!
    Last edited by nonopo; February 24, 2012 at 03:57 AM. Reason: thank you note!

  6. #66

    Default Re: XC 4 1.0 is Released!

    Sorry guys, but tell me where I can go to change the recruitment to zero?

  7. #67

    Default Re: XC 4 1.0 is Released!

    ...Been waiting for this.

    Kudos, XC team.

  8. #68
    Libertus
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by TotalKnight2 View Post
    Sorry guys, but tell me where I can go to change the recruitment to zero?
    For each unit look at this line "stat_cost 1, 1815, 765, 60, 120, 820" The 1 highlighted in red indicates how many turns it takes to recruit. Change the 1 to 0 and the unit will recruit in one turn. That's the only way I know to do it but it works

  9. #69
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by Hilly27 View Post
    For each unit look at this line "stat_cost 1, 1815, 765, 60, 120, 820" The 1 highlighted in red indicates how many turns it takes to recruit. Change the 1 to 0 and the unit will recruit in one turn. That's the only way I know to do it but it works
    I shoud have mention it's in the export_descr_unit text file in the data folder for XC

  10. #70
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    Default Re: XC 4 1.0 is Released!

    Can anyone tell me what's happened to the range of archers? My Archer Auxilia have to get so close to shoot they may as well just biff the enemy on the bugle. In fact generally at least one unit will get so close thay end up in a fracas. If anyone knows where to modify the range I would be grateful

  11. #71
    Total Roach's Avatar Ducenarius
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by Hilly27 View Post
    Can anyone tell me what's happened to the range of archers? My Archer Auxilia have to get so close to shoot they may as well just biff the enemy on the bugle. In fact generally at least one unit will get so close thay end up in a fracas. If anyone knows where to modify the range I would be grateful
    AFAIK there is not much difference between my test build from a couple of weeks back and the release version, I just did a quick comparison test and they are the same as Syrian Archers and Cretans in terms of range, just the same as it has been in all my XC playing. If you've come over from another mod then you might well notice a difference.


  12. #72
    Zarax's Avatar Triple Chaosmaster
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    Default Re: XC 4 1.0 is Released!

    It's a design choice.
    We do know that bows in antiquity were able to shoot up to 200m OR pierce armor at shorter ranges.
    Unfortunately as there is no damage drop with range, a choice is needed:

    1) keep the range and give archers very low damage
    2) use higher damage and shorten the range

    We went with option 2 as it keep archer decently effective versus more enemies plus especially in the west archers were skirmishers instead of "fire support" so they were meant to stay in front of the main line.
    The Best Is Yet To Come:

  13. #73
    magraev's Avatar Biarchus
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    Default Re: XC 4 1.0 is Released!

    I just had a thought. could you give a dedicated archer unit two different ranged weapons? a long range weaker attack, and a close range powerful attack? They would be utterly lost in melee though.

  14. #74
    Zarax's Avatar Triple Chaosmaster
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    Default Re: XC 4 1.0 is Released!

    Not sure if it's workable, IIRC the game expects at least one melee weapon.
    The Best Is Yet To Come:

  15. #75
    Civis
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    Default Re: XC 4 1.0 is Released!

    This is the first mod I"ve ever downloaded. So first off thanks for all the time and effort. Secondly, on a scale of 1-10 how much more difficult is XC than vanilla?

  16. #76
    Zarax's Avatar Triple Chaosmaster
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    Default Re: XC 4 1.0 is Released!

    Depending on the faction I'd go from 6 to 10...
    I suggest starting with Carthage as it tends to be easier, watch out for economy and traits, there are a few good guides around.
    The Best Is Yet To Come:

  17. #77
    GeoHitmanGR's Avatar Ordinarius
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by Zarax View Post
    Depending on the faction I'd go from 6 to 10...
    I suggest starting with Carthage as it tends to be easier, watch out for economy and traits, there are a few good guides around.
    Also do not overdo with the elites, this is the first mistake new XC players make. Egypt and Carthage have a very easy early game.


  18. #78

    Default Re: XC 4 1.0 is Released!

    Sorry for the delay, here is the link for RS environments http://www.gamefront.com/files/21375...ent_for_XC.rar
    All credit should go for the RS team, of course.
    Game is tested more than 150 turns and works just fine but feel free to make a back up just in case.

  19. #79
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    Default Re: XC 4 1.0 is Released!

    Quote Originally Posted by Ironhand View Post
    Sorry for the delay, here is the link for RS environments http://www.gamefront.com/files/21375...ent_for_XC.rar
    All credit should go for the RS team, of course.
    Game is tested more than 150 turns and works just fine but feel free to make a back up just in case.
    Excuse my ignorance but what exactly is RS environments? I'm currently playing XC so is it an addition to this mod or something different?

  20. #80
    Zarax's Avatar Triple Chaosmaster
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    Default Re: XC 4 1.0 is Released!

    RS environments are a graphical addition that enhances the map looks.
    They are not included in XC4 as it makes the game heavier, however they are usually worth a try.
    The Best Is Yet To Come:

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