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Thread: Mundus Magnus 6.0

  1. #201

  2. #202

    Default Re: Mundus Magnus 6.0

    I really like this version of your Mod. Bugs aside, its one of the most enjoyable I have played.

  3. #203

    Default Re: Mundus Magnus 6.0

    How so? Maybe if I ever get time, I can come out with a patch for it.

  4. #204

    Default Re: Mundus Magnus 6.0

    Ok well here are some of the reasons I like it.

    Well you have a good mix of factions, adding the Mauryan in the east was a nice touch (even though they are not playable in their present state). Bit cheeky but would add that if you do ever have time a faction in Southern Arabia would be nice, like the Sabaeans in EB. Factions also tend to be very strong with lots of cities which makes it a challenge.

    Some mods have harsh financial conditions that makes the game more of a chore. Yours doesnt, you can expand the way you want.

    Other mods have too many different units I find them overwhelming. While I like a diverse range of units their are limits. They also have too many restrictions on where you can train/retrain units.

    Building trees, other mods seem to me to have too many buildings and some that dont make sense. While I love developing my cities and would love more building types they have to make sense.

    Guess overall I would say your mod is a lot of fun to play. They dont stray so far from what was good in the original game. They simply add to the original game, making it bigger and better. Its Rome Total War only better.

    Minor gripe with this mod I find is units and armies tend to rout very quickly and en masse.

  5. #205

    Default Re: Mundus Magnus 6.0

    Would add Im also playing MM Elite and loving it also.

  6. #206

    Default Re: Mundus Magnus 6.0

    could anyone please tell me what exactly i have to change or add in export_descr_buildings.txt to be able to recruit units as the mauryans (in mm 6.0)? alternatively could someone please attach the amended file here so i can download it? i have absolutely no clue what i am doing when it comes to changing these files

    thanks in advance, i really want to play as this faction :-)

  7. #207

    Default Re: Mundus Magnus 6.0

    no matter, i figured out how to be able to recruit indian units as the mauryans, you simply find the building you want to muster a unit from, then type *recruit "indian spearmen" 0 requires factions { romans_scipii, }* (without the * symbols) and then repeat this for every building and unit you desire, replacing indian spearmen with the unit you would like (note that there are two spaces before and after the 0)

    you can find the unit names for the mauryans by starting a custom battle and reading the units names

    good luck :-)

  8. #208

    Default Re: Mundus Magnus 6.0

    Could you post your export_descr_buildings.txt file here? It will be an official patch for the mod.

  9. #209

    Default Re: Mundus Magnus 6.0

    <a href=http://www.filedropper.com/exportdescrbuildings><img src=http://www.filedropper.com/download_button.png width=127 height=145 border=0/></a><br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> <a href=http://www.filedropper.com >file backup online</a></div>

    elephants can be recruited from level 4 barracks or level 5 range (had nowhere else to put them)
    mauryans have only 2 stables (they use egyptian buildings) so chariots can be mustered from level 2 stables

    hopefully this works for you, enjoy

  10. #210

    Default Re: Mundus Magnus 6.0

    http://www.filedropper.com/exportdescrbuildings

    sorry for double post, i hope this link will work

  11. #211

    Default Re: Mundus Magnus 6.0

    Thanks man. I think you just completed MM 6.0

  12. #212

    Icon14 Re: Mundus Magnus 6.0

    In my campaign am rome , closes the game At the end turn solution ?

  13. #213

  14. #214

    Default Re: Mundus Magnus 5.5 (New Release)

    I installed This mod but when i click on Provincial campaign it crashes to desktop. I already deleted the map.rwm file but nothing changes. Please help!!!

  15. #215

    Default Re: Mundus Magnus 6.0

    Try playing the Imperial Campaign Instead

  16. #216

    Default Re: Mundus Magnus 6.0

    A port is missing in the Mydia province, I can't build any port building in the city of Sardis. Apparently, its supposed location is to close to the Temple of Artemis.
    Same problem with the city of Sparta in the Laconia province. But now it is an Iron resource that is located right where a port should have been.

  17. #217

    Default Re: Mundus Magnus 6.0

    Interesting Bug.. Well there isn't really any support for this mod anymore, so if you are looking for something that isn't bugged, try Mundus Magnus Elite

  18. #218

    Default Re: Mundus Magnus 6.0

    Hello everybody. I don't know if it's too late to report this error, I'm testing MM 6.0 and playing the roman campaign, maybe it's the same CTD that I read on this thread, about the capturing the 50th settlement, someone proposed to modify the file descr_win_conditions.txt. Did it work or the problem is related to something else? I just wanted to share and report this error. Greetings to MM team and great job with this mod. (Excuse my bad English, I'm out of practice.)

  19. #219

    Default Re: Mundus Magnus 6.0

    Yes, change the victory conditions for Rome so that they are like everything else.

    This mod is no longer supported by me since I am now working on RTR which will be somewhat similar to this.

  20. #220

    Default Re: Mundus Magnus 6.0

    Is mundus magnus playable with the BI.exe? I tried that but i got errors in the campagin, and custom battles don't work ( they don't even start ). Or maybe it is because i edited it a bit, by putting new units in it ( taken from Extendec Cultures mod )... but the units are fine, or so i guess since the game runs, but crashes only in battles and custom battle. Or is it because i used the BI.exe?... The game however crashes also with normal RTW.exe now... what did i do wrong?

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