Page 1 of 4 1234 LastLast
Results 1 to 20 of 66

Thread: Metro Naval 2

  1. #1
    Maced0n's Avatar Domesticus
    Join Date
    Jun 2006
    Location
    /root
    Posts
    2,420

    Default Metro Naval II beta2

    ******************************************
    * Metro Naval II beta1
    ******************************************

    *MetropolisNaval Mod by Snake IV
    *Naval Mod v2.0 by Desaix
    *Metropolis Mod v1.2 by Chaotica
    *Marcus Camillus' 4 Turns*per*Year Mod for RTR Platinum v1.9.3 by Marcus Camillus
    *Candelarius' Extended Realism mod by Candelarius -only names of italian AOR
    *Naval Reskins by Riczu74 -only ships and diplomats
    *Cognomen mod by Guinnessmonkey & Moonfog
    *Horse reskin by Pinarius
    *Hic Sunt Dracones Animations -only animations pack
    *HeirsOfAtlantisIIv002 -only Kometai unit and Getai name
    *Latin voicemod pack for Rome:Total War made by Shigawire- Optional
    *WarCry mod by NorthHammer -lite
    *Roman fort by lt1956
    *Sinuhets__AI_formations
    *Wall mod by Sleepysmoo
    *Legion names and descriptions by LestaT

    *ALL RIGHTS BELONG TO RESPECTIVE MODDERS*

    **********************************************
    Features: .....There is a lot of them, this is yust a short explanation
    **********************************************
    *NEW LOOK ON STRATEGIC MAP- relly look diferent
    *3TYPES of villages Romano-Makedono-Greek,Eastern-Carthaginian and Barbarian
    *New Resources - new models for all resources
    *New terrain -some from vanila RTW some created by me
    *New Landcape - from TW:ALX
    *5 different cultures(religions):
    *Roman
    *Greek
    *Barbarian
    *Carthaginian
    *Eastern
    *Loyality for Romans
    *No more senate buttons
    *Imperial reform (disable the republican legion and introduce the imperial legions)
    *Entirely new concept for farming income.( this is completly diferent from clean version of Metronaval mod)
    *Only important cities can construct walls to counter "Siege: Total Realism" and army hack-and-slay.
    *Only politically and/or economically significant towns can acquire city level 4 and 5.
    *All buildings completely rebalanced to create a bigger difference between more and less developed provinces and to fix annoying squalor problems.
    *Fixed many things clean version of Metronaval mod
    *Maritime economy is now more important and naval development is now an valid way for city development.
    *Resources and hidden resources little revamp.
    *Minor faction’s initial setup changes- little tweaked weak faction expecialy GS
    *New skins for some roman units
    *4 turns per year-- BYT There is a option for those who like to play 2 turns per year
    *New ancillaries for Makedonian and Hellenic factions - from XGM
    *Script for bether gameplay- I use Imp2, BB and EB as a templates
    *New traits for Romans, Makedonian and Hellenic -some from XGM some by me
    *Combinations of the animations from SignifierOne, EB and Res Gestae -Hic Sunt Dracones Animations
    *Both Roman and Italian Infantry are only recruitable in Italy.
    *Correct roman legionary first cohort(1.5 from vanilla RTR)
    *Some lightly armourmed troops can now swim
    *Added shield wall,power charge and schildrom to some units
    *All cultures except barbarians can build Highways ,Barbarians can build paved roads
    *Barbarians can build huge cities and new buildings that is available with huge cities
    *Bi interfaces for Barbarians
    *Spyes, assassins, diplomats can enter in a sieged settlement - not finish yet
    *New Advisors for all Cultures
    *New Getai flags and logos from HeirsOfAtlantisII
    *Military Buildings cant be destroyed

    ALSO THERE IS SOME OTHER OPTIONAL OPTIONS WHO COMES WITH A INSTALLER


    **********************************************
    New units
    **********************************************
    * Named Legion recruited according to specific AOR region
    * Legio I Italica * Recruited from among the citizens all over Italy
    * Legio II Augusta * Recruited from the former Carthaginian province
    * Legio III Gallica * Recruited among various Gallic and Celtic tribes
    * Legio IV Scythica * Recruited from the tribes of the Schytians and Sarmatians
    * Legio V Macedonica * Recruited from the provinces of Macedonia
    * Legio VI Ferrata * Recruited from the Greek Provinces
    * Legio VII Alaudae * Recruited from the province of Gauls
    * Legio VIII Gemina * Recruited from the provinces of Germania
    * Legio IX Hispana * Recruited from the province of Iberia
    * Legio X Primigenia * Legion recruited in Rome and Capua from among the true Roman citizens
    * Legio XI Cyrenaica * Recruited from the conquered Egyptian province
    * Legio XII Fulminata * Recruited from the Umbrian region in Italy
    * Legio XIII Fretensis * Recruited from the province of Egypt and Syria
    * Legio XIV Parthica * Recruited from among the citizens of the eastern provinces
    * Legio XV Appolinaris * Recruited from the province of Illyria
    * Legio XVI Triana Fortis * Recruited from the Eastern provinces
    * Legio XVII Claudia Pia Fidelis * Recruited from the conquered Eastern province
    * Legio XVIII Macriana Liberatrix * Recruited from among the Iberians and Numidians
    * Legio XIX Minervia * Recruited from Germans and the Numidians
    * Legio XX Valeria Victrix * Recruited among various Dacian and and Scythian tribes
    * 15 new naval units
    * 9NEW Samnite, Marsi, and Etrurian Units
    * Italian Romanized Infantry
    *Italian Hastati
    *Italian Principes
    *Italian Triarii
    *NEW Roman Marian units
    *NEW Roman Imperial units -From modding legions v1.5
    *NEW Kometai unit from HeirsOfAtlantisII

    **********************************************
    New Buildings
    **********************************************
    *Four different mines (gold mine, silver mine, iron mine, copper mine)
    *Occupation buildings
    *New farming buildings
    *Naval architecture
    *war harbors
    *Navigation safety
    *Commercial harbors

    **********************************************
    Version history
    **********************************************

    Metro Naval II beta1
    first realise of this mod

    Metro Naval II beta2 soon
    -merged roman with greek and eastern with carthaginian cuture(religion)
    -added new faction Epirus thanks to Kali
    -added horde to some factions (only if playing with bi.exe)
    -added latin and galic voice mod by Shigawire
    -new script
    -new cursor
    -new Gfx


    **********************************************
    Installation:
    **********************************************
    1. Make sure you have a clean install of Rome: Total War on your system
    2. Make Sure you installed Patch V1.3 for Rome: Total War
    3. Make Sure you installed Patch V1.5 for Rome: Total War
    4. Make Sure you installed RTRPE V1.7
    5. Run the installer and point to yor RTR v1.7 installation folder,instaler will create new mnm folder,so none of uor original RTRPE v1.6 will be overwrite(You can still play vanila RTRPE), this mod use mod:my_mod princip.
    6. New shortcut will be created on desktop mnm, if u delete or u lose this shortcut to create new add this in target line -show_err -mod:M&N

    **********************************************
    Scipt
    **********************************************
    -Start a New Campaign -Load a Campaign
    Click on any Settlement Click on any Settlement
    Click on Advisor(Victoria) Portrait Button Click on Advisor(Victoria) Portrait Button
    Click on Show Me Button >>>>Script is started Click on "Show Me Button" >>>> Script is started

    **********************************************
    Special Notes:
    **********************************************
    *This mod was created for the designer and therfore reflects his view of gameplay.
    *This mod is for Rome Total Realism : Platinum Edition v1.7 which is base on Rome: Total War v1.5 and will not work with other version.
    *This mod is best played on Huge Settings with Hard or Veryhard Campaign and Battle Settings.
    *This mod is not to be played with other modifications, if you do so it may cause game problems.

    **********************************************
    Credits
    **********************************************
    All members of a TWC and RTR forums
    Desaix
    Chaotica
    Snake IV
    DimeBaHo
    Kali
    Marcus Camillus
    Candelarius
    LestaT
    Shigawire
    Ferres/GODzilla
    Prometheus
    Pinarius
    Sinuhets
    JoeyJubb
    Arbaces
    Guinnessmonkey & Moonfog
    Lt_1956 & SPQR_team
    Sleepysmoo & Florin80
    Caius Brittanicus
    EB team
    BB team
    RTRPE team
    RTR team

    Sorry for mine bad English
    and sorry if i forget someone
    **********************************************
    About stability and development
    **********************************************

    I dont guarantee stability of this mod , its not relly tested.


    Download link MN2beta1
    http://files.filefront.com/RTW_MN7z/.../fileinfo.html
    ***********************************************
    Licence Agreement:
    ***********************************************

    Terms of Use:
    This software is FREEWARE. This software is provided "as is", without any guarantee made as to its suitability or fitness for any particular use. It may contain bugs, so use of this mod is at your own risk. I take no responsibility for any damage that may unintentionally be caused through its use. I have verified it on a local system and on a number of other users computers, but there is no way for me to be able to guarantee that it will work on each and every system configuration out there.
    *************************************************

    The Rome: Total War software is property of:
    Total War Software Đ 2002 * 2004 The Creative Assembly Limited. Total War, Rome:Total War and the Total War logo are trademarks or registered trademarks of The Creative Assembly Limited in the United Kingdom and/or other countries.
    Published by Activision Publishing, Inc. Activision is a registered trademark of Activision, Inc. All rights reserved.
    *************************************************

    All trademarked names mentioned in this document and SOFTWARE are used for editorial purposes only, with no intention of infringing upon the trademarks.

    Here is some pic















    Last edited by Maced0n; March 07, 2007 at 09:10 PM.

  2. #2

    Default Re: Metro Naval --new version(Beta)

    error when loading animations

  3. #3

    Default Re: Metro Naval --new version(Beta)

    Great you found a new provider Maced0n! Really looking forward to testing it.

  4. #4

    Default Re: Metro Naval --new version(Beta)

    Hmm, looks very nice! As for the error loading animations, you'll need the IDX and DAT files from HSD to fix this. I only gave permission for HSD to be used so I don't actually know too much about this mod.

  5. #5

    Default Re: Metro Naval --new version(Beta)

    I must have installed incorrectly the first time. Working fine now, and very eager to give it a go!

  6. #6

    Default Re: Metro Naval --new version(Beta)

    I have 2 questions regarding installation:

    Is it possible to run this MnM together with BI like the old one?

    Is this version compatible with the CTD city fix posted in this forum?

  7. #7
    Maced0n's Avatar Domesticus
    Join Date
    Jun 2006
    Location
    /root
    Posts
    2,420

    Default Re: Metro Naval --new version(Beta)

    Quote Originally Posted by Furin View Post
    I have 2 questions regarding installation:

    Is it possible to run this MnM together with BI like the old one?

    Is this version compatible with the CTD city fix posted in this forum?
    Yes is it possible to run ,this mod didnt change anything in main data folder
    No i didnt add that fix becouse i dont know how good it is....

  8. #8

    Default Re: Metro Naval --new version(Beta)

    Works like a charm so far, its obvious how much work you put into this . Even the installer is impressive xd.

    Edit: Small problem with the installer. I reinstalled everything from scratch (1.2 -> BI -> 1.6 patch) just to make sure. The installer does not seem to recognize the BI 1.6 version correctly. It says wrong version but nevertheless continues with the installation. Some of the clickable features like no torches and no green arrows do not seem to work either (installer showed that he can not overwrite the preference file in the cmd window, the file is not write protected though), you can still remove both with the 1.6 additional installer and manually edit the preference file so its no biggie.

    Edit2: My first Feedback after a couple of hours playing. Great new features, culture, new diplomats, the entire feeling of the mod became even more intense. The new culture sounds (horns) are also very nicely done, just had a battle with Gauls in the woods and it was very atmospheric. Non destroyable auxiliary buildings are a good idea too, so assimilating another culture will not raise your happiness to higher levels but instead fight the already existing culture level and bring you to a zero sum after some time. A minor bug I found so far is that the Phyrrus back to Italy event suggests that some allied reinforcements are placed at Capua, those reinforcements actually do not spawn. The general then spawned in the Phyrrusstack is a non named general, aka just the unit (both not a big deal). I will post more things as soon as I find them.
    Last edited by Furin; December 03, 2006 at 06:28 AM.

  9. #9
    Maced0n's Avatar Domesticus
    Join Date
    Jun 2006
    Location
    /root
    Posts
    2,420

    Default Re: Metro Naval --new version(Beta)

    @Furin
    Its good you give feedback
    About installer- when i test him on mine PC it was working perfecly i dont know why you have problems like that.Installer is made to look for 1.5-RTW.exe, it dosnt look for BI.exe
    About spawn army -I newer tested how is working , i take that from IMP2.

  10. #10
    Ronin's Avatar Biarchus
    Join Date
    Dec 2006
    Location
    Australia
    Posts
    665

    Default Re: Metro Naval --new version(Beta)

    Great mod that vastly improves RTRPE but it isn't the most stable of your versions, I get occasional CTD's.

    However i'm willing to trade the stability of your last version for the many improvements of this version.

    "I am ronin because I serve no master.

    The set of principles that denote absolute justice require no
    subordinates.
    I am a warrior of justice."
    ~ Ronin

  11. #11
    KALI's Avatar Senator
    Join Date
    Feb 2005
    Location
    Here and there
    Posts
    1,054

    Default Re: Metro Naval --new version(Beta)

    Hi Macedon,
    I've been trying to edit your mod and swap some of the italian units for new units of other nations. So far I've edited the DMB, EDU, EDB, Models Unit, Models Units_textures and descr_rebel_factions. but now I realise there's at least one other file I don't know about as the games still trying to find the samnite spearmen.. I thought the descr_strat file might be the problem but it doesn't look like you've changed anything in there. Do you know where I'm going wrong .....
    Last edited by KALI; December 14, 2006 at 08:52 AM.
    I came, I saw, I went away again.


  12. #12
    Maced0n's Avatar Domesticus
    Join Date
    Jun 2006
    Location
    /root
    Posts
    2,420

    Default Re: Metro Naval --new version(Beta)

    @KALI
    I format PC before few days ,right now i dont have RTW installed on it,and i dont have a clue where ru going wrong...Italian units have same txt enteries like Candels mod.... do u have txt compare program its easy to find all diff with this tool
    here is what i use http://www.scootersoftware.com/
    if u like it pm me for r..........n

  13. #13
    GracchusTheGreat's Avatar Foederatus
    Join Date
    Sep 2006
    Location
    Philadelphia, PA
    Posts
    28

    Default Re: Metro Naval --new version(Beta) - Mountains?

    Great work! (based on the preview, at least)

    For those who have played, I'd like to know what affect the perceived lack of moutains has had on game play? The landscape looks rather flat in the preview pics (especially in Macedonia), but is the effect mainly cosmetic or have the main passes been changed/removed? I'm going to play as soon as the D/L finishes, but I'm hoping to have some info before planning a long-term strategy (of which mountain passes forms a large part). Thanks!

    (keep up the great work makedon!)

  14. #14
    KALI's Avatar Senator
    Join Date
    Feb 2005
    Location
    Here and there
    Posts
    1,054

    Default Re: Metro Naval --new version(Beta)

    Quote Originally Posted by Maced0n View Post
    @KALI
    .... do u have txt compare program its easy to find all diff with this tool
    here is what i use http://www.scootersoftware.com/
    if u like it pm me for r..........n

    I have it now thanks for the link Macedon.
    a very usefull tool. No doubt i'll be sending that pm shortly.
    I came, I saw, I went away again.


  15. #15

    Default Re: Metro Naval --new version(Beta)

    wow!

    Impressive, can you play it with BI and with thoose fancy- add- -mod switches?

  16. #16
    KALI's Avatar Senator
    Join Date
    Feb 2005
    Location
    Here and there
    Posts
    1,054

    Default Re: Metro Naval --new version(Beta)

    Yes its playable with BI,
    and uses a mod switch
    I came, I saw, I went away again.


  17. #17

    Default Re: Metro Naval --new version(Beta)

    I'm playing as the Greeks and for some reason no matter what buildings I construct in Syracuse, I can't recruit anything but levy hoplites and standard hoplites. No cav, no missile units, nothing. Is there a chart anywhere that spells out the buildings and resources needed to construct each unit?

  18. #18

    Default Re: Metro Naval --new version(Beta)

    Dear Maced0n,

    do you have any news/fixes for those CTDs during the AI phase? I canīt finish any campaign and i tried so many times. I really tried to understand what causes it but I have no idea. For now I will uninstall the beta because I lost so many challenging and fun campaigns to instability .

    Nevertheless best mod combination I have ever played, I really hope we will see a more stable version some day.

  19. #19

    Default Re: Metro Naval --new version(Beta)

    Very Good mod but it hangs very often! =)

  20. #20
    Maced0n's Avatar Domesticus
    Join Date
    Jun 2006
    Location
    /root
    Posts
    2,420

    Default Re: Metro Naval --new version(Beta)

    @romavictoria
    @Furin

    Sorry guys byt i havent look into MNM for a long time not even played....
    For now no fixes ....

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •