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EB Unofficial Modding Projects If you want to tweak EB, go ahead and post your work here

View Poll Results: ALX AI
Advanced than RTW 164 82.41%
Not Advanced 7 3.52%
Same 28 14.07%
Voters: 199. You may not vote on this poll

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maksimus
Old December 03, 2007, 07:40 PM / ALEXANDER EB   #1
 
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EB with ALX.exe
Save game compatible RTW.exe - BI.exe campaigns.
Reliable, fast and smart engine
Retraining
and Night Battles AI featureas

To play Europa Barbarorum using Alexander expansion you will need to install RTW that is 1.5 patched after which you either install Alexander add-on or use only its targeted *exe file
Install EB and fixes

In details:

1. Install Rome Total War + 1,3 and 1,5 patches.
2. Install Alexander expansion or extract the Alx.exe file only into your RTW folder.
3. Install EB 11 and EB 12.
4. EB fixes

a) To play EB with only improved engine you need use
5. ALX engine files.

b) If you want to play full modification you need to use
5. EAEM files.
5a. EAEM fixes.

6. Change the target line of EB.exe single player.


****************************************************************************************************

24062008

Here's are fully updated alex.exe ENGINE mod files that work with TrivialScript



NOTE1: THESE FILES ARE FOR ''ENGINE'' USE ONLY
THEY ARE NOT A PART OF THE EXTENDED EB ALEXANDER MOD
USE THEM ONLY TO PLAY VANILLA EB WITH ALX.exe



EB 12

http://www.zshare.net/download/51697518abdc7e31/


If you don't have ''7z'' archiver (which you need to unpack the files) you can download it for free here: http://www.7-zip.org/[/COLOR]




Extensive Alexander EB Modification 2009 Final edition



NOTE2: THESE FILES ARE FOR ''EXTENSIVE MODIFICATION'' USE ONLY
THEY ARE NOT A PART OF THE ENGINE MODIFICATION FILES
USE THEM ONLY TO PLAY EAEM MODIFICATION OF EB WITH ALX.exe




http://files.filefront.com/EAEMexe/;13812792;/fileinfo.html

THIS IS THE MOD
notice: pls backup your EB data folder before testing this mod
suggested preferences are very hard campaing difficulty and medium battle difficulty preference

EAEM is Alex.exe based and it is not save-game compatible with other EB saved campaign games

::
Credits ::


Maksimus
EB team
Rome Total Realism Team
Roma Surectum Team
China Team
Zhanguo Team
HalieSatanus
MrMerisi
Lysander13&Riczu74
Barbarossa82
Total War fans
Total War Center
Total War Org



Popular RTW submod of Europa Barbarorum is finally out.
Enjoy the diversity of units, armies and game balance using Alexanader expansion AI, tens of new units and overal rebalance of the world. New Chinese rebel faction and far eastern flavour of new unique models for generals and units. Fight for the world that will not allow you to advance unless you are tough enough.
The hardest and most challenging to play modification of EB. Use your commander and economy skills to win and advance.
This modification will bring hard core veterans to new challenges while the new players will fall in love in the game mod that will shape their perspective of RTW.



OFFICIAL FIXES Last update 12 august 2009
Spoiler Alert, click show to read: 



::
EB-ALEX STEP-BY-STEP START!
::

note: use http://notepad-plus.sourceforge.net/uk/download.php to edit EB *txt files

How to adjust the target line of your EB.exe

>Go to EB shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method

"<drive letter>:\<directory path you've installed RTW into>\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander
"...\Rome - Total War\
RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

If you have problems please download EB.exe with already set target line http://www.MegaShare.com/1330179

Spoiler Alert, click show to read: 

STEP I:
Edit 3 files
a) Go - ''Rome - Total War folder/eb/data/export_descr_character_traits.txt''
Open the file and add the Immortal description at the end of trait section! That should look like this:


;------------------------------------------
;Trait: CeasesAmbassador
; o Ceases_Ambassador (1):

Trait CeasesAmbassador
Characters diplomat
AntiTraits Ambassador

Level Ceases_Ambassador
Description Ceases_Ambassador_desc
EffectsDescription Ceases_Ambassador_effects_desc
Threshold 1

;------------------------------------------
Trait Immortal
Characters family
Hidden

Level Immortal
Description Immortal_desc
EffectsDescription Immortal_effects_desc
Threshold 1


;------------------------------------------
;Mod: EBMod801 - 12/31/05 : trait to make diplomats better when stationed in a settlement for EB 0.7.2.1
;===============================================================
;Section: == TRIGGER DATA STARTS HERE ==
;===============================================================


Then save!

Then, In the same folder you should make night_battle trrigers back to use!
That should look like this!:


;------------------------------------------
;NIGHT FIGHTING SECTION
;------------------------------------------
Trigger diet_of_carrots_1
WhenToTest CharacterTurnStart

Condition Trait NightBattleCapable = 0
and IsGeneral
and Attribute Command >= 4

Affects NightBattleCapable 6 Chance 100

;------------------------------------------
Trigger diet_of_carrots_2
WhenToTest PostBattle

Condition IsGeneral
and Attribute Command >= 1
and IsNightBattle
and Trait NightBattleCapable = 0
and WonBattle

Affects NightBattleCapable 6 Chance 100

;------------------------------------------
Trigger night_battle_crushing_victory_attacker
WhenToTest PostBattle

Condition WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and BattleOdds < 2
and IsNightBattle

Affects Noctophilia 1 Chance 100

;------------------------------------------
Trigger night_battle_crushing_victory_defender
WhenToTest PostBattle

Condition not WasAttacker
and IsGeneral
and WonBattle
and BattleSuccess >= clear
and BattleOdds < 2
and IsNightBattle

Affects Noctophilia 1 Chance 100

;------------------------------------------
Trigger night_battle_crushing_loss_attacker
WhenToTest PostBattle

Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and IsNightBattle

Affects Noctophobia 1 Chance 66

;------------------------------------------
Trigger night_battle_crushing_loss_defender
WhenToTest PostBattle

Condition not WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess >= clear
and BattleOdds >= 0.5
and IsNightBattle

Affects Noctophobia 1 Chance 66

;------------------------------------------
; StrategicSkill shown by bringing bigger battalions
;------------------------------------------


b) Go - ''Rome - Total War folder/eb/data/export_descr_VnVs_enums.txt''
Open the file and add the specified enums at the far end of the txt file! That should look like this:

Immortal
Immortal_desc
Immortal_effects_desc
Night_Fighter
Night_Fighter_desc
Night_Fighter_effects_desc
Noctophiliac
Noctophiliac_desc
Noctophiliac_effects_desc


Then save !

c) Go - ''Rome - Total War folder/eb/data/text\export_VnVs.txt''
Add one trait and replace one trait ''Rome - Total War folder/eb/data/text\export_VnVs.txt'' folder!


REPLACE

¬--------------------

{Legendary_Hero} Legendary Hero

{Legendary_Hero_desc}
Like Horatius, this man's bravery knows no bounds. He is rightly famed among Romans as Aeneas reborn, or even a new Romulus!

{Legendary_Hero_effects_desc}
+4 Morale for all troops on the battlefield, +1 Influence

¬--------------------

WITH

¬--------------------

{Legendary_Hero} Legendary Hero

{Legendary_Hero_desc}
Like Horatius, this man's bravery knows no bounds. He is rightly famed among Romans as Aeneas reborn, or even a new Romulus!

{Legendary_Hero_effects_desc}
+4 Morale for all troops on the battlefield, +1 Influence

{Night_Fighter_effects_desc}
+1 Command when fighting at night


¬--------------------

AND ADD

¬--------------------
{Immortal} Immortal

{Immortal_desc}
Hidden immortal trait

{Immortal_effects_desc}
No Effects

¬--------------------


d) Now edit your ''Rome - Total War folder/eb/data/world/maps/campaign/imperial_campaign/descr_strat.txt'' folder by adding the line at the start of Campaign section (at the top of the file.). It should look like this:
; Helix 4 build
; Campaign file generated by the Trivium independant Map Editor (TiME) (c) MrHide - The Trivium Organisation
; Forums: http://www.thetrivium.org/php
; Contact: MrHide@thetrivium.org

campaign imperial_campaign
options +prebattle_night_battle_tickbox
playable
seleucid
pontus
scythia
parthia
numidia
romans_julii
egypt
gauls
germans
britons
greek_cities
macedon
carthage
romans_scipii
dacia
armenia
spain
thrace
romans_brutii
saba
slave
nd
unlockable
end
nonplayable

end


start_date -272 summer
end_date 14 summer

night_battles_enabled
brigand_spawn_value 50
pirate_spawn_value 95


e) Now - Copy chat_filter.san from your Alexander/data folder into your the EB\data folder!


These are the finall step's! You should add torches, lighting for night time, lighting to city buildings, and prebattle UI images (that is opional and not included in the download link)

1) To Add torches to the units:
Copy the following from your ’’
bi \data\’’ folder to your ’’EB \data\folder’’
Like this:
’’
bi\data\models_unit\attachments\’’ to ’’eb\data\ models_unit’’
’’
bi\data\models_engine\’’ to ’’eb\data\’’
’’
bi\data\models_effects\’’ to ’’eb\data\’’
’’
bi\data\descr_effects.txt’’ to ’’eb\data\’’
’’
bi\data\descr_effects_engine_torch.txt’’ to ’’eb\data\’’
’’
bi\data\descr_effects_torch_fire.txt’’ to ’’eb\data\’’

Note: You can also get these files from
XGM or from Archer's SkyMod that are better looking .)

2) Add lighting for night time
The BI weather and lighting settings look better for night battles than the in vanilla RTW. Copy the following files from ’’
bi\data’’ to ’’eb\data\’’.
Like this:
’’
bi\data\descr_battle_map_lighting_and_fog_control.txt’’ to ’’eb\data\’’
’’
bi\data\descr_daytypes.txt’’ to ’’eb\data\’’
’’
bi\data\descr_skydome.txt’’ to ’’eb\data\’’

The weather and lighting settings from
Archer's SkyMod look even better. So If you have that mod -Copy the following files from ’’SKYMOD_BI\data’’ for ’’ Bi ’’ only to ’’eb\data\’’
The models folder!
’’
descr_battle_map_lighting_and_fog_control.txt’’ to ’’eb\data\’’
’’
descr_daytypes.txt’’ to ’’eb\data\’’
’’
descr_skydome.txt’’ to ’’eb\data\’’

3) Add prebattle UI images! (optional)

If you skip this step the engine will use a default image that looks as a day battle. All you need to do is put a suitable .TGA image called ’’
prebattle_night.tga’’ in every ’’data/UI/[culturetype]/eventpics/’’ folder.
A good image to use is bi/data/UI/roman/eventpics/prebattle_night.tga.

4) Add window lighting to city buildings!

Copy the folder ’’
bi\data\models_building\textures\glowing’’ to ’’eb\data\ models_building\textures’’




STEP II:

Go to EB shortcut - left clck on the shortcut and chose properties - then - change the Target by copy-paste method (if your RTW is in default install folder)
"C:\Program Files\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

or for 64-bit systems
"C:\Program Files (x86)\Activision\Rome - Total War\RomeTW-ALX.exe" -mod:eb -show_err -nm -noalexander

or for the ones that use different install folder - just edit the end of the target like this ...
\RomeTW-ALX.exe" -mod:eb -noalexander


::
AI UNIT USE IN BATTLE
::
Spoiler Alert, click show to read: 

This is a classical example of AI Battle use - when you run at him he will spread and flank you









::
AI UNIT RETRAINING FEATURES
::

Spoiler Alert, click show to read: 



You see Taras one turn after the garrison was reduced to nearly nothing by fighting. You can see that all units are full strength. That is first of all impossible to get with merging units, because you will always have a very small unit of each type left.

The red marked units have a lot of experince and are supposingly the forces that fought the Romans the turns before. The last one (yellow) seems to be the unit that has been raised in this turn.

And here is one more:


This is Alexandreia-Ariana a few turns after it has been conquered by Baktria. There had been two MICs, the AS factional one is useless for Baktria, but with the regional MIC they are able to raise/retrain the marked units.

Now, see that all units that can be retrained by this MIC are full strength (green marked), while all those that cannot be raised there (red) are understrength. May be they had raised some of them meanwhile, but cetainly not the silver chevron archers. And there had been no merging only, because that must have - again - left some units understrength. I think that the last two (yellow) were raised since conquest because they seemed not to have been part of the conquest force.

::
AI NAVAL USE
::

Spoiler Alert, click show to read: 















In these cases - Greek City states are draging troops from Rhodos so they can defend the Capitol, those moves are characteristic for all factions (Egypt drags the troops from Salamis and Nile to Syria and Asia Minor; Makedonia does the same from Lesbos to Thessaly, Carthage moves the army to Sicily etc)

There are numerous solutions for Alex.exe engine to be more playable and for everyone.


::
NIGHT/TWILIGHT FIGHT
::

Spoiler Alert, click show to read: 
SIEGE OF PELLA by Pyrros







SIEGE OF BAKTRA by Aryandes




SIEGE OF ALEXANDREIA by Attalos Pergamoumysiakes





SIEGE OF GEORGOVIA by Cocolitanos








SIEGE OF ATHENAI by A Gonatas











All generals have the ability to fight at night. If they win few night battles they gain additional traits as bonus for fighting at night.

If you want to add Night-battle trait manually - follow this pattern in ''
Rome - Total War folder/eb/data/world/maps/campaign/imperial_campaign/descr_strat.txt''

Spoiler Alert, click show to read: 
character Attalos Pergamoumysiakes, named character, command 0, influence 0, management 0, subterfuge 0, age 45, , x 162, y 113
traits NaturalIntelligence 5 , NaturalCharisma 2 , NaturalEnergy 4 , Temperament 3 , Selflessness 2 , Loyalty 3 , TurnsAlive 4 , SeleukidHellen 1 , GoodAdministrator 1 , Pragmatic 1 , GetRidOfSenate 1 , YearsPassed 4 , NumAncillariesAcquired 2, NightBattleCapable 1
ancillaries mentor, spear_carrier


::
KNOWN BUGS
::

Spoiler Alert, click show to read: 

Originally Posted by Gerhard
There is a common bug when you try to install Alexander..
Most of us use default install location after which is always ''
C:\Program Files\Activision\Rome - Total War\..'' but if you use any other HDisk drive to install Alexander - you have a problem!

The installer always checks drive C for diskspace regardless of installationdrive. If you try to install ALEX and the installer quits with "error -1" (or something like that) you are propably a victim of this bug.

To play EB with ALEX.exe you have to copy 2 files from the ALEX-CD to your harddrive!

The easy one first:
Copy ''
RomeTW-ALX.exe'' that can be found on the CD into your RTW installation folder, into the same directory where ''RomeTW.exe'' is and/or ''BI.exe'' (if you have one)
The second file is ''
chat_filter.san''! This one is also on the CD, but it is packed in CAB files.

Here you need ''
i6comp'' program
To get
i6comp go to:
http://programmerstools.org/node/123

I will describe how to use
i6comp to extract the CAB files, other tools can be found on the net - or google for it.

Unzip the download in some directory, say ''
D:\extract''. This should give you, among others, the file ''i6comp.exe''.
From the ALEX CD copy the files ''
data1.cab'', ''data1.hdr'' and ''data2.cab'' into the same directory.
Open a Text-editor and create a file ''i6comp.bat'' with the following line:
''
i6comp e -r data1.cab''

Save the file in ''
D:\extract''.

Doubleclick ''
i6comp.bat''.

This will extract
A LOT of files and may take some time to complete.
When its done you should find ''
chat_filter.san'' in ''D:\extract''.
Copy ''
chat_filter.san'' to ''<your RomeEB directory>\EB\data''.


::
PICTURES FOR SIGNATURES
::
Spoiler Alert, click show to read: 






















::
:: JOHNNY SHUMATE ::
FOR ALEXANDER EB
::





ALEXANDER EB TEAM is working on EB based Mods that will bring new and improved AI gameplay.

::
ALXEB MODDING PROJECT
::


Alex.exe engine fact's specified for modding on Alexander - Total War for EB, with unique Features List:

Spoiler Alert, click show to read: 
a) Alexander draws root from RTW and not BI
b) Victory conditions can state a "survivor" which requires that a specific unique character survive in order for that faction to remain in the game.
c) Mercenaries can be designated as ''faction-specified'' in the campaign merc pool file. In ALX.exe, you can specify regional mercenaries to be recruitable only by certain factions.
d) ''Descr_Model_Battle.txt'' model's entries are increaseded from RTW/BI's 250 max to 500 !
e) AI can be instructed not to attack certain factions (unless at war already). There is ''ai_do_not_attack_faction'' in ''descr_strat'', which prohibits the AI to attack certain factions, except if the protected faction attacks.
f) Immortality trait can ensure that named characters do not die of natural causes!
g) ALX.exe cannot use the features of BI such as hording, shield wall, schilstrom and swimming.
j) Unique general models. You can now add custom battle and strat model with portraits.

We can use specific campaign models, battle models and portraits for all the initial characters.
This is the example of entry in ''descr_strat.txt'':

character Denethor, named character, leader, age 50, , x 149, y 80, portrait denethor, strat_model denethor, battle_model denethor




Have fun!

Last edited by maksimus; August 26, 2009 at 05:31 PM. Reason: UPDATE ! .)
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Old December 03, 2007, 10:32 PM / Re: The best AI for EB is on ALEX.exe!!!   #2
 
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so... anyone teased yet?
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Old December 05, 2007, 10:21 AM / Re: The best AI for EB is on ALEX.exe!!!   #3
 
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This looks very interesting.

I don't actually have Alexander: Total War - this might just persuade me to buy it.

I'll let a few others post their experiences first though.
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Old December 05, 2007, 02:10 PM / Re: The best AI for EB is on ALEX.exe!!!   #4
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Does the AI handle sea raids better with Alexander?
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Old December 05, 2007, 04:01 PM / Re: The best AI for EB is on ALEX.exe!!!   #5
 
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Quote:
Originally Posted by Titus Marcellus Scato View Post
This looks very interesting.

I don't actually have Alexander: Total War - this might just persuade me to buy it.

I'll let a few others post their experiences first though.
You should follow the thread in my signature.. There are impresions

Last edited by maksimus; December 05, 2007 at 04:08 PM.
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Old December 05, 2007, 04:08 PM / Re: The best AI for EB is on ALEX.exe!!!   #6
 
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Quote:
Originally Posted by Skillets View Post
Does the AI handle sea raids better with Alexander?
Not sure, I think that sea raids are complete disaster on RTW/BI/ALEX I had some that were much better (ones that had abot 9 units sieging Rome) but the point goes beyond - ALEX.exe engine ''Retrains'' troops, always groups armies - that lead to less but bigger battles and battle AI on Alex is the best..

The retraining feature does not exist in RTW or BI engine - that is - that feature is disabled just so human player could win more.. In Alex it is on, and, Alexander is really made as a finall mark before MTWII and mostly for veteran players so to some point it is too hard

But for EB 1.1 there will be a mod and optional *txt files that would make Alex engine on EB 1.1 playable for all fans and gamers .)
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Old December 05, 2007, 10:14 PM / Re: The best AI for EB is on ALEX.exe!!!   #7
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Sounds awesome. Any idea when 1.1 will be released?
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Old December 06, 2007, 12:07 AM / Re: The best AI for EB is on ALEX.exe!!!   #8
 
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note: I did not say this (but I think it will be over by new year)
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Old December 06, 2007, 12:19 AM / Re: The best AI for EB is on ALEX.exe!!!   #9
 
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Will EB1.1 have those features you mentioned above, and I will just simply install Alexander and play with the Alex.EXE shortcut?
- REVENGE!!!
- A NEW DYNASTY!!!
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Old December 06, 2007, 12:50 PM / Re: The best AI for EB is on ALEX.exe!!!   #10
 
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Yes. EB 1.1 on Alex.exe will have the same features as EB 1 .. And if you follow instructions, you will have no prob's (but the main post will be edited after 1.1.)
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Old December 07, 2007, 10:47 PM / Re: The best AI for EB is on ALEX.exe!!!   #11
 
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note: this link contain's Alexander EB member's discussion's as well as gamer's suggestion's that follow preparation's for EB 1.1 mod that will be RTW or BI exe compatible

http://forums.totalwar.org/vb/showthread.php?t=96135

Join with your comment's

And - yes Alex engine support's more extensive add-ins in ''desecr_models_battle.txt''
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Old December 09, 2007, 12:55 AM / Re: The best AI for EB is on ALEX.exe!!!   #12
 
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I have updated the main post!
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Old December 09, 2007, 08:10 PM / Re: The best AI for EB is on ALEX.exe!!!   #13
 
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Hey Maksimus, I tried ALX.EXE, I noticed the when I left the town or city without governor, the unit with casualties will automatic retrain even I uncheck the recruitment. Never happen with RTW or BI. So it means AI will do the same? with or without governor in the settlement? That's the only difference I notice with ALX.EXE. Not sure if AI is better in battle coz I am using darthformation.

And the night battle is not available with saved game or new campaign game.
- REVENGE!!!
- A NEW DYNASTY!!!
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Old December 09, 2007, 10:17 PM / Re: The best AI for EB is on ALEX.exe!!!   #14
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looks great, but do the units and factions change though, I love the current idea.
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Old December 10, 2007, 12:21 AM / Re: The best AI for EB is on ALEX.exe!!!   #15
 
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Quote:
Originally Posted by chenkai11 View Post
Hey Maksimus, I tried ALX.EXE, I noticed the when I left the town or city without governor, the unit with casualties will automatic retrain even I uncheck the recruitment. Never happen with RTW or BI. So it means AI will do the same? with or without governor in the settlement? That's the only difference I notice with ALX.EXE. Not sure if AI is better in battle coz I am using darthformation.

And the night battle is not available with saved game or new campaign game.
AI retrains unit's even on Medium and Easy difficulty settings. And yes, sorry, but night_battles are not save-game compatible because the desc_start.txt that enables bi_options needs to be loaded at the start.. In new game it work's fine

And yes, We In the EB ALEX team are supporting Darth that will be a part of the ALEX EB mod for EB 1.1
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Old December 10, 2007, 12:23 AM / Re: The best AI for EB is on ALEX.exe!!!   #16
 
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Originally Posted by No, I **** my pants! View Post
looks great, but do the units and factions change though, I love the current idea.
I am not sure that I understand what you mean

note:ја сам из Београда али никоме немој да кажеш
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Old December 10, 2007, 12:53 AM / Re: The best AI for EB is on ALEX.exe!!!   #17
 
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Originally Posted by maksimus View Post
AI retrains unit's even on Medium and Easy difficulty settings. And yes, sorry, but night_battles are not save-game compatible because the desc_start.txt that enables bi_options needs to be loaded at the start.. In new game it work's fine

And yes, We In the EB ALEX team are supporting Darth that will be a part of the ALEX EB mod for EB 1.1
But I tried a new campaign game with romani and I besiege a town, the rebels attack me during the AI turn, there is no night battle at the bottom. I mean even if the general don't have night battle traits there should be the option display of night battle, you just cannot click it. Or was it because I am attacking only with captain?
- REVENGE!!!
- A NEW DYNASTY!!!
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Old December 10, 2007, 03:06 PM / Re: The best AI for EB is on ALEX.exe!!!   #18
 
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Originally Posted by chenkai11 View Post
But I tried a new campaign game with romani and I besiege a town, the rebels attack me during the AI turn, there is no night battle at the bottom. I mean even if the general don't have night battle traits there should be the option display of night battle, you just cannot click it. Or was it because I am attacking only with captain?

Only Named Character's can fight at night - and you have the option of manually adding the '' NightBattleCapable 1'' in ''descr_start.txt'', unless you are really good in the battle field and gain a general with nice trait's that would enable you to click that ''box''
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Old December 10, 2007, 05:25 PM / Re: The best AI for EB is on ALEX.exe!!!   #19
 
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kinda sucks not to have alexander expansion now...
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chenkai11
Old December 10, 2007, 10:36 PM / Re: The best AI for EB is on ALEX.exe!!!   #20
 
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Is it ALX.EXE or just my diplomat?

Seleukid is still strong to give that kind of proposal. They have 2 full stack at my borders.

I conquered that town few turns before, then I ask to give me tribute or I will attack again, they propose with ceasefire with lesser tribute, so I ask again for a single payment of 10000mnai and they said ok if give back that settlement, I accepted. After few turns I attack again the settlement, during the siege I ask for money, they said they can only propose ceasefire then I ask for that town and this is their proposal.

campaign difficulty: VH

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- REVENGE!!!
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Last edited by chenkai11; December 11, 2007 at 01:47 AM.
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