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Thread: TLR + DarthMod 1.4C

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  1. #1

    Default TLR + DarthMod 1.4C

    I had a quick bash with the latest darth mod, because a) ive never tried it, and b) the recent patch improves campaign AI as well as battle AI, and campaign AI is one thing wed all like to improve with the TLR.

    In my very short go, it seemed very, very good. You get an update on relations every turn, so can plan your diplomacy better, i actually got attacked by rebels, and in battle things like fire_by_rank have been removed, pikemen only have a pike (dont keep switching to sword), and spearwalls etc do their job properly.

    Now to the point, id like to try and merge this AI with the TLR mod and see how it goes, unfortunatly i have no idea what files to use, and im trying desperatly to finish the info cards, and dont want to distract myself...

    I was wondering if anybody else fancies trying this out for me....??

    I was thinking... that with a GFX add on, Condottiere SOG's CTD fix (which is working well for me so far!), and darths AI, TLR could make a very big leap forward.

    Anyone like the plan....??

    Check out my new info cards project for TLR.
    And my tutorialon how to make them.

  2. #2

    Default Re: TLR + DarthMod 1.4C

    I like it alot, but are you sure Darth is ok with this?

    I wouldn't mind seeing more mods integrated into TLR so long as they don't degrade the TLR feel and experience.
    Knowledge is Power - English Proverb

  3. #3

    Default Re: TLR + DarthMod 1.4C

    Quote Originally Posted by Xeno_cws View Post
    I like it alot, but are you sure Darth is ok with this?

    I wouldn't mind seeing more mods integrated into TLR so long as they don't degrade the TLR feel and experience.
    I think so, on the download page it says anyone can merge it, as long as hes given credit, which is fair enough!!

    Check out my new info cards project for TLR.
    And my tutorialon how to make them.

  4. #4
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: TLR + DarthMod 1.4C

    Does this mean that there is a great chance to see a combination of two of the greater mods in one in the next release?I HOPE SO!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  5. #5

    Default Re: TLR + DarthMod 1.4C

    the next step once all this is stable would be to try and make it work with Kingdoms( maybe using the retrofit mod)

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    Dominion of the Sword / The Long Road GFX designer / Zuma Team member.
    TLRaced GFX add on for TLR2.0
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  6. #6
    Thorn's Avatar Artifex
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    Default Re: TLR + DarthMod 1.4C

    To anyone who wants to help me.. i had already started a Darth+LTR+retrofit mod

    http://twcenter.net/forums/showthread.php?t=121944

    I'm still modding the EDU file, but battles and campaign are working fine on Kingdoms.., but sounds seems to be wrong.. Castilla speak Scotish, England Arabic and so on..

    ah.. and the symbols of the new factions aren't showing during AI turns..
    Last edited by Thorn; September 16, 2007 at 01:54 PM.

  7. #7

    Default Re: TLR + DarthMod 1.4C

    Quote Originally Posted by headsh0ts View Post
    I had a quick bash with the latest darth mod, because a) ive never tried it, and b) the recent patch improves campaign AI as well as battle AI, and campaign AI is one thing wed all like to improve with the TLR.

    In my very short go, it seemed very, very good. You get an update on relations every turn, so can plan your diplomacy better, i actually got attacked by rebels, and in battle things like fire_by_rank have been removed, pikemen only have a pike (dont keep switching to sword), and spearwalls etc do their job properly.

    Now to the point, id like to try and merge this AI with the TLR mod and see how it goes, unfortunatly i have no idea what files to use, and im trying desperatly to finish the info cards, and dont want to distract myself...

    I was wondering if anybody else fancies trying this out for me....??

    I was thinking... that with a GFX add on, Condottiere SOG's CTD fix (which is working well for me so far!), and darths AI, TLR could make a very big leap forward.

    Anyone like the plan....??
    really do like this, and if anyone busy with this can someone as well implement darth's arrow behaviour into TLR?
    Roma, Acta est Fabula
    Released! version 0.9B of the mayor overhaul mod for IB2 Vandalorum

  8. #8
    Thorn's Avatar Artifex
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    Default Re: TLR + DarthMod 1.4C

    Maybe i'm wrong.., but all units ara available to be trained on casttles and cities?

  9. #9
    Danwood's Avatar Libertus
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    Default Re: TLR + DarthMod 1.4C

    will you update it with the 2.1 TLR version when it will be released?

    i hope yes it's a nice mod-combining


    Another thing: is included also the TRL GFX Update 1.2?



    Bug found: some faction flags missing in the campaign map (the new factions of TLR mod)
    Last edited by Danwood; September 22, 2007 at 05:28 PM.

  10. #10
    Thorn's Avatar Artifex
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    Default Re: TLR + DarthMod 1.4C

    There are 3 main bugs

    1- CTD when you try a siege custom battle.
    2- Factions accents are wrong (Castilla speaks Scotish, England Muslim and so on).
    3- The flag issue on the campaign.

    I'm trying to fix the 2nd first as is the most anoying of the 3..

    i'm not sure what is the problem with flags.., maybe someone who has moded TLR could help me with it..

    about 2.1 it will depends of the changes.. if they are easy to implement i will do it, but i'm haven't too much time to redo all my work again.. i aslo want to play my mod XD

    EDIT: Bug 3 fixed.

    EDIT: Bug 1 Isolated. there is something wrong in descr_sm_factions file
    Last edited by Thorn; September 22, 2007 at 07:09 PM.

  11. #11
    Danwood's Avatar Libertus
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    Default Re: TLR + DarthMod 1.4C

    Good work!

    But i think that the pop growth is excessive, in the old descr_settlement_mechanics of the TLR mod was more realistic, expecially for a long 900turns campaign...

  12. #12
    Thorn's Avatar Artifex
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    Default Re: TLR + DarthMod 1.4C

    All bugs fixed the 1st and 2nd were related to sm_factions file.. it seems they should go at bottom instead of at top..

    uhm.. i thought i was using the file from TLR instead the one from Darth..

    i have not tested the campign yet.. i have only tested battles and buildings.. next phase will be the campaign rebalance..

    all feedback will be wellcomed XD

  13. #13
    Danwood's Avatar Libertus
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    Default Re: TLR + DarthMod 1.4C

    Great, keep the good work !!

    i suggest you to use this condottiero's AI to enhance it in battle and in campaign


    http://www.twcenter.net/forums/showt...45#post2211445


    Another good thing in DarthMod is that, when your army starts a crusade or a jihad, his movement speed (onfoot or onship) is increased A LOT (dubled maybe) for 1 turn, in order to arrive quickly in the city-target of the crusade, avoiding the soliders disertion.

    if you can, try to put also this one
    Last edited by Danwood; September 22, 2007 at 07:35 PM.

  14. #14
    Thorn's Avatar Artifex
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    Default Re: TLR + DarthMod 1.4C

    I never liked that feature.. you could get your army fighting settlements till you reach the objetive and the defenderes can't do nothing (the AI doesn't use to defend from a crusade/jihad, but with those huge movements its even worst..)

    You still have the amazing sea movement points.. so you will have to risk your army traveling the sea..

    i will take a look at that AI, but i'm waiting to test Xeryx's job, cos we have been working toghether and i know his work better..

    By the way.. anyone knows how to increase the time before a siege city falls? i mean how to increase siege time..

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