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  1. #1
    Squid's Avatar Opifex
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    Default RS1.5b beta ready for testing

    Change List:
    - All errors/bugs/ctds from the bug/ctd thread have been fixed or attempted to be fixed1,2
    - 7th culture added, including traits and ancillaries for the new culture
    - Added ability for diplomats to bribe spies and assassins (please test this, as I only have 3rd party confirmation it works)
    - All units now have all unit sounds, this includes three new sounds I made by splicing other sound files to get the words I wanted
    - A few trait/ancillary fixes which include a change to the triggers for temples to make temples more reasonable, especially for those temples (like fun) that were atrocious before
    - Added new "Information and House Rules" building to stop the loyalty revolt for the britons faction if all buildings are destroyed, and a settlement revolts back to the britons. Note: The content of this building can be whatever we want it to say, and if we choose to use it for RS2, I'd make it more like the equivalent building in FATW or EODII (the content would be on an image, one I'd take from a screenshot contest, where I asked for a "watermark" image)
    - Miscellaneous other fixes as spotted by me while working on the patch
    - Removed all references to obsolete units in export_descr_advice.txt (should hopefully remove the last of the annoying "carthagininan peltast" issues)
    - Added a version of the forced diplomacy script compatible with 1.5b
    - In addition to dvks fixes for the custom location file, I added custom locations for the world wonders
    - RS1.5b has been made fully compatible with the alex.exe, and if the alex exe is in the directory installed to, and RS w Alex shortcut will be generated on the desktop.

    1. The trade route issue I attempted a fix for, but as I had no save with an advanced enough britain to test I couldn't verify if the fix worked
    2. For the roman family members not upgrading there were two solutions:
      • Make no changes
      • All pre-imperial FM, governors, procounsuls, etc become post marian armoured bodyguards instead of their post imperial equivalents
    I went for the first option, but depending on consensus, that can easily be changed.
    Any and all feedback is welcomed, and please post bugs/ctds found.

    Squid

    EDIT: None of the custom battlemap tiles were included as it would have taken too long, and my computer problems already delayed this patch too much.
    Last edited by Squid; August 08, 2008 at 04:34 PM.
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  2. #2
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    Default Re: RS1.5b beta ready for testing

    Well done Squid
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  3. #3

    Default Re: RS1.5b beta ready for testing

    Fantastic job!

    **RS Dev Team***Reciprocal Repper!* RIP Calvin- you will be missed

  4. #4
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    Default Re: RS1.5b beta ready for testing

    Nice work Squid, and thanks for taking that over. Helped me a LOT!

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    Default Re: RS1.5b beta ready for testing

    Does this get installed over 1.5a or a clean RTW 1.5 RTW BI 1.6?

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    dvk901's Avatar Consummatum est
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    Default Re: RS1.5b beta ready for testing

    Over 1.5a.......it isn't large enough to be the whole mod.

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  7. #7

    Default Re: RS1.5b beta ready for testing

    Thanks for the hard work, Squid. I'm hoping to get the time to test it during today and tomorrow!

  8. #8
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    Default Re: RS1.5b beta ready for testing

    Will it work with the new environment pack installed or do I have to re install rs?
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    Default Re: RS1.5b beta ready for testing

    Yes.
    No.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  10. #10

    Default Re: RS1.5b beta ready for testing

    I just install it over a clean 1.5a?
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    Default Re: RS1.5b beta ready for testing

    Yup.
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  12. #12

    Default Re: RS1.5b beta ready for testing

    Alright cool.

    I love the new building, the Information and House Rules building.

    Now Players can answer there own questions in the Game.

    I will test the crap out of this and report anything WEIRD



    Just off the bat. I did a custom battle as the Romans. I put a full legion together which includes legionary Cavarly.
    Have they been fixed with the weapon TYPE. I rememebr someone saying it needs to be changed from light type to heavy I beleive, it looks like there using some Javalin thing.

    So yea.
    Last edited by century x; July 06, 2008 at 05:44 PM.
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    Default Re: RS1.5b beta ready for testing

    So far Squid, looks good. Nice job. I really like the building idea. However, I noticed the units themselves had builidng conditionals on them....I was under the impression that this was unstable. But hey, if it works, it works.

    I do have a concern though. This could be used for all factions to prevent this revolt CTD (which is rare in RS1.5) in RS2, and will probably be a more important issue in RS2 because of the barracks situation. But, we wouldn't want to put all of a faction's units in there, otherwise there would be no incentive to build the barracks at all.

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  14. #14
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    Default Re: RS1.5b beta ready for testing

    Quote Originally Posted by dvk901 View Post
    So far Squid, looks good. Nice job. I really like the building idea. However, I noticed the units themselves had builidng conditionals on them....I was under the impression that this was unstable. But hey, if it works, it works.

    I do have a concern though. This could be used for all factions to prevent this revolt CTD (which is rare in RS1.5) in RS2, and will probably be a more important issue in RS2 because of the barracks situation. But, we wouldn't want to put all of a faction's units in there, otherwise there would be no incentive to build the barracks at all.
    That's why I said the current implementation is not how I'd do the final one. You're correct in saying that using building conditionals for recruitment lines can be unstable. First, if there are any other capabilities aside from recruitment you are limited to a total of about 6 lines of recruitment with building conditionals. Second, if a player right clicks on the units in the list (to bring up the unit stats) it may CTD, usually on later units in the list, you can actually see this if you make the britons playable.

    For RS1.5 it isn't an issue because it only has building conditionals for the britons, which are non-playable, and there are no other capabilities. To make it fully functional, so there is no risk of CTDs, FATW and EODII used a extra large construction image to cover the actual information (i.e. recruitment lines) of the building. If we decide to go ahead with this for RS2, I'll make next months image contest a "watermark" contest, and we'll pick the best watermark to use as the image for the information building, and add whatever text we choose.

    EDIT: @cherry, I don't think we gain anything by doing so
    EDIT2: As far as I can tell from my own testing, this is entirely save game compatible
    Last edited by Squid; July 06, 2008 at 10:56 PM.
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  15. #15

    Default Re: RS1.5b beta ready for testing

    So far so good on this end Squid.. good work.

  16. #16
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    Default Re: RS1.5b beta ready for testing

    Really nice job squid.
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  17. #17

    Default Re: RS1.5b beta ready for testing

    Okay, just throwing this out there -- any chance to get some of the new units in 1.5b? Maybe just updated some of the existing units with new skins?



  18. #18
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    Default Re: RS1.5b beta ready for testing

    Quote Originally Posted by cherryfunk View Post
    Okay, just throwing this out there -- any chance to get some of the new units in 1.5b? Maybe just updated some of the existing units with new skins?
    As much as i would love to, I just have no time. I think I need to focus on getting RS2 playable and done.

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  19. #19

    Default Re: RS1.5b beta ready for testing

    When I tell my cavarly to charge an enemy line the Horn sounds different. It sounds so familiar, where is it from?:hmmm:

    I like it it adds a little epic feel to it.
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  20. #20

    Default Re: RS1.5b beta ready for testing

    Nothing bad to say on this end so far!

    **RS Dev Team***Reciprocal Repper!* RIP Calvin- you will be missed

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