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  1. #1
    Spartan198's Avatar Protector Domesticus
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    Default Modding XGM files...

    When I DL a new XGM build, I always go through certain files and alter certain things that make the game better for me and my play style, but I'm curious to know if files I've modded with it installed on BI can be used with it installed on ALX, or if I should redo everything after switching .exes (which isn't a big deal except for the EDU file, which can be tiresome to edit in regards to its size).

    Redfox, if you're reading this, the above question also applies to DTW, as well.

    Also, about Praetorians in XGM...why are they available pre-Marius rather than post-Marius like they should logically be (considering their composition as legionaries)? I've always changed them to post-Marius during my editing, but I'm curious as to why they aren't in the first place.

  2. #2
    RedFox's Avatar When it's done.™
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    Default Re: Modding XGM files...

    Which files do you edit? If it's just the EDU.txt, then it is compatible with Alex in every way (you don't need to remove shield_wall entries if you play Alex).

    descr_strat.txt and descr_sm_factions.txt are usually the most sensitive ones, since the Alexander version contains things that do not work on BI and vice versa. Afaik, the files you get depend on the install options for XGM.

    In DTW, only the campaign descr_strat.txt's aren't compatible; the BI version works fine for Alex, just not the other way around.

  3. #3
    Spartan198's Avatar Protector Domesticus
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    Default Re: Modding XGM files...

    Quote Originally Posted by RedFox View Post
    Which files do you edit? If it's just the EDU.txt, then it is compatible with Alex in every way (you don't need to remove shield_wall entries if you play Alex).

    descr_strat.txt and descr_sm_factions.txt are usually the most sensitive ones, since the Alexander version contains things that do not work on BI and vice versa. Afaik, the files you get depend on the install options for XGM.

    In DTW, only the campaign descr_strat.txt's aren't compatible; the BI version works fine for Alex, just not the other way around.
    Just the EDU, EDB, and descr_disasters in XGM and the EDU and descr_disasters in DTW

  4. #4
    RedFox's Avatar When it's done.™
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    Default Re: Modding XGM files...

    Interesting. What kind of changes do you make to the DTW descr_disasters and EDU? It would be good to know.

  5. #5
    Spartan198's Avatar Protector Domesticus
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    Default Re: Modding XGM files...

    Quote Originally Posted by RedFox View Post
    Interesting. What kind of changes do you make to the DTW descr_disasters and EDU? It would be good to know.
    In descr_disasters, all I do is ";" the text for plagues to lessen their frequency and severity (it doesn't completely eliminate them from the game, but I've gone entire campaigns without seeing one).

    In EDB, I make a few changes to units regarding reforms, such as making Praetorians post-Marius-only troops, and both Periokoi Hoplites and Roman Equites light cav available pre- and post-Marius.

    In EDU, I make slight edits to recruitment turns of generals (from 3 to 2), SRG (from 30 to 20, with a slightly lower recruiting cost of 6000 dinarii), quinquireme-type ships (from 2 to 1), and deceres (from 3 to 2), change out testudo formation of Roman legionary units for shield wall (which I've found much more useful, since by the time they actually assemble the testudo, they're typically already bathed in arrows) as well as give shield wall to Eastern Infantry/Sparabara, and I eliminate upkeep costs entirely to ease my economy.

  6. #6

    Default Re: Modding XGM files...

    Quote Originally Posted by Spartan198 View Post
    well as give shield wall to Eastern Infantry/Sparabara, and I eliminate upkeep costs entirely to ease my economy.
    I make a lot of changes to those files as well for my own preferences, but wouldn't removing upkeep entirely pretty much remove the biggest cost your economy has, making it super easy to get money and whatnot?

    Hell, my Greek City States campaign has like 700 000 denarii without even trying to save money, and that was with increased upkeep costs, without any upkeep you'd have basically infinite money as most factions.

    Out of curiosity, how does the AI react with no upkeep? Do they recruit even more elite stacks?

  7. #7
    Spartan198's Avatar Protector Domesticus
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    Default Re: Modding XGM files...

    Quote Originally Posted by RedFox View Post
    DTW doesn't have marian reforms ftw...?
    I haven't made any changes regarding reforms in DTW, only XGM.
    Quote Originally Posted by Vercingetorix_Defeated View Post
    I make a lot of changes to those files as well for my own preferences, but wouldn't removing upkeep entirely pretty much remove the biggest cost your economy has, making it super easy to get money and whatnot?
    I'm not very good with the financing part of the campaign...
    Out of curiosity, how does the AI react with no upkeep? Do they recruit even more elite stacks?
    I usually hit the other factions, at least the ones nearest me, hard in the beginning so they don't always have time to recruit them.

    But even in the late game, I still don't see much of a change in the types of troops recruited by them. I recon it's roughly two elite units per every five regulars/levies. I still occasionally see stacks of spammed Thorakitai by TSE, though, but by that time I'm usually conquering deep into their territory by then.

  8. #8

    Default Re: Modding XGM files...

    My campaigns also have ridiculous numbers of spamming of Thorakitai and Libyan Spearmen, that's due to one of XGM's AI bonuses, not a lack of upkeep. Even with "reduced" AI bonuses chosen they recruit hilarious numbers of them.

    Now that I think of it, the AI bonuses XGM gives out to AI factions are so huge the AI factions effectively have infinite money anyway, I suppose. And since they have a tendency to spend almost all of it to recruit the largest army they can maintain, they have super giant armies all over the place given enough time.

  9. #9

    Default Re: Modding XGM files...

    Yeah, all those files are non-version specific.

    Like RedFox said, descr_sm_factions and descr_strat are the two files you have to worry about between .exes.

    Expand your borders, a mod based on XGM 5.

  10. #10
    RedFox's Avatar When it's done.™
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    Default Re: Modding XGM files...

    making Praetorians post-Marius-only troops
    DTW doesn't have marian reforms ftw...?

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