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Thread: Hey, a couple of questions about RTRPE.

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  1. #1

    Default Hey, a couple of questions about RTRPE.

    Hey, i'm a long-time RTW player, i've taken a break recently since i had little time and also wanted to check Empire (Pretty disappointing).
    I've been playing a little more lately and have a couple of questions on RTRPE (installed on Vanilla RTW 1.5, no BI), it's alot of questions so bear with me

    1. Regarding the music - i've downloaded Marcus Camilus' music Remix mod (ver 1.1) and installed it properly, but i'm still getting the original tracks about half of the time (Both in campaign and battle). Is that supposed to happen?
    The new tracks are amazing and i'd like to hear alot more of them instead of the same old tracks.
    I don't know if it has anything to do with this issue, but before downloading Marcus Camilus' mod i already had the original RTR 6.2 Music add-on installed (Compatible with RTRPE) and looking at the Music folder now it seems like i have duplicates of many tracks.
    I've also edited the names of the files in the Sound music as needed (for Marcus Camilus' mod).

    2. I also didn't get the Latin voices for Rome. Is that an individual mod, and if so, where can i get it, and is it compatible with PE?

    3. A gameplay related problem - many times in my campaigns, settlements grow and are ready for the next level - yet the next level's government building isn't available for building. It just doesn't show up.
    This happens entirely on relatively high-level settlements (Maybe minor city and upwards), and i don't really know what's the problem.
    Sometimes i can build buildings that belong to the next level, such as the next level of walls, before i built the corresponding government building.
    It's a really odd issue and i think that it's one reason why i'm having pretty annoying population outrage everywhere in my current Carthage campaign.

    4. Another gameplay related issue, i don't really seem to understand the changes done to Phalanx units.
    I completely understand it's low damage against infantry - it is supposed to hold the line and the Phalanx units were too strong at fighting infantry head on in Vanilla. This i have no problem with.
    However, Phalanx units can't sustain a charge head on from basically any cavalry unit in my game, no matter how long the spears are.
    And this really makes no sense, in my current Macedonian campaign, my main phalanx unit (can't recall the name, a 120 men unit [on large scale] with red-ish armor plate, but it happens on all Phalanx units i've tried so far) has fairly long spears and cavalry of even the cheapest kind repeatedly charges head on against them, loses maybe 6-10 men and immidiately breaks the entire formation and beats the living crap out of my men who get a huge morale hit as well.
    It's kind of ridiculous that a cavalry unit charges head on against a Pezhatroi and lives to tell the tale of how they made the unit rout, isn't it?
    So, am i missing something?

    5. I've downloaded a file that contains a couple of add-ons to RTRPE 1.9 and one of these was Sinuhet's AI formations mod. Being tired of the AI being completely unable to organize in a viable formation i installed it immidiately, but it doesn't seem to work.
    Sometimes, i can catch the AI having deployed his units in a good formation. However, it immidiately destroys it when it starts moving it's units and it still does extremely stupid things that make no sense such as concentrating it's entire army on one side and charging all (or most) of it's units on a single unit of mine, or sometimes even completely runs away from battle the moment it starts even when it has a chance to win and the balance is even.
    Is there any sort of solution or is the AI just hardcoded to be an idiot?

    I'd really thank anyone who can answer those! Sorry it was so long, i'm just trying to figure RTR out here

  2. #2
    DraeKlae's Avatar Libertus
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    Default Re: Hey, a couple of questions about RTRPE.

    Quote Originally Posted by b_133 View Post
    1. Regarding the music - i've downloaded Marcus Camilus' music Remix mod (ver 1.1) and installed it properly, but i'm still getting the original tracks about half of the time (Both in campaign and battle). Is that supposed to happen?
    The new tracks are amazing and i'd like to hear alot more of them instead of the same old tracks.
    I don't know if it has anything to do with this issue, but before downloading Marcus Camilus' mod i already had the original RTR 6.2 Music add-on installed (Compatible with RTRPE) and looking at the Music folder now it seems like i have duplicates of many tracks.
    I've also edited the names of the files in the Sound music as needed (for Marcus Camilus' mod).
    I believe Marcus Camillus' Remix keeps the old music, whereas the old RTR 6.2 music add-on doesn't.

    Quote Originally Posted by b_133 View Post
    2. I also didn't get the Latin voices for Rome. Is that an individual mod, and if so, where can i get it, and is it compatible with PE?
    It's an individual mod made by Shigawire. You can get it here: http://www.twcenter.net/forums/downl...do=file&id=507

    Quote Originally Posted by b_133 View Post
    3. A gameplay related problem - many times in my campaigns, settlements grow and are ready for the next level - yet the next level's government building isn't available for building. It just doesn't show up.
    This happens entirely on relatively high-level settlements (Maybe minor city and upwards), and i don't really know what's the problem.
    Sometimes i can build buildings that belong to the next level, such as the next level of walls, before i built the corresponding government building.
    It's a really odd issue and i think that it's one reason why i'm having pretty annoying population outrage everywhere in my current Carthage campaign.
    Check out the building browser to see if the government buildings are there. If they aren't, maybe you had your EDB modified without knowing.

    Quote Originally Posted by b_133 View Post
    4. Another gameplay related issue, i don't really seem to understand the changes done to Phalanx units.
    I completely understand it's low damage against infantry - it is supposed to hold the line and the Phalanx units were too strong at fighting infantry head on in Vanilla. This i have no problem with.
    However, Phalanx units can't sustain a charge head on from basically any cavalry unit in my game, no matter how long the spears are.
    And this really makes no sense, in my current Macedonian campaign, my main phalanx unit (can't recall the name, a 120 men unit [on large scale] with red-ish armor plate, but it happens on all Phalanx units i've tried so far) has fairly long spears and cavalry of even the cheapest kind repeatedly charges head on against them, loses maybe 6-10 men and immidiately breaks the entire formation and beats the living crap out of my men who get a huge morale hit as well.
    It's kind of ridiculous that a cavalry unit charges head on against a Pezhatroi and lives to tell the tale of how they made the unit rout, isn't it?
    So, am i missing something?
    Sometimes cavalry can break some of the phalanx formation (especially generals - the AI loves to make them charge a phalanx head-on ), but it shouldn't break the whole phalanx. Was the unit fully stopped, i.e. "ready" in RTW terms?

    Quote Originally Posted by b_133 View Post
    5. I've downloaded a file that contains a couple of add-ons to RTRPE 1.9 and one of these was Sinuhet's AI formations mod. Being tired of the AI being completely unable to organize in a viable formation i installed it immidiately, but it doesn't seem to work.
    Sometimes, i can catch the AI having deployed his units in a good formation. However, it immidiately destroys it when it starts moving it's units and it still does extremely stupid things that make no sense such as concentrating it's entire army on one side and charging all (or most) of it's units on a single unit of mine, or sometimes even completely runs away from battle the moment it starts even when it has a chance to win and the balance is even.
    Is there any sort of solution or is the AI just hardcoded to be an idiot?
    Indeed, that is one of the main problems of RTW that can't be fully corrected: the AI. Mods for battle formations - both Darth's and Sinuhet's - do a good job in trying to make it smarter, but they can't control where the AI will make its units charge - especially its general, as I've said before, charging spearmen head-on. All in all, it's still better than using the vanilla formations.

  3. #3

    Default Re: Hey, a couple of questions about RTRPE.

    Quote Originally Posted by DraeKlae View Post
    I believe Marcus Camillus' Remix keeps the old music, whereas the old RTR 6.2 music add-on doesn't.
    Well after reading your reply i deleted the Music folder and installed the original 6.2 Music add-on again, changed the names of the necessary files and loaded up a custom battle, it still uses some of the old tracks, and now the new ones are played at a crappier quality than Marcus Camilus' mod.
    So i've just reinstalled the remix mod and i'll just hope that someone can give me some instructions on how to make the game use more of the new tracks.
    Thanks anyway!



    It's an individual mod made by Shigawire. You can get it here: http://www.twcenter.net/forums/downl...do=file&id=507
    Thanks, i've downloaded and installed it, but it only seems to work partly.
    Clicking on units still results in English voices, although ordering them to move gives me a latin voice and ordering to attack seems to generate no voice at all.
    Kinda odd, is it compatible with RTRPE 1.9?



    Check out the building browser to see if the government buildings are there. If they aren't, maybe you had your EDB modified without knowing.
    It's there. Upon checking it out it seems that the different levels of market are a pre-requisite to the Government buildings.
    I don't recall this from Vanilla, but then again it's been a while
    Problem solved then, thanks.



    Sometimes cavalry can break some of the phalanx formation (especially generals - the AI loves to make them charge a phalanx head-on ), but it shouldn't break the whole phalanx. Was the unit fully stopped, i.e. "ready" in RTW terms?
    It was fully stopped and ready, yes.
    The general's unit is as OP as ever (Too bad they didn't nerf it further in RTR), but i'm not talking about the general unit, but of cavalry in general.
    Mostly they just run head long into my Pezhatroi (or other Phalanx unit), lose around 10 dudes and somehow manage to get between the spears and break down the entire formation, killing alot of people. It just seems as if Phalanx units are doing pretty lame damage to cavalry. I don't want them to skewer any living thing that gets in the vicinity of the spears like in vanilla, but holding down a line against a frontal cavalry charge is probably something Phalanx units used to be able to do.
    Or is it just in my game?

  4. #4
    DraeKlae's Avatar Libertus
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    Default Re: Hey, a couple of questions about RTRPE.

    Quote Originally Posted by b_133 View Post
    Thanks, i've downloaded and installed it, but it only seems to work partly.
    Clicking on units still results in English voices, although ordering them to move gives me a latin voice and ordering to attack seems to generate no voice at all.
    Kinda odd, is it compatible with RTRPE 1.9?
    Unit names aren't modified, because, if they did, the voicemod would be compatible only with one mod. About the attack order, RTW sometimes takes some time to play the voice track related to the order you gave, playing the voice track some seconds later. Maybe isn't that what's happening?

    Quote Originally Posted by b_133 View Post
    It was fully stopped and ready, yes.
    The general's unit is as OP as ever (Too bad they didn't nerf it further in RTR), but i'm not talking about the general unit, but of cavalry in general.
    Mostly they just run head long into my Pezhatroi (or other Phalanx unit), lose around 10 dudes and somehow manage to get between the spears and break down the entire formation, killing alot of people. It just seems as if Phalanx units are doing pretty lame damage to cavalry. I don't want them to skewer any living thing that gets in the vicinity of the spears like in vanilla, but holding down a line against a frontal cavalry charge is probably something Phalanx units used to be able to do.
    Or is it just in my game?
    Does this happen with crappy cavalry (asian hippakontistai, for instance) too? Was the phalanx was deployed in a line too short (less than 8 men deep or so)?

  5. #5
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    Default Re: Hey, a couple of questions about RTRPE.

    Quote Originally Posted by b_133 View Post
    Well after reading your reply i deleted the Music folder and installed the original 6.2 Music add-on again, changed the names of the necessary files and loaded up a custom battle, it still uses some of the old tracks, and now the new ones are played at a crappier quality than Marcus Camilus' mod.
    So i've just reinstalled the remix mod and i'll just hope that someone can give me some instructions on how to make the game use more of the new tracks.
    Thanks anyway!
    When installing the 6.2 music mod, you need to point it to the RTR PE folder. The original RTW 6.x releases and the early PE releases were installed into the root RTW folder. Later PE releases use modswitch, installing to its own folder.

  6. #6

    Default Re: Hey, a couple of questions about RTRPE.

    Yeah that's an issue I've had - if you stack the phalangites 4 or 5 deep, they get run over, but if you put them 8-deep, it's way too easy to get flanked ._.

    Meh. Bloody cavalry.

  7. #7
    DraeKlae's Avatar Libertus
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    Default Re: Hey, a couple of questions about RTRPE.

    Quote Originally Posted by rhaudch View Post
    Yeah that's an issue I've had - if you stack the phalangites 4 or 5 deep, they get run over, but if you put them 8-deep, it's way too easy to get flanked ._.

    Meh. Bloody cavalry.
    That's where Hypaspistai and other auxiliary infantry come in, holding the phalanx's flanks.

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