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Thread: [RS 2.1a] Seleucid Unit Expansion Version 2

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  1. #1
    Everto's Avatar Campidoctor
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    IDEA!!
    I think I've figured out a way to bypass the 32 unit limit with all your additional units...
    You have currently added 6 new units, The Seleucid Marine, Agema, Heitorai Kataphractoi, Seleucid Auxiliary Toxtotai, Judean Hekatontamachoi and Galatian Champions...

    The last two units have a very limited AOR, and thus are less of an issue. Likewise, the Heitorai Kataphractoi, if implemented as a unit only recruitable in the Eastern part of the Empire, is also not a major issue. The units that are of concequence are the Seleucid Marine, Seleucid Auxilary Toxtotai and the Agema.

    My idea is to "shave" a little excess fat off of the unit roster in the Highest Tier Barracks, units that have become obsolete and thus no longer represented in these Elite Barracks.

    First of, the Greek Archer. This unit has become obsolete with the addition of the Seleucid Auxilary Toxtotai, it costs the same, has the same upkeep, but the Seleucid Auxilary Toxtotai has higher stats than its counterpart, and represents the Hellenic Archer of the Highest Tier Barracks better than its standard 'greek archer'. The Greek Archer would be recruitable in all of its standard barrack levels, all apart from the highest, where it would be replaced by the Seleucid Auxilary Toxtotai.

    Next is the Levy Pikemen. Who even recruits this in the Highest Tier Barracks, let alone recruits them at all? These guys are completely obsolete when compared to the Katakoi, Pezhetorai and the Agrysgapides, and its not a unit you'd recruit to be a low level town militia, they're pretty expensive in upkeep, you have Machaimorai for that. This again is only for the highest tier barracks.

    This idea could also pertain to the Highest Level Dockyards... Lets be honest, Nobody really pays that much head to their naval composition as they do their land armies. That's why I looked at the four boats represented in the highest level dockyards, and came to the conclusion that the weakest of these should be cut from the roster, that being, the Bireme.
    Now the Bireme would still be recruitable in any Dockyard but the highest level, meaning that it would become obsolete because of the following reasons; first of, the Trireme has a slightly higher recruitment cost, but a far lower upkeep cost as well as a higher attack and defence than the Bireme. Also, it is a '0' turn recruitment unit, making it possible to still recruit massive navies if needed, navies that would be cheaper to keep than the Bireme.

    That technically only opens up two slots, seeing as the Seleucid Auxilary Toxtotai fills in one of them.

    A few other units to take into consideration would be the following...

    Greek Prodromoi, which I've personally never recruited, because the Greek Aspidophoroi are a far stronger and more capable Skirmisher Cavalry than the Prodromoi, with higher stats and more armour. Also, when using Skirmishers I usually utilize the Babylonian Horse Archers or the Agema, longer range and more deadly. This unit would thus be recruitable in all its previous barrack levels, except the highest.

    Greek Lonchporai, good medium cavalry early and mid game, but I find that it is replacable by the Heitorai. The Lonchporai have a slightly higher recruitment and upkeep than the Heitorai, but have lower stats all around. This, once again, would only effect their recruitment in the highest tier barracks.

    This, in Total, would free up four unit slots, with the fifth allowing for the Seleucid Toxtotai Auxilia. It would also solve a whole slew of issues all across the board, making sure that many areas don't go over the 32 unit limit, possibly even allowing for the Heitorai Kataphroctai to be implemented in port cities like Persepolis

  2. #2

    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    hmmm, your mod looks fantastic, but I keep getting CTD on the RSII first loading. It say that there is a "scripting error" and it cannot find models to certain units (Legions) :O any advice?


  3. #3
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Huh? Legio V Alaudae and/or VI Ferrata presume? Are you sure you installed my mod in the Play_Seleucid section and deleted .rwm files? The current version has been around bit and I haven't gotten any complaints with model errors until now.
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    [RS 2.1a] Seleucid Unit Expansion V2

  4. #4

    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    hmmmm, yup did everything :O I guess i could try to copy all the unit textures from the core game into the play_seleucid folder


  5. #5
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Don't. My mod shouldn't even be looking for those models as they're not in the Seleucid DMB. I think it's best you delete/rename your current Play_Seleucid folder and reinstall. Just be sure to put the Clean Play_Seleucid folder first
    Last edited by NightEye; February 13, 2011 at 03:47 PM.
    War... War never changes
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    [RS 2.1a] Seleucid Unit Expansion V2

  6. #6

    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    i draged the play_seleucid folder only and i could load a saved game but not start a new 1... i press the arrow to start but ir brings me back to the main menu.. any help? i have the five good emprors mod installed could that be the problem?

    and what do all the other files do exactly? and do i put them in the data folder or the play_seleucid>data folder?

  7. #7
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Re-download the my sub-mod, I already fixed a mistake I made in the new version.

    The Play_Seleucid - clean backup folder is a Play_Seleucid folder with no changes made by me. You use this if you want to reinstall or simply uninstall my sub mod. I already gave instructions how to use this in the first post.

    Fewer Stacks Shorter Battles EDU and Release_versions EDU are the alternative EDUs provided by RSII 2.1a. Essentially these change the certain unit stats that alters the amount of AI armies and length of battles. You install these in the Play_Seleucid/Data folder.
    War... War never changes
    Made in Heaven
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    [RS 2.1a] Seleucid Unit Expansion V2

  8. #8

    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    what do the generals body guard files do?
    Last edited by raphael; February 19, 2011 at 05:51 PM.

  9. #9
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    They change the faction member bodyguards from the basic cataphracts to the Agema or the Hetairoi. Installation for these are also already given in the first post.
    War... War never changes
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    [RS 2.1a] Seleucid Unit Expansion V2

  10. #10
    Everto's Avatar Campidoctor
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Love those new Thueroporai Shields! Nice work mate!

  11. #11
    Everto's Avatar Campidoctor
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    BTW...would it be possible to have the option of having the Heitorai Kataphroctai be bodygaurds? Just to try it out?

  12. #12
    Constantius's Avatar Primicerius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Excellent work on theses units, unfortunately what the Seleukids really need is more territory east (in my opinion), but thats another story. Nice work


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  13. #13
    Everto's Avatar Campidoctor
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Ok, so I haven't played RS since March (blasphemy I know), but I want to start a new Campaign as the Seleucid's, of course with all these wonderful new updates of yours haha. My one question is has the issue of the 32 unit limit been solved?

  14. #14
    Grouchio's Avatar Vicarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    It's saying that it can't find the soldier models for Legio V, Legio VI, Seleucid Agema and Seleucid Generals guard. What do I do?


  15. #15
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    @Everto I think it's solved as I haven't had any complaints of it.
    @Grouchio: Tried re-installing the sub-mod over a clean folder?
    War... War never changes
    Made in Heaven
    Every time you think you've seen it all, life decides to toss several WTF moments at you all over again.

    [RS 2.1a] Seleucid Unit Expansion V2

  16. #16
    Grouchio's Avatar Vicarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    The thing is, it already has the last version of your mod already on it.


  17. #17
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Did you install over an older version of the sub-mod? I remember somebody getting similar problems that way.
    War... War never changes
    Made in Heaven
    Every time you think you've seen it all, life decides to toss several WTF moments at you all over again.

    [RS 2.1a] Seleucid Unit Expansion V2

  18. #18
    Grouchio's Avatar Vicarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Yes I did. What to do?


  19. #19
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    Delete your current Play_Seleucid folder, replace it with the clean Play_Seleucid back-up I provided and install the sub-mod folder. You should be able to play by then if it's same problem as that last guy. And delete the map.rwm for good measure.
    Last edited by NightEye; June 05, 2011 at 06:22 AM.
    War... War never changes
    Made in Heaven
    Every time you think you've seen it all, life decides to toss several WTF moments at you all over again.

    [RS 2.1a] Seleucid Unit Expansion V2

  20. #20
    Grouchio's Avatar Vicarius
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    Default Re: [RS 2.1a] Seleucid Unit Expansion Version 2

    I'm sorry to say, but your backup folder does not contain everything it needs.


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