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Thread: Gershom's Releases for IB-FG

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  1. #1

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    I thought that several sites for Rtw mods exist (I even see this one with a download section).
    And I assumed that , as with the other heavly modded game I play, Morrowind, uploading on that sites was free and easy.
    Sorry if Im wrong, as I said, I dont have pbls with rapidshare.
    And waiting for the next patch anxiously

  2. #2

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    Hey Gersh, i downloaded your version but i noticed as playing the franks, the unit cards of the Astrucions or whatever dont match the units in battle, in fact their the salian units. SAme thing in custom battles, when i choose the Astrucions on the battlemap their the salian units. Anyone else experience this?? I tried to delete a similar text in the bug report area but im not sure how to delete it, sorry for the double post..
    "Fear is the mind killer" Children of Dune
    Always hope for the best and expect the worst...

  3. #3
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    am also trying out ur vers and I have exactly the same question as the two other guys b4 me. What happened to the Auxilia Palatina, what happened to the Auxilias period. am playing ERE. ur desc_building certainly doesn't show any of them as recruitable. also played a custom battle ERE vs Franks and the hunters(?), I think, don't have a sprite they just disappear into thin air!!!, this maybe AR's error or something but since am currently playing ur release am reporting it here.


    Please put everything in one post next time! - Trajan

    sorry for that Trajan, didn't think of the "edit" function, my bad - Ramon GyG

    I tried to use AR's orig desc_building, but now am having CTDs 'coz a lot of the units aren't in ur descr_unit. ??? some of ARs models aren't being used by ur vers? ur descr_unit is only 207kb as opposed to AR's 209!???


    I added the ff unit to the end of the export_descr_unit:

    type saxon champions
    dictionary saxon_champions ; Gesithas
    category infantry
    class heavy
    voice_type Heavy_1
    soldier saxon_champions, 40, 0, 1.1
    attributes sea_faring, hide_forest, can_sap, hardy, command
    formation 1.2, 1.2, 2.4, 2.4, 4, square
    stat_health 1, 0
    stat_pri 14, 5, no, 0, 0, melee, blade, slashing, axe, 25 ,0.87
    stat_pri_attr ap
    stat_sec 0, 0, no, 0, 0, no, no, no, none, 25 ,1
    stat_sec_attr no
    stat_pri_armour 9, 9, 5, metal
    stat_sec_armour 0, 0, flesh
    stat_heat 4
    stat_ground 1, -2, 3, 2
    stat_mental 30, disciplined, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 2, 625, 246, 50, 80, 500
    ownership saxons

    I imported AR's original export_descr_buildings, and I can now build the Auxiliae the way AR implemented it.
    Last edited by Ramon Gonzales y Garcia; January 21, 2006 at 02:09 AM.

  4. #4

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    I'll look at the problem, but I won't be releasing anything until after Attila's next version. Attila's release will probably be very soon, so please hang on. I noticed some of those things too - but they weren't "major" to me to make another release or anything, so...just please sit tight. I do understand the frustration. lol

    I did want to add one more thing...the game Rise & Fall: Civilizations at War by Stainless Steel Studios is due out in June, and once that comes out - I believe it will make this game look bad. It will be a bit different of course, but the graphics are going to kick butt. I would love to implement graphics and battlefields, etc. similar to that game. Check out Gamespot or another gaming place for preview shots and videos of it.

    See you all again soon,
    Gersh
    P.S. Big thanks goes out to Sounds Like Killing for his help with Attila and the project.

  5. #5

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    GershomPatmos, BI-WarMap II is still in beta and does contain errors/bugs. As it is still being developed it is not available for sub-mods yet. I would suggest waiting until the mod is finished and then you can release a sub-mod for it. i.e. just your modified files to be added to an existing version of the mod. With a detailed read me of all changes so any problems/bugs can be easily identified and corrected.

  6. #6

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    im thinking about this palatina problem, but dont know what is the name of it in descr_unit, and descr_building
    is it comitianes first cohort??
    or just palatina?just stupid....
    everything seems to be OK!

    if anyone finds the source of problem please post it here!!

    bye

    Vienna was killing COLD!!!

  7. #7
    Libertine's Avatar Neptune eats planets
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    Yo, Gersh.. www.badongo.com has a one gig max upload and is 20x better than Rapidshare.
    Heir of Kscott
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  8. #8

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    Ok - I'm just throwing this idea up, but if somebody steals it from me and puts it to use - i'll have to kill, literally. lol What would you all think about a "real-time" strategy world for BI? If you've played Knights of Honor, you probably know what I'm talking about. I'm talking about - instead of turns, making it so that it is all based on time. Instead of your units only being able to move so far - they would move according to speed and time. Turns would be no more - it would be "free-for-all" with all nations going at once. I don't believe this is possible though because of the calculation requirements - although I don't know how KOH does it. RTW already is bogged down just on the strat map it has and single turns, little alone having to "intelligently" do everything at once. There could be a pause button for us, but the computer...I dunno. I think it would be fun, but possibly an impossibility to implement, and maybe you guys wouldn't like it. I dunno. I guess I'm just bored with the basics sometimes. I can't wait for MTW 2 to come out though - I'm already drooling.

    later all,
    Gersh
    P.S. Next time I'll try Badongo also - Mr.Badongo guy. lol

  9. #9

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    Well, Attila's new mod v4.1 is out, and should be very easy to incorporate into RTW: BI. I don't believe you'll be able to continue your old campaigns with his mod, but with my next release(s), they'll be compatible with his mod (I believe). It won't be for a while though - Attila has an awesome mod, and not sure what else I could add for it. If some of you are having problems with Attila's mod or want an exe version, please let me know - I'll see what I can do and maybe release an exe version for ya right away.

    later,
    Gersh

  10. #10

    Default Attilas v4.1

    Gersh
    That would be splendid if you could release both in exe. I have been trying for that last hour to figure how to copy his file into my RTW directory after I have extracted it to desk top : : If you can help out I would be and ever so greatful.And yes I am rather inept at file copying
    Awaiting a response

  11. #11

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    Can you implement the 4 seasons mod in your mod or is it a too hard and too long thing?

  12. #12

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    I ask only for cities' loyalty modification. As it's now i find too difficult to mantain cities control & army management...I wuold like to see more "garrison" units inside cities and 1 or 2 real "battle" armies across the 2 parts of the ERE. Sassanids invasions are too much rapid to counter.

    Stat rosa pristina nomine nomina nuda tenemus

  13. #13

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    Geeeezzz I agree I just wonder how you guys do playing the first turns as ERE. Some tips to help me there would be welcome. Anyway i mentionned it in the bug section but not sure it is one how come i can t get my income back to positive. It s like i have all maintenance cost adding to the starting - 10000 and another - 10000 every turn onwards.

    PS what is the file you have to modify to lower such penalty at the beginning

  14. #14
    Ramon Gonzales y Garcia's Avatar Nobleza y Valor
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    Quote Originally Posted by Flavius valens
    ...PS what is the file you have to modify to lower such penalty at the beginning
    ...\Activision\Rome - Total War\bi\data\world\maps\campaign\barbarian_invasion\descr_strat.txt look for this line (should be line 2670 use Notepad++):
    Code:
    faction	empire_east, bureaucrat stalin
    denari	-10000
    change the -10000 to the value you like.
    by the way, ur probably using the upgrade version, AR set starting money to 7000 for ERE and 1000 for WRE in AR-FG "GOLD"
    Personally I still think AR's upkeep costs are prohibitive, I used Gersh's from his old versions with a little balancing, but then again this is just a personal opinion.

  15. #15

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    thanks for the quick answer Ramon. If it s not asking too much could you share your modified files allowing a smoother game
    Oh yes btw I am using the latest version of AR and what about when playing other factions is money such a problem as well. Haven t spent time enough on previous versions to try others than ERE or WRE


    Please don't double post! Thank you - Trajan


    Anyone else knowing which files i have to dig to check units and buildings upkeep costs is welcome to help me out as well . I know i should learn a bit more about modding ...
    Last edited by Trajan; January 31, 2006 at 05:52 PM. Reason: Merged non-duplicate double post.

  16. #16

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    I would like to know how to use his past mod in AR 4.1 as i'm using it now...

    Stat rosa pristina nomine nomina nuda tenemus

  17. #17
    pajomife's Avatar Protector Domesticus
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    Please i dont have money - im in 3 turn -,and i have a debt of 120 000 Dn , Atilla are joking with us , nobody can play with romans in that way.
    PS:I use to be famulus now im Miles Gregarius ,this is a promotion ?

  18. #18

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    pajomife@iol.pt
    hy!!
    if u are using attillas new version 4.1
    its not balanced yet...wait a day or so, i will try to do it like it was in gersh balanced version...
    i think after i made units cheaper its much better...but i think there are some things to be corrected...
    lets wait untill gersch and I make it....

    So to you gersh:
    i think we should use attillas muslim warriors for berbers....cause they look fantastic...
    or take normal berbers out of game, put attillas version in for berbers, and lets make original berbers only merc.
    and we need to add saxons also, i found three in the mod workshop...
    perhaps as merc also....or just simple recruitable
    and have you seen webbirds new caledonians, i mean scots!???
    they look amasing!!
    man, they are freekin good....we should use them as merc also, or for celts....
    and than what should we do with other barb?
    i think if vlads mod comes out, slavs, alemani, will be just fine
    and could use a few franks also:-)as merc...
    cause than if romans conquer these places could use these nice untis...

    thats all,

    please give a sign of urself!!

  19. #19

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    i get CTD while custom battle with HUNS!!!!!!!!!!!
    dun know why??
    did i miss something, i cant see any new huns??
    they look like the same, i mean their icons...

    nice seeing u here gersh workin, and knowing u are a fine man at ur "job" at home:-)

    i wish i would have a job like u
    and dont forget new buildings, what i think attila forgot.... :sweatingb

  20. #20

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    @darkrider
    You're funny man - always enjoy seeing you give a post. Anyways - I agree we could use some of those other skins/mods - but I don't agree adding them for mercenary units would necessarily be a good thing. We would probably be getting too far from historical evidence and battles - which a lot of people seem to not like around here. lol

    @everyone
    I will release an exe soon of just Attila's v4.1gold, then of course, I will make a "beta" release of my own, alongside darkrider and anyone else who wishes to contribute. :wink:

    I will probably want to abandon most of my old versions though - I will keep the changes in mind, and probably re-do them for this mod, but my largest concerns are about unit compatibility, and changes and additions Attila has made. Attila wasn't very specific about the mods he made - as there is no change-log, etc. (and would probably take long to do one), so the best thing in my mind is to work again from ground up. Plans do include taking a look at the skymod, using Goth's recoloured skins (once I check them out), reincluding Darth's AI formations, and much more. I will also take a look at the 4 turn mod (for the help-me function), and other maps. I've seen one map extend much into India, but with many bugs. This would be good to keep the Sassies busy or retreat for them.

    Time-frames:
    1.) Vlad's mod in exe format - within 1 day
    2.) My release (version 4.1.1) - within 1 to 1 1/2 weeks, though time could be much shorter.
    3.) Final release - indefinite (2-3 weeks "hopefully")

    later friends,
    Gersh

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