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Thread: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

  1. #161

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Is this compatible with the 0-turn recruitment MOD (with BI does, ALX not I think)

  2. #162
    Freakwave's Avatar Tiro
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    @Octavian

    They say its pretty stable. I use RS enivronments and regret to say it isnt stable at all.

    @Kolaris

    This is what my shorcut says:

    P:\Steam\Steam.exe -applaunch 4770 -mod:EB -show_err -nm -noalexander

    From the steam startoptions

    -mod:EB -show_err -ne -nm -noalexander
    .
    .




  3. #163
    Siegfriedfr's Avatar Semisalis
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Quote Originally Posted by Octavian I View Post
    I've got a small question. How bug-free is this mod? Do I have chance of finishing a campaign, or is that impossible at this point? I do really like the looks of this mod....
    As far as i'm concerned, this mod makes the game no less stable than vanilla EB, and that's with RS2 environment.

    I just completed a long seleucid campaign - i did crash a few, but i autosave so no biggy.

    2 things can really make game crash:
    - repairing other factions gov buildings
    - clicking the occupy/enslave right after a battle and not letting the music stop

    In late game, if a city was captured too many times it will have too many buildings and make the game crash all the time.

  4. #164

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    I've got this working quite well I think, no more crashes than normal and I can tell some of the submods are working, like realistic movement and watchtower village replacement.

    However, I'm not sure if the Alex.exe features are functioning. Battle AI doesn't seem any better than normal, AI still seems unwilling to make ceasefires, I've seen no AI naval invasions (Rhodes still has 2 full stacks going nowhere and KH has plenty of money for boats), and I'm constantly attacked by depleted units, which would tell me the AI isn't retraining.

    I am loading out of Alex.exe, but does anyone know a for-sure way to make sure I'm getting those features?

    EDIT: Wait, I'm dumb, of course there is. I do have Night Battles, so it is working. I guess I was just expecting too much out of it.
    Last edited by Kolaris8472; May 30, 2011 at 04:20 PM.

  5. #165

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    I am experiencing frequent CTDs. Any ideas?
    Campaigns completed: 1 (RTW Vanilla Julii campaign!)

    Mods played: S.P.Q.R., 300 Warlords of Sparta, EB, RTR-PE ExRM, Imperator II(Here), RS, Rome Medieval, X.G.M., IBFD VII, Stainless Steel v6.3 (M2TW), Deus Lo Vult(M2TW)
    Mods Currently Playing: TATW(M2TW), RSII, EB

  6. #166

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    How do you change the size of the Pedites Extraordinarii and the Triarii? I reckon 82 men is a little bit overly harsh IMHO, paritcularly for the Triarii...

  7. #167

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Can somebody pleeeeease tell me how to launch this mod? I read somewhere that you shouldn't launch it with the 'old' EB icon (I did try that and just got the old EB game!!!). So how do I launch the game and ensure that the mega mod loads up?????

  8. #168
    Civis
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    I have a problem,I installed the Alex pack and I run it from the single player shortcut but when it opens it runs in RTW.exe not Alex.exe
    can somebody help me?

  9. #169
    GRANTO's Avatar Domesticus
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    make sure it has -noalexander when you repath it , might be that.

  10. #170
    Civis
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Sorry but I dont get it ,Where should I add it ?

  11. #171
    GRANTO's Avatar Domesticus
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    [QUOTE=equites;9841941]Sorry but I dont get it ,Where should I add it ?[/QUOTE for jirisys i think you have to take the alexander short cut and open and go to properties and add -mod:eb -show_err -nm -ne -noalexander at the end of whatever it says like"c/rome totalwar Alx exe" -mod:eb -show_err -nm -ne -noalexander , hope this helps

  12. #172
    Civis
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Tnx Dude
    Last edited by equites; June 29, 2011 at 04:43 PM.

  13. #173

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Hi I have a problem. the rebels are wondering about in my game.

    they dont stay in teh citites or near their spawn like in vanilla but wonder out of cities.

    is there a way to change this? or did I do something wrong?

  14. #174
    jirisys's Avatar Senator
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Quote Originally Posted by MagisterEquites View Post
    How do you change the size of the Pedites Extraordinarii and the Triarii? I reckon 82 men is a little bit overly harsh IMHO, paritcularly for the Triarii...
    EB\Data\Export_descr_unit.txt and look for the unit.

    And yes, RSII Envs does not make it stable at all.

    If you put 0-turn recruitment manually, yes. If you replace the file only, no.

    ~Jirisys ()
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  15. #175
    Civis
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Hi all,

    I'm using he alex version of this mod, so far so good, experienced only one crash but I think it was by overheating or something because it happened after a long play session and on a somewhat hot day, resumed perfectly fine afterwards.

    Anyways, my doubts are mostly about the numbered legions that come with the mod, since I'm way too far away for them to appear (just had polybian reforms) I rather ask here:

    -How do you use them? Are they like first cohorts or are you supposed to train 10 of them (or whatever the equivalent is for you for a RL legion) of the numbered units to represent a legion? or are you supposed to just train one of the units and 9 normal legionaries?
    -Do they have the eagle attribute assigned?
    -Are they available depending on settlement or are all available everywhere?

  16. #176
    Grouchio's Avatar Vicarius
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    Perhaps you could implement that RS2 environment and battlefield textures mod to your mod?


  17. #177

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    ISSUE:

    I installed Alexander, doownloaded 1.03 of this, only to get a ctd about descr.battle.models
    Last edited by kingman1337; July 22, 2011 at 10:10 AM.
    Democracy is beautiful in theory; in practice it is a fallacy.

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  18. #178

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    do you need the augustan reforms for the numbered legions?

  19. #179
    Thasitis's Avatar Libertus
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    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    i had a problem i installed the mod and it worked for 7 rounds after that i get always a ctd


    i hope someone can help me

    i dont have any other mod install and my RTW version is 1.5 EB 1.2


    THIS IS THASOS

  20. #180

    Default Re: Jirisys' Europa Barbarorum Mega Mod Pack for EB 1.2

    hello.i installed your mod and it works fine,good job btw,but i have a problem with the numbered legions.they only appear with augustan reforms.everything else works fine

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