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Thread: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

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  1. #1
    Merula's Avatar Campidoctor
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by chris10 View Post
    thnx... Iam still not thru with the loyalty thingi...I get a very annoying ctd once a character rebels...if I can not find the reason, well...

    By now I eliminated almost all other errors and now Iam waitng to update FGE with the new traits/ancillarys system which is going to be delivered with patch 2.2...

    and well...NO...update will not be save compatible...
    Thanks for speedy reply

  2. #2

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    i noted something ...the cartago settlements in iberia are revolting to free people due to low order due to high squalor ... the ai not build enough happiness building to cope with the huge population growth bonus
    anyone noted this too ?

  3. #3
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by betto View Post
    i noted something ...the cartago settlements in iberia are revolting to free people due to low order due to high squalor ... the ai not build enough happiness building to cope with the huge population growth bonus
    anyone noted this too ?
    This is something which generically can affect Settlements all over the map independently from the Faction but I never had the impression that It would hinder or harm gameplay in any way as in ancient times revolts where quite common and on the other hand...the free peoples settlements are a preferred target for all factions...so when they rebel normally they wont last long as on or the other faction will take care of those...

    If I would have proof that this is happen on a regular base an harming the cohesion of AI Factions I could easily avoid this effect by changing some things and make sure AI Settlements almost never will rebel...

    Keep an eye on this and let me know...

  4. #4

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    ...i feel stupid. i cant install the submod. I copy paste the files to the folder where is my rsii install, but doesnt ask me for overwrite. I doe it in any case but no changes appear; the hannibal army doesnt have elephants. what im i doing wrong?

  5. #5

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Excellent mod - doesn't feel like a typical RTW modification. Tried and tired of all other RTW mods this week and came back to RSII - this fine Five Good Emperors sub-mod is interesting and I'm enjoying a Rome campaign. Well done everyone invoved - this series is a beacon to any RTW2 post Shogun.

  6. #6
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Tokus*Maximus View Post
    Excellent mod - doesn't feel like a typical RTW modification. Tried and tired of all other RTW mods this week and came back to RSII - this fine Five Good Emperors sub-mod is interesting and I'm enjoying a Rome campaign. Well done everyone invoved - this series is a beacon to any RTW2 post Shogun.
    thnx for your kind words...the main work has obviously been done by the original RSII team in creating the mod...

  7. #7
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Hi again, chris, You are mean, your mod kept me awake all night But I survived, hardly, but I did. Hannibal is dead and I go now to my bloody business retaking all that I lost (Eporion, Dyrrhachium and southern Italy)
    The reason I'm here again is the music - again. As I told in the RSII main forum, the roman faction does not have proper music playing after victories. I cant believe nobody noticed that, for me is disturbing - after all the music gives the whole feeling, aint?
    I know you made some modifications to your descr_sounds_music.txt, couse I compared its size to original RSII file. Maybe it just passed your attention. I attach here the corrected .txt file (all credits to RSII Team), which works fine for me, just in case anyone else misses the victory music at the end of battles... I'd humbly suggest including a new fixed descr_sound_music.txt file in the next patch to come, perhaps enlarging a bit the frequency music plays (in many battles, which are pretty long, the music just stops, couse has nothing more to play, so I usually restart music with Alt+M)
    Thanks again for your effort in making this
    Last edited by ezopus2; May 25, 2011 at 02:07 PM.

  8. #8
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    ...hmmm...I did not change anything in the music file...its the vanilla RSII file from the 1turn Roman Campaign...

    Quote Originally Posted by ezopus2 View Post
    Hi again, chris, You are mean, your mod kept me awake all night But I survived, hardly, but I did. Hannibal is dead and I go now to my bloody business retaking all that I lost (Eporion, Dyrrhachium and southern Italy)
    its all about the fun...

  9. #9
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    chris, what's the ideea between forts being so expensive (6000)? Romans never stopped for night without making a fort or a march-camp, and it cost them virtually nothing, soldiers cut the wood, soldiers took the food from peasants, soldiers brought the girls (also from peasants) , so I thing forts shoud be cheaper...

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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by ezopus2 View Post
    chris, what's the ideea between forts being so expensive (6000)? Romans never stopped for night without making a fort or a march-camp, and it cost them virtually nothing, soldiers cut the wood, soldiers took the food from peasants, soldiers brought the girls (also from peasants) , so I thing forts shoud be cheaper...
    the forts in RTW have to be understand more as "castra stativa" (standing camps) or "castra hiberna" which where more solid not build in a day and less as marching camps...unfortunately there are no different strat map models for forts or I would use a different one...and 6000..so there are no more exploits of fort cheats as now they worth something and people think twice before putting them anywhere to block bridges/passes and stuff and filling forts only with 1 unit...



    same goes for agents...I made them more expensive and raised upkeep to avoid exploit
    Last edited by chris10; May 26, 2011 at 04:24 AM.

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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Ok, I understand now. As I've seen in the descr_cultures, the forts cost for the AI factions remained the same, so this cost raise will not prevent the AI to build them, since it doesnt apply to them.
    Another question - I always have one This is more related to RSII in general, but appliet to FGE too.
    Now with the new family tree, how can I get my favourite general like Publius Scipio for example to get into the family tree? If the Maximilian family has enough heirs, than they will never adopt anyone I want to power. Should I drive the Maximus family to death, then the Scipios can have access to power? What is your advice on this?

  12. #12
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by ezopus2 View Post
    Ok, I understand now. As I've seen in the descr_cultures, the forts cost for the AI factions remained the same, so this cost raise will not prevent the AI to build them, since it doesnt apply to them.
    The AI will hardly built any forts anyway...so its sort of a moot point but yes...cost has only been raised for romans (same goes for agents)
    Quote Originally Posted by ezopus2 View Post
    Now with the new family tree, how can I get my favourite general like Publius Scipio for example to get into the family tree? If the Maximilian family has enough heirs, than they will never adopt anyone I want to power. Should I drive the Maximus family to death, then the Scipios can have access to power? What is your advice on this?
    you can not get members from one family tree into another family tree....and recruited generals will be adopted by an internal brother_adopt event but you have no influence on that or into which family they go

    I never bothered to find out how to swap power from one family to another by killing them so I dont know

  13. #13
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    ...you can not get members from one family tree into another family tree...
    what other family tree? for me there is only one family tree, the one I can SEE. I noticed that there must be more trees, since they asked me a few times if I want to marry some girl to whatwhoever, but that girl was never part of "my" family...

  14. #14

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Would the majority of you(or whoever answers first), say this is better then just starting a 1 turn campaign on RS?
    I got bored of the stack spamming so im debating a new 1 turn campaign, this mod looks great I only worry it has a few setbacks seeing as it's still being refined.

    Also, do small submods work with this submod(im thinking of Spartan666's 4 turns per year mod and maybe his map tweaks mod as well?

  15. #15
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by donions View Post
    Would the majority of you(or whoever answers first), say this is better then just starting a 1 turn campaign on RS?
    I got bored of the stack spamming so im debating a new 1 turn campaign, this mod looks great I only worry it has a few setbacks seeing as it's still being refined.

    Also, do small submods work with this submod(im thinking of Spartan666's 4 turns per year mod and maybe his map tweaks mod as well?
    ummm...some can say Iam biased but FGE is maybe as challenging as a 1tun campaign can get (playing without exploiting/cheating,of course)...
    you really dont need 4tpy..the campaing is nearly 800 turns and you need a plan to win...
    neither you need Spartans Map tweaks as they are already in...
    for full list of features go here in first post...
    RSII "Five Good Emperors" Questions, Suggestions & Discussion
    dont worry about BETA..there are no gamebreaking issues...its just still called BETA as I have not made a final version (scheduled with RSII patch 2.2)...

    NO, no other submods can be installed as this would break surely something

  16. #16

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Thanks for the quick reply. Forgot about the extended timeline somehow, downloaded the MOD lookin forward to playing tonight.

  17. #17

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Wow, the Submods FGE is just more than my expectation. Thanks to Development team . I had a question about raising commanding star of General? I try to push my Generals to every battle and kill as much as possible, they gained chevrons, but not rank up. Could you please give me some advices.

    I also tried to follow the rule of gameplay that 1 Legion Number each, but it's really really tough to maintain the troops to fight against Greek, Macedon and Sparta at the same time. Sparta broke alliance when I am conquering Greek.

    Any idea please!

    Thanks alot.

    Richard,

  18. #18
    ezopus2's Avatar Civis
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Very frustrating roman campaign, very frustrating... Gallaeci have 2 cities and they spawn full stack like hell... I fought a battle against 6000 iberians and lost... even spartans betrayed me and landed on southern italy to conquer Tarentum, after all those money I gave them as gifts... Pergamon, I put a lots of money into Pergamon, every turn they got some gifts so I can keep at least an ally agains Macedon, and they also betrayed me, although they have no interest in my lands.. they are blockading my ports... I have no more allies, no friends, everyone wants roman blood... Arverni conquered everything north of the alps, and now they are crossing the mountains on the passes with 3 full stacks to take Genoa... I say "You shall NOT pass!!"
    Carthage and Gallaeci are ALLIED, and fight against me.. carthaginians are at sardinia and sicily... they have deceres I canot beat on sea... all right then... I have to say NO MORE MISTER NICE GUY! They want roman blood, I give'em blood of their own!! Time to mount an offensive, I will stay no more on defense. ROMA VICTI! We will prevail... GRRRR!!!
    -

  19. #19

    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    After some days fight hard with enemy around, I believe in no ally who has adjacent border to Roma. I would rather kick their butts first and keep plundering their cities, destroy all available buildings and return the cities back to their owner, lol. That way the enemy will have a safe distant with me and leave me enough time for focusing 1 at a time battle.
    I hope this strategy is temporary smart for a unexperienced player in RS II

  20. #20
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1a] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by ricandy144 View Post
    Wow, the Submods FGE is just more than my expectation. Thanks to Development team .
    very kind..thnx
    Quote Originally Posted by ricandy144 View Post
    I would rather kick their butts first and keep plundering their cities, destroy all available buildings and return the cities back to their owner, lol.
    the scorched earth tactic is considered as some sort of cheat among veteran players as it takes advantage of things the AI is not aware of and has no countertactic
    Quote Originally Posted by ezopus2 View Post
    Very frustrating roman campaign, very frustrating...
    yeah..some of the usual and very well known RTW tactics are not working anymore,right ?..that was exactlythe goal....
    Quote Originally Posted by ezopus2 View Post
    .. Gallaeci have 2 cities and they spawn full stack like hell...
    can you post the world map without fow so I can see which 2 citys the own ?..just to make sure its not an unintended repetitive emergency army spawn...

    and


    PLEASE GUYS ! USE THE OTHER THREAD FOR QUESTIONS/DISCUSSION/TACTICS AND STUFF
    THANKS

    RSII "Five Good Emperors" Questions, Suggestions & Discussion


    Last edited by chris10; June 02, 2011 at 05:19 AM.

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