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

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  1. #1

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

    bug report (correct me if this is the wrong thread)

    so far just one! :-)
    when the senators make a donation, the according script line doesn't work out of some reason...
    Last edited by DeWitt8; January 21, 2011 at 05:03 PM.

  2. #2

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

    Weird thing. I installed the patch which I hadn't before but it still says v1.9 in options. Although, it seems to work now. One question though, do I have to delete the rtw map everytime I launch the game?

  3. #3

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

    I found another bug in export_ancillaries.txt
    -------------------------------------------
    {Roman_I_Legion} Legio I Germanica

    {Roman_I_Legion_desc}
    This man is the current commander of Legio I Germanica.

    Command +1 TroopMorale +1 Influence +2

    ¬---------------

    {Roman_II_Legion} Legio II Augusta

    {Roman_II_Legion_desc}
    This man is the current commander of Legio II Augusta.

    {Roman_II_Legion_effects_desc}
    Command +1 TroopMorale +1 Influence +2
    ==================================== need to add
    {Roman_I_Legion} Legio I Germanica

    {Roman_I_Legion_desc}
    This man is the current commander of Legio I Germanica.

    {Roman_I_Legion_effects_desc}

    Command +1 TroopMorale +1 Influence +2

    ¬---------------

    {Roman_II_Legion} Legio II Augusta

    {Roman_II_Legion_desc}
    This man is the current commander of Legio II Augusta.

    {Roman_II_Legion_effects_desc}
    Command +1 TroopMorale +1 Influence +2
    Last edited by SLON; January 21, 2011 at 05:36 PM.
    FOR MOTHER RUSSIA

    WarHorns v2.2 http://upload.com.ua/get/902789508/Warhorns v2.2.rar
    Knyaz Svjatoslav -http://empiretw.ru/board/index.php?showtopic=15186

  4. #4
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by SLON View Post
    I found another bug in export_ancillaries.txt
    {Roman_I_Legion} Legio I Germanica

    {Roman_I_Legion_desc}
    This man is the current commander of Legio I Germanica.

    {Roman_I_Legion_effects_desc}

    Command +1 TroopMorale +1 Influence +2
    True...thnx a lot ...
    Its left out in the export_ancillary.txt located in the modfolder...the entry in the data folder is allright and probably the ancillary would work ok as whenn te game does not find in the modfolder what it needs it draws from the main data folder but I have corrected it asap. I will wait a bit though to make a patch ...the Marian Reform is far far away and there might be other things to be corrected too

    Quote Originally Posted by Sephiroth88 View Post
    I got that too with the advisor popping out but no money was added. But I tought it was intended as I read the updates in the other thread saying "On the other hand I removed the money help script for Rome,too....so dont expect any money gifts anymore.." and I guessed you removed it but forgot to remove the advisor text that's why I didn't report it.
    no...no..you allright...I had the faction spelled wrong...I missed the r in brutii ... the start is more difficult therefore I made a donation event...anyway...add you 40000 by console command and we are quit ...I will correct that in an update...thnx for feedbacking
    Last edited by chris10; January 21, 2011 at 05:47 PM.

  5. #5

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

    Is it normal that Hannibal, after taking Arretium, leaves a single unit garrisoned there and move next to Genoa and sit there forever rather than wreacking havoc into Italy? He could easily take Arimirum too if he wanted.

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

    Quote Originally Posted by Sephiroth88 View Post
    Is it normal that Hannibal, after taking Arretium, leaves a single unit garrisoned there and move next to Genoa and sit there forever rather than wreacking havoc into Italy? He could easily take Arimirum too if he wanted.
    ...well...dont know what to say...best we write a letter to CA that we need another Patch for the Hardoded AI...

    In my Beta Campaign it was the same...just a shame...but seriously I think Players would not stand a chance against both the Rebellion and Hannibal acting like a human Player and using to his advantage his temporarily numerical superiority...

  7. #7

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

    Damn chris, this mod is a real challenge. I played on H/H on large unit setting and I got my first defeat EVER. I usually rape Hannibal in the opening battle, but this time he violated me . And the worst thing is, I like it!

    Just a quick question though, how do I turn on the green arrows under the units in the battle map? In this mod, they are turned off and I can't see which of the units are mine.

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

    Quote Originally Posted by Centaurion View Post
    Damn chris, this mod is a real challenge. I played on H/H on large unit setting and I got my first defeat EVER. I usually rape Hannibal in the opening battle, but this time he violated me . And the worst thing is, I like it!
    Just a quick question though, how do I turn on the green arrows under the units in the battle map? In this mod, they are turned off and I can't see which of the units are mine.
    ...glad you like it...be prepared it will be a lot more difficult to expand properly

    I delivered the modfolder with the arrow markers disabled because they are a performance hog if you have seleceted lots of units and without them it looks more realistic. Units will be highlightet anyway when selcted,just without the green arrow markers
    However...you can enable them again by opening the preferences.txt file in the preferences folder located in Play_Rome_Five_Good_Emperors...
    look for this entry: DISABLE_ARROW_MARKERS:TRUE and set it to FALSE...voila

  9. #9
    mgabor27's Avatar Tiro
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Can I make the banners visible in the same way? Because I don't have green arrows and banners too. I don't miss the green arrows but the banners...

  10. #10

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

    Quote Originally Posted by mgabor27 View Post
    Can I make the banners visible in the same way? Because I don't have green arrows and banners too. I don't miss the green arrows but the banners...
    In Play_Rome_Five_Good_Emperors\preferences open preferences.txt

    Change:

    SHOW_BANNERS:FALSE
    to
    SHOW_BANNERS:TRUE

    By the way people could just delete the file and reset everything from scratch, or copy and overwrite a preference file from other campaigns.

  11. #11

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

    Just won an epic siege battle against Hannibal's full army when taking back Arretium.
    He's a lot harder to crack i think, lost about 70% of my troops (before healing).

    Good work Chris10!

  12. #12
    mgabor27's Avatar Tiro
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Sephiroth88 View Post
    In Play_Rome_Five_Good_Emperors\preferences open preferences.txt

    Change:

    SHOW_BANNERS:FALSE
    to
    SHOW_BANNERS:TRUE

    By the way people could just delete the file and reset everything from scratch, or copy and overwrite a preference file from other campaigns.
    Thanks!

  13. #13

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

    Indeed, I would first try to delete the launcher (the .exe file only, the .au3 file is just the code source, in case someone wanted to see/use/change it), and replace it.

  14. #14

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

    If you like challenges, then this is the submod for you. I tried invading Carthago with 2 stacks filled with golden chevron polybian cohorts. BIG MISTAKE.



    I lost my 10 star general and both stacks. It was painful.

  15. #15

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

    So far this mod is really wonderful.
    But now not only the spartans, but also the roman rebels got destroyed (550 A.U.C.), their cities turned to free people...don't know what to do on that!

  16. #16
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by Centaurion View Post
    If you like challenges, then this is the submod for you. I tried invading Carthago with 2 stacks filled with golden chevron polybian cohorts. BIG MISTAKE.

    I lost my 10 star general and both stacks. It was painful.
    wonderful

    Quote Originally Posted by DeWitt8 View Post
    So far this mod is really wonderful.
    But now not only the spartans, but also the roman rebels got destroyed (550 A.U.C.), their cities turned to free people...don't know what to do on that!
    that happend before to other peple too in normal campaigns..its..well..nothing to do about it...I dont know if the Rebels re-emerge for the second rebellion...just a real bad luck..especially because the Rebels can not be conquered as they are on an iland..if they loose their capital settlement then its due to rebelllion...or because their family leader dies and there is no heir...absurd isnt it?
    I see if I can do something to avoid that the roman rebels get a rebellion at all...

    Quote Originally Posted by drecie14 View Post
    chris,
    Thank you for making my life a miserable hell...
    Seriously...I LOVE THE CHALLENGE

    It requires careful strategic thinking...
    The kind of challenging campaign I've been looking for...
    Truly a gift to the veterans
    thnx drechie...
    I see if I can get a few other things into the campaign before people get into the post marian phase
    And there is still to much money, damn its so difficult to find the right balance
    Last edited by chris10; January 23, 2011 at 10:13 AM.

  17. #17

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

    Quote Originally Posted by chris10 View Post

    that happend before to other too in normal campaigns..its..well..nothing to do about it...I dont know if the Rebels re-emerge for the second rebellion...just a real bad luck..especially because the Rebels can not be conquered..if they loose their settlement then its due to rebelllion...absurd isnt it?
    I see if I can do something to avoid that the roman rebels get a rebellion at all...
    Ok, guess I will try an old save then or start a new campaign. Thanks for the mod anyway, played until 550 auc and got some really nice and challenging battles so far. Great work!

    I have to agree though: there's still too much money, and the armys without a general could use a moral boost!

  18. #18
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Quote Originally Posted by DeWitt8 View Post
    Ok, guess I will try an old save then or start a new campaign. Thanks for the mod anyway, played until 550 auc and got some really nice and challenging battles so far. Great work!

    I have to agree though: there's still too much money, and the armys without a general could use a moral boost!
    thnx mate-...
    Unfortunately I can not script named generals f the AI except slave or it will lead to CTD later...
    and its impossible to give certain armys a morale bonus...bonuses apply to entire cultures..
    EDIT: well...unclear explanation...moral can be raised for a unit but lots of units are shared and can be recruited by the romans too and we dont want to give Rome advantages wont we? , but I willl look into faction specific units which only can be recruited by AI Factions.

    Ima working on the money issue...but its sort of tricky...I have very good governours...if I tweak it down to maximum everybody with less then genius governours would be consantly in the negative and unable to play the campaign at all...so..I see what I can do to avoid that the game will throw endless mone on the player when holding more settlements
    Last edited by chris10; January 24, 2011 at 08:38 AM.

  19. #19
    drecie14's Avatar Decanus
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    @chris

    Can't rep you enough for this
    Gotta spread some around first...
    My Submods
    Invasio Romanum - TATW
    Realistic Portraits and Eventpics - RS 2
    Legion Ancillaries - RS 2




    Titus Antonius Brutus - 30 - Plebeian - Senator

  20. #20
    drecie14's Avatar Decanus
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    chris,
    Thank you for making my life a miserable hell...
    Seriously...I LOVE THE CHALLENGE

    It requires careful strategic thinking...
    The kind of challenging campaign I've been looking for...
    Truly a gift to the veterans
    My Submods
    Invasio Romanum - TATW
    Realistic Portraits and Eventpics - RS 2
    Legion Ancillaries - RS 2




    Titus Antonius Brutus - 30 - Plebeian - Senator

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