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

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  1. #1
    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 NightEye View Post

    How 'bout a very far away city then? Say Pergamon?
    Somehow I feel that a lot a people would complain about the fact that they have to conquer half map in order to trigger the reform let alone start building up the Legions then...
    On the other hand Pergamon will be already a huge city when the player will conquer it and trigger the reform instantly on conquering.
    I really would love to tie the trigger to various citys but thats just not possible. I pondered a lot about the reform but all options seemed worse than Akragas.
    Of course I can give Akragas a hidden gowth malus which would make it more difficult to reach the 24.000 but obviously everybody can still cheat with recruit and disband.

  2. #2
    NightEye's Avatar Ordinarius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Yeah, lol. I just want the reforms to be triggered a little later than the conquest of Carthage as the reform right now come a little too fast if one know what they're doing.
    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

  3. #3

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

    You can still simply not build the palace. That's what I did to trigger it on the appropriate date...

  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 DeWitt8 View Post
    You can still simply not build the palace. That's what I did to trigger it on the appropriate date...
    simple and true...I do the same

  5. #5
    raistlinmajere8's Avatar Ordinarius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    Any tips for trying to get this to work with steam version of RTW? I got RS 2.1 installed all fine and dandy, played for a while, but now I'm looking at sub-mods and such.

  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 raistlinmajere8 View Post
    Any tips for trying to get this to work with steam version of RTW? I got RS 2.1 installed all fine and dandy, played for a while, but now I'm looking at sub-mods and such.
    honestly I dont have any clue about steam...
    anyway I dont see a big difference between this modfoldered campaign and all the others coming with RSII...it should work the same way...
    dl and give it a try... it wont overwrite the other roman campaigns anyway..
    try and error is the only suggestion I can give you...

  7. #7
    chris10's Avatar Primicerius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    UPLOADED
    UPDATE 1.5 Savegamecompatible !

    18.02.2011

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

    eh, can you post an real changelog for 1.5? I dont think you changed ONLY the pop growth...

  9. #9
    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 NerZhulen View Post
    eh, can you post an real changelog for 1.5? I dont think you changed ONLY the pop growth...
    ONLY pop growth...
    next time more stuff

  10. #10
    raistlinmajere8's Avatar Ordinarius
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    Default Re: [RS 2.1] Rome 1Turn Expansion "Five Good Emperors" Download/Technical Thread

    The only thing that concerns me is that you replace the launcher..... and I'm assuming this mod needs that launcher in order to function properly.

    When installing RS on steam... you don't use that launcher. You have to launch RTW Gold from steam, with some extra commands added within steam in order for RS to work properly.

    :shrug:

    I'll probably try and install your mod and see what happens, seeing as I just did a clean install of RTW and RS.

  11. #11

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

    Today I have two CTD in Cimbry turn, but toggle_fow works well :-))) uf

  12. #12
    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 Joongen View Post
    Today I have two CTD in Cimbry turn, but toggle_fow works well :-))) uf
    yeah...this is a RSII or RTW problem...I had that the same problem in a Cimbri Campaign...sudden CTD out of the nowhere on end turn and toggle_fow did the trick...very strange issue...

  13. #13

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

    I love the mod, but it has been rendered impossible to play due to the fact that the script which spawns the bandit/rebel stack is stuck on a loop. At first i was like ok it happens twice what a challenge. ~But i now have like 6 stacks popping up each time i clear them. Anyway to stop this- i assume it is due to me somehow triggering the script twice?@

  14. #14
    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 wardyuc View Post
    I love the mod, but it has been rendered impossible to play due to the fact that the script which spawns the bandit/rebel stack is stuck on a loop. At first i was like ok it happens twice what a challenge. ~But i now have like 6 stacks popping up each time i clear them. Anyway to stop this- i assume it is due to me somehow triggering the script twice?@
    scripts do not stuck on loops but monitors will be checked each turn...
    there was a message popping up telling you what you had to do to avoid that the event will trigger again..why did you not followed the instruction ?...

    Message {Bandit_Raid_Title1} Bandits in the Republic
    {Bandit_Raid_Text1}

    Consul Marius, while we have started the creation of the necessary infrastructure for the recruitment of new standardized heavy armoured Legionarys to complete the initiated reform of our military we have reports from all over the Republic that well organized armoured marauders and bandits are plundering and ransacking villages, blocking major trade routes and robbing merchants. We have to withdraw forces from our borders or dispatch reserve forces to take care of this sitution quickly. With every further day that we remain idle the bandits will feel more confident and probably will even dare to assault major settlements which would cause serious economic problems for the Republic.
    You have to built Roman Fortress in Akragas now to avoid trigger the bandit Campaign again on reload !


    Its 4 turns and once the building is in place one condition of the event is not matched anymore hence it can not fire again...you really have to read the messages
    Last edited by chris10; February 20, 2011 at 04:49 PM.

  15. #15

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

    Quote Originally Posted by chris10 View Post
    scripts do not stuck on loops but monitors will be checked each turn...
    there was a message popping up telling you what you had to do to avoid that the event will trigger again..why did you not followed the instruction ?...

    Message {Bandit_Raid_Title1} Bandits in the Republic
    {Bandit_Raid_Text1}

    Consul Marius, while we have started the creation of the necessary infrastructure for the recruitment of new standardized heavy armoured Legionarys to complete the initiated reform of our military we have reports from all over the Republic that well organized armoured marauders and bandits are plundering and ransacking villages, blocking major trade routes and robbing merchants. We have to withdraw forces from our borders or dispatch reserve forces to take care of this sitution quickly. With every further day that we remain idle the bandits will feel more confident and probably will even dare to assault major settlements which would cause serious economic problems for the Republic.
    You have to built Roman Fortress in Akragas now to avoid trigger the bandit Campaign again on reload !


    Its 4 turns and once the building is in place one condition of the event is not matched anymore hence it can not fire again...you really have to read the messages
    For some reason it i do not get any text popping up. Maybe i have a problem with my install. I have been attacking these fools for days now.


    Tahnks <3

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

    Quote Originally Posted by chris10 View Post
    scripts do not stuck on loops but monitors will be checked each turn...
    there was a message popping up telling you what you had to do to avoid that the event will trigger again..why did you not followed the instruction ?...

    Message {Bandit_Raid_Title1} Bandits in the Republic
    {Bandit_Raid_Text1}

    Consul Marius, while we have started the creation of the necessary infrastructure for the recruitment of new standardized heavy armoured Legionarys to complete the initiated reform of our military we have reports from all over the Republic that well organized armoured marauders and bandits are plundering and ransacking villages, blocking major trade routes and robbing merchants. We have to withdraw forces from our borders or dispatch reserve forces to take care of this sitution quickly. With every further day that we remain idle the bandits will feel more confident and probably will even dare to assault major settlements which would cause serious economic problems for the Republic.
    You have to built Roman Fortress in Akragas now to avoid trigger the bandit Campaign again on reload !


    Its 4 turns and once the building is in place one condition of the event is not matched anymore hence it can not fire again...you really have to read the messages
    Its hard to believe there is no other way to make that thing working without stupid retriggering if you dont build a building...
    Not like I understand it a bit but maybe ask on some forum? because not only this rebel madness but the galleaci too are dependant on a building...

  17. #17

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

    i have follwed the install instructions and have overwritten all files but when i load the ne wlauncher it doesnt give me the five good emporer section?
    any tips please?
    thanks

  18. #18
    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 owen View Post
    i have follwed the install instructions and have overwritten all files but when i load the ne wlauncher it doesnt give me the five good emporer section?
    any tips please?
    thanks
    well, you are missing something......you have to replace the old launcher in the launcher folder...eliminate the shortcut from desktop and create a new shortcut from the replaced launcher otherwise it wont have Five Good Emperors...for obvious reasons

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

    Really great submod + rep if I can. Thx for much work

  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 Nergor View Post
    Really great submod + rep if I can. Thx for much work
    thnx..very kind...

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