Page 5 of 9 FirstFirst 123456789 LastLast
Results 81 to 100 of 181

Thread: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Patch 3 Fixes - Final changes 21/02/2012

    1. Fixed exploit where Roman Generals could be recruited in a newly conquered town if an Academy existed.
    2. Fixed exploit where Roman aux slinger could be recruited in a newly conquered town if a practice field existed.
    3. Fixed building of auxillaries without having to build colonisation.
    4. Added not recruitable after marian reforms to Gallic Levy Field.
    5. Removed Roman Exraordinari from Aux barracks, they are Latin Allies.
    6. Changed win conditions for Roman factions to CA original ones (to test).
    7. Added more slaves resources to descr_strat
    8. Changed fines for the Senate missions to 75, 50 and 25 percent of annual income.
    9. Reduced Julii starting income back to 5000.
    10. Increased upkeep cost of Generals to 100.
    11. Reduced Major Reward back to 10000.
    12. Added new campaign called enhanced and focuses only on the 4 roman Factions - not completely done yet.
    13. Senate now starts campaign with 3 full armies.
    14. Increased Senate budget to 500000.
    15. Added missing LEGIOI unit cards.
    16. Increased movement points from 80 - 140 to help pathfinding.
    17. Enabled the building of missiles and cavalry buildings in the citizen provinces...woops.
    18. Enabled the colonisation building of hidden resource on colonisation from frontier to never....woops.
    19. Added port to Genua, Venetai and Aequilia.
    20. Gave britons back 1500 denari and added some extra troops, they were too weak.
    21. Removed one river from Venetia
    22. Fixed Tiber River pathfinding and region.
    23. Fixed rivers in Bruttium.
    24. Gave Massila roman_hidden_resource to recruit roman units.
    25. Added many megionary_names to EDU to appear.
    26. Altered climates and variability again, I'm closer to what I want.
    27. Fixed many wrong roman, frontier and never hidden resources.
    28. Increased brutii and scipii starting money to 3000.
    29. Increased rebel garrisons in latinum.
    30. Increased Gallic garrisons in latinum.


    To install simply copy and paste to the relevant folders.

    The campaign folder has a blank map.rwm as you need to fix up a few of the map files. Some of these I believe will only show when a new campaign has started (such as the ports in Liguria, Venetia and Aequilia). I strongly suggest backing up the files (especially your current map.rwm) you are copying over, however this is not necessary as it works on my installation.

    As usual the Patch is in the title post of the thread.

  2. #2

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Nice one, time to conquer the Med.

  3. #3

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Sorry to have to come back so soon, I get a CTD every time I build a Pro Consul's Palace as the Julii.

    Passed a turn to get passed this CTD and now I get a CTD when I build the Hippodrome.
    And there seems to be no way of getting passed the Hippodrome CTD.
    Last edited by GreenKing; February 21, 2012 at 07:38 AM.

  4. #4
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Quote Originally Posted by jamiemgr View Post
    Sorry to have to come back so soon, I get a CTD every time I build a Pro Consul's Palace as the Julii.

    Passed a turn to get passed this CTD and now I get a CTD when I build the Hippodrome.
    And there seems to be no way of getting passed the Hippodrome CTD.
    jamiemgr, did the ctd on the proconsuls palace occur when you clicked on the building to select it, or right click to look at the description or when it was built?

    Likewise with the hippodrome does it occur when you clicked on the building to select it, or right click to look at the description or when it was built?

  5. #5

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Managed to solve the problem by editing the "export_descr_buildings" file. No CTD's at all.

    Heres the "export_descr_buildings" file if anyone wants it:

    export_descr_buildings.zip - 246.2 KB

    Copy and paste the file into C:\Program Files\The Creative Assembly\Rome - Total War\data

    This is only a temporary fix until The Border Reiver finds a solution, because it disables the roman citizenship for cavalry and missile units.
    I have also added the "roman archers" and "roman archer auxilia" that are missing.
    Last edited by GreenKing; February 21, 2012 at 01:06 PM.

  6. #6

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    I have the same problem like before the patch.

    I played 30 rounds and the julii, brutii and scipii did nothing.
    they are building and recruiting normally but not attacking other (rebel)regions.

  7. #7
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Ok guys I'll have a look at this when I get home. Thanks jamiemgr for your beta testing and fix.

    Pro Consul's Palace as the Julii.
    I actually hadn't built this, and this problem most likely relates (as does the hippodrome) to when I was trying to create a provincial government system, and divide Citizens and Provincial building trees......which didn't work I probably didn't put it back together correctly!

    I played 30 rounds and the julii, brutii and scipii did nothing.
    This is done by design, although it may be too severe, and dependant on other variables such as other factions attacking rebel settlements, rebels leaving settlements and then being attacked or even repeated attacks that have failed. The Roman factions perhaps need more starting troops for the AI to expand...or less rebels.

    The Italian peninsula although under Roman rule historically by 272 BC was still prone to rebellions and didn't take Cisalpine Gaul until about 223 BC I think. My concept in this campaign was to make it hard and slow for the AI or human player to expand outside of the peninsula until about 223 BC. My campaigns have shown that if the right variable take place, then the roman factions can expand prior to then, although it is very tough.

    The question I have then is it too tough, or just right. Syracuse from memory is not captured until about 211 BC and the Illyrain wars were about 20 years before this, and Spain wasn't invaded and romanised until early next century. My feeling is that this campaign artificially and although not historically accurate (by dates and times) simulates the expansion of the Roman world plausibly. It's just different and harder than what you are used to.

  8. #8

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    the CTD's occurred when clicking on the buildings and when they were constructed.
    Last edited by GreenKing; February 22, 2012 at 11:32 AM.

  9. #9
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    I can understand why the hippodrome crashed, as sometimes on some buildings within a building tree when you add and minimum building present after a unit when it is not emntioned at the beginning of the tree, it inexplicably crashes. I'm not sure about the Pro Consuls Palace though and will test today.

    Tell me was it in a specific region, or everytime you build it? Also was the map.rwm deleted or the new one added to the campaign?

    Also the Roman Archers , slingers and archer auxillaries are all now available through the Auxillary barracks, as the Romans did not recruit archers from Latinum, but the Provinces. Velites are still in Latinum.
    Last edited by The Border Reiver; February 22, 2012 at 07:19 PM.

  10. #10

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    It was in Arretium as the Julii, the first town to reach the level of Pro Consuls Palace.

    The CTD doesn't happen anymore since i removed those lines from the Export_descr_buildings file.

    The map.rwm file is still there, I never deleted it. Does it need deleting?

  11. #11
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Thanks jamiemgr, no it doesn't unless you want the new map files to be updated when you start a new campaign.

    The CTD doesn't happen anymore since i removed those lines from the Export_descr_buildings file.
    Thank you, it's really odd at times when you make a change to something and it affects something else. I've had to rethink this aspect of the game, and will test just the velites and cavalry with just and hidden_resource latinum and not marian reforms etc and see if this ctds.. I appreciate your testing.

    I'm probably going to update the battle maps with RS2 vegetation once I ask for permission.

    EDIT: jamiemgr, I have fixed the ctd by removing the min citizenship building code as discovered by you and added hidden resource latinum. I have left it on the levels stables cavalry_barracks & practice_field archery_range as these do not affect it, and theoretically by th time the human player has reached this level of building they should be citizens already!.
    Last edited by The Border Reiver; February 23, 2012 at 09:29 AM.

  12. #12
    Akaie's Avatar Sangi Ukon'e no Chūjō
    Join Date
    Jun 2011
    Location
    Australia
    Posts
    3,291

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Good evening!

    Is the "Ager Romanus - New Sub Mod" compatible with this (this one)?

    The S2 Onin War Mod | Boshin: Total Domains
    Patron of Erwin Rommel
    Under the proud patronage of Radious


  13. #13

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Yep, just install this one over the old one.

  14. #14

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    I've noticed that you cant get latin rights or colonization in "Placentia" (nothern italy), meaning that I cannot recruit any infantry at all.
    Last edited by GreenKing; February 26, 2012 at 05:25 AM.

  15. #15
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Quote Originally Posted by jamiemgr View Post
    I've noticed that you cant get latin rights or colonization in "Placentia" (nothern italy), meaning that I cannot recruit any infantry at all.
    Woops I'll issue a Patch tonight which will address that and the other changes from the EDB

  16. #16

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Sweet, look forward to it. Loving the mod still. It's wonderful. Really nice job!

  17. #17
    The Border Reiver's Avatar Artifex
    Patrician

    Join Date
    Feb 2006
    Location
    Australia
    Posts
    3,703

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Quote Originally Posted by jamiemgr View Post
    Sweet, look forward to it. Loving the mod still. It's wonderful. Really nice job!
    Thanks jamiemgr, I'm glad you are. There's a few little things that need to be seen to such as wrong unit skins appearing, battlefield vegetation, and I think I want to remove the 3 gladiators, in favour of some other roman auxillaries, but essentially I'm happy with how the mod works from a Roman persepective, and I'm happy that Roman advancement has been stopped to a historical speed.

    Patch 4 News

    This patch contains only three files.

    1. Fixed ctd on EDB file that related to recruitment of cavalry and missile owing to citizenship.
    2. Adds missing hidden resources in Placentia and Aquilia to recruit units.
    3. Adds more historical resources to Britain so now they have copper, lead, gold and tin in better quantities.
    4. Adds missing Legion building descriptions for Legion Barracks and Urban Barracks. These now show the correct legion such as Legio IV Etruria.

    And can be downloaded in the title post as usual.

  18. #18

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Thanks, The Border Revier, for reviving оf great and terrible DM
    Some thoughts.
    Sinse we as Romans start with one town, too many family members at the beginning. I started as brutii, and 266bc 6 members (one brother was adopted, because he was sharp). I have 3 towns (one will be lost), I can not find adequate busyness for them. It provocate me to early hysterical expansion. Or my family soon become freaks. Using 4 generals in battle - not Roman style. First battles - mostly sieges, and this "skyrim dragons" almost useless in streets. I see two ways: reduce family in descr.strat (as we begin in civilization-style), or, we may load morons in single bireme and sell them to pirates with morale mission (balanced Stalin style ).
    And second. Mercenary Roman veteranii in lorica segmentata looks strange at 270bc
    KLAs skins are beatiful, but too beatiful. This ones must be deleted. Maybe
    P.S Sorry my english.

  19. #19

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Reiver, I have noticed that you have not added the roman archers to the game, Is there a reason?

  20. #20

    Default Re: Ager Romanus - Large Map Submod for Darthmod 8.1(Released 09Feb)

    Some minor bugs (not critical).
    Stables and archery ranges did not presented in city building broser scroll.
    Amulius Brutus have (in descr_strat) excluded (for romans) anch: doctor.

    Spies, IMHO, overpovered. Scipii spy Ovidius (3 eyes) has 100% chance infiltrate any enemy city. Seleucid spy (2 eyes) -93%.

    Campaign is smooth. No any CTDs

    jamiemgr:
    In new patch Brutii has one archer unit at the start.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •