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Thread: HCS - Supported Sub Mods and Fan Projects

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  1. #1

    Default Re: HCS - Supported Sub Mods and Fan Projects

    In time, will there be an index of all these great submods?

  2. #2

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Thanks for surrectum Enviroment

  3. #3
    MaceHead's Avatar Civis
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    Default Re: HCS - Supported Sub Mods and Fan Projects

    I´m also interested in a submod that changes the economy, especially increasing the upkeep for hoplites. I can´t find the balance mod of Alexander, can someone attach the file again?

  4. #4

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Back up first
    the base (its the same )
    http://www.gamefront.com/files/20762...%2639s_new.rar
    and the update
    Cory paste this files ...more morale and defence skill
    http://www.mediafire.com/?779aayxjfiulvq1
    Last edited by morfeasnikos; November 09, 2011 at 08:24 AM.

  5. #5
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: HCS - Supported Sub Mods and Fan Projects

    I want to limit population levels and therefore the recruitment levels- can anyone point me at the right files to edit please?

  6. #6
    Spartan198's Avatar Protector Domesticus
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    Default Re: HCS - Supported Sub Mods and Fan Projects

    Quote Originally Posted by Demetrius I Poliorketes View Post
    I want to limit population levels and therefore the recruitment levels- can anyone point me at the right files to edit please?
    I don't know how to limit population levels (didn't know it was even possible to do that ), but recruitment tiers can be edited in the export_descr_buildings file.

  7. #7

    Icon10 Re: HCS - Supported Sub Mods and Fan Projects

    Quote Originally Posted by Demetrius I Poliorketes View Post
    I want to limit population levels and therefore the recruitment levels- can anyone point me at the right files to edit please?
    EDB is where it's at. I've been messing with this a little bit myself. If I remember correctly your city upgrade buildings have a population growth bonus, and I think farms do as well. There might be something else I'm forgetting though. They have tutorials in the workshop for this

  8. #8
    Antiokhos Euergetes's Avatar Protector Domesticus
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    Default Re: HCS - Supported Sub Mods and Fan Projects

    Thanks for your help

  9. #9

    Default Re: HCS - Supported Sub Mods and Fan Projects

    It would be nice if all this sub mods would be posted in first post .

  10. #10
    GM207's Avatar Decanus
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    Default Re: HCS - Supported Sub Mods and Fan Projects

    Hey Guys, the Roma Surrectum II Battlemap Environments download link is dead, is there another link to download from?

  11. #11

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Hello; are u sure that the fix posted by RafSwi7 on the first page work? (the one that reduces the units speed). I just have to put it in the hcs data folder right?nothin else?

  12. #12

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Quote Originally Posted by lequintal69 View Post
    Hello; are u sure that the fix posted by RafSwi7 on the first page work? (the one that reduces the units speed). I just have to put it in the hcs data folder right?nothin else?
    yes it does work and yes just in the data folder ^^

  13. #13

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Yo
    which sub mod would u suggest to mix both economic and military fixes?

  14. #14

    Default Re: HCS - Supported Sub Mods and Fan Projects

    dont know of any coz i aint bothered trying to find any xD so just look for ones with the least amount of complaints

  15. #15

    Default Re: HCS - Supported Sub Mods and Fan Projects

    I have already tried em all, but i only found either economic fixes or military fixes, but nothin mixing both aspects.
    Maybe someone around who knows about coding has got the time to make such a fix and would be kind enough to share it?

  16. #16

    Default Re: HCS - Supported Sub Mods and Fan Projects

    all of the team except Alexander have ditched this mod due to reasons of there own but Alexander has been deployed to afgan about a month ago plus know one really check this mod any more so don't expect many people to help with fix's n such

  17. #17

    Default Re: HCS - Supported Sub Mods and Fan Projects

    I would like to see some more realism. This mod comes closer to successfully recreating the time before or around the time of the Persian-Greek wars and Alexander than any other.

    Sparta having a easy setting I do not feel is realistic. They never had a very large force, especially of native Spartans. At its most, Sparta fielded some 9,000 Spartiate Homoioi. They would generally position on one flank of a combined Sparta allied force. On this mod, Sparta seems to have one of the largest armies. I could argue a bit about some of the units or forces lacking in some factions, such as numidians from Carthage, but the bigger problem is understanding why even the best of the best units and the most elite do not even bear a Good Morale rating? This is not true in all cases but enough that it sets the whole mod slightly imbalanced. Sparabara for example would be at least equal in discipline to most Hoplite units since they were trained as soldiers from a young age. But like most Hoplites, they did not fight all year around. This should give them better than a poor morale rating though. Same for the immortal infantry and cavalry (or at least you do not see it with a good or high or excellent morale on the unit card). So in general if several units were given a modest morale boost and in some cases a huge morale boost that would really help this mod. Sparta at least should probably have fewer Spartan citizen fielded units than it does. It seems a bit much for a nation with a fairly small army, at least of its natives. At conservative estimates even though, Persia could probably field 10 times what any Greek faction could. Persia also has a slight glitch since its league says, Boeatian not Persian.

    Costs and upkeep and training time can be debated night and day, but the morale on most units are the most in need of adjustments.

    If Sparta were such a Super power however, as its projected in the game, then Athens could not have challenged it, and Darius would be more aware of who and what the Greeks and individual Greek City states were than he was. But for all intents and purposes, the Greeks were fairly minor powers at this time. Athens nor Sparta became super powers as it were to challenge others or the Persians until after the Persian Greek wars. Or, if they were, then why did they ever fear them? Or exaggerate their numbers? If any Greek city state had the kind of power the mod suggests by like making Sparta a easy campaign setting and with a fairly large army, then, what were any of the city states so afraid of the Persian Empire? It looks more like most factions, escpecially the Greek factions, have overall rankings based on after 479 bc, not 512 bc. It might be said Sparta could raise up to 40 or 50,000 in a pinch, but no where does it say that was a standing army.

    Also, if Spartans were so good and elite, why are the differences between so many other greek hoplite units and many of the spartan units, negligible? I do not know if 2 hp is the solution but, I always got the impression their troops were pretty good? Should elite unit costs and upkeep be raised to balance this out more, so that if the Spartan regular troops are the equal of most city states best, then it would balance out more based on cost and upkeep? The costs and upkeep seem fairly low even for good units.

    So I would like to suggest or even work on them myself, making morale higher on most units and alot higher on units that should be much higher since they are elite. Adjusts costs or upkeep so that it balances out more between Sparta and the other city states. Increase movement values might balance things out with Ionia better and the Thracians.

    If you really wanted to make things interesting then you could adjust the sea map so that it takes much longer to sail around Euboea than past the straights of artimesia. And if possible make storms that can destroy ships more likely in the south of Euboea. Thus if it took more time or cost more ships to sail certain water spaces like open mediterranean, or south of Euboea, or the Straights of the Dardenelles, then you would have a more historically real sea map. This would keep the sea approaches and units more balanced with out having to increase other things unreal or un-historically to compensate.
    Last edited by Cincinatus; April 25, 2012 at 03:29 PM.
    "It is worth while for those who disdain all human things for money, and who suppose that there is no room either for great honor or virtue, except where wealth is found, to listen to his story."
    - Livy 3.26

  18. #18

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Hello guys!!! I've just discovered, downloaded and enjoyed this mod!!! I love the idea and it looks great! My only problem is that my pc is not very fast and I have problem in the battlefield, the units movetoo fast. I've already aplied the submod to reduce the speed, but for now it seems no solution to my problem, the units move and the response of the pc is slow. I haven't got that problem with the BI or RTW, only when I accelerate the battle x3.... so I think my problem is the mod runs already at X3 speed, could anybody do something with that or at least tell me how to solve this problem. For the rest I found the mod extremely awsome!!!

  19. #19

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Promachos, look at post 8 in this thread.
    A big THANKS to all Total War modders

    Visitor13 came to TWC for the wafers

  20. #20

    Default Re: HCS - Supported Sub Mods and Fan Projects

    Hi visitor, I already read that post and I have aplied the submod... the problem is that the standard speed of the battle is to fast for my pc, so a modifier of the unit's it's extra info for the pc, wat I need is to modify the original file(s) that contain the speed of the battle to reduce it, so I woul like someone of all of you to telle what I have to do... or best upload the original file(s) here. thanks!!!

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