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  1. #1

    Default ahowl's mod: A mod from scratch (well almost)

    Hello there TWC modding community, and many guests!!

    I am ahowl11, I came to TWC in July and shot for the stars with Roma Nova, a historical mod set in the roman time frame for M2TW. I had NO modding experience and had to call it quits.
    I am now the mod leader of Historical Rome Total War (HRTW) I lead a tough nosed team of enthusiastic modders, and it's looking great!

    However I have been bothered by something. I don't mod. I mean I have switched the cultures of factions, implemented some units here and there, and know the descr_strat file well but anybody can do that!

    So I am creating my own mod by myself. The only thing that will be done for me, is the initial map, it is a map that few know about, but has amazing features plus it will feature RS2 environments. Other than that everything from factions to units will be done by me.

    I am wanting this mod/project to be used by this community. That means I'm hoping the experts follow and that the new members who want to learn how to mod follow as well. There will be many roadblocks for me in this endeavor, so I will post them all here and I will request assistance. Now that does not mean I want the work done for me, but instead for someone to list examples and to walk me through the process so I know what I'm doing.

    Here is what I'm hoping for in the end:
    1. An Awesome mod that I will officially release, it will be historical and fun, based off vanilla
    2. For myself to become an experienced modder
    3. For people who are wanting to mod to have a resource where they can come and use
    4. For questions to be answered for the community
    5. For all modders to come together!

    So, I shall begin tonight with the ideas and details for the mod and I shall progress from there.
    Any advice whether it be historical or modding is accepted!
    I will be posting all resources that I use for future reference, I might release some of my work as well depending on what it is.

    I WILL NOT GIVE UP!

  2. #2

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Tools; Basics; Senate; Civil Wars; and exe's

    First off the tools/materials to use:
    Notepad - for all the text files
    verccingetorix's xpak - a tool that unpacks the many files such as textures and UI's
    GIMP/Photoshop - I will be using the newest version of GIMP to work with art and textures (Photoshop is expensive)
    3dsmax: I do not currently have this, I want it but it is expensive.. I will need it later
    other tools that I will list throughout the mod

    Ok to start, my beginning question is this:
    Should I run this mod on RTW, BI, or ALX?

    RTW - features testudo formation and other formations, senate offices etc
    BI - features hording, swimming, revolts, more active rebels, loyalty, religion (culture for this mod)
    ALX - smarter ai

    Before I answer, let's go over the basics of this mod

    I'll name it Roma Nova, in honor of my first attempted mod.
    It will begin in 280 B.C. because I feel like it is the perfect year to start a mod of this time frame.
    It will end in 31 B.C. when the Roman Republic came to an end
    21 factions of course but we only know of 2 right now, the rest will be a mystery until I decide to reveal them!
    1. The Roman Republic
    2. ?
    3. ?
    4. ?
    5. ?
    6. ?
    7. ?
    8. ?
    9. ?
    10. ?
    11. ?
    12. ?
    13. ?
    14. ?
    15. ?
    16. ?
    17. ?
    18. ?
    19. ?
    20. ?
    21. Rebels

    This list will be updated as I go along with the mod, but for now we start with Rome.
    Now, my first conflict:
    I have always liked the idea having the Senate in the game. I like getting missions when playing as Rome, and I like the senate offices scroll as it add some cool traits to your family members.
    Now the problem is, the Senate kind of wastes a slot. I want Rome to be controlled by the Roman Republic faction but it also has senate missions.
    Sadly this is not possible. Until proven otherwise of course. I had Rome controlled by the Julii, under the senate superfaction in descr_strat. However the scipii and brutii (who will not be roman factions) still recieved missions even without the superfaction present. These factions would have to be non-existant for it to work, which would be a waste of faction slots.

    So I have two choices.
    Keep the Senate and lose 3 faction slots (missions, offices, but no new factions)
    Lose the senate and retain 3 faction slots (no missions or offices, but 3 new factions of my choice)

    My choice is to go without the senate, as I want to add in 3 entirely new factions to the game! Plus, there was not a separate "Senate" faction historically.

    There you have it, one Roman Faction. There were no "Julii", "Scipii", or "Brutii" factions that went off to conquer the world, but instead ONE Roman Republic that was guided by the Senate. This can be found at
    http://forums.totalwar.org/wiki/inde...ome:_Total_War under the "Historical Inaccurcies" section
    and here are the quotes:
    Spoiler Alert, click show to read: 
    • The three playable Roman factions are named after three of the most notable Roman figures, Gaius Julius Caesar, Marcus Junius Brutus, and Publius Cornelius Scipio Africanus. There were no "Scipii" or "Brutii" families. Both were cognomina - a third name that labeled one as a member of a specific family within a larger clan. The family of Marcus Junius Brutus would have been the "Junii", while Scipio Africanus would have belonged to the "Cornelii." (NOTE: Sometimes a family had also been named after the cognomen of a famous family member. For example, the form "Scipiadae" would be plausible (cf. Vergilius Aeneis VI. 843). This stratification into specific families is difficult, however, since during the Republic there were so few noble Roman families, and they were constantly intermarrying. See Roman Naming Convention for more information.


    • The three-faction Roman system in the game is entirely ahistorical. In fact, the Roman Republic was ruled exclusively by the Senate, which had substantially more power than is reflected in the game, and the various assemblies. Individual families might rule small provinces, but expansions to the empire would have been assigned to new governors, not left to the generals who conquered them. Generals, too, were selected by the Senate and assemblies, and the roles of governorship and generalship were not as conflated as they are in the game. There were cases where influential politicians such as Julius Caesar could quite possibly serve as both generals and governors, but they would only occur during the later Republic.


    • The primary reason for the three-faction system is to simulate the civil war that ultimately resulted in the end of the Roman Republic. Furthermore, while the Julii may in some ways be said to be Imperialists because Julius Caesar became the first dictator perpetuus, the precursor to the modern understanding of Roman Emperor, Brutus was thoroughly Republican and is in fact famous for having killed Julius Caesar after he was granted absolute power through the office of dictator perpetuus by the Senate; and theoretically speaking, the family of Brutus would not have imperial ambitions anyway.


    • In addition, although perhaps more trivially, the names are declined incorrectly. While the plural of Julius is indeed Julii, the plural of Brutus is Bruti, not Brutii. Likewise, the plural of Scipio is Scipiones, instead of Scipii. Latin words are, in general, wholly or partially Anglicized in pronunciation; velites (Classical Latin Template:IPA) is pronounced Template:IPA instead of the expected Template:IPA (compare the ending sounds of the English word indices). Similarly, the C in principes is pronounced as a hard Template:IPA as in Classical Latin instead of the Template:IPA expected for English. See Latin declension and Latin pronunciation.


    I now have two problems yay! So hopefully someone might be of assistance?

    Problem 1: I want the Romans, and possibly other factions to have a Senate or government set-up. Historically the Seante appointed Generals, Governors etc and it did assign missions. Offices were a huge part of the Senate as well. So I was thinking this: could I somehow implement something similar to M2TW? Scripted missions? Where even though there is not a senate, missions can still be assigned and carried out? I remember hearing before that I could but I'm not sure. It would be neat for factions to get scripted missions. So if possible how?

    Problem 2: RTW vanilla focused on the Civil Wars right? How can I script in various revolts/civil wars with the Rebels? There were various civil wars fought in this time frame.
    http://en.wikipedia.org/wiki/Roman_civil_wars
    Spoiler Alert, click show to read: 


    Lastly I am having trouble figuring out which to use for the exe..
    I'm leaning toward's BI as there are many features but I hear that you cannot use the testudo formation? If so I'm not sure if I want to.. The testudo was a crucial formation for the Romans.. also how would I get the other formations like Phalanx over to BI? Could someone help me there?
    If I stayed with RTW would I be able to port the different features of BI and ALX over to RTW?

    Thanks everyone for your help. I will begin researching The Roman Republic tonight and hopefully complete the basics.. Soon I will be going over the slots in the DMB and EDU to use

  3. #3

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by ahowl11 View Post
    Tools; Basics; Senate; Civil Wars; and exe's

    Spoiler Alert, click show to read: 
    First off the tools/materials to use:
    Notepad - for all the text files
    verccingetorix's xpak - a tool that unpacks the many files such as textures and UI's
    GIMP/Photoshop - I will be using the newest version of GIMP to work with art and textures (Photoshop is expensive)
    3dsmax: I do not currently have this, I want it but it is expensive.. I will need it later
    other tools that I will list throughout the mod

    Ok to start, my beginning question is this:
    Should I run this mod on RTW, BI, or ALX?

    RTW - features testudo formation and other formations, senate offices etc
    BI - features hording, swimming, revolts, more active rebels, loyalty, religion (culture for this mod)
    ALX - smarter ai

    Before I answer, let's go over the basics of this mod

    I'll name it Roma Nova, in honor of my first attempted mod.
    It will begin in 280 B.C. because I feel like it is the perfect year to start a mod of this time frame.
    It will end in 31 B.C. when the Roman Republic came to an end
    21 factions of course but we only know of 2 right now, the rest will be a mystery until I decide to reveal them!
    1. The Roman Republic
    2. ?
    3. ?
    4. ?
    5. ?
    6. ?
    7. ?
    8. ?
    9. ?
    10. ?
    11. ?
    12. ?
    13. ?
    14. ?
    15. ?
    16. ?
    17. ?
    18. ?
    19. ?
    20. ?
    21. Rebels

    This list will be updated as I go along with the mod, but for now we start with Rome.
    Now, my first conflict:
    I have always liked the idea having the Senate in the game. I like getting missions when playing as Rome, and I like the senate offices scroll as it add some cool traits to your family members.
    Now the problem is, the Senate kind of wastes a slot. I want Rome to be controlled by the Roman Republic faction but it also has senate missions.
    Sadly this is not possible. Until proven otherwise of course. I had Rome controlled by the Julii, under the senate superfaction in descr_strat. However the scipii and brutii (who will not be roman factions) still recieved missions even without the superfaction present. These factions would have to be non-existant for it to work, which would be a waste of faction slots.

    So I have two choices.
    Keep the Senate and lose 3 faction slots (missions, offices, but no new factions)
    Lose the senate and retain 3 faction slots (no missions or offices, but 3 new factions of my choice)

    My choice is to go without the senate, as I want to add in 3 entirely new factions to the game! Plus, there was not a separate "Senate" faction historically.

    There you have it, one Roman Faction. There were no "Julii", "Scipii", or "Brutii" factions that went off to conquer the world, but instead ONE Roman Republic that was guided by the Senate. This can be found at
    http://forums.totalwar.org/wiki/inde...ome:_Total_War under the "Historical Inaccurcies" section
    and here are the quotes:


    I now have two problems yay! So hopefully someone might be of assistance?

    Problem 1: I want the Romans, and possibly other factions to have a Senate or government set-up. Historically the Seante appointed Generals, Governors etc and it did assign missions. Offices were a huge part of the Senate as well. So I was thinking this: could I somehow implement something similar to M2TW? Scripted missions? Where even though there is not a senate, missions can still be assigned and carried out? I remember hearing before that I could but I'm not sure. It would be neat for factions to get scripted missions. So if possible how?

    Problem 2: RTW vanilla focused on the Civil Wars right? How can I script in various revolts/civil wars with the Rebels? There were various civil wars fought in this time frame.
    http://en.wikipedia.org/wiki/Roman_civil_wars


    Lastly I am having trouble figuring out which to use for the exe..
    I'm leaning toward's BI as there are many features but I hear that you cannot use the testudo formation? If so I'm not sure if I want to.. The testudo was a crucial formation for the Romans.. also how would I get the other formations like Phalanx over to BI? Could someone help me there?
    If I stayed with RTW would I be able to port the different features of BI and ALX over to RTW?

    Thanks everyone for your help. I will begin researching The Roman Republic tonight and hopefully complete the basics.. Soon I will be going over the slots in the DMB and EDU to use
    Actually for the Scipii and Brutii to stop getting Senate missions you need to change their culture to other than Roman. That's what i've done so far (it also gets rid of the senate button and off course the SB CTD)

  4. #4
    Zarax's Avatar Triple Chaosmaster
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by ahowl11 View Post
    Tools; Basics; Senate; Civil Wars; and exe's

    Ok to start, my beginning question is this:
    Should I run this mod on RTW, BI, or ALX?
    I strongly suggest you use BI: it's got everything you want from RTW vanilla plus shield wall (very important for hoplites!), hording and better AI.

    This list will be updated as I go along with the mod, but for now we start with Rome.
    Now, my first conflict:
    I have always liked the idea having the Senate in the game. I like getting missions when playing as Rome, and I like the senate offices scroll as it add some cool traits to your family members.
    Now the problem is, the Senate kind of wastes a slot. I want Rome to be controlled by the Roman Republic faction but it also has senate missions.
    Sadly this is not possible. Until proven otherwise of course. I had Rome controlled by the Julii, under the senate superfaction in descr_strat. However the scipii and brutii (who will not be roman factions) still recieved missions even without the superfaction present. These factions would have to be non-existant for it to work, which would be a waste of faction slots.
    So I have two choices.
    Keep the Senate and lose 3 faction slots (missions, offices, but no new factions)
    Lose the senate and retain 3 faction slots (no missions or offices, but 3 new factions of my choice)

    My choice is to go without the senate, as I want to add in 3 entirely new factions to the game! Plus, there was not a separate "Senate" faction historically.
    The bad news: You must assign one slot as romans_senate for senate to work

    The good news:

    1) the senate faction can be playable
    2) the senate faction doesn't have to be roman (just make sure it's a far away one and possibly on the corner of the map as it will become a lot more passive)
    3) here's how to make only Rome receive missions:

    - Keep Rome in one of the first 3 positions in descr_sm_faction and senate in position 4
    - Make the other 2 factions in the first 3 positions at war with senate at game start

    I now have two problems yay! So hopefully someone might be of assistance?

    Problem 1: I want the Romans, and possibly other factions to have a Senate or government set-up. Historically the Seante appointed Generals, Governors etc and it did assign missions. Offices were a huge part of the Senate as well. So I was thinking this: could I somehow implement something similar to M2TW? Scripted missions? Where even though there is not a senate, missions can still be assigned and carried out? I remember hearing before that I could but I'm not sure. It would be neat for factions to get scripted missions. So if possible how?
    Senate missions works only with a functioning senate, scripted ones will CTD without it.
    Luckily, a solution is available above.

    Problem 2: RTW vanilla focused on the Civil Wars right? How can I script in various revolts/civil wars with the Rebels? There were various civil wars fought in this time frame.
    The best way (although it implies sacrificing a slot) is the following:

    Create a roman rebel faction shadowing the romans (and the romans shadowed by it)
    You must then do a little traiting work:

    Choose 2 sides in which all will be divided, for example (historical) populares and optimates.
    Once a condition is triggered (for example marian reforms), one side will get an additional trait that will give a big penalty to loyalty and add unrest.

    This way roughly half of your generals will rebel or defect to the roman rebels, creating a semi-realistic civil war scenario.
    It takes a lot of tweaking to pull it off right but it's worth it.

    Lastly I am having trouble figuring out which to use for the exe..
    I'm leaning toward's BI as there are many features but I hear that you cannot use the testudo formation? If so I'm not sure if I want to.. The testudo was a crucial formation for the Romans.. also how would I get the other formations like Phalanx over to BI? Could someone help me there?
    If I stayed with RTW would I be able to port the different features of BI and ALX over to RTW?

    Thanks everyone for your help. I will begin researching The Roman Republic tonight and hopefully complete the basics.. Soon I will be going over the slots in the DMB and EDU to use
    BI is the best exe.
    It supports everything vanilla plus it has the additional formations, hording, emergent factions and improved AI.
    You can of course go the XGM/XC way and support all 3 but if you want to keep it simple focus on BI.

    Hope it helps.
    The Best Is Yet To Come:

  5. #5

    Default Re: ahowl's mod: A mod from scratch (well almost)

    I don't remember that working out for me, but I can try again. Nevertheless there would need to be a senate faction present, and ive already decided to scratch it from the list.. what im hoping for is senate missions without a senate faction

  6. #6

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by ahowl11 View Post
    I don't remember that working out for me, but I can try again. Nevertheless there would need to be a senate faction present, and ive already decided to scratch it from the list.. what im hoping for is senate missions without a senate faction
    It causes CTD as i remeber if you don't do this:
    - Change the Julii/Scipii/Brutii families to any other culture than roman
    - Change the diplomacy stance of those factions SPECIALLY the one with -10 as value. I always keep them at war (600 i believe)
    - Remove the superfaction atribute of the roman senate for the family you want to not be roman.

    That's all i can remember right now

  7. #7
    DimeBagHo's Avatar Praeses
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    Ask Zarax about the Senate stuff. He's done a lot of work on Senate missions.

  8. #8
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    You are the leader of one mod have recruited help to make that mod but have now decided to make another without finishing the first. You asked for my opinion so here it is.

    Finish the mod you started.

    Good luck..
    Last edited by Halie Satanus; December 14, 2011 at 04:46 AM.

  9. #9

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by Halie Satanus View Post
    You are the leader of one mod have recruited help to make that mod but have now decided to make another without finishing the first. You asked for my opinion so here it is.

    Finish the mod you started.

    Good luck..
    Hell Yeah! I've left the work on my mod, for the HRTW, and my boss is starting yet another mod!If you are thinking that you can manage two mods in the same time - you are mistaken. You barely have time for HRTW...

  10. #10

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Im not leaving HRTW, im just using this as a way to better myself.. Its a side project of mine.. besides I just finished the Semester a few minutes ago! I have a full month of freedom so trust me I will be here
    HRTW will be finished, and this project of mine will not take time away from HRTW..

    @Zarax
    Just to clarify some things:
    For there to be senate missions: one faction would have to give missions to another right? A faction cannot assign itself missions?
    For Civil Wars: Do you recommend using an actual faction for the civil wars? Or is using the rebel faction good? how would i script revolts with the rebel faction?
    My concern is the faction slots left by the other Roman factions.. I am wanting to add new factions
    Also, seems like I will be using BI! But I am interested in going in the XC/XGM route and combining all three.. how can I do this?

    It seems like my first order of this mod will be to combine the features of the 3 exe's.. I'm eager to learn how, as this will help us at HRTW as well, I eagerly await instructions

    Here is my order of business in learning to become a better modder:
    1. Learn how to use features from all 3 exe's
    2. Get an understanding of the room in the DMB and EDU files
    3. Research "The Roman Republic" from top to bottom!

  11. #11
    Zarax's Avatar Triple Chaosmaster
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by ahowl11 View Post
    @Zarax
    Just to clarify some things:
    For there to be senate missions: one faction would have to give missions to another right? A faction cannot assign itself missions?
    Unfortunately no, senate only works if faction n°4 in descr_sm_factions.txt is romans_senate and faction 1, 2 or 3 have it as superfaction.

    For Civil Wars: Do you recommend using an actual faction for the civil wars? Or is using the rebel faction good? how would i script revolts with the rebel faction?
    My concern is the faction slots left by the other Roman factions.. I am wanting to add new factions
    Personally i'd use one slot to free up space for another faction while the 2nd would become the roman rebels. For extra nastiness they *could* be combined with the senate (albeit at an increased CTD risk)

    Also, seems like I will be using BI! But I am interested in going in the XC/XGM route and combining all three.. how can I do this?

    It seems like my first order of this mod will be to combine the features of the 3 exe's.. I'm eager to learn how, as this will help us at HRTW as well, I eagerly await instructions
    DimeBagHo is the best person to give you advice as XC uses a modified version of the system created by him.
    The Best Is Yet To Come:

  12. #12

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by Zarax View Post
    DimeBagHo is the best person to give you advice as XC uses a modified version of the system created by him.
    wtf? Please don't tell me, that someone made and .exe with 500 dmb slots, and bi-features. Cuz, last time i've checked, that was illegal, but i can be mistaken.

  13. #13
    Raritу's Avatar Glück auf!
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    I think it's the best option the focus on a single mod at the same time. But if you believe you can handle these, well, good luck .
    Honored filly of M and happily taking my glance over Milner and Diamat

  14. #14
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    So your first mod is not finished. Have you populated the descr_strat map, assigned rebels to every region, assigned mercenaries to every region, worked on traits and ancillaries, worked on resources, implemented all the units in the dmb and balanced them in the edu as well as the million other things you need to do.

    Have you done the things you set out in the OP of your first mod?
    Being able to mod vanilla so it is more historic and a little more challenging.
    add more cities to reach the city hard code limit
    add more units to meet unit unit hard code limit
    keep original map (only map changes should be for adding regions/cities)
    Do a complete change of Brutii and Scipii into Illyrians and Nabataean Kingdom
    completely change egypt into Ptolemaic empire (greek)
    make it so mercenaries are not green
    rebels would only be brigands, pirates or revolts
    get rid of fantasy units (arcani, pigs, wardogs?, screeching women)
    edit current units and add new units to factions so they are more historic but still have vanilla feel
    combine all four roman families into one. (i think this would be cool) and create separate families for Illyrians & Nabataean Kingdom
    If changing Faction Symbols ex: Macedon keep the vanilla look
    Basic Name Changes, Spanish to Iberians etc
    make ai morale stronger
    make the domination factor dissapear for briton/egypt
    starts in 280 B.C. with Greeks controlling southern Italy
    and get rid of Themiskyra!!!!! I hate that place and the amazon chariots haha
    And you've tested everything over and over to make sure it works?

    Your not the first person to have more than one idea and you won't be the last. Finish one mod before you start on another.

  15. #15

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Ok here is the issue.. for HRTW we are simply adding cities and I'm not doing it our mapper is
    EDU and DMB? Hameleona and I are keeping track of that

    the descr_strat is in good shape right now..

    Problem:
    even though i'm leader of HRTW, I really dont do much but this: assign work, approve/disapprove work and ideas from my team.. No actual modding.. so that makes me feel utterly worthless..
    Hence why I created this thread.. this is for me, myself to become the best modder I can be so I can fully contribute to HRTW without feeling like some lazy bum who can't do anything..
    and this project of mine will have a lot to do with HRTW trust me.. hint* notice the similarities in time frame, and goals of both mods.. (It's something I'd like to reveal after we release HRTW)

    So yes it seems like I have too much on my plate, but in reality I'm only required to spend about a few hours on HRTW, so I have plenty of free time for this..
    Hope that clears everything up
    I understand your concern Halie, but I wouldn't be doing this to just start a totally different mod..
    This project and HRTW will tie in greatly when all said and done

  16. #16
    Zarax's Avatar Triple Chaosmaster
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    I'm afraid there is a misunderstanding

    DimeBagHo made a mod installer that uses code tags to enable/disable features that belongs to the various exes in the mod txt files.
    He did not touch the exe and BTW alex supports 384 slots, not 500
    The Best Is Yet To Come:

  17. #17

    Default Re: ahowl's mod: A mod from scratch (well almost)

    That is crazy.

    PS: So i've understand it wrong - i was quite sure, that there was double the limit of models in Alex.exe. Nah, probably i didn't get it right.

  18. #18
    Zarax's Avatar Triple Chaosmaster
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    Default Re: ahowl's mod: A mod from scratch (well almost)

    Well, that's DBH's great skill on pretty much anything modding related.
    XGM is possibily the most flexible mod around and the foundation of many others, a testament on the quality of his work.
    The Best Is Yet To Come:

  19. #19

    Default Re: ahowl's mod: A mod from scratch (well almost)

    wow, ok hopefully I can get that modified version and learn how to use it..
    384?
    Heck thats better than 250!

    LET ME CLEAR UP SOME CONFUSION
    This project is for HRTW, I know I said differently in the OP but I wanted to keep it a secret.. After taking some heat Im coming forward in all honesty that this project is to help me mod MY MOD HRTW... I hope that clears everything up and I just want to move on now and learn..

    about this system exactly.. is it like a program or what?

    And for the factions..
    Are you saying I can have a senate faction, but its also a roman rebel faction? would it only take up one faction slot?
    if so we might need to make one to solve both the problems discussed above

  20. #20

    Default Re: ahowl's mod: A mod from scratch (well almost)

    Quote Originally Posted by ahowl11 View Post
    wow, ok hopefully I can get that modified version and learn how to use it..
    384?
    Heck thats better than 250!

    LET ME CLEAR UP SOME CONFUSION
    This project is for HRTW, I know I said differently in the OP but I wanted to keep it a secret.. After taking some heat Im coming forward in all honesty that this project is to help me mod MY MOD HRTW... I hope that clears everything up and I just want to move on now and learn..

    about this system exactly.. is it like a program or what?

    And for the factions..
    Are you saying I can have a senate faction, but its also a roman rebel faction? would it only take up one faction slot?
    if so we might need to make one to solve both the problems discussed above
    384? I thought it was 512 . Its just the Alexander expansion exe file.

    Read this for a better idea of what is involved

    http://www.twcenter.net/forums/showthread.php?t=263469

    Glad to hear that this is for HRTW. You'll have lots of time before release to learn, and you'll feel loads better about the if you are able to contribute to the modding. Why don't you do as I suggested via PM and try to make or edit the map for HRTW?

    Reading the OP it does sound like your starting a new project. If your serious about modding you need to start hanging around the workshop! Read some tutorials and if you get stuck post there. If I we're you I'd ask a moderator to close this thread.


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