Page 2 of 9 FirstFirst 123456789 LastLast
Results 21 to 40 of 165

Thread: DARTH MOD ROMA SURRECTUM 3.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6

    I have copied the 'data' and 'one turn' folders over to rs2.6 install (but not forge my own history, as I do want historic start of the mod), deleted rwm maps on the start...But I still have two turns per year...Also, I have not noticed any change in supply chain traits etc (I did some siege, although short one)...at least visible but maybe morals have changed...also nothing in game speed or anything where I can change it


    I used RTW Gold and play with Alex

    Thanks in advance
    Tribal Total War

  2. #2
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6

    UPDATED 4/10/2013.....4 DIFFERENT BATTLE SPEED EDU FILES TO CHOOSE FROM AND 4TPY FOR 1-TURN CAMPAIGNS AND UPDATED DARTH FORMATIONS ...SEE OP

  3. #3
    SD_Man's Avatar Semisalis
    Join Date
    Apr 2013
    Location
    NYC
    Posts
    416

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2

    Quick question, does this mod also affect the Swap factions? And how extensive are the cavalry nerfs (on choice 3) as I dont want to be fighting with ponies :/

  4. #4
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2

    it is only for the play one turn campaign folder only {i think swap factions 0-turn}...cavalry charges are half for 1,2 and 3...cavalry is still good trust me.... exept you may want to be more careful with where you charge them
    1-turn rome is coming soon ....i will not be doing any 0-turn versions of this mod sorry
    all fractions of stats are in line with the original 1-turn edu ...i have not altered any unit out of line with the rest..

  5. #5

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    The descr formations files have to be installed in the data folder, not in the one turn campaign folder, right ?

  6. #6
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    yes...i will fix that

  7. #7
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    fixed updated 7/10/2013 added ai general command star bonus , fixed hillforts walls for large towns {they now have just an outer wall and an inner wall} and sorted the formations into the proper data folder
    ROME 1-TURN COMING SOON {im about half way through}

  8. #8

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    Didi you fix the error with the amburones heavy swordsmen in your alternatives edu ? ( 29 in DEF)

  9. #9

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    ( Is it very useful to have a 0 turn recruitment ? ) I was wondering if it will change a lot of things or not if i return to a 1 turn recruitment time ( change in the export descr unit) for your 4 turn per year campaign ?

  10. #10
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    @jack-of-blades please explain amburones heavy swordsmen error {is it my error? or original edu error},
    i wont be doing 0-turn versions these edu files are from the play -one-turn folder...you would have to start a new campaign for 4tpy to start working
    0 turn recruitment can create a spam fest of battles that can become boring over time in 1-turn the battles have more meaning
    thanks for feed back

  11. #11

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    In your edu files for arcade battle ( and the two others alternatives edu files), i think there is an error with the amburones heavy swordmen shield stat ( he has 15 in shield ) .
    BTW, the original edu files that you gave in your submod for the one turn campaign, is a 0 turn recruitment edu. ^^'

  12. #12
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    ok thanks will fix that

  13. #13
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    fixed {hopefully}...let me kniow if you find anything else +rep

  14. #14

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    And, one question : if i keep using the 0 turn edu in the one turn campaign, is the AI still programmed to recruit only one unit per turn ?

  15. #15
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    no whatever edu you use will affect all factions , 0 turn edus should not be used as its a 1-turn script , theres a good chance something could go wrong down the line or the balance will be well out {script wise}
    what battle speed are you using ? how are you finding it?

  16. #16

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    The original edu, but the quick one is really fun ^^ ( and can be challenging).

    And the 4TPY campaign is quite challenging, i think.

  17. #17

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    And, one more thing, is it possible to make the Ai more intelligent in siege battle against a settlement with no walls ? ( The AI send some troops alone whereas he could have hold a line in front of the doors )

  18. #18
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    hmmm possibly , i will look at it , did you turn off battle timer?

  19. #19

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    Yes ! why ?

  20. #20
    GRANTO's Avatar Domesticus
    Join Date
    Dec 2010
    Location
    glastonbury uk
    Posts
    2,201

    Default Re: GRANTOZ DARTH EXTREME AI FOR RS 2.6 version 2 with 4TPY and SHORTER BATTLES OPTIONS

    ca you try it with timer on see if its the same, timer does have an effect on the ai , whether to charge in {against time} or sit still, plenty time, i will see what i can do as regards to the ai

Tags for this Thread

Posting Permissions

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