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  1. #1
    DaVinci's Avatar TW Modder 2005-2016
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    Default Suggestions

    Give us your general or accurate suggestion. Any constructive and helpful proposal is welcome.

    NO general feedback shall go here, as there is another extra topic. Spam will be deleted.
    Last edited by DaVinci; October 19, 2006 at 01:11 PM.
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  2. #2

    Default Re: Suggestions for build v0.50

    1) More music. What music there is is of excellent quality, but the long periods of silence get somewhat disturbing.
    2) Eastern cities, muslim and greek.
    3) Rework the named characters. I notice that Alexios Komnenos has no command or administrative skills despite being one of the most brilliant of Eastern Emperors, while the incompetent Michael Dukas has stars and scrolls(likely due to being emperor, but consider negative traits for him that cancel those out) William the Conqueror also seems to be strangely untalented.
    4) Historical and map nitpicks. Why is it that south Italy is not entirely under the rule of Sicily? Is it solely due to balance? Same for the Seljuks in anatolia. Consider redrawing the provincial borders for North Africa. The northern provinces in Algeria/Tunisia/Moroco could be drawn to better match the Atlas Mountains which historically separated the civilized nations from the interior tribes. The coastal provinces in Libya/Cyrenaica could be drawin to better match the fact that only the coastal fringe and the bulge around cyrene were inhabited by civilized peoples. This would also allow the roads to run along the coastline instead of across the desert the way it is now.

    Also, consider one of those pretty textured minimaps some of the other mods have.

    All in all, a very impressive job.
    Last edited by xman160036; October 19, 2006 at 09:49 PM.

  3. #3

    Default Re: Suggestions for build v0.50

    1-yeah, more music, though i love hearing the Civ III medieval music

    2-sure

    3-i guess

    4-yea!

  4. #4
    R1776's Avatar Laetus
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    Default Re: Suggestions for build v0.50

    Great work on the mod! The only bad thing I have to say about chiv is that there isnt any special abilities. I would like to see shield and spear walls, hedgehogs and warcrys. Are there any plans to add them?

    And more music would be nice.




  5. #5
    Atterdag's Avatar Tro og Håb
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    Default Re: Suggestions for build v0.50

    4) Apulia was given to the independent nations due to gameplay value. The same goes for Anatolia I guess.
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  6. #6
    Mr.Man's Avatar Civis
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    Default Re: Suggestions for build v0.50

    I think you should try and have 4 turns a year.

  7. #7

    Default Re: Suggestions for build v0.50

    the only thing that stood out for me which needs doing is the icons. like when you go to battle it doesnt show anything for assault or withdraw. just getting all the pictures and icons in the game would improve it lots to me.

  8. #8
    therussian's Avatar Use your imagination
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    Default Re: Suggestions for build v0.50

    In the campaign map, add some UI pics to the updates that come down at the left part of the screen. It's kind of annoying when you don't know what the box is about.

    But it's very minimal.

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  9. #9

    Default Re: Suggestions for build v0.50

    I bet you're working on this, but animations for the characters in the campaignmap are a must.
    A wider range of buildings, if possible, or some more of those original concepts as martial law would be nice too. Oftentimes I don't quite know what to build in my towns because of lack of choice.

    Also, is it possible to split the christians in an orthodox catholic church and a roman catholic church, or is it not because of engine-limitations?

    Historical battles: were are they? *snif*
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  10. #10

    Default Re: Suggestions for build v0.50

    well, our man behind the historical battles wasnt around as much for the making of .50 so he was not able to make the apropriate changes to make them compatible with the new version. However, I believe he said he would, so maybe you will see 'em in a patch.
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  11. #11

    Default Re: Suggestions for build v0.50

    You should get rid of the units, looking like an army in the campaign map. Make it look a character. Its much easier to see, and just looks better.
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  12. #12
    The Lacedaemonian's Avatar Biarchus
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    Default Re: Suggestions for build v0.50

    add M2 music.
    if you have the M2 demo, you can use the Idx extracor. (thats what i did and the music sounds good in CTW)
    troops dont have torches at night add them.
    i think you dont have to change Islamic city layouts. the different color walls and houses actually looks like it fits in the game. all you need is to have those buildings appear on the map. (they just show construction sites)
    trebuchet animation is needed perhaps.
    when i did my first defending battle (custom) 2 vs. 1 Seljuks and Byzantines, they didnt attack. all they did was shoot their trebuchets. (however this is only my first try perhaps multiple trials will get a different result)
    as for camp. nothing yet. didnt try yet but will soon.
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    Feautures:New Units, Longer Battles,New Historical Regions In The Campaign Map, Lots Of New Reigons, Better Historcal Battles, More Buildings, And Much, Much, More
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  13. #13
    Mr.Man's Avatar Civis
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    Default Re: Suggestions for build v0.50

    I think you should try and have titles like in MTW. That would make it more realistic.

  14. #14

    Default Re: Suggestions for build v0.50

    what do you mean titles? How so? If you mean the ability to give titles, then thats impossible. However you can gain titles through T&A. For example, if you capture London, you get the title of King of England.
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  15. #15
    Mr.Man's Avatar Civis
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    Default Re: Suggestions for build v0.50

    I mean titles like in RTWBarbINV how if u play western empire and right click on the charecter portrait it brings up that info screen with their loyalty and traits and skills. Somewhere in that screen (cant remember exactly where cus havent played BarbINV in awhile) is a red seal in there for some guys saying they are the count of this place and that they are the imperial armourer and stuff like that. i was thinking maybe you could mod those to fit into Chivalry TW. Like changing imperial armourer to Duke of Anjou. Also you can take it away from one charecter and give it to another. So you could give a bunch of titles like chancellor and duke of ____ to the faction leader and then take them away from him and give them to whoever you want to posess the title. I was thinking with all the stuff you added and changed in Chivalry that this might be possible.
    To see for yourself start campaign as west empire and right click on the portrait of whoever is a governor in england. I remeber he had a seal title thingy.
    Last edited by Mr.Man; October 23, 2006 at 07:42 PM.

  16. #16
    Matthæus's Avatar Knez Bribirski
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    Default Re: Suggestions for build v0.50

    lots of units need new better textures and models (andalusian cav., black guard). and some more suggestions can you include "Skymod BI" from "A New Trivium Organization Project" (adds better lightning and makes game look much better), "Realistic_Trees_MOD_1.1" by "OrrieBoi" (smaller realistic trees), and "Prometheus grass addon" by "Prometheus" (new great grass).

    this small mods actually make your battles look 10x better. i added them in my game. but it would be easier for other people if you could include them in mod so people wouldnt need to manually install.

  17. #17
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Suggestions for build v0.50

    Quote Originally Posted by matko
    lots of units need new better textures and models (andalusian cav., black guard). and some more suggestions can you include "Skymod BI" from "A New Trivium Organization Project" (adds better lightning and makes game look much better), "Realistic_Trees_MOD_1.1" by "OrrieBoi" (smaller realistic trees), and "Prometheus grass addon" by "Prometheus" (new great grass).

    this small mods actually make your battles look 10x better. i added them in my game. but it would be easier for other people if you could include them in mod so people wouldnt need to manually install.
    Well, if Chiv will run solid in all aspects and is pretty ctd-bugfree, then we might go over to also include extra-mods like the above mentioned, if they fit to the Chiv-design. As yet, only Darth' formations 16.2 is implemented as an "extra" mod part.

    However, i think, we will remain with extra mods, that don't require automatically pc-upgrades (cpu/video-card), so that also users with average systems can play Chiv.

    For example, one question: Needs the Prometheus grass' only updated very modern systems to get the actual affect, or works this also with medium pc's?
    Another question, as i know about OrrieBoi's tree mod during its development in/for RTR: Does it work in the meantime 100% bugfree?
    And the last one: Is Skymod BI only for BI executables or also for RTW's?
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  18. #18
    Matthæus's Avatar Knez Bribirski
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    Default Re: Suggestions for build v0.50

    Quote Originally Posted by DaVinci
    Well, if Chiv will run solid in all aspects and is pretty ctd-bugfree, then we might go over to also include extra-mods like the above mentioned, if they fit to the Chiv-design. As yet, only Darth' formations 16.2 is implemented as an "extra" mod part.

    However, i think, we will remain with extra mods, that don't require automatically pc-upgrades (cpu/video-card), so that also users with average systems can play Chiv.

    For example, one question: Needs the Prometheus grass' only updated very modern systems to get the actual affect, or works this also with medium pc's?
    Another question, as i know about OrrieBoi's tree mod during as i know about OrrieBoi's tree mod during its development in/for RTR: Does it work in the meantime 100% bugfree?
    And the last one: Is Skymod BI only for BI executables or also for RTW's?
    well i dont have all information for that mods i can only give you my personal opinions and experiences. you should contact authors and ask them.
    1. my specs are: Intel Pentium 4 CPU 2.80 GHz, 1.00 GB of RAM, Radeon 9600 and proms grass works fine for me.
    2 .OrrieBoi's tree mod seems bug free to me. if it has bugs i havent experienced them.
    3.
    FROM "SKYMOD_BI_RTW1.3" readme:
    -------------------------------

    created by: Archer

    This mod is found in the data-for RTW1.3 folder and this readme deals with the RTW sky only.

    REquirements: RTW 1.3 (with either 1.3 patch installed or BI installed)

    The files found in the RTW.1.3 is for the ones without BI and the ones who have BI and want to also change the sky and lighting
    for the original RTW game.


    What the mod is:

    Changes the sky similarly like my previous versions of skymod (1.1/1.2/1.3/1.31/1.32)

    4 skies instead of 1
    new weather effects
    improved lighting
    new lensflare
    added torches to the units for sunset/sunrise/night settings, derived from BI.
    The mod does not add night battles for RTW1.3
    The torches will be visible during sunset and sunrise during campaign battles.
    Also in custom battle, at night settings selected.

    The torch/torch effects are modified, thus makes this mod to be used for free usage for the owners of RTW and RTW:BI.

    This mod is a "use it at your own risk", I do not offer any guarantees, that it works,
    it is a matter of personal taste whether you like it or not.
    Make sure you make a copy or back up your files before you install
    What to back up:
    rtw/data folder:
    descr_battle_map_lighting_and_fog_control.txt
    descr_daytypes.txt
    descr_skydome.txt
    rtw/data/models_unit folder
    soldier_attachments.txt
    soldier_with_weapon_attachments.txt
    rtw/data/models folder
    #lensflare.tga
    lensflare.tga
    Extra files will be added:
    rtw/Data/models_effects folder:
    torch4.CAS

    rtw/Data/models_effects/textures folder:
    Torch.tga
    rao_torch01.tga
    #fireball_corona.tga
    rtw/Data/models_engine
    heavy_onager_torches.CAS
    rtw/Data/models_engine/textures
    siege_torch.tga
    rtw/data folder:
    descr_effects_torch_fire.txt
    descr_effects_engine_torch.txt
    descr_effects.txt

    How to install the mod:

    Copy the data file found in the "data for RTW1.3" into your Rome-Total War folder so it overwrites your data folder. (it should ask if you want to overwrite the data folder)
    You're done!

    MAKE SURE YOU ARE OVERWRITING THE ROME-TOTAL WAR/DATA FILE NOT ROME-TOTAL WAR/BI/DATA !!!!!!!

    --------------------------

    i have 1.6 and it works perfect. it seem that this version is booth for rtw and bi.
    i can send you send you some pics.
    and there are allso other versions of this mod: for bi only and for rtw only

    anyway you should test it and see if it works ok for yourselves
    Last edited by Matthæus; October 24, 2006 at 02:48 PM.

  19. #19
    Sosobra's Avatar Domesticus
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    Default Re: Suggestions for build v0.50

    I mean this....
    Quick Guide to Adding Loyalty in RTW 1.5 Mods by Stuie
    QUOTE(Stuie @ May 20 2006, 01:35 PM)

    Quick run-down as to how to get this working in RTW v1.5 mods.....

    You need to mod the following files:

    1. descr_sm_factions.txt
    Add "shadowed_by" and "shadowing" to the appropriate factions.

    2. descr_event_enums.txt
    Add in the text from the BI files that relates to shadow factions (I actually just used the BI file and it worked).

    3. descr_event_images.txt
    Add in the events relating to shadow factions (again, I just used the BI file).

    4. descr_sounds_events.txt
    Add in the sounds relating to shadow factions (or use the BI file).

    5. export_descr_character_traits.txt
    Add in the appropriate loyalty traits.

    6. text\event_strings.txt
    Add in the BI shadow event strings.

    7. text\event_titles.txt
    Add in the BI shadow event titles.

    8. text\message_text_lookup.txt
    Add in the character rebels/joins and city gained/lost stuff from BI. (I copy and pasted everything in from BI and that works fine).

    9. text\tooltips.txt
    Add in the loyalty tooltips from the BI file.

    10. world\maps\campaign\imperial_campaign\descr_strat.txt
    Add in LoyaltyStarter traits for characters in the appropriate factions.

    11. \ui\roman\interface\stratpage_02.tga
    Copy in the "ring" symbol from the BI file. Note I've only done this for romans thus far...

    I'm pretty sure that's everything I touched. I've only tested a few turns in, but revolts have happened and I am able to go forward with no CTDs. I think the missing event stuff was what was causing CTDs for others that have tried this.
    I find most people irritating
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  20. #20
    therussian's Avatar Use your imagination
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    Default Re: Suggestions for build v0.50

    Quote Originally Posted by DaVinci
    And the last one: Is Skymod BI only for BI executables or also for RTW's?
    It's a great mod, no slowdown at all (I don't think). And yes, it is for both RTW and Bi.

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