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Thread: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

  1. #81
    ahowl11's Avatar RTR Project
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    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Quote Originally Posted by FFJean View Post
    Dear ahowl,

    I do not understand how to make it work. Attached is a screenshot of my installation.
    The text pointing to the target of my shortcut reads like this:

    "D:\Documents D\Total War Disks\CD TW\RomeTW-ALX.exe" -show_err -mod:HRTW -no alexander

    And it doesn't work. Answer is: "failed to read censored dictionary file".

    I am lost, if you can help, many thanks in advance.

    FFJean
    It needs to be -noalexander
    so make sure to have a space. Also what does the inside of tour hrtw folder look like?

  2. #82

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Dear ahowl,

    Sorry but I’m lost. In your message dated March 1, you said: « It needs to read something like: “C/Games/Rome Total War“ -show_err -mod:HRTW -no alexander » with a space between no and Alexander. Yesterday: « It needs to be -noalexander
    so make sure to have a space». I’ll post a pic of my HRTW folder late this evening if that helps, and of course value very much your time and support. I would be grateful if you could just copy/paste the shortcut as you use it so I can directly paste it into mine.
    But I have the impression I am such a noob on this that I don’t understand the simple process. Would be great to have a simple step-by-step description of how to install.

    Yours sincerely,

    FFJean

  3. #83
    ahowl11's Avatar RTR Project
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    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    It’s on the moddb page where you download, you just have to read the description (it’s not out in the open, so don’t blame you if you haven’t seen it)

    1. Download the mod
    2a. (Steam) Extract the files to your Rome Total War Alexander directory
    2b. (Disc) Extract the files to your Rome Total War Directory
    3a. (Steam) go to your library.. right click RTW Alexander.. select properties.. select launch options.. put in this: -show_err -mod:HRTW -noalexander
    3b. (Disc)Create a shortcut of your RTW Alexander exe file.. right click the shortcut.. select properties.. in the target line after everything insert this: -show_err -mod:HRTW -noalexander

  4. #84

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Stupid me, and special thank to you not to blame me for being stupid!
    I’ll try this simple approach later tonight or max tomorrow evening and let you know.
    Thank you and best regards,
    FFJean

  5. #85

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    Sorry but I don't understand. It doesn't work for me.

    Here is my shortcut: "D:\Documents D\Total War Disks\CD TW\RomeTW-ALX.exe" -show_err -mod:HRTW -noalexander

  6. #86
    Saul Tyre's Avatar Senator
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    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

    @FFJean in your directory it should look similar to this image...right click RomeTW-ALX then mouse over "send to" then left click on "Desktop(create short) go to your desktop icon > open properties add -show_err -mod:HRTW -noalexander

    Click image for larger version. 

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    the target line in Properties should look similar to this image...click on images to enlarge

    Click image for larger version. 

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    Last edited by Saul Tyre; March 12, 2020 at 10:55 AM.
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  7. #87
    ahowl11's Avatar RTR Project
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    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    ahowl11's VE Mod v16 - The Forgotten RTR & Mercenary Pools
    This will probably be one of the smaller releases that you see me put out. This release is necessary though in a few ways.

    First, a lot of time was taken figuring out an Area of Recruitment (AoR) system for the mod so that you could recruit local units in your foreign settlements. All of my efforts ended with me being unhappy, or with the game having limits that would make things look and feel very strange. The quality of the mod would have definitely taken a big hit if I were to have given in.

    Every major or even decent mod has some sort of AoR system where you can conquer a foreign land and recruit the local Warbands, Horse Archers or Hoplites. I personally like the concept, but I do not like the results: Armies full of random warriors from various locations. As a player when you face a Diadochi army, you want to face Phalangites, but when you get a horde of Celts and Thracians, it is disappointing. Same if you were to face the mighty Roman Legion, only to face a mob of Gauls, Iberians and Greeks.
    So, I dared to be different. There will be no AoR and the standard recruitment remains. However, I decided to take advantage of a rare feature in the Alexander engine, and that was to customize and restrict the mercenary pools based off factions.
    If you are playing as the Ptolemaic Kingdom and your general is outside of Alexandria he will find an assembly of Greeks that are only able to be hired by Diadochi. Meaning, when Rome comes, these Greeks will not be available to them. This is in alpha stages so if you notice anything weird please let me know. However, if you are the Gauls, don't expect to be able to hire Gallic mercenaries!
    Spoiler Alert, click show to read: 


    Only the Diadochi can hire these troops here


    The next important thing that I wanted to focus on was Martial Law. This has been a thorn in my side for 3 releases now, but thanks to BHL_20 and Suppanut, it has finally been tamed to where the AI will not build it and the player can't take advantage of it. First you cannot build it if a recruitment center is present. Once built, you can then build your colonies and recruitment centers. However I would not keep the building for long as it will cripple your economy!
    I then started focusing on RTR 5.4.1 and it's mysteries. I have wanted to implement this forgotten mod for a very long time, but I had to be patient. The features of this mod were relatively small, but I made due and integrated them in. The most important feature from RTR 5.4.1 was it's new Egyptian roster, based off of Egyptian Locals and Greek Elites. I have integrated this by reintroducing some vanilla Egyptian units: Peasants, Bowmen, Skirmishers and Slingers. I have also added a new Egyptian Militia unit and the Rebels will have Mounted Skirmishers.
    However, the Ptolemies still keep their basic Greek troops, the recruitment has just changed. If you are in Egypt or anywhere else, you can recruit Egyptian Auxiliaries (this represents the lower Machimoi who served in the Ptolemaic armies as auxiliaries and garrison duty troops.. this was before Raphia where the Machimoi were trained to be professional soldiers). In Greece though, you can only train Greek local troops such as Militia Hoplites, Peltasts, etc.
    Militia Cavalry - now renamed to Prodromoi - can be recruited anywhere as they represent the Thracian and Galatian cavalry that the Ptolemies used.
    Spoiler Alert, click show to read: 


    The New Units of v16
    The rest of the features in this version are smaller, but still significant. Here they are in detail:
    - Changes to General's Bodyguard Units: Each faction no longer has a bodyguard upgrade, as I wasn't seeing a good use for it. All early bodyguards have been removed and replaced with the later bodyguards to add a bit of flavor. Also just about every faction has a unique bodyguard except for a few
    - New Historical Battles by NinjaCool: Bibracte, Camelodunum, Pydna, Pharsalus, Silarus River, Ilipa, Zama, Mons Graupius, and Watling Street. These battles should offer some fun game play, but don't expect them to be narrated or anything.
    - Italic Units: one small feature from RTR6 that I added before I work on it, is the Italic units for the Romans and Rebels. Italy was desperately lacking units for the Rebels so I figured I'd get them in sooner. I've added Italic Swordsmen, Skirmishers, Spearmen and Cavalry.
    OTHER NEW UNITS FROM RTR 5.4.1
    -Ubii Cavalry, a unit specific to the Germans available in Treveri. An upgrade from Barbarian Cavalry
    -Veneti Raiders, a unit specific to the Gauls available in Condate. Similar to vanilla Night Raiders
    - German Spear Band - a unit specific to the Germans. Upgrade Spear Warband
    - Iberian Tribesmen - a unit specific to the Iberians. Militia unit
    - Gallic Light Cavalry - a unit specific to the Gauls. Skirmisher Cavalry
    - Cantabrian Cavalry - mercenary unit in northern Iberia. 'Cantabrian Circle' came from them
    - Arab Infantry - mercenary unit in Arab regions.
    - Gallic Cavalry - mercenary unit in Gaul. Widely used by Carthage and Rome in history
    - Indian Elephants - for Seleucids only, replacing the African Elephants
    OTHER FEATURES FROM RTR 5.4.1
    - Boats and Large Boats renamed Warships & Large Warships
    - Barbarian unit names changed to Gallic, Germanic etc
    - Imperial Palace now requires a Great Forum to be built
    - Germanic Skirmishers renamed to Germanic Frameamen
    - Carthage & Numidia start allied with very good relations. Hopefully it keeps Numidia alive longer
    - New Blood Soaked and Tattered Routing banners
    - Militia Cavalry renamed to Prodromoi
    - Irrigation and Latifundia now require and Academy and Scriptorium to be built
    - Army Barracks and Royal Barracks now give a Law Bonus
    OTHER FEATURES
    - New Forts from the SPQR mod for Romans, Easterners and Barbarians
    - Germans have access to 3 new temples
    - A few new ancillaries from the GAFH mod (Genetics, Aging, Family, Health)
    - Vanilla Historical and Quick Battles updated to be playable
    - Bug Fixes: sprite issues, texture issues and Armoured Elephants aren't immortal
    - Vegetation update by Robbe: Grain fields shouldn't be so large now
    Spoiler Alert, click show to read: 


    DOWNLOAD & INSTALLATION


    - If you have an old HRTW version, you can try overwriting, but to be safe, delete it as this will not work with it. This version isn't save compatible.
    - One thing that I need to be clear on, is this mod runs on the Alexander.exe not the regular Rome Total War exe. Please make sure you use an Alexander Install.

    1. Download the mod
    2a. (Steam) Extract the files to your Rome Total War Alexander directory
    2b. (Disc) Extract the files to your Rome Total War Directory
    3a. (Steam) go to your library.. right click RTW Alexander.. select properties.. select launch options.. put in this: -show_err -mod:HRTW -noalexander
    3b. (Disc)Create a shortcut of your RTW Alexander exe file.. right click the shortcut.. select properties.. in the target line after everything insert this: -show_err -mod:HRTW -noalexander
    CREDITS
    - The RTR 5.4.1 team lead by Gaius Julius through 4.0 and then the infamous Tyr the rest of the way
    - tommh for many of the ideas in RTR 5.4.1
    - Lt_1947 for his Roman Fort mod
    - NinjaCool for his Historical Battles pack
    - RTR6 for Italic units and Sacred Band Cavalry
    - BHL_20 for all the help with Martial Law
    - Suppanut for coding assistance
    - XGM for Egyptian Militia
    - Lanjane for Indian Elephant UI
    - Everyone on the discord, moddb and twc for testing and feedback!

  8. #88

    Default Re: ahowl11's VE Mod (Main Discussion) v15 Rise of Empire, Medusa0, Balance & Fixes

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ID:	360955Dear Saul,

    I attach the two pics 1/ of my directory and 2/ of my shortcut. I don't know if the mod works (I don't know how to be sure, how to check, which element would demonstrate that I am playing this mod) and the pics are not exactly the same. As an example, in your directory, you have a forlder named "ahowls pref" that I do not have.
    Regarding the shortcut, although it looks the same, "start in" is not the same.

    Do you have any easy way to find whether I am indeed playing this mod? Because, thanks to your help, it seems to be working, but I do not know whether I am playing the mod, and the differences (in the directory as well as in the shortcut) make me uneasy.

    Sorry for my English, and many thanks to you,

    FFJean

  9. #89
    Saul Tyre's Avatar Senator
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    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    @FFJean everything looks fine..."ahowl prefs" is a folder I made which has my personal choice of preferences that I use for the mod so ignore it please. The confusion probably is because the VE mod loading screens have not yet been made so it will look just like normal vanilla. To check if the mod has installed pick a faction, prepare a battle and when you click "start" battle an advisor icon should come up in the top left hand corner, if not you still have vanilla and you have not installed correctly. your English is quite good so no worries there, hope this helps
    Last edited by Saul Tyre; March 17, 2020 at 06:51 AM.
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  10. #90

    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    Thank you very much, it does help indeed
    So I have the advisor. My only criticism so far (I have tried the Armenians but will stop) is that there are too many enemy stacks for my liking.
    I guess the IT managed factions get an enormous boost, and I end off fending off more than 3 stacks of Seleukids per turn.
    Do you know if the boost to the unmanned factions is so much more than in other mods like EB? And if yes, is there any way of toning this down? I am more of a slow builder than the great invader type of play
    Thank you in advance,
    FFJean

  11. #91
    Saul Tyre's Avatar Senator
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    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    @FFJean I'm only a tester not a modder I'm afraid, have a chat with ahowl 11 on Discord he's a really nice guy and will help you.
    My personality is who I am....my attitude depends on who you are....don't confuse
    RTR Project Group member/RTR8_4.0 beta tester.RSII_WWC_beta tester.XC_5 Alpha tester
    My youtube channel: https://www.youtube.com/SaulTyre












  12. #92

    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    @Saul Tyre, thank you very much, and thanks to you, I have this discord, but do not really know how to use it. As we are stuck home (CoVid!), I'll have time to explore Discord!

  13. #93
    ahowl11's Avatar RTR Project
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    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    This mod is the slow building type of mod so that report concerns me. Then again it’s because it’s the seleucids. They have a huge empire and lots of troops. Armenia is probably one of the hardest factions to play as.

  14. #94

    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    I played multiple campaigns with Pontus on very hard with v15 and v16, I'm attacked by the Seleucids almost immediately as the game starts, there is virtually no way I can withstand them unless I get very lucky. My kingdom simply doesn't have the resources to go full out against Selecs that early in the game. I would like to have more space between them and me so I can build up my country properly. I'm not sure how can this be achieved, ideally my main competition in early campaign should be minor states that surround me like Galatians and others represented by Greek Cities and rebels. As it is, Guals and Armenians sit back and do nothing, While Selecs go full on my Pontic butt. Maybe create more cities in Asia minor that have large rebel armies that would represent various petty states that existed in that period, give Greeks more presence in the black see coast and Chersonesus. Give less regions to Selecs in asia minor. There should be a race between all factions who can conquer more rebel towns before we hit each other.

  15. #95
    Saul Tyre's Avatar Senator
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    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    @Vesko @FFJean take the campaign difficulty down a step, this will bring a bit more space for your faction and give them slightly better chance to get a foothold in the campaign, I suggest you try that as I feel it will be more to your liking, good luck to you both

    NB: the mod's actually balanced on hard campaign difficulty.
    My personality is who I am....my attitude depends on who you are....don't confuse
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  16. #96
    ahowl11's Avatar RTR Project
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    Default Re: ahowl11's VE Mod (Main Discussion) v16 The Forgotten RTR & Mercenary Pools

    Quote Originally Posted by Vesko View Post
    I played multiple campaigns with Pontus on very hard with v15 and v16, I'm attacked by the Seleucids almost immediately as the game starts, there is virtually no way I can withstand them unless I get very lucky. My kingdom simply doesn't have the resources to go full out against Selecs that early in the game. I would like to have more space between them and me so I can build up my country properly. I'm not sure how can this be achieved, ideally my main competition in early campaign should be minor states that surround me like Galatians and others represented by Greek Cities and rebels. As it is, Guals and Armenians sit back and do nothing, While Selecs go full on my Pontic butt. Maybe create more cities in Asia minor that have large rebel armies that would represent various petty states that existed in that period, give Greeks more presence in the black see coast and Chersonesus. Give less regions to Selecs in asia minor. There should be a race between all factions who can conquer more rebel towns before we hit each other.

    This mod is not meant to be played on VH. I’ve played a Pontic Campaign on H and it was a very fun campaign and I was not rushed by the Seleucids.

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