Then what is the username and password if I want to play the other factions?
Then what is the username and password if I want to play the other factions?
You don't need a username and password to play other factions. You just need to start the game, choose Single Player, and then choose TGC campaign. You can then play as Kiev or whoever you choose.
The mod is amazing, however, other factions are not aggressive at all. First I played as Bulgaria and only had to get into war with Pechenegs and Magyars. Now I am almost finished with Romans and only war I got in is with Abasids because of Cyprus. Also, factions are not expanding to rebel cities. I'm almost finished with campaign and there is still a lot of untouched rebel settlements.![]()
that´s strange. do you play a different campaignsetting (Multiplayer?).
to start a regular TGC campaign with real-time-battles - go for singleplayer - maincampaign aka The Great Conflicts campaign - choose the faction you like to play (unlock lombards) - start
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Let me remind you that you have to play it in VH/VH difficulty. However it is true that in the 1st 40-50 turns AI seams passive. In my expirience though testing campaigns for 180-190 turns , hell brakes lose after a point.
NoTGC was designed to be played on the field and that was the reason of its delay to add to models as much detail as possiple. Its the first time I see such a "bug".
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
Love the kingdom of croatia! The scripts are great! What will the new patch have when it will be released?
Did you have a look at the TGC.cfg file?
In the section
[hotseat]
scroll = false
turns = false
disable_console = false
disable_papal_elections = false
autoresolve_battles = false
validate_diplomacy = false
save_prefs = true
autosave = true
save_config = true
close_after_save = falseensure that the value of the bold line is set to false.
If it is set to true or not set at all, it might be the problem.
TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
Despite the mod is dead does not mean that anyone can use its material
read this to avoid misunderstandings.
IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.
delete
Last edited by The Despondent Mind; January 29, 2020 at 05:17 AM.
I am playing as the Ere, and since I installed the BG4 patch I have not had any CTD in over 50 turns. I have had to fight numerous Bogomil armies however. What a freaking nightmare!!! It was like a zombie apocalypse.
Sorry to pile on--but when will campaign character models (generals, diplomats, etc) be added?
i´ve added patch 2 in the firstpost
Spoiler Alert, click show to read:
regarding the stratmapmodels
we need someone who is willing to make them, otherwise we need to wait untill they are done at some point
That´s very good news, as ERE campaign contains the most scripts per Campaign atm
Very good
patch 3 will be a bigger one.
if all goes well, i have incorporate the "Romzug" feature from dhrr and the correct Minor settlements for ERE (are vanilla wooden forts atm)
Last edited by _Tartaros_; January 29, 2020 at 01:42 AM.
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Does the new patch help with the numerous CTDs?
it fixes issues that show up to my knowledge. i can play campaigns with about 100+ turns with no issues. but the alpha is still not perfect for all systems and ctd will show up
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Its going great for me so far. At least the modders put some of the cities that were not in other mods into this one. I give them my deepest respect.
thank you
question @ all
how does the XCAI behave? Are the other factions more aggresive now?
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
I've noticed that some of the trade buildings have strange description text such as "Slavery is a crime" and "lets have a drink". What is the purpose of this? Also, could it be possible to lower religious cap requirements for some of the Islamic units? And when the Islamic rosters are finalized, would it make sense to have Ghulam units recruitable from the Slave trade chain, rather then the Barracks chain?
Also, I would be happy to help with building and unit descriptions, as I've had some unit modeling and general modding experience from my own personal BC 2.4 mod.
there are some placeholder in the buildings and unit section. every help is gladly welcome. if you like, apply for the closed beta group in the "permission groups" (in "my account")- or just work out some text´s and send them via pm or in this thread
Last edited by _Tartaros_; January 29, 2020 at 01:50 PM.
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered