its not a problem with the mod, i have always had a bit of a lag with the wonder capture videos with RTW. it dosnt effect gameplay so it dosnt bother me.
its not a problem with the mod, i have always had a bit of a lag with the wonder capture videos with RTW. it dosnt effect gameplay so it dosnt bother me.
I was a Roma Surrectum 2.0 Beta Tester
Total War Veteran
Oh, thanx for telling me that.I have had RTW and the RTW-BI for some years now, but only installed vanilla RTW in the past and I hated it. War Dogs and the Senate etc. always baying at you, phooey. Unrealistic and boring and unbalanced. So, I took the plunge a few weeks back and installed RTW-BI and liked it so far and knew many mods have been made for both RTW and BI so I downloaded some and am having a blast.
Chris
Umm, might have them in LR...War Dogs![]()
they should have the pigs, they are fun but only a single use weapon though.
cover them in tar set light to them and they play havoc with elephants.
I was a Roma Surrectum 2.0 Beta Tester
Total War Veteran
The Romans did not use 'inflammable pigs', never!!! It is a myth. What
they used were oxcarts equipped with long spikes and troops that fired or
threw pots and 'pigs' (no doubt containers made of leather that may have
roughly resembled the shape of a pig, and could have been made of a whole
hide of a pig) at Pyrrhus' elephants, and Pyrrhus did not have that many
elephants in his army. There is much written on this subject.
Enjoy, Chris
http://en.wikipedia.org/wiki/Battle_of_Asculum
Battle of Asculum
Armies
This battle was the second encounter between an Alexandrian, phalanx-
based army and the Roman legion. The two armies were equally numbered.
The Romans had more infantry (four legions, 20,000 Romans, plus Dauni
allies) and 300 anti-elephant devices. After the battle of Heraclea, in
which the Epiriotic war elephants had a heavy impact on the Romans, the
legions were provided with flammable weapons and anti-elephant devices:
these were ox-led chariots, equipped with long spikes to wound the
elephants, pots of fire to scare them, and screening troops who would
hurl javelins at the elephants to drive them away.
Pyrrhus deployed Macedonian infantry and cavalry, his own troops, Greek
mercenary infantry, allied Italian Greeks, including a Tarantine militia,
20 elephants, and Samnite infantry and cavalry. The Epiriotic army had an
advantage in cavalry and the 20 elephants. In order to counter the more
flexible Roman legion, Pyrrhus had mixed some light Italic troops to his
phalanx.
[edit] Battle
The battle was fought over two days. As was customary of the warfare of
the period, both armies deployed their cavalry on the wings and infantry
in the centre. Pyrrhus held his Guard cavalry in reserve behind the
centre under his personal command. The elephants were also kept initially
in reserve.
On the first day, Pyrrhus' cavalry and elephants were blocked by the woods and hills where the battle was fought, however, the Italic soldiers in the phalanxes fought well. The Macedonians broke the Roman first legion and Latin allies on their left wing but the Roman third and fourth legions defeated the Tarantines, Oscans and Epirots of Pyrrhus' centre.
Meanwhile a force of Dauni attacked his camp. He sent his reserve cavalry to
deal with the breakthrough, more cavalry and some elephants to drive off the Dauni. When they withdrew to an inaccessible steep hill he deployed
the elephants against the third and fourth legions; these too took refuge on wooded heights, but took fire from the archers and slingers escorting the elephants, and could not reply. Pyrrhus sent Athamanian, Acharnian and Samnite infantry to drive the Romans out of the woods, who were
intercepted by Roman cavalry. Both sides withdrew at dusk, neither having
gained a significant advantage.
Second day
At dawn Pyrrhus sent light infantry to occupy the difficult ground which had proven a weak point the previous day, forcing the Romans to fight a
set battle in the open. As at Heraclea, an collision of legion and phalanx followed, until the elephants, supported by light infantry, broke through the Roman line. At this point the anti-elephant wagons were driven against them; having proven effective briefly, these were overwhelmed by psiloi who negated the Roman chariots. The elephants then charged the Roman infantry, which buckled. Pyrrhus simultaneously ordered the Royal Guard to charge, completing the rout. The Romans retreated to their camp.
The Romans lost 6,000 men, Pyrrhus 3,500, including many of his officers. A narrow Epirotic victory, it is this battle which gave rise to the term "Pyrrhic victory," meaning a victory at so high a cost as to be worthless. Pyrrhus is later reported to have said, "One more such victory, and we shall be undone."
wow thanks
I was a Roma Surrectum 2.0 Beta Tester
Total War Veteran
Have a couple of EoD observations/questions, one about a non-working ford on the campmap and another about Shambhala Boats.
1) There is a major river ford to the west of the city of Jaxarta over in Shambhala land that doe not work, you can't cross it. Is this supposed to be this way.
2) I have upgraded my Shambhala Ports and i can still only produce Boats and not Large Boats. Is this supposed to be this way?? Seems the Satanae may be able to produce upgraded ships, not sure though, and I haven't played any other factions yet. So, I just gave myself the idea to play some more factions. FUN GAME!!!
Chris
Very unlikely to have meant to be that way, not something I ever noticed, will look at but probably not imminently as trying to catch Halie up on other project....
Yep, Shambhala have just trekked all the way from.... to get to ports, they don't have the ability to build improved ships there. That's theory if its too much of a pain in game I'll re-consider, though you can get between most islands in one turn so you can do quick move to get your infantry transported without necessarily having naval superiority.
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Hi Mak, Thanx for the quick reply.
Yes, the ford on the major river just to the west of the city of Jaxartes and it is the only ford in that area. That river can't be crossed and the forests around the region can't be penetrated so the only way into Jaxartes province is to the south near the city of Brumpabumpa (I forgot the name of the city)
in Ghanadar(sp?) province. Sorry for slaughtering the names but I didn't write them down like I should have.
I was thinking that there may be a reaon for the Shambhalese to be limited in the type of naval craft they can build and you confirm what I thought. No problem yet, as I am only sailing around it the Persian Gulf so far and haven't reached the Med. The Satanae port of Babylon is blockaded so there are not any Satanae naval forces in the area.
If I was familiar with the RTW-BI files I could change the functioning of the ford if it is listed, but I am not familiar with the files and have only modded the text files for MTW-VI a couple of years ago, for the METW game. That way you wouldn't be troubled with correcting/changing the files work.
Thanx for the quick reply, Chris
It can't actually be anything to do with the functioning of ford, they are either there or not there... It will be the forests blocking it I think, forest is set by dark green colour on map_ground_types.tga in the campaign folders. Will try and have a look later, see if it would really help to change that or not....
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OK I'll check the ford in a short while. Thanx, Chris
Mak,
The ford is not functioning and I double checked this. There are not forests abutting the ford, rather there is scrubland. The ford cannot be crossed from either side. so I suspect this patch of scrubland is underlaying the ford and the engine is considering it as impenetrable forest. Maybe it has been classified as blocked/impassable terrain due to a simple error in the map overlays or whatever. I dunna knowe.
The fleets of Small Boats are OK for the Shambhala even though the Satane have (or did have) 40 and 60-ship fleets of Galleys if the Shambhalese simply produce many fleets of Small Boats. I managed to produce 6-Small Boat fleets and wiped out 2 or 3 Satanae Galley fleets by pouncing on them with overwhelming numbers. However, having many Small Boat fleets puts an additional strain on the Shambhalese economy, as you get more bang for the buck with the fleets of larger ships.
If you could please tell me what file to mod to give the Shambhalalese Large Boats I could change this for myself for my own use and anyone else that wants to Large Boats for the Shambhala. I am just not all that familiar with RTW-BI files although they are similar to MTW1. I know the Buildprod file and perhaps a unit file would have to be modified.
Also, I noticed something strange that happened: I had ahuge victory (and a string of victories) against the Satanae once again, and the folowing turn after all these victories all of my citeis had positive income. Then they slowly lost income, with a few going to negative values again. Seems the game engine is giving the economy a boost when you have Heroic/Great victories, but this didn't occur the first time I had a string of major victories against the Satanae, at least I don't recall seein this happen although it might have. Interesting. I better read the rules book.
Thanx for the help and info., Chris
Ah, thanks for looking at that Chris, the problem seems to be that what you and I thought was ford, actually wasn't it was a co-incidence of having a light coloured bit of the texture appearing there. The actual ford was higher up and buried in the impassible forest![]()
Have done revised map_features.tga which moves ford down into accessible area and also moves part of lower bit of river over so you can get round mountains at bottom.
Have attached that here, if you want to have a look and give any feedback of how it works in practice that would be great. I'll try and run it on -ai for a while later, as sometimes moving small things can have unpredictable effects on the AI (would think that can only improve things though....)
Make copy of old map_features in whichever campaign you are using and delete map.rwm before re-starting (won't be save game compatible as needs map.rwm deleting)
Re: DIY adding of large boats
go to bi/eod/export_descr_buildings.txt make a back up copy of it. find the ports section current text will be something like:
add line in recruit section for the port levels you want them to get large boats in :Code:shipwright requires factions { barbarian, eastern, roman, hun, nomad, } { capability { recruit "naval boats" 0 requires factions { barbarian, } recruit "naval large boats" 0 requires factions { barbarian, } and not hidden_resource noboat recruit "naval large boats" 0 requires factions { barbarian, } and hidden_resource noboat and hidden_resource prov recruit "naval boats" 0 requires factions { carthaginian, } recruit "naval biremes" 0 requires factions { eastern, } recruit "naval triremes" 0 requires factions { eastern, } recruit "naval boats" 0 requires factions { hun, } recruit "naval biremes" 0 requires factions { nomad, } and hidden_resource prov recruit "naval triremes" 0 requires factions { nomad, } and hidden_resource prov recruit "naval biremes" 2 requires factions { nomad, } and hidden_resource main recruit "naval triremes" 1 requires factions { nomad, } and hidden_resource main recruit "naval large boats" 0 requires factions { vandals, } recruit "naval biremes" 0 requires factions { roman, } recruit "naval triremes" 0 requires factions { roman, } and not hidden_resource noboat recruit "naval triremes" 0 requires factions { roman, } and hidden_resource noboat and hidden_resource prov trade_fleet 2 ;trade_base_income_bonus bonus 2 }
You shouldn't in theory need to delete map.rwm for those sorts of changes, but I've found with the main/prov hidden resource split for Satanae unit that you do have to delete it when you change that file in EoD (otherwise things effected by the hidden resources act very strangely.recruit "naval large boats" 0 requires factions { hun, }
On the economy thing - I hadn't heard of anything being effected by victories, are you sure you didn't just have less troops immediately after battles? The cost of all your troops is split and assigned to your cities according to their size, so if you have less troops (before re-training say) you will have more profitable cities....
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Hi and thanx a whole lot Mak!!!
Ha ha ha!! So there was a ford in that area, but it wasn't the nice sandy beach I was pointing out but in the forest!!! Sure does look like a ford though.![]()
I can try the quick!!! changes you made by starting another Shambhala campaign, as I want to finish the one I have running now. I am at about 727AD or so, and things are starting to get hectic, and I am upgrading most of my border cities and a couple/few interior cities with higher level buildings to get the better troop types. I am having a bit of an easier time defeating the Nephilim Knoghts and have just seen the Neph. Foot Knigts in a small stack with an enemy character (not Haile S., he hasn't reappeared yet) that I tried to assinate aabout 12 times with a 42% chance of success but failed, and I did all those assination attempts in one turn with my super assasin because I cheat and just reload my save game if I fail and I really want to off that particlar character. I figure that the computer is basically cheating since it knows everything you are doing anyway so what the heck. That reasoning I picked up from another game grognard, an older fart like me, on his website. I always play at Medium and Easy too, and rarely at Hard, because the RW is hard enough and etc. The tactical battles I enjoy most I think, however the campaign/build the economy aspect is also great, but I creatively cheat by using save games technique sometimes 4 and more times per turn, so at least something goes right for me every now and then that is enjoyable.
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Yes, I understand what you mean about the troop support costs and should have realized that myself as I lost quite a few troops in those string of victories I had, and that is most probably/definitely what caused me to have more moola ($) in the turn after those victories. Sometimes the obvious isn't.![]()
Thanx for the good explanations and time and effort. I will save your post. I enjoy tinkering with files but am not a computer programmer/designer/coder by any means but learned somethings just by reading all the good help threads here and elsewhere. Modding can be fun but is also frustrating especially when an ameteur. In the past I made a few helpful
'discoveries/correction/whatever' in text files though. Sometimes people miss things because they are thinking very advanced, and the simple and redunant things/mechanics/the nearly obvious etc. just are overlooked or temporarily forgotten etc.
It will take me some time before i try your fixes and directions because I am very deeply engrossed in enjoying EoD ATM, and am going to explore Germanica a little now, but I will definitely patch the game up with your map fix and will try the Large Boat addition, and that way I can learn something about the RTW-BI files through practical experience guided by your clear instructions.![]()
Thanx a whole lot!!! Chrisgetabrewa I of Kandahar, almost sounds like Chandraguptra etc.
PS: I am going to put a modding copy of EoD into a 20Gb partition on my HD so I don't get it confused with the now working copy. I did that before with the METW-VI and another mod or two, or three, and did I have a real mess. I had to save only the files I had been working on, all the umpteen million versions of them, and delete the games then do vanilla reinstalls and then reinstall the mods and then try my modded files again, except that I of course did not first copy all the files I had been fiddling with anyway because I had not remembered all those files that I had been modding. What a mess. I know you all have had simialr wonderful experiences.
Last edited by christof139; July 27, 2007 at 12:25 AM.
OT: Phew!!! The RTW-BI files are a bit differnet and more complicated than the old MTW-VI files, plus there are more of them!! Ahhhhhhhhhhhhhhh!!!
Anyway, seems I might have found something odd about Shambhala, either that or I am hallucinating, both a distinct probability probably. (Redunancy is fun, drove some Profs. nuts that didn't have much of a sense of humor, others enjoyed this ploy and play on words.) I only noticed city sanitation or public works, Cesspits and Cesspools and Sewers in the capital city of the Shambhala, at least this is what I think. Checking now ... yes, the only Shambhala city to have these sanitation buildings is Kandahar, and this city only has a Cesspool and this Cesspool cannot be upgraded. Squalor is very high in the Shambhala cities and seems to be affecting the unrest and economy a good bit. Was this intended??
Also, with the Germanicae it is very difficult to get upgraded (not uparrmed and armored) troops because Albion moves into central Europe rather quicly, although I may have goofed-up and taken the city of Turau in eastern Europe instead of Kaliscz in central Europe. Don't know, but could have been a major error on my part, even though Kiev has revolted twice in my favor, and once with all the uparmed and uparmored Militia units that wer very good in battle BTW, and some of my regular germanic Cav. and Inf. I went on a rampage ans sacked about 4 Satanae cities including Athens and the city in Illyria. However, the Satane just seem to have loads of $$ and keep sending many armies after me, and finally they have worn me down to thepoint that the game is about over. The Stanae and Albion seem overpowered a bit.
Also, I noticed in the unit stats tha some Heavy Cav. units only have Light Weapons and most Light cav. units have Heavy Weapons, and some unit have shileds with a value of 1 and others with a value of 5 or 6 or so. this doesn't seem historically and practically accurate concerning these weapons and troop types. So, I guess I can change this for myself and see what happens. The Nephilim Knights (Cav.) seem a bit overpowered, and it seems there are too many Satanae units that cause fear, and in early and mid game this is very hard to overcome. The Vampyre Headhunter Archers also seem a bit overpowered in melee, and being that they are raiders, seems they should have lighter armor and not 2 Hit Points (I think they have 2 hit Points anyway) since they are described as being expendable troop types in the unit description rather than the semi elites that they actually are in game.
Anyway, I am still enjoying your mod immensely and will do some tweaks for me ,myself, and I, for we are legion and need to be tweaked. Something like that anyway.![]()
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Take care, Chis of Frankenreich, as am playing France now and am enjoying that as well; trying to save cyprus now and have actually been putting a hurt on Satane fleets with two 15-ship Fleets of boats now led by a 4-star Admiral, plus I have 2 more fleets of Boats and 2 fleets of large boats on the way from France, but forgot to put some troops on them as the Satanae have landed a large army in Cyprus, and so has neutral Islam ...![]()
^only problem with that theory though is that i didnt actually type it i copyd and pasted it lol from the read me
Sometimes from a Read Me file or any other text file you might get an extra space or 2 if the info. being copied is on more than one line, or even in a different font it seems sometimes. I have had problems like that and sometimes end up typing in the command line rather than copying and pasting. Happens all the time. Even if you had the right command line typed or pasted in, EoD wouldn't run unless you had BI v1.6.
It be's like dat sumtimes.![]()
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Keep trying to get EoD going becuase it is a neat game and you'll probably like it. Mak, HS, and company did a good job. Play on easy or medium, that is what I do because the compooter knows everything that you and every other faction are doing, and that is basically the compooter cheatingso I make allowances for myself. Yup. It's only fair.
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Chris
Last edited by christof139; August 13, 2007 at 05:49 PM.
I'm not sure on most of your points, Mak will have a better idea, but;
Was a fixed by the patch which can be found on the release page, not so much because they were over powered, though they were, but because the AI Satanae recruited so many of them.The Vampyre Headhunter Archers also seem a bit overpowered in melee, and being that they are raiders, seems they should have lighter armor and not 2 Hit Points (I think they have 2 hit Points anyway) since they are described as being expendable troop types in the unit description rather than the semi elites that they actually are in game.
Wouldn't you be scared if a horde of Satan worshipping loons invaded your lands. I would.and it seems there are too many Satanae units that cause fear.![]()
Great feedback as always...all this will help with Eod II when Mak gets into the deep and dark world of balancing Eod II.
Speaking of which...![]()
Yes, it is true the Shambhala do not have sanitation buildings except in their capital city.
Yes, I have previously patched the game, but the AI still buys a lot of Vampyre Headunters and they do so-so in melee, not too bad actually, a bit strong for them as they are described as being amongst the lowest of the low and expendable.
Yes, I supoose I would be scared of a horde of Satanae, but that fear would make me fight that much harder and be a bit bonkers myself. If there was a way to lessen the fear effect it would be good IMHO. Afterall, people realize these Satanae are human, and some of them are real low-lifes, almost degenerates and perhaps misformed and etc., so oppossing troops with discipline, belief in their cause, anger against being attacked by these low-lifes, and vengance would be able in the main to stand-up to and defeat the lower level Satanae units quite regularly it seems.
The Nephilim Knight Cav. can be a bit too much at times it seems, and perhaps could have their stats dropped a bit, not much though because they are beatable when flanked and facing well armed and armored troops.
Perhaps the affects of the Fear Attribute can be tweaked as it seems other attributes, ancilliaries, etc. can be tweaked.
I would be more afraid of 8 to 12-foot tall Trolls than human Satanae units, although I see the point with the Vampyre Tribe units having Fear, it is just a bit too strong maybe. I have met a bonafide human psycho or two in my life, and sometimes they are indeed scary, creepy, and others times you can't tell that anything is askew with them. However, Fear ids OK to use for the Vampyre units, it is sometimes just to strong methinks for the gameplay.
It's hard balancing troop types because a lot of test battles need to be done, not to mention it is much more difficult to balance a Campaign although the auto-battle feature could be used to speed up Campaign testing and balancing, which means the player control variable in actual tactical battles in the Campaign is ignored, but maybe that is OK when using auto-battles to speed up Campaign testing and balancing since not all human players are good and not all are bad so using the auto battle may give a decent medium. A real big pain one way or the other.
I found I could balance units' stats and performance very good in ME-MTW-VI, and each type of unit performed as to what one would expect of each particular troop type. Shields in MTW could be either small Cavalry shields with a value of 1 (not quite historical as far as shields go for all the various types and nationalties of Cav. but it was a decent generalization, although mounts counted for Cav. stats also in MTW) or with larger Inf. shields with a value of 2 (although once again in reality some Inf. had small and light shields and some had larger and heavier shields same as the Cav., but this generalizition was OK in the overall scheme of the game engine).
Also, thanx to you I just bought the 2 Underworld videos on Ebay for $12.![]()
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Chris
Last edited by christof139; August 02, 2007 at 12:52 AM.