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Thread: Bugs and issues

  1. #81
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    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.


    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.

  2. #82
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    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.

    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 ...

  3. #83
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    I'm not sure on most of your points, Mak will have a better idea, but;

    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.
    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.

    and it seems there are too many Satanae units that cause fear.
    Wouldn't you be scared if a horde of Satan worshipping loons invaded your lands. I would.

    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...

  4. #84
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    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.

    Chris
    Last edited by christof139; August 02, 2007 at 12:52 AM.

  5. #85

    Default Re: Bugs and issues

    This is only going to be a brief answer on some points, I'm going to have to come back to look at EoDI once I've got EoDII to point the team can test it properly.....

    Sewers etc for the Shambhala; no they can't build them themselves at the moment, idea was they were more of a raiding nation and not so into infrastructure. Base cities could have more pre-built ones though.... will look later

    Frightening units; the extent of how much they frighten things is not moddable, it isn't a trait its an attribute for the unit itself in export_descr_units, they can have "frighten_foot" or "frighten_mounted" - vampyre units except headhunters and the nephelin knights have the frighten attribute - you can remove it quite easily for yourself if you'd prefer, but I'm inclined to keep it in for the official version of the mod. (though could remove it from the versions of the Satanae units that the human player uses in the Satanae campaign - the ones with the 2 after their name in EDU)

    Shields - the only units that should have a shield value of 1 are units that don't actually have a shield (it just represents a bit of defensive skill in terms of blocking attacks in that case) many of the Shambhala are like that, others should have value related to shield size (and also partly their training level). The shield value influences defence against missiles and attacks from the front and I think that is appropriate way to use it (that's theory whether I've got it right for all units is open to debate). Some units - like some of Shambhala do have technically unjustifiable defence values based on what they look like, that's really just for game-play purposes, to quote someone else "they know kung-fu"

    Overall balance is aimed more a getting campaign working and making sure you have a fight on your hands than anything else. Germans are definitely one of harder nations to play, you've got a lot of land free to your east you can expand into, but its more likely that you need to be a little treacherous and attack Albion before they get too strong...

    Keep going with the feedback Will come back to have a serious look at EoDI eventually....... trouble is trying to fit something called "real life" in in-between modding and Wiki at moment!

  6. #86
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Hi Mak, Thanx for your very informative and interesting reply. I save the file explanation replies of yours so I can eventually use them when I try and do some tweaking for myself.

    Overall, the game is decently balanced as you made it. I just like to add my own ideas and tweaks, and then sometimes am happy with them and pat myself on the back and other times NOT.

    I thought that may have been why the Shambhala don't have a sanitation building cpability, as you explained your reasoning. Seems the as is Shambhala are a cross between nomadic hun types and civilized Chinese/Korean/Japanese. A difficult faction to portray as such.

    Maybe letting the Shambhala be able to build sanitation buildings up to level 2 or Cesspools would be OK. it would take some strain off their cities' unrest and economy. As the game is now, it is still possible to build a stable and powerful Shambhala economy, but it does get a little hard with many cities having a negative income, and you are forced to keep large garrisons in the cities to quell unrest an make up for the lack of sanitation buildings. (Heck, all that poop just goes to fertilize the rice paddies anyway.)

    The only answer to this is to continually upgrade your govenor's Admin Building and add all the other Law and Happiness buildings that you can, but with the additional task of building more and improved military buildings it is sometimes difficult, but I have manged to succeed in my shambhala campaign. The other thing to do is to raid Satanae cities and level them, while taking Pagan cities with a budhist religon base for you rown. Generally, i leave the pagan cities alone to some degree as then the Satanae will have to fight and expend troops to capture them, and then sometimes I immedeately move in and oust the Satane if I can.

    Thanx for the explanation about Fear-fright, I thought it might be hardcoded. So, compensations can be made elsewhere in unit stats etc. I came to the conclusion as you did about the 1-value for troops without shields, that is it is just more or less a defensive skill bonus due to agility and experience living as a nomad/whatever, and yes, they have some knowledge of Gung-fu.

    Thanx for the tip about the '2' version of the satanae unit for the human player campaign. No, I wouldn't remove fear/fright from all of the satane units and keep it as it is now, but tweak other aspects of the Satanae unit stats, such as a bit less/lighter armor since many of them are from the Far East, North Africa, the Middle East, Southeastern Europe, and many are the dregs of Western Europe, and it is after all the Dark Ages, so there would be much leather, brigadine, lamellar etc. armor mixed in with chain, scale, and some plate (breastplates, greaves, pauldrons or paudrons, etc.). A great diversity of armor mixtures, some being very heavy and effective. Neat stuff to tinker with etc. to get a good tie period feel to the game. Lots of fun really. In the 600'sAD, there would no doubt be plenty of late Roman armor and bits of it floating around around and perhaps even some ancient armor taken from temples and tombs. And, your Vampyre spearmen have that Roman/Ancient armor look, and being that they are from Romania where many Roman soldiers settled, and where the Eastern Romans and then Byzantines had influence, this all makes sense and gives freedom to compose such unique looking units. Much fun here!!

    Yes, the Germanicae are hard to play, and Albion is a stinker. As early Francia now, I am getting those Abolone Tuna Fishes though, err I mean Albionese. Come to think of it, maybe Albolognaese with Cheese, lunchmeat sandwich specialists with borrowed French cheese. Will have to try them next, both in the mod and some sandwishes so mentioned with more variety of course. Donuts or Doughnuts and buttered popcorn anyway at the moment. Very nutriscious. Nutrifood.

    Good choice of colors for the Germanicae since they encompass Poland and Lithuania etc., and those were the colors of the Knights Hospitaler originally, red and white, black and white came later and was as you know also used by the later Teutonic Knights or the Order of St. Mary. Would be interesting to add a Slavic Pagan faction though, that has the option to convert to Christianity as the western and Southern Slavs did, the Poles, many Ruthenians, Moravians, Moldavians, etc. and their colors could be the red and white of Poland (red and white checkered flag was an early Moravian (I think) and Polish battle flag). These Slavs would occupy areas from Kernave and Turau eastward, with perhaps a few non Slav Pagan provinces lying about. not necessary, just babbling/thinking.

    ***Also, perhaps in the EoD front end movie, it might be nice to add that the Byzantines have fallen to the Satanae and make this VERY DRAMATIC; the Orthodox eastern roman Empire and its magnificent capital of Constantinople were the first victims of the unholy blasphemous Satane, and mighty Byzantium, the eastern bulwark of Christianity has fallen under fire and sword to the terrible Satanae hordes, enslaved for what may be an eternity.

    ***Also, for the front end movie, the bit about the European Kings solely being the cause of the Crusades is something that anyone with a decent knowledge of history would refute, as Islam first invaded southern Europe and the Crusades were in effect a backlash to those Isalmic invasions. The first Crusaders went to Spain and Portugal not to the Holy Land to fight the Muslims. So, perhaps it would have been better to state that the wars of religon between Islam and Christian Europe have been raging for some years and causing great ruin and destruction, weakening and wearying the people of both faiths. Peace has been declared in some regions between the two faiths, but this is tenous and war continues to rage in other regions. Sorry, but for people that enjoy the history of humankind, such things matter. When I first saw the mod, that was one of my first questions and mainly what happened to the powerful Eastern Roman/Byzantine Empire??? (Where did they go to now!??! )

    I grasp the antiwar conception/metaphor etc. of the mod, and the fact that all wars stink, and the fact that humankind is a bit addled more or less, but for EoD a more histroical background would help it immensly. for EoD 2 Rise of the Lycan, that is a whole different story with much more room for free thought unhindered by actual history. IOTW, I simply enjoy a good background, whether historical, partially historical, or pure fantasy such as Tolkien. An emerging Byzantine Rebel faction would be interesting in the Asia Minor region. isee how you have already used the Eastern Roman Empire and rebels for factions already in the mod, but there are may factions leftover to use for something like this. Just an idea encompassing a lot of work, but it would add a whole lot of 'umph' and variablity to the mod. Limiting the spread and power of this emerging Byzantine faction would be ZoR and the fact that the Satane are so strong in that area anyway. However, this would be a real challenge to those that play the Satane in the normal campaign rather than the provincial campaign, and could be added to the provincial campaign. I like purple Byzantines anyway I guess.

    Yes, the RW is at times unfortunately omnipresent and necessary, and time consuming. Time, time. time, how it flies especially when you're having fun, and how it drags in the mundane and bad times.

    Thanx again for your time and effort , Chris
    Last edited by christof139; August 05, 2007 at 03:04 AM.

  7. #87

    Default Re: Bugs and issues

    i cant get past the last part where it says



    The game should now be fully installed, to play it you need to make a shorcut to the BI.exe
    right click the BI.exe in the 'Rome - Total War' folder, select create shortcut. Once created right click
    on the shortcut and select properties in the target line after the last " type: space-mod:bi/eod space-show_err
    so your target line now looks like:
    "C:\program files\activision\Rome - Total War\RomeTW-BI.exe" -mod:bi/eod -show_err



    whenever i do it it says this

    The name "C:\program files\activision\Rome - Total War\RomeTW-BI.exe" -mod:bi/eod -show_err specified in the target box is not valid. Make sure the path and filename are correct

    can anyone help i wanna try this mod

  8. #88
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    Did you make a clean copy of your bi folder and install the mod into it?

  9. #89

    Default Re: Bugs and issues

    how do u uninstall?

  10. #90
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    Uninstall what??

  11. #91

    Default Re: Bugs and issues

    Re: it not taking the target line on the shortcut are you including a space before each of the - symbols? that is the thing it normally objects to if you don't.

    As EoD sits independently in its own mod-folder you shouldn't need to uninstall EoD unless you have an acute hard disc space shortage. To get the old BI video back just follow the instructions in the read me for copying the old one back out of the eod/data/menu folder. Then if necessary you can just delete the eod folder (make sure your BI install is running OK first just in case you did something really creatively wrong in installing eod and moved instead of copied the BI/data into it!)

  12. #92
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Quote Originally Posted by makanyane View Post
    ... just in case you did something really creatively wrong ...)
    Why never, ever would that happen to anyone!!!

    At least it's a *creative* thing or thang!!!

    We're all artists you know. In one manner or the other, figuratively speaking that is.

    Chris

  13. #93

    Default Re: Bugs and issues

    i just found out my game wasnt patched can getting the patch fix the problem?

  14. #94

    Default Re: Bugs and issues

    well you definitely need to be patched to 1.6 to run EoD (and most other mods) so you should install the patch. And then go through the process of installing eod again.

    I still think problem you have with the command line is that you've probably missed spaces out or have mispelt something

  15. #95

    Default Re: Bugs and issues

    ^only problem with that theory though is that i didnt actually type it i copyd and pasted it lol from the read me

  16. #96
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    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.

    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 cheating so I make allowances for myself. Yup. It's only fair.

    Chris
    Last edited by christof139; August 13, 2007 at 05:49 PM.

  17. #97

    Default Re: Bugs and issues

    wait is the bi.exe the bi folder?

  18. #98
    christof139's Avatar Protector Domesticus
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    Default Re: Bugs and issues

    Quote Originally Posted by frankenstien19 View Post
    wait is the bi.exe the bi folder?
    No, the bi.exe is the execution file and it's in the main RTW folder, same place as the vanilla rtw.exe or whatever it is labelled. The BI folder is a folder in the main RTW folder and it is basically a mod folder from the factory so to speak. The bi.exe and rtw.exe and whatever.exe are the files that your game starting shortcuts that you click on to start the games are linked to to execute or start the game.

    Chris

  19. #99

    Default Re: Bugs and issues

    ok i tried again and the previous error is gone but now when i click on the eod game it opens a window saying open with and has a list of all my programs.

  20. #100
    Halie Satanus's Avatar Emperor of ice cream
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    Default Re: Bugs and issues

    Well, you must be doing something wrong, have you followed these steps exactly, or is there a point where you weren't sure??

    Modification must be installed over an unmodified copy of the Rome - Total War, Barbarian Invasion expansion patched to version 1.6. Please see additional instructions here if you already have another mod-folder mod installed.

    TO INSTALL: You MUST make a COPY of the entire BI folder within the Rome - Total War directory, do this using the copy and paste commands, so you end up with a folder named 'bi' and a folder named 'Copy of bi'

    Re-name the folder called 'Copy of bi' to 'eod' (without the quotation marks)
    Drag the eod folder into the bi folder so the file path to it is now:
    Rome - Total War/bi/eod

    Launch the installer and browse to direct it to the Rome - Total War directory where you have just carried out these operations. Path in installer should look like:
    C:\program files\activision\Rome - Total War
    or your equivalent (do not include \bi in the file path), run installer.

    Download the file for patch v1.01 and launch installer for that, install to same directory you used above.

    To play game make new shortcut to BI.exe and add space-mod:bi/eod space-show_err to the target line, so your target line looks similar to:
    "C:\program files\activision\Rome - Total War\RomeTW-BI.exe" -mod:bi/eod -show_err

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