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June 18, 2009, 06:39 PM
#1
Civis
Re: "Lusteds Terrae Expugnandae Extreme Mod"
i hope this is not dead coz i reeeaaaaly want to play it
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June 19, 2009, 09:11 AM
#2
Re: "Lusteds Terrae Expugnandae Extreme Mod"
It is not dead,just have a glitch in it where it will crash,I am trying to work it out,lol.. The base game has its problems also,but there is fixes being worked on for it via Conquistador and others. I am adding new units to factions for TE Gold also in "FACTION UPDATE" thread. My delay in data is I am trying to work out the unit costs CA uses-how to add new units if you don't know how to assign costs???? Stressful.
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September 13, 2009, 09:25 PM
#3
Laetus
Re: "Lusteds Terrae Expugnandae Extreme Mod"
Is this still alive? I've been playing TE Gold 0.7 now for a week and this sounds great.
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September 14, 2009, 01:04 PM
#4
Re: "Lusteds Terrae Expugnandae Extreme Mod"
It is OK,because it has new features,like Ferres models and game fixes,but it crashes a lot,due to some probs???? DD seems to be absent so not sure how to fix??? I have a new tool from RedFox called Zeus,which checks files for problems,so maybe sometime when free I can look at this? Gold repairs are here: http://www.twcenter.net/forums/showt...76#post5952776 . You will need the Conquistador fixes,he has a patch.
Last edited by Kylan271; September 14, 2009 at 01:06 PM.
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September 15, 2009, 01:51 AM
#5
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September 15, 2009, 08:51 AM
#6
Re: "Lusteds Terrae Expugnandae Extreme Mod"
Oh the fixes are for TE Gold,not TE Extreme,they are different,I think you are mixed up. TE Gold is seperate thread,here:http://www.twcenter.net/forums/showthread.php?t=166699
Last edited by Kylan271; September 15, 2009 at 08:55 AM.
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September 15, 2009, 09:52 AM
#7
Laetus
Re: "Lusteds Terrae Expugnandae Extreme Mod"
Yeah yeah I figured. I meant, when does Extreme come out, becuase I've been playing Gold for about a week
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November 20, 2009, 01:35 PM
#8
Re: "Lusteds Terrae Expugnandae Extreme Mod"
Extreme is already out. I missed your reply. But it is glitched. I think I figured the bug now,it is descr_traits. DD removed several Roman senate type traits and the game crashes when a Roman general gets assigned a senate trait,but it is disabled. I got the game working OK by replacing the TE Extreme trait file with the TE Gold trait file(In his originals folder).
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November 29, 2009, 07:05 AM
#9
Re: "Lusteds Terrae Expugnandae Extreme Mod"
this mod it suposse that include new greeks but I saw anything new only vanila units and quite good generals......
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November 29, 2009, 07:48 AM
#10
Re: "Lusteds Terrae Expugnandae Extreme Mod"
He didn't include so much Greeks,rather Ferres romans more. A good submod in any event,just darn bugged. Try it,albeit change the traits back to original TE Gold ones and should be better,as think bug is there???? Got it working when changed it. Darn it DD bro where are yah????
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January 16, 2010, 03:28 AM
#11
Re: "Lusteds Terrae Expugnandae Extreme Mod"
hello just passing by
Last edited by Finch; May 04, 2011 at 10:47 AM.
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January 16, 2010, 10:43 AM
#12
Re: "Lusteds Terrae Expugnandae Extreme Mod"
Oh cool and don't forget to say Hi to SubRosa...and Conquistador...^_*
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January 16, 2010, 10:48 AM
#13
Re: "Lusteds Terrae Expugnandae Extreme Mod"
sure i'll do that
Last edited by Finch; May 04, 2011 at 10:47 AM.
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January 16, 2010, 01:00 PM
#14
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January 16, 2010, 07:23 PM
#15
Re: "Lusteds Terrae Expugnandae Extreme Mod"
too harsh
Last edited by Finch; May 04, 2011 at 10:48 AM.
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January 16, 2010, 10:01 PM
#16
Re: "Lusteds Terrae Expugnandae Extreme Mod"
I use a new program from I think Squid and found the traits for rome faction botchy. There is new tools around now,so very useful,have to update and check. I dodn't know what changes you made to data for TE extreme as you have no change log. But,I tried old traits-TE Gold and seems no turn crash.
And gewd name change,sheesh..trying to hide from SubRosa????? ^_*.
Update Modrealsm also please..
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January 17, 2010, 05:24 AM
#17
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January 22, 2010, 12:53 PM
#18
Re: "Lusteds Terrae Expugnandae Extreme Mod"
oh darn! i miss Subrosa
Last edited by Finch; May 04, 2011 at 10:48 AM.
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January 23, 2010, 10:51 AM
#19
Re: "Lusteds Terrae Expugnandae Extreme Mod"
Oh I added the BI settlement razed thing also,heh. Something I just found yesterday,lol. We have to include this in TE Gold and TE 5 errors to prevent settlement razed crashes.
OK chill,do you recall your change log??? What did you edit in files,as seems mainly a Roman faction crash,use follow AI movement and from what I se mainly ROME turn crashes.
Hey you did good anyway Bro,I could not do what you did,so I am happy to help. And few other submods didn't even make it off the ground so just have to sort through the errors,happens with all Mods.
I am editing now via GIMP(only,no 3ds max) so trying to help in my own way. Got gastraphetes working fine-via HS model base. Cool crossbow hoplites now,aieeeeeeeeee. Just finalise some things with HS and I will show in your workshop to check.
In Campaign Mode CTDs:
During play/AI turn:
- A family member being generated without a general_unit for the faction.
- A new character is generated and not given a valid name.
- Some building bonuses in the same building level as certain unit recruitment strings (this will happen both during AI turn and when the building is right-clicked).
- Units able to be recruited in EDB but no faction "ownership" for a faction in EDU.
- Units added to descr_rebel_factions.txt but no slave faction ownership in EDU.
- Units added to descr_mercenaries.txt but no mercenary_unit in EDU.
- Bad defined type of unit for army spawned via script file
- Mismatch between export_desc_character_traits.txt and export_VnVs.txt entries causes CTD when viewing the portrait of a named character with the bad trait.
Last edited by Kylan271; January 23, 2010 at 11:26 AM.
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January 24, 2010, 10:56 AM
#20
Re: "Lusteds Terrae Expugnandae Extreme Mod"
thanks for the info old friend
Last edited by Finch; May 04, 2011 at 10:48 AM.
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