Spartans ain't what they used to be.
Good suggestions and ideas as always RedFox.
Spartans ain't what they used to be.
Good suggestions and ideas as always RedFox.
Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
Proud Patron of the Charming Balikedes, an Insightful and Tactful Warrior.
Extended Greek Mod (XGM) Lover ..... A mod by DimeBagHo
"The wise are instructed by reason, average minds by
experience, the stupid by necessity and the brute by instinct"
- Marcus Tullius Cicero
What? By 400BC there was barely 3000 homioio left. In 280BC there was barely 400 homioio around.Uness you mean around 480, but the populence rapidly declined over the next 50 years. And they would never send the entire force out, even at Plataea there was only about 4800 Spartans present.
Sorry, but I just need to bump this:
Hope I get an answer this time before it gets flooded with silly replys..Dime and Zarax: I have a very wierd error with my version, the thing is, whenever I Alt+F4, or just Quit XGM, it CTD's and displays an error message.
Any idea what might cause this? Because it's silly and annoying...
"If you want epic, try using logic with your girlfriend."
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Kara Kolyo: There are two kinds of problems you can get with converting the culture of a settlement. (1) The initial unrest, which can be dealt with by putting a high influence governor in the region. (2) The effect of neighbouring regions which may prevent the population from converting even after you build a colony. The way I usually deal with this is by colonizing whole blocks of regions at a time. Of course that can also get you an exciting civil war if you don't manage the initial unrest well.
The western civilized cultures also get some cultural buildings that help out a bit - I might take a look at what is available to the other factions and see if I can even things out a bit.
supeerme: I'm not sure about adding new wonders. You can certainly modify the appearance of the existing wonders (although you can't directly change their effects).
Zarax: Are you thinking about using the foot generals as governor units or more as battlefield generals? I still like the idea of recruitable governor units, and making them foot units would be one way to make them less useful on the battlefield.
RedFox: I take it you are getting a CTD with a Windows error message, not an RTW error message? I've had that before, but I can't remember what the cause was.
What happens when you delete map.rwm and force it to regenerate? Sometimes you can get funny results if you are using bad text files together with a map.rwm that was generated earlier with good text files.
Dime: Yes, I get a generic windows CTD "report bug" window, as the game slowly crashes in the background. I'll try and recompile the campaign map to see if it has an effect, though I doubt... maybe it will not run at all?
"If you want epic, try using logic with your girlfriend."
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Well, no luck with that, if I start a new campaign it regenerates a new map.rwm (size is 0.01mb smaller than the old map.rwm) and then falls back to the campaign menu. Keeps doing that over and over. Besides that, the old map.rwm now crashes when it's around 8/10 of the loading bar...
This keeps getting wierder and wierder, plus if you Quit it still crashes :S
Though battles still kinda work ok
"If you want epic, try using logic with your girlfriend."
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I have looked all day for solutions and finally stumbled upon filemon.
Hopefully it will help me solve the problem and get back to finishing some new historical battles and battlemap chunks..
EDIT:
Well, seems that the Quit error is BI specific, I don't experience this with the RTW executable.
Another thing to note: With the newly generated map.rwm, I can't play historical battles, crashes right when I launch it. So I figure the base data files have been somehow "modded to shreds".
Any idea on the Exit CTD? It's so goddamn annoying - doesn't make use of show_err. (i'll try and disable show_err though, maybe that will change something..)
Last edited by RedFox; April 22, 2007 at 07:23 AM.
"If you want epic, try using logic with your girlfriend."
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What about including historical battles for certain factions at certain dates with different outcomes based on who wins/loses (like they are doing w/the enxt version of RTR). Also, what about including regional hoplite units (Athenian, Corinthian, Theban, Boetion, Tarentine, Rhodian, Syracusian, Lidyan, Illirian). And would it be possible to make it so that these units could only be recruited by the hellenic factions?
After seeing some really nice documentary about carthaginian engineering skills I think the faction needs a few extra bonuses:
- Carthage should have a special building that gives some extra trade fleet bonuses to represent their city docks, the most advanced in all mediterranean
- They should have access to hepteres and deceres just like the greek factions
Zarax and Dime: thanks to the numerous backups I made, Dark XGM (new name) is now running with some questionable stability.
The wierd "Quit CTD" error was caused by three new buildings added previously
Looks ok to me, no idea why it causes a crash.Code:building greek_colonies { levels small_colony big_colony independent_colony { small_colony requires factions { carthaginian, eastern, egyptian, greek, roman, } and building_present_min_level port_buildings port { capability { population_growth_bonus bonus -2 trade_base_income_bonus bonus 1 happiness_bonus bonus 1 } construction 1 cost 2400 settlement_min city upgrades { big_colony } } big_colony requires factions { carthaginian, eastern, egyptian, greek, roman, } and building_present_min_level port_buildings shipwright { capability { population_growth_bonus bonus -4 trade_base_income_bonus bonus 2 happiness_bonus bonus 2 } construction 3 cost 4800 settlement_min large_city upgrades { independent_colony } } independent_colony requires factions { carthaginian, eastern, egyptian, greek, roman, } and building_present_min_level port_buildings shipwright { capability { population_growth_bonus bonus -6 trade_base_income_bonus bonus 3 happiness_bonus bonus 3 } construction 5 cost 9600 settlement_min huge_city upgrades { } } } plugins { } } building ore_import { levels puny_import extended_import massive_import { puny_import requires factions { carthaginian, eastern, egyptian, greek, roman, } and not resource iron { capability { trade_base_income_bonus bonus -2 } construction 1 cost 800 settlement_min town upgrades { extended_import } } extended_import requires factions { carthaginian, eastern, egyptian, greek, roman, } and not resource iron { capability { trade_base_income_bonus bonus -4 } construction 2 cost 1600 settlement_min large_town upgrades { massive_import } } massive_import requires factions { carthaginian, eastern, egyptian, greek, roman, } and not resource iron { capability { trade_base_income_bonus bonus -6 } construction 2 cost 2400 settlement_min city upgrades { } } } plugins { } } building hinterland_ore_mines { levels ore_mines big_ore_mines huge_ore_mines { ore_mines requires factions { carthaginian, eastern, egyptian, greek, roman, } and resource iron { capability { mine_resource 1 } construction 2 cost 1200 settlement_min town upgrades { big_ore_mines } } big_ore_mines requires factions { carthaginian, eastern, egyptian, greek, roman, } and resource iron { capability { mine_resource 3 } construction 3 cost 2400 settlement_min large_town upgrades { huge_ore_mines } } huge_ore_mines requires factions { carthaginian, eastern, egyptian, greek, roman, } and resource iron { capability { mine_resource 5 } construction 4 cost 3600 settlement_min city upgrades { } } } plugins { } }
The second crash is related to the campaign script, if I run the script during the campaign, it will crash when I exit, something probably to do with descr_advice.txt, maybe the way script is triggered and handled causes this?
Here's the data:
The trigger works as it should, only sideaffect being the extra CTD on exitCode:;------------------------------------------ AdviceThread Startup_Thread GameArea Campaign Item Startup_Text_01 Suppressible n Uninhibitable Verbosity 0 Threshold 1 MaxRepeats 0 RepeatInterval 0 Attitude Normal Presentation Default Title Startup_Text_01_Title Script scripts\show_me\replenish_treasury.txt Text Startup_Text_01_Text1 ;------------------------------------------ Trigger Startup_Trigger1 WhenToTest SettlementSelected AdviceThread Startup_Thread 1 ;------------------------------------------ Trigger Startup_Trigger2 WhenToTest ButtonPressed Condition ButtonPressed faction_button AdviceThread Startup_Thread 1 ;------------------------------------------ Trigger Startup_Trigger3 WhenToTest ButtonPressed Condition ButtonPressed end_turn AdviceThread Startup_Thread 1 ;------------------------------------------ Trigger Startup_Trigger4 WhenToTest ButtonPressed Condition ButtonPressed construction_button AdviceThread Startup_Thread 1 ;------------------------------------------ Trigger Startup_Trigger5 WhenToTest ButtonPressed Condition ButtonPressed recruitment_button AdviceThread Startup_Thread 1
I think i'm close to releasing a small "beta" version of the Dark XGM, as soon as I get some graphics done I'll try and release an early beta.
By that time I hope to have included the following:
- XGM 5.1.1 Government system
- Unified cultural barracks
- Refined background script
- Factional AI Barracks
- Refined battlefield and sky textures
- More complex and balanced building system - Buggy, needs work.
- Finished set of custom animations - Almost done; need to edit the skeleton files.
- Finish balancing and tweaking all the historical battles, finish the Cannae Historical battle. - Partial
- New battlefield models, custom tiles and city pathfinding - Partial
- Spawning historical army stacks, player gets 1 turn warning to gather troops
Minor stuff:
- Mercenary Siege equipment, high cost and very high upkeep; should work perfect for quick sieges as maintaining a few catapults will drain your treasury dry in no time. Could also incorporate a script to disband this unit after a turn ends...
- Bigger mercenary resource with wider variety of units.
- Carthage gets naval bonus, barbarians get smith bonuses. - Done!
Big changes:
- Campaign pace made slower, buildings take long to build, faction treasury very hard to manage, units now have more realistic upkeep. - Done!
- Bigger Slave stacks everywhere; limit AI movement to easier targets such as other AI factions or player. - Done!
- Charge values have been dramatically increased, horses are now a powerful force to reckon with (unless you have spearmen). - Almost Done, need to tweak horse mass.
Any ideas on these changes or any good ideas what to further implement? Clearly I can't remember all of them, but I am planning to create a second world map which has the original limits of the Vanilla map, but much bigger and with more settlements. (doubt I will work on it in the near future...)
Last edited by RedFox; April 25, 2007 at 05:30 AM.
"If you want epic, try using logic with your girlfriend."
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Scrap the "Dark XGM", made some better use of vocabulary and Photoshop...
Rome - Total War: Diadochi
Should start concentrating more on Seleucids, Macedonians and the Ptolemies
EDIT: Oh crap, just noticed there already is a Diadochi - TW.. Back to the drawing board.
Maybe XGM - Total War: Diadochi ? I know... a silly idea.
Last edited by RedFox; April 25, 2007 at 07:53 AM.
"If you want epic, try using logic with your girlfriend."
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Love the font there RedFox, good choice.
Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
Proud Patron of the Charming Balikedes, an Insightful and Tactful Warrior.
Extended Greek Mod (XGM) Lover ..... A mod by DimeBagHo
"The wise are instructed by reason, average minds by
experience, the stupid by necessity and the brute by instinct"
- Marcus Tullius Cicero
RedFox: The problem with the buildings is probably the mining resource level - IIRC 4 is the maximum level. You may also get problems if you have more than one type if building that gives this type of effect. Also, because it controls the appearance of mines on the strat map, it may be more finicky than other building effects (road, port, and defenses, can also cause problems).
If the trigger for the script fires OK then it is unlikely that there is anything wrong with it. The problem is more likely to be in the script.
Diadochi Total War is such a good name that so far two mods have used it. One started way back when XGM was young, but was eventually abandoned (a pity really - it was one of the mods that I really wanted to play). The other one is a relatively new project.
What could surmise the huge changes that XGM has made to the game? It is a difficult decision.
Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
Proud Patron of the Charming Balikedes, an Insightful and Tactful Warrior.
Extended Greek Mod (XGM) Lover ..... A mod by DimeBagHo
"The wise are instructed by reason, average minds by
experience, the stupid by necessity and the brute by instinct"
- Marcus Tullius Cicero
Dime: I tested EDB with all buildings separately - all caused a crash when you exit the game, so I doubt it has got anything to do with the mines, as i've tested with 60 - 70 resources (got my treasury to 300k in no time... kinda unbalanced) and it worked flawless.
I will PM you the script, maybe you will have time to check it for any errors, it is really important to get that script working, because most of the campaign balance relies heavily on that script (even though it's not quite finished yet...).
Would also be a good idea if XGM 5.1.X started using one also, instead of the build time bonuses (which IMO triggers Marius way too early) it could "feed" money to desperate AI factions as they spam the player with stack after stack...
An even further improvement to get proper AI armies, would be to create AI barracks - the script will look for all settlements not owned by player, check if there is an "AI barracks" there, now separate blocks search for a barracks type and replace it with a corresponding cultural AI barracks.
If player captures the settlement the building will be destroyed (or health set at 0... whatever is possible) and just for the player not to be able to repair it, it's cost will be a million or two.
Now what do the barracks do? Simple - they limit the barracks recruitment to only current and previous level units, so if you have City Barracks, AI gets City Barrack units and Militia Barrack units, when it has Royal Barracks it will just keep pumping out elites.
Would make the game a bit better as from my experience players do the same, the previous barrack thing is just for not so obvious variance.
Zarax: Well, I figure it could go as a submod under the XGM Forums, don't see any problem as basically most of it is based on the Diadochi. But it means I have to expand the unit roster a little bit. Maybe add new units, especially some new Silver Shield variations, Ptolemies could need a little greek "facelift" also, to remove the stereotypical Hollywood Egyptians.
As for new names for XGM - couldn't agree more on this.
Some suggestions:
-) Advanced Greek Mod /(I know... silly, but lives up to "more than just extended" )
-) Rome - TW: Successors
-) Rome - TW: Hellenic States
-) Hellenic - TW
Don't have that many ideas on the subject, but at least it's a start..
Last edited by RedFox; April 26, 2007 at 07:27 AM.
"If you want epic, try using logic with your girlfriend."
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