21/06 #10
Replies: 7 comments 5 replies
Were these really necessary? I don't like these changes to the core vanilla gameplay. |
|
Dear Pannoniae, thank you for your tremendous work! It's truly impressive! This is a great gift for all RTW fans. My question is: can I install your mod on Rome Total War? I play RTW with mods on the Mundus Magnus map. Could you teach me how to do this, thank you! |
|
My friend, your work is amazing. I was wondering if you could add features such as increasing the chance of family members receiving marriage proposals, adding a direct "Arrange Marriage" button, and increasing their chances of having children. I think these features would make the family system much more enjoyable. Thank you for your great work! |
|
Szia, Steamen keresztül tegnap vettem meg az alap játékot és jutott ma eszembe, hogy lehetett anno modolni. Így találtam erre a modra a neten. Nagyon tetszik, emiatt letöltöttem, de nem tudom, hogy kéne telepíteni/ hol és milyen fájlokat kellene kicserélnem. Le tudod írni ezt nekem? Nagyon köszi! |
|
Hey bro, I'm trying to play Rome: Total War on LAN with your patch, but I can't even get into the actual LAN lobby screen. No matter what I do, it just won't show up. Any idea how to fix this? Thanks man! |
|
May u please make this patch compatible with the gog version of these games. I recently bought the two games from the latest gog re release with high hopes for playing your patch only to meet with heartbreak that it only supports the steam edition. |
|
No worries, I've already sorted it out. Thanks a lot, mate!
|
Uh oh!
There was an error while loading. Please reload this page.
REX / M2EX - 21/06
Two headline features this time: faction renaming and unit conversion/upgrades. Plus a big batch of new EDU/EDB modding attributes, much faster end turns, HD terrain for Rome, and a pile of crash fixes. :D
Important: old REX/M2EX saves still load. As usual, new saves use a slightly upgraded format and are not backward-compatible in older versions.
New Features
{SMT_UPGRADE_TO}if you want to retext or translate it. (RTW/M2TW)Performance
Battle
short_pikeunits without a sidearm running at the enemy with pikes pointed in the air when out of phalanx. They now lower the pike to fight, including while charging or being charged. (RTW)Campaign & AI
Diplomacy
Graphics & Rendering
Camera & Controls
controls.lock_cursorin the M2 prefs orLOCK_CURSOR:TRUEin RTW's preferences.txt. Alt-tab still works. (RTW/M2TW)UI & Settings
trade_base_income_bonus(as a %, so level 2 reads "20%") andtrade_level_bonus(as +N levels), instead of a generic "Increase in trade" line. (RTW/M2TW)Campaign Minimap
minimap_modepreference to switch the minimap between the political map (political, default), region borders over plain terrain (borders), and a terrain-only map (terrain). (RTW/M2TW)tertiary_colournow get a contrasting border instead of a flat 60% darken, which was invisible on dark colours. (RTW/M2TW)minimap_border_stylepreference; set it todoubleto draw faction frontiers in both neighbours' colours side by side. (RTW/M2TW)minimap_province_colouroverride to draw every internal region line in one fixed colour instead of per-faction, for the classic look. (RTW/M2TW)minimap_*preferences. (RTW/M2TW)Scripting & Console
IsSeason winter|spring|summer|autumn, a condition that checks the current campaign season. Works in the EDCT, EDA and campaign scripts, e.g.Condition IsSeason summerornot IsSeason winter. (RTW/M2TW)rename_faction,rename_settlementandrename_regionscript commands, e.g.rename_faction byzantium, "Empire of Nicaea"for a literal name orrename_faction byzantium, SMT_NICAEAfor a loc from expanded.txt. Regions use their id from descr_regions, and local/target work as usual. (RTW/M2TW)rename_faction byzantium "Empire of Nicaea". Note: no comma in the console form, just a space. (RTW/M2TW)Modding: New EDU Attributes
expendable: when these troops rout, they don't panic nearby non-expendable units. (RTW/M2TW)elitist: ignores morale shock from non-elitist units routing nearby, and isn't boosted by lesser enemies fleeing. (RTW/M2TW)steadfast: reduced morale drop from nearby routing units. (RTW/M2TW)intimidate: projects a low-level fear aura against nearby enemies. (RTW/M2TW)relentless: accumulates fatigue more slowly. (RTW/M2TW)disciplined_missile: missile troops tire more slowly. (RTW/M2TW)inexhaustible: never gets fatigued at all. (RTW/M2TW)disciplined_charge: the unit's charge bonus decays more slowly in combat. (RTW/M2TW)aggressive_push: gives a larger charge bonus. (RTW/M2TW)brace_for_charge: a stationary, braced unit halves the impact of an incoming charge. (RTW/M2TW)desert_raider: combat bonus when fighting on sand. (RTW/M2TW)forest_ambusher: combat bonus when fighting in dense forest. (RTW/M2TW)police: garrisoning these troops improves the settlement's public order, scaled by unit size. (RTW/M2TW)troublemaker: garrisoning these troops worsens public order and gives negative admin income, scaled by unit size. (RTW/M2TW)infinite_ammo: the unit fires without ever running out of ammunition. (RTW/M2TW)no_scale: the unit doesn't scale with the unit-size setting. (RTW/M2TW)single_entity: a general with this bypasses the minimum-4 bodyguard floor and the leader/influence size bonuses, so the bodyguard is strictly its EDU size. True 1-man general units now spawn correctly. (RTW/M2TW)client_kingdom_only_units: only protectorate/subject factions may recruit the unit. Toggle the whole mechanic withclient_kingdom_only_units_enablein descr_ex. (RTW/M2TW)capturable_eagle: any unit with this can lose its standard to the enemy on defeat, unhardcoding the old Roman-cohort-only eagle-capture mechanic. (RTW)move_speed_modEDU line to Rome, which scales how fast a unit moves on the battlefield. (RTW)Modding: Buildings (EDB)
alias <name> { requires ... }, then reuse it as<name>in any building's requires line. Aliases can span multiple lines, use and/or/not/parentheses, and reference earlier aliases recursively. An optionaldisplay_string <lockey>sets the tech-tree text shown while the requirement is unmet. Can cut thousands of lines of typing. (RTW/M2TW)tags { ... }block, mark buildings withtag <name>, then useno_building_tagged <tag> [queued]in conditions to forbid construction when another tagged building is present.queuedalso counts queued buildings. (RTW/M2TW)destroy_on_conquestanddowngrade_on_conquest, optional per-level EDB keywords. On conquest (not gift / rebel flip), each building rolls to be removed or knocked down a level, so conquerors have to rebuild the province. Takes a 0-1 chance likedestroy_on_conquest 0.6, or omit the number for guaranteed. (RTW/M2TW)religious_unrest_bonusEDB capability: lowers religious unrest in a settlement, or raises it with a negative value. It only adjusts religions actually present and causing unrest, so it can't conjure phantom order pips at 0% presence. (RTW)faction_leader_traitandfaction_leader_attributebuilding conditions rejecting every trait name with "Unrecognised trait", which crashed on launch if used in EDB. (RTW/M2TW)recruits_cost_bonus_navalthrowing "Invalid capability specifier". It's now accepted as an alias ofrecruitment_cost_bonus_naval. (RTW/M2TW)recruits_cost_bonus_missilealso discounting siege engines and ships (which have their own tokens). It now covers only foot and horse archers. (RTW/M2TW)Modding: Unit Conversion
convert <type> [cost N] [time N] [xp F], e.g.convert Feudal Knights cost 600 time 2 xp 1.0. Skip cost/time to inherit the target's recruitment values, skip xp to keep all experience (1.0). You can chain conversions both ways to make swaps or downgrades. (RTW/M2TW)Modding: Economy & Settlements
population_on_recruitto descr_caps_ex, controlling whether recruiting a unit costs settlement population (and whether cancelling a queued unit refunds it). It's separate frompopulation_on_disband, so recruiting can cost population that disbanding never gives back. Defaults to vanilla (on for RTW, off for M2TW). (RTW/M2TW)population_normaliseto descr_caps_ex, controlling whether a unit's population cost scales with unit size. On, a 60-man peasant unit costs 60 population regardless of the size setting instead of 240+. Off by default. (RTW/M2TW)population_on_recruitandpopulation_on_disband. (M2TW)unit_upgrade_cost_multiplierto descr_ex, scaling the gold cost of weapon and armour upgrades. (RTW/M2TW)region_income_multiplierto descr_regions, scaling all of a province's income (farm, tax, mining and trade). (RTW/M2TW)<factor name="SOF_SQUALOUR" modifier="0.5" min="0" max="16"/>to halve squalor's unrest. All factors default tomodifier="1.0". (RTW)<factor>modifiers a cleaner attribute syntax (modifier,min,max) instead of nested<pip_modifier value="...">tags. Medieval II reads the new form too. (RTW/M2TW)Modding: Misc
unit_size <text_key> <multiplier>. (RTW/M2TW)tertiary_colourto descr_sm_factions (aftersecondary_colour) for the internal province borders, so you can restore the original minimap look.primary_colouris the land fill,secondary_colourthe faction borders. Omittertiary_colourand it defaults to a slight darken of the primary. (RTW/M2TW)Stability & Crash Fixes
emergent_factionevent for a faction not in the campaign. The faction just fails to emerge and logs the name instead of crashing. (RTW/M2TW)This discussion was created from the release 21/06.
All reactions