REX/M2EX 17/08 #30
Pannoniae
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is it compatible with the gog version of the games??? |
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I am so speechless with how amazing this is! You are doing an amazing job with these, nothing but love for you and your work, God bless you all <3333 |
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REX / M2EX - 17/08
Two months since the last one, so this is a big one. <3 The most important part is the graphics overhaul... here's the quick summary.
Big thanks to TMAC (campaign AI), GIGAS ALEXANDROS/Justin (unit attributes, range rings, blood pools), Chris (battle controls, console commands, forts, UI) and Klargus. <3
Important: old REX/M2EX saves still load. As usual, new saves use a slightly upgraded format and are not backward-compatible in older versions.
Graphics: DX11, HDR & Lighting
video.hdrin the M2 prefs /HDRin Rome's preferences.txt. Needs a restart, obviously. (RTW/M2TW).lightingbinaries became.txtfiles. Rome gets the globallighting system too (it never had one). (RTW/M2TW)New Features
alternate_battle_ui_flashin descr_ex switches it back. (RTW)orders_group_lockedin descr_shortcuts.txt). (RTW/M2TW)Performance
15 MB by finally not being a bellend. Optimisation, babyyy(RTW/M2TW)process_priority_boostin the M2 prefs orPROCESS_PRIORITY_BOOSTin Rome's preferences.txt. (RTW/M2TW)Battle
Battle: Sieges & Deployment
Battle Controls & Camera
min_rightclick_dragin descr_ex adjusts it. (RTW/M2TW)snap_battle_camerato descr_ex: double-clicking a unit or unit card snaps the camera to it without changing height or rotation. Off by default. (RTW/M2TW)camera.battle_smoothing_halflife/BATTLE_SMOOTHING_HALFLIFEto the preferences (default 0.0167); lower is snappier, 0 turns smoothing off. (RTW/M2TW)unit_flash_duration,unit_flash_frequencyandunit_flash_intensityto descr_ex to tune the flashing UI buttons. (M2TW)Campaign Map & Camera
cam_resetshortcut (default End) that resets the campaign camera to north-up at the default zoom. (RTW/M2TW)camera.campaign_yaw_default,camera.campaign_yaw_minandcamera.campaign_yaw_maxpreferences (degrees from north) so mods whose strat models have no backs like a whore, sorry I mean those mfs who were too lazy to complete their models from behind, can limit or pin the rotation. The map editor ignores the limit (it's a fucking editor, duh). (RTW/M2TW)game.campaign_map_game_speed/CAMPAIGN_MAP_GAME_SPEEDfor the speed-up rate, default 5x. (RTW/M2TW)max_scalein descr_events.txt is now clamped to its intended 1 to 6 range. (RTW/M2TW)Campaign AI: Diplomacy Personas
loyal,steadfast,neutral,opportunist,treacherousorrandom. Set it in descr_strat on the faction personality line, e.g.balanced smith steadfast; it defaults to neutral if omitted. Personas are save-compatible; existing saves get every AI faction defaulted to neutral. (RTW/M2TW)random(except the Pope, who is loyal). The random weights are adjustable in descr_strat (default 15/42/25/18 for steadfast/neutral/opportunist/treacherous) and rolled once per faction at campaign start, so every campaign feels different and factions other than Milan get to be menaces. (RTW/M2TW)random. Sorry to the guy who rolled treacherous and lost all his alliances. (RTW/M2TW)set_ai_personality <faction> <persona>as a console and script command. (RTW/M2TW)Campaign AI: Military & Difficulty
Graphics & Rendering
Graphics: Campaign Map
Sound
UI & Settings
hide_agewas enabled. (RTW/M2TW){SMT_SIEGE_IMMUNE}string shown on scrolls when a settlement has thesiege_immunecapability. (RTW/M2TW){{UI_LOCATION_...}}gibberish in the map list when the mod doesn't name them. Mods that do provide names are unaffected. Also screw you random mods for being broken lol (RTW/M2TW)Multiplayer
Scripting & Console
reveal_region,reveal_areaandreveal_radiusscript commands, e.g.reveal_region Latium,reveal_area 20, 35, 40, 55,reveal_radius 25, 43, 8. All are undone byhide_all_revealed_tiles. Add the optionallivekeyword (reveal_region Latium live) to also keep permanent vision of anything standing there, like a scripted spy; without it you get explored terrain, like map information. You can stop spawning spies all the time lol (RTW/M2TW)HasResourceandHasHiddenResourcenow also work in character triggers, checking the region the character is standing in. (RTW/M2TW)BuildingDestroyedmonitor event, and added aBuildingNamecondition for the events that export it. (RTW)replen_soldiersandreplen_all_fortsconsole commands for replenishment. (RTW/M2TW)create_resourceandremove_resourceconsole commands to add or remove trade resources on the map. (RTW/M2TW)create_fortconsole command, and added a permanent switch. Both the command and descr_strat now take a name too; leave it out and you get the default " fort". Addedrename_fort <x> <y> <name>. (RTW/M2TW)controlfaction console command so it disables automanaged settlements, updates the UI and moves the new faction to the front of the turn order. (RTW/M2TW)process_cqandprocess_rqnow work the same in both games and take an optional faction and amount:process_cq <opt:faction> <settlement|all> <opt:amount>, e.g.process_cq London 10. Faction defaults to the current player, amount to 1. (RTW/M2TW)add_moneynot accepting negative values. (RTW/M2TW)Modding: Units (EDU)
hp_damage_Xas a weapon attribute, letting the weapon deal X damage per successful hit. (RTW/M2TW)stun_immuneandunstoppableunit attributes: the former makes units immune to knockback, the latter also to being launched by cavalry. (RTW/M2TW)spear_bonusnow accepts any value instead of only the vanilla 4, 6, 8, 10 and 12. (RTW/M2TW)areaweapon attribute to its vanilla projectile-only behaviour, and addedmelee_area/melee_area_X(X being the radius, decimal or whole, default 1.75 m) for area effect on melee weapons. If you were usingareaon melee weapons, switch tomelee_area. (RTW/M2TW)general_unitin the EDU used to get random bodyguards, and ppl rlyyyy didn't like this. The default is back to vanilla (first matching unit). Flag two or more of a faction'sgeneral_unit/general_unit_upgradeunits with the newbodyguard_poolattribute and each new general's bodyguard is picked at random from those. (RTW/M2TW)weapon_upgrade_pointsandarmour_upgrade_pointsto descr_caps_ex, setting how much attack/armour each upgrade level grants. Defaults stay vanilla (3/2 in M2TW, 2/2 in RTW), so you can actually customise the upgrades and stop making the med2 upgrades so fucking broken. (RTW/M2TW)Modding: Buildings (EDB)
building_dismantleswitch in descr_caps_ex:instant(begone fucking building THIS turn, vanilla style),timed(takes a turn or more) ordisabled. (RTW/M2TW)convert_cost,downgrade_cost,sidegrade_costanddismantle_costset an exact amount for that building. (RTW/M2TW)no_downgradenow takes an optionalrequires factions { scotland, france, }block to block downgrading only for those owners. (RTW/M2TW)no_culture_convert requires factions { ... }flag which blocks both single-building sidegrades and whole-settlement culture conversion. (RTW/M2TW)governor_attributeandgovernor_traitconditions, likegovernor_attribute Chivalry >= 1. Same as thefaction_leader_*versions but for the resident governor; no governor in town means false. (RTW/M2TW)governor_ancillary <name>condition, e.g.recruit_pool "Consular Guard" 1 0.5 1 0 requires factions { roman, } and governor_ancillary consul. True when the resident governor has that ancillary. (RTW/M2TW)is_capitalcondition, true only in the faction's capital. (RTW/M2TW)population >= Ncondition (any comparison operator works), so buildings can require actual population instead of proxying through settlement level as a cheap hack. (RTW/M2TW)building_is_own_culturecondition, true when a building's creator culture matches the current owner's. Usenot building_is_own_cultureto make captured foreign buildings cause unrest until converted. (RTW/M2TW)num_building_existnever being true. It now takes an optional operator, likenum_building_exist hinterland_mines >= 2; without one it defaults to>=, pdx-style. (RTW/M2TW)tags { }block hanging the parser when there was no newline after thetagskeyword, and made the parsing more robust in general. (RTW/M2TW)religion_level_bonusandunit_limitshowing nothing in the building browser. (M2TW)inc_recruit_pool_bonusand jumping around between turns. (M2TW)population_growth_bonus_fineandorder_bonus_finenow show an icon row in Settlement Details instead of working invisibly. (RTW/M2TW)population_squalor_bonusonly doing anything in 5% steps, so fractional and small values now actually affect public order. (RTW/M2TW)Modding: Graphics & Materials
<texture name>_pbr(.tga, .dds, whatever) next to any diffuse texture, channels R = metallic, G = ambient occlusion, B = emissive, A = roughness, and it renders with the new material model. Add<texture name>_pbrnfor normal maps (RGB = normals, A = reserved). No modeldb changes needed (imagine editing that for custom settlements), and old and new units and models coexist. (RTW/M2TW)_pbrmask had zero roughness (a black alpha channel). (RTW/M2TW)_pbrmask now derive roughness from the normal map's alpha (normal.a = 1 - roughness) instead of one flat value. (RTW/M2TW)shadow_strengthandao_strength(0 to 1) to descr_strategy_lighting_ex.txt to tune the campaign map shadows and AO for your mod. (RTW/M2TW)blood_pool_limitto descr_ex, the maximum number of blood pools on the battlefield at once (default 192, max 2048, 0 turns them off). Purely visual, MP-safe at any value. (RTW/M2TW)corpse_limitto descr_ex, the maximum corpses before the oldest is removed (default 1600). Corpses block pathing and are real objects, so in MP every player must run the same value or the battle desyncs. (RTW/M2TW)Modding: Misc
custom_1tocustom_20and free to use in the game data files. (RTW/M2TW)free_upkeep_forts <num>andfree_upkeep_forts_permanent <num>in descr_strat, same as Medieval II. Defaults to none. (RTW)corrected_regions.tgainto the game folder like Rome always did, showing how the game auto-corrected land/sea mismatches in map_regions.tga. That's it, that's the whole feature, goodbyeee. (M2TW)space_unit_highlighttoggle to descr_ex for the Space highlight, on by default. (M2TW)effect_setit was asked to play but couldn't find. Previously a missing or misspelt set failed completely silently, which is like the meme. (RTW/M2TW)flaming_skeletoninside aneffect_setsilently losing their parameters, so things like the burning halo never showed up. Aflaming_skeletonwith nomax_bone_emittersline now emits from zero bones instead of whatever memory corruption the place had. (RTW/M2TW)Stability & Crash Fixes
free_upkeep_forts_permanent. (M2TW)Ally_Routs,NumFriendsInBattleorNumEnemiesInBattle. (RTW/M2TW)This discussion was created from the release REX/M2EX 17/08.
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