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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Hi Glassesman; aye it should! I've played it on both and worked fine AFAIK.

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Sure; what specifically do you need?

Unit IDs are found in export_descr_unit.txt. If you want the individual IDs, look for the name under "dictionary". However if you want the listing for the unit model/what it looks like, look for the tag "soldier".

This page might help you make sense of it more:

Rtw.heavengames.com

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Make sure your antivirus doesn't block it - I had this problem with certain antivirus programs.

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

I'm very sorry, but I don't understand Cyrillic. Do you have the use of a translator perhaps so we can communicate better? =/

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

Sure that's easy enough; literally just copy/paste the Greek UI in the mod files from there to the Egypt UI. Problem solved!

The only reason I kept it in was to remain faithful to the original game (we all know that the Ptolemaic dynasty was Macedonian but it's a fun variant nonetheless).

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

I'm glad you enjoyed it. Thanks for the kind words =)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Oh? This is a strange one. Is it only Olbia and Sinope that crash? Who are you playing as, what is your factions culture (barbarian, roman, greek, eastern, carthaginian, or egyptian)?

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

I deleted the Early Legion models from the game unfortunately; as I figured that after the Marian Reforms it would be the lorica hamata or segmentata; I opted for the latter.

Easy enough to mod back in though. As for the lack of cavalry; given that Rome typically had poor cavalry in comparison to its neighbours, I wanted to prevent them being "steamrollers", so their cavalry is ok, but nothing on par with the Carthaginians or Hellenistic states.

As for the units; unfortunately the crappy units is an AI issue; I've tried mitigating it by giving the AI a money script but it seems to love recruiting levy pikemen and militia hoplites ad nauseam. Although I've tested the game a lot as Rome, fought Macedon and the Greek Cities, and they were using pretty good units against me.....

Sorry for taking so long to get back to you. Hope that helps!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Well spotted; that was from an older variant of the game (Praetorian Cavalry); as I wanted the Romans to have a disadvantage in cavalry (considering their infantry strength) I decided to cut the Praetorians out. They're still there in the mod files though - could always re-implement them as an optional addon if you'd like?

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

False flag - it's because I've made a bat file into an exe, several antiviruses will treat it as malicious.

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

That shouldn't be too hard to change; the only reasons the names were kept were to adhere to the vanilla format/layout. Changing the names would take a simple switch in descr_names.txt ;)

Good karma+1 vote
Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

If you're asking "do you need to verify the integrity of the game cache" after installation, then no - it should run fine without any problems.

If you want to be safe, go ahead - it shouldn't cause any problems ;)

Good karma+1 vote
Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Hi! Sorry for the late reply (I haven't checked this too often as of late). How is it laggy exactly? What is your operating system and such?

The mod is a lot more intensive than Rome Total War originally, but as an older game it should still run fine on modern computers. Have you tried running the original game to see how it performs on its own?

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

Strange; if you can locate the following file try installing it to there:

C:/Program Files/Steam/steamapps/common/Rome Total War Alexander

If you have RTW Gold then install it to the following:

C:/Program Files/Creative Assembly (or SEGA, or both)/Rome Total War Gold

PS - Sorry for the late reply!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

I could try and port it to Barbarian Invasion, but the reason I use Alexander is that I can add more units to the game. If I change it to BI I have to delete a load of units =/

Hope that helps!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Yep! Historically they were always based in Rome, so I stuck to tradition and the Praetorians can only be recruited from there.

If you really want to recruit them anywhere, it can be easily changed if you want to do a bit of file hunting! Let me know if you do and I'll help ;)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita V4

Thanks! Try VI if you want a newer, more updated version!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

Oh dear!

First off; have you got Rome Total War Alexander installed? It needs RTW Alexander to function.

2nd - is it installed correctly? It MUST be installed in the Alexander folder. Sometimes the installer can't find your installation files (especially if you've custom installed the game) so you might need to point the installer in the right direction.

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

True, but generally if you can outmanoeuvre your enemy you can shoot them to pieces easily.

I usually go Principes core armies for my Roman conquests; when the Warbands fight me it's usually quite 50/50 (their Warcry increases their attack stats temporarily) but they rout easily; moreover, if their general is killed they break VERY easily.

Pretty much; purely metal shields are heavy - the Roman shield was a mix of reinforced wood with metal rims and a central boss; they could use the rims to bash down on an opponents toes or "punch out" with the central boss, staggering them

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

Very welcome! Hope you enjoy it!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

I'm very happy to hear its running smoothly (honestly; it's been my biggest worry as a lot of what I've done hasn't been playtested on many rigs other than my own - maybe a friend or two but that's it).

I tested a battle against a German army, with Berserkers and Blackshields there. On a river crossing my forester warbands were able to rip holes in them - I can only imagine what a javelin armed unit could do!

That's strange; I've tried firing ammo on roman units head on; the damage was always negligible - same applies to hoplite units - it's only from the flanks or rear that the damage begins to take its toll.

The shield damage reduction is based on the shields size in game, rather than the material from which it is made. The values of armour (say, against unarmoured) are as follows;

This is the statistics for the German Berserkers:

stat_sec_attr no
stat_pri_armour 2, 10, 0, flesh

...and this is the same for the Galatian Swordsmen/Machiarophoroi Galatikoi;

stat_sec_attr no
stat_pri_armour 8, 6, 4, metal

The 1st number corresponds with the armour value, the 2nd with the defence skill and the 3rd with their shield protection. The berserkers and blackshields have high defence skill, but very low/zero armour (blackshield value for example is 0).

The reason the Berserkers do such high damage (along with the Chosen Axemen) is because they wield armour piercing weapons - they are as a result very effective against armoured troops.

As for the superiority of troop types; I've tried to balance them quite a bit; you WILL see "inferior" troops defeat better ones, depending on many circumstances (i.e. my Equites routed the elite Companion Cavalry of Pyrrhus, even though they were better and had more xp, simply because I charged into them from uphill and the flank simultaneously). Troop numbers also don't help - usually a warband can take on a hastati cohort with 50/50 results; but the warbands break easily, whereas Romans are a tad sturdier.

PS - Experience is EXTREMELY important in my mod. Try a battle with a silver chevron unit against a raw recruited elite unit, and see who wins ;)

PPS - regarding metal vs wood types; remember that the Roman scutum was wooden, with metal rims and a central metal boss. Wooden shields, while reinforced, were probably more effective, or at least rivalled the cumbersome bronze lined hoplons the classical Greeks carried! Not wicker shields though; they're crap ;)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Glad you enjoy the mod!

I originally made it for my own interest, and to keep it close to the original Rome "feeling" - ergo, minimalism is key ;)

The Blackshields and such are very strong units, but they have no armour. That way, if they are subject to missiles they'll fall in droves - an armoured unit by comparison would be much better for soaking up the damage.

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Zipzopdippidybop

So sorry for the late reply - I barely check my profile page. I think I have fixed the issue in the latest VI release - please check it and try for yourself!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Zipzopdippidybop

VI is the most modern/up to date version ;)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Zipzopdippidybop

Why thank you ;)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita VI

If the old version is VI, then yes, you should be able to install it over the old version =)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Allright lads; quick update - fixed 2 bugs in AUC VI (notably the missing texture glitch for the Rhodian/Byzantine Hoplites, and the crash when viewing Roman cities on the campaign map - when you can see the people walking about, etc).

Sorry for taking so long to notice this - you can re-download the mod in the link above (AUC VI); savegames shouldn't be affected with reinstallation =)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Not at all - very happy to hear you're enjoying the mod! I've tested it now and it runs fine without crashing (was a single line of code which put the old centurion model on the city map, causing the crash). Replaced it with the republican centurion model!

Will have it uploaded by the end of the day; just gotta do a quick playtest to be sure ;)

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

I take it back; found the same problem. Will fix ASAP and upload a fix!

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Zipzopdippidybop
Zipzopdippidybop - - 142 comments @ Ab Urbe Condita

Strange; I can't seem to replicate it on my own install. Are you running Alexander Total War? Moreover, this may sound weird, but is it fully updated (most recent Alexander update)? If it's still happening, reinstall the mod and try again.

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