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Topics - Dunadd

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For anyone wanting to run Warhammer Total War using the ALX.exe from Alexander Total War, all you need to do is
1) install the Alexander expansion for Rome
2) copy and paste the file chat_filter.san from the alexander\data folder to both your Rome Total War data folder and your WHTW\data folder
3) Create a new Alexander Total War shortcut on your desktop (Easiest way is to go to your Rome Total War folder, find the purple RomeTW-ALX.exe, right click it, choose send to: and desktop)
4)  Now right click on the new shortcut on your desktop, click properties, and in the 'Target' box click after RomeTW-ALX.exe, leave one space using the space bar and then paste in the following (without any extra spaces) -mod:WHTW -show_err -nm -noalexander.
It should look something like this C:\YOURROMETOTALWARFOLDER\RomeTW-ALX.exe -mod:WHTW -show_err -nm -noalexander
5) Rename the new shortcut 'Warhammer Total War with Alex' or whatever you like (this part isn't really important - it's just so you know what the shortcut is for in future)

The mod will now run on ALX.exe which means it will combine part stacks into full stacks before attacking and will retrain units that have lost men back up to full strength in cities wherever possible. Battlefield AI is also better in ALX than with the normal Rome Total War exe.

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Warhammer; Total War / Recruitable characters?
« on: December 10, 2012, 01:45:50 PM »
Would it be possible to put in recruitable characters with bodyguards as Europa Barbarorum did?

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Warhammer; Total War / Vampire Counts too weak
« on: December 10, 2012, 01:42:33 PM »
Fought several battles and assaults as Araby against the Vampire Counts and they seem far too weak. Zombies aren't meant to be that great, but i think their defence must be too low - they hardly even slow my units down, whole units die in a seconds. Maybe this is also partly because all their units can still be routed (can they be modded to make them immune to morale as Call of Warhammer did (though it was Medieval II based)?

Also is their any way to give vampire counts characters lots of hits to represent how hard it is to kill vampires? And could Black Knights ratings be improved by more than normal if they're a character's bodyguard to represent how powerful vampires are meant to be in combat? And could they be given traits that make them harder to assassinate?

It's always pretty worrying going into battle against Tomb Kings if they have a character with chariots, but at the moment fighting Vampire Counts' armies is just dull and easy

4
Found a new bug - don't know if it's specific to my campaign or with RTW / the mod in general. Playing as Araby, if the Brettonians besiege Magritta from the North-East then if i click to sally out against them then it goes to the egg timer and it either stops turning or else keeps turning but doesn't go to the battle. Tried assassinating the character leading the army in case he was the problem. No difference. If i wait till the assault comes it plays fine. If the Brettonians besiege from the North-West it works fine too.

5
I've re-installed "as administrator" and to C:/RTW rather than to Program Files. Can now see preferences folder and files but no Opening Movie Swap file in the WHTW folder. What exactly is it called in case i'm searching too literally?

6
I managed to get to over 128 turns playing as Araby by never reloading from autosave, nor using 'Continue Campaign' but reloading from other save slots.

Then i got a new character, who, because the city it had assigned him to had a full garrison, was placed outside it. There were enemy armies nearby. I had to save the game to do other stuff and when i reloaded later it immediately told me he had had a 'Heroic Death', but his unit remained on the campaign map with his face whited out. I moved them. Then the next army led by a captain i clicked on the game crashed and all my saves were screwed except some before battles, which crash as soon as the battle ends.

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Warhammer; Total War / Improved battle AI /formations changes?
« on: December 02, 2012, 10:00:41 AM »
I know some of the historical Rome Total War mods have modded the AI (some just mini-mods that were meant to work with any other mod). Some work well, some don't, but i do remember one that worked well that was based on formations. If i as a Carthaginian brought my cavalry forward, Roman AI triari spearmen rushed to the front. I bring my melee troops or elephants  forward, the spearmen withdraw and velites (javelinment) come forward. I bring my skirmishers forward, then Roman cavalry come forward.

Would it be possible to mod AI in this to do the fantasy equivalent? And to make the AI attack with all it's forces at once rather than send some forward first to get beaten before the rest attack?

Is there any way to make two or three AI forces on the same battlefield combine before they attack or would that require a mod based on BI / Alex?

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Would it be possible to make Bretonnia, the wood elves, the dwarves and the empire stay allies no matter what? I know there have been border wars between the Empire and Bretonnia in Warhammer world, but usually they are allies - and while i love the mod (and i realise it's only half done so far and it's great already) the atmosphere would be better of e.g when you play wood elves you're not fighting Bretonnians and the Empire , and when you play Dwarves you're not fighting the Empire all the time.

No problem with Middenheim and Altdorf fighting - i know they're meant to since Altdorf conquered Middenheim by force.

9
Not sure if some of my general ideas for each race's abilities are already included and just not mentioned on UI cards - if so my apologies

Skaven

Whole race abilities

Zero turn building for three main units is already in (And very nice and very appropriate - with low recruiting cost representing huge horde spewing up from undergound tunnels very well).
Can their assassins be made to have higher starting skill or is this impossible?
Can move rates for all skaven be increased slightly i.e fast moving (except rat ogres which are already fast enough)
Can they all be given improved combat in cities and towns?
Can they all be made able to hide in cities/towns/villages/forts?
Combat and morale bonus at night (or else no penalties if penalties standard for most units)


Gutter Runners
- use the archery range building (renamed to Clan Eshin Guild) to make these. Hide ability. Short ranged missile attack of moderate power (thrown daggers counted like javelins maybe?) Can skirmish. Relatively high defence skill but low armour. Increased move. Higher cost to recruit and pay than normal skaven units. One or two turns to build, not zero.


Assassin
- very small unit - even one man if possible. Some armour, very high defence skill. Can hide. Two hit points. High armour piercing to represent warp stone weeping blade. High cost to recruit and pay. Two or three turns to recruit. High recruiting cost and pay.

Jezzails - Either from artillery building as artillery unit (in which case you could call it Clan Skryre Guildhall / clanhall) or else fro archery range next level. Could require mines too to represent needing warpstone. High attack and significant armour piercing. Very long range. Slow moving. Two or three turns to recruit. High recruiting cost and pay.


Warp fire throwers
- from artillery building and again could require mines too. Artillery unit. Short ranged for an artillery unit (shorter than archery range but at least as long as javelin). High attack. High armour piercing. Not too high as impossible to represent misfires in RTW mods? So can't be too high powered if misfires impossible. Two or three turns to recruit. High recruiting cost and pay.


Wood elves

Whole race abilities
All fast moving - infantry and cavalry
Combat bonus in woods (know this one is possible as Gauls have it in the original game)
All infantry hide bonus in woods (if possible)
Very high morale (reducing combat a little to compensate)
High stamina (reducing combat slightly to compensate)

Wardancers
Similar to the pit-fighter mercenaries that are already in the mod, but different graphics obviously. Second hit point and some armour can represent their superior abilities at dodging blows - or else can be given much lower armour but much higher defence (though i think this would make them to vulnerable to archery, which they're meant to be good at dodging). Need relatively high level buildings and recruitment cost and pay to make sure there aren't too many of them.

Forest Mages - powerful ranged attack and bonus to nearby units. High recruit cost and need high level buildings.  Only recruitable in the two starting cities.


Eagles/ Eagle riders - could be made small units of very fast cavalry? don't know if graphics would make it possible or not.

Treemen - Like ogres but even more hits and higher ratings. Maybe not as fast (unless have to be based on elephant unit in which case elephant speed will have to do). Only recruitable in the two starting cities.

Araby
Bonus to combat in deserts
Reduced stamina costs in deserts (or just increased stamina)

Middenheim
Combat bonus in snow or forest

Chaos
combat bonus in snow


Beastmen
- combat bonus in woods

Dwarves

combat bonus in mountains
slightly reduced move
Greatly increased stamina (reducing combat bonus a bit to balance this)
Very high morale (reducing combat bonus for balance)

Orcs

No combat or morale penalty at night
Greatly increased stamina (reducing combat bonus a bit to balance this)

Boar riders - combat bonus against cavalry. High armour or else two hits. High charge bonus (equivalent to mounted knights)



Tomb Kings

Whole race abilities
Bonus to combat in deserts
Can't be routed because they're undead  - or if that's impossible give them huge stamina (reducing combat rating for balance)
Don't get tired because they're undead - or if that's impossible give them huge stamina (reducing combat rating for balance)
No combat or morale penalty at night (because they're undead - or if this is impossible give non-undead races combat and morale penalties at night unless every unit gets these already in RTW anyway)

Vampire counts

Whole race abilities
Can't be routed because they're undead  - or if that's impossible give them huge stamina (reducing combat rating for balance)
Don't get tired because they're undead - or if that's impossible give them huge stamina (reducing combat rating for balance)
No combat or morale penalty at night (because they're undead - or if this is impossible give non-undead races combat and morale penalties at night unless every unit gets these already in RTW anyway)



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Warhammer; Total War / preferences.txt ?
« on: November 27, 2012, 12:37:50 PM »
I'm trying to find the preferences text file to disable autosave. The only advice i could find by googling was that it's called preferences.txt , it's in the Rome Total War folder - i've tried looking and using the search function in the Rome Total War folder as a whole and the WHTW folder. I've played several campaigns but no preferences file. Can anyone help please?

p.s i'd let windows 7 choose the install folder and it chose Program Files (x86) - i know i'm really meant to install to C: but until the CTD's and reloading problem started i hadn't had any problems

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Warhammer; Total War / variant of save problem
« on: November 27, 2012, 12:08:20 PM »
Hi - amazing mod - my favourite fantasy total war mod, but i have either the usual CTD and reload save problem or else a variant of it - don't know which.

Sometimes the game just crashes and i get a "Rome total war has stopped working" message with the sub-text "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available". After that no save game from that campaign will reload - any save from that campaign i try to load i get the same crash at the end of it loading the loading bar on the loading screen.

I haven't disabled autosave (does this make a difference ? - and if so how do you do it?)

My operating system is Windows 7 Home Premium. I have an Intel HD Graphics 4000 card and an Nvidia GeForce GT 640M video card.

I've no other problems running the game at all.

I was thinking about the load problem and possible causes of it. Now these may be stupid suggestions (i'm not a modder so please don't flame me if this is silly), but you know how in this mod as a player you have to choose your heir or else you lose the game when your faction leader dies - could it be that the AI factions aren't doing this and that's causing the crashes? Or would that just put them out of the game? Or could it be a coding problem in them trying to set an heir and there's something wrong with the code and they can't and that's causing the problem?


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