Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Private Clark

Pages: 1 2 [3]
31
Tutorials / RTW Tutorial : Changing Diplomatic Responses
« on: June 14, 2008, 08:22:18 PM »
Well, in an attempt to add threads to these forums I've decided to port my tutorial from HG.

Rome : Total War Changing Diplomatic Messages Tutorial

Not a very complicated tutorial but i thought it i might as well write a tutorial for it. This tutorial will tell you how to change diplomatic responses, took all of 5 minutes to make ;)

Requirements:
--NotePad or similar text editing device.
--Legal copy of RTW to play with your new diplomatic messages.


Step 1: Start off by opening your root RTW directory, by default it should be "C:\Program Files\Activision\Rome - Total War".



Step 2: Navigate to: "C:\Program Files\Activision\Rome - Total War\Data\text".



Step 3: Open "diplomacy.txt", you should now have a screen like this:



Step 4: Change whatever you like, ive changed the "Welcome ally" entry, for easy testing. Be careful to conserve spaces and such.

Step 5: Run RTW, if you did exactly what i did (text and all) you will get this when you enter diplomacy with the Senate :D:



Slightly obvious tutorial but I hope this comes in handy. Sorry for the message i changed it too, couldn't resist :P.

32
Is it just me or are the signatures adding about 5-6 lines regardless of whether those are filled with text/images? Its sorta strange, think you guys could fix it and have the sig expand as you add more stuff?

33
Stories and AARs / Germania AAR
« on: June 05, 2008, 12:43:16 AM »
Ok well, i was a bit bored so i decided to make an AAR on Germany. This is my first and im not very good with RTW so i've set difficulty to Medium/Medium, Unit size is normal. My goal is to conquer as much territory as possible in 2 weeks, I start today, June 4th, so June 28 i'll be done.

Also (i found this idea at RTWHG and liked it) you guys will act as my war council, advising me on which action should be taken next.



These are the current settings. So without further ado let's get this started.

34
The Great Baths - RTW Discussion / Egyptians?
« on: June 01, 2008, 05:06:08 PM »
So I'm playing a campaign as the Brutii, vanilla RTW. It's the year 215BC and I've got all of Greece up to about the Danube river and I'm expanding into Asia Minor. Meanwhile, Egypt has become a major superpower, Seleucid's no longer exist, and me and the Egyptians are fighting for the most advance and largest faction awards. Question is, I've now got a strong-ish foothold in Asia Minor, but Egypt has brought its massive army against me, have any fail-safe strategies for dealing with large Egyptian armies with several unit of bowmen, chariots and phalanx?

At the moment, I've got my men in a sort of semi circle, infantry in the first line, archers in the middle, I rely very much on my archers and i usually have 2-3 Cretans and 2-3 Auxillia Archers. Otherwise, in the first line I've got 3-4 Legionary/Early legionary Cohorts, a couple of mercenary hoplites, Basternae mercenaries if i can find them, otherwise Thracians. Finally i have cavalry behind ready to chase down routers (2 Roman Cavalry + General). My combination has been working well, haven't lost a battle, but at some point, the enemy retreat after a while and so can reform their army.

During my campaign in Greece, my strategy was forming a line with infantry and advance them up about 50 feet from the hoplites, then I would place my cavalry around the flanks of the Hoplites, then i would charge into their backs, this worked very well, i was able to effortlessly murder whole armies with minimum casualties, however this won't work with the egyptians because of their frequent bowmen, and quick chariots, furthermore, they have decent supporting cavalry: Desert Cavalry.

So! Discuss your strategies fighting Egypt.

35
Tutorials / How to fix "Python not recognized..."
« on: May 06, 2008, 05:06:39 AM »
Again, ported from taleworlds

-------------------------------------------------

OK so you've got the module system and the first time to try to do anything you get "python not recognized as internalexternal command, operable program or batch file.".

Here's how you getting working for Windows 2000 and XP.

Right click on "My Computer" and select "Properties".  Next select the "Advanced" tab and click on "Environmental Variables".

screenshot1

In the top window, user variables, select "New".  In the pop up window that comes up give the variable a name and enter the path where Python is installed preceded by a semicolon.   Then click "OK".
For this example the variable is given the name "Python" and Python is installed in C:\Python25.

screenshot2

When you're done it should look like this.  Then click on "OK" to close all windows.

screenshot3

If you're using an older version of Windows or can't follow these instructions go to http://www.python.org/doc/faq/windows/#how...m-under-windows

Instructions for Vista.
http://www.neuralwiki.org/index.php?title=...n_Windows_Vista

36
Tutorials / Mount & Blade Modeling Video Tutorials
« on: May 06, 2008, 05:04:41 AM »
To avoid confusion, i ported this directly from the taleworlds forum and i corrected the repeated modeling spelling errors.

------------------------------------------

Hello and welcome. The past few days I have been working on a series of video tutorials. I have slaughtered the English language as well as wasted numerous compressors, I have remade models a hundred times and I have bloopered a million times!

But alas, I managed to wrap the series up for now. Currently the video tutorial series include:

____________________________________________________________


Video Tutorial 1 - Basics of modeling (~22min)
Video Tutorial 2 - Modeling a Sword & Shield (~23min)
Video Tutorial 3 - Modeling a Helmet (~14 min)
Video Tutorial 4 - UV mapping & Texturing (~59min/1h) - Beware 123 Mb large!


____________________________________________________________

If there are any questions or requests related to the video tutorials, feel free to post. If anything is unclear, feel free to post, if you want to thank me, feel free to post. :P                                                      
I hope these are somewhat helpful, I know I could have certainly used these when I started modding here.

For my two written tutorials, please go here:
Basic modeling tutorial
advanced modeling tutorial

Thanks for watching!
-Highelf

P.S Forgive me for typoing "modelling" into "moddeling" all the time and everywhere. :P                                                      

Here are the videos uploaded on Google Video, thanks to morgoth.

(Note that these are alot lower quality, so you might want to consider downloading the files from the repository anyway)

1: http://video.google.co.uk/videoplay?docid=...331191&hl=en-GB
2: http://video.google.co.uk/videoplay?docid=...799292&hl=en-GB
3: http://video.google.co.uk/videoplay?docid=...669053&hl=en-GB

37
M&B Mods - The Explorer's Society / Bandit King
« on: April 27, 2008, 12:53:30 AM »
Well, ive been playing this and i really like the mod, if you guys are interested, its for 903:

Quote from: "Shortened the original post is very long"
Current Stable Build -
Module : http://code.google.com/p/banditking/downloads/list
Source : http://banditking.googlecode.com/svn/
Google : http://banditking.googlecode.com

Current status
0.1g.2 released to testing.

HOW TO REPORT BUGS AND MAKE FEATURE REQUESTS

Point your browser to : http://code.google.com/p/banditking/issues/entry
The rest should be reasonably self explanatory.  Please try to be intelligent about it.  Including a savegame file is important if your problem is specific.

OR

use the child board on the forum if you would like your bug discussed so we can really pin down what it is.


I warn you ahead of time, I am not a content guy.  I'm not interested in graphics or models and I'm not interested in providing that.

~------------------------------------------~

Summary :

The Empire is collapsed and the old nation states of Calradia struggle for dominance.
Play the middle as you carve a kingdom out of the struggles around you.  Choose your enemies carefully at first, whittle away at all your rivals, keep them fighting while you help out one or the other to bleed them dry.   
Engage in banditry, raze villages, enslave populations, raid caravans or escort them.  What you do is up to you, just remember to keep your enemies close.
Conquerable cities and castles, banditry and relation based faction consequences make this an interesting way to play Mount and Blade.  There are many ways to win.  Do you play the middle, slowly building power and working against whoever is winning, or do you ride in like thunder - conscripting villagers and bringing war?  Play the game your way.

Follow no man and make your own fate.

The basis of the mod is that it permits the player to remain neutral, and to 'finish' the game by eliminating all the other kingdoms.  There are numerous small and large changes, which I will permit you to discover yourself or you can read the changelist that I am about to include if you are extremely impatient or compusively cannot avoid reading things.

I'll be adding things to it that I always wanted in Mount & Blade such as evil choices with appropriate consequences (conscription, executing prisoners, etc.), lots more faction/relation impacts from siginificant actions (such as gaining favor with all nearby entities when you defeat their enemies, and 'revenge' favor for hunting down city raiders), and cleaning up some awkward things such as the recruitment system and adding more interesting economic mechanisms and village growth/management systems.

[...]

~------------------------------------------~

Also, in the subversion repository above you will find regressions going back to .892 of the vendor trunk, to help with merges.  I recommend getting accustomed to TortoiseSVN.

I am doing this project open-faced and in the public domain.  Everyone is welcome to look at my code and ask questions about how and why I do things.  Anyone is welcome to use my code in any way they see fit including stealing it, incorporating it, taking credit for it, tatooing it on their bodies, etc.

Enjoy!

This is a work in progress.  There are many more things to do on it, however it's playable (and enjoyable) now.

~-------------------------------~

CHANGE LIST

version 0.1g.2
Fixed Messenger texts
Fixed village raiding
Fixed mercenary stuff
Fixed Kidnapped girl quest
Fix for phantom party members (part 2)
You can no longer seperate from your aids

version 0.1g.1
New messenger system, talk to your friends!
ported to .903
Stole Town Siege fix (http://forums.taleworlds.net/index.php/topic,32083.0.html) Thanks Seff.
various bug-fixes

[...]

TODO

Fix player kingdom display on the report screen
leadership total a soft limit, having more than limit lowers morale
prisoner total a soft limit, having more risks escapes and slows party down
improve recruitment from prisoner system
set up caravan inventories and money
first pass at player companions as 'captains'
fix siege spawn placement in defenisve town sieges
correct siege events so that players are included in sieges that happen in towns the player is in
fix neutral-owned centers getting correct flag when player is awarded flag via event
storage inventory in castles and towns
player must capture enemy king to get 'birth marque'  (papers that show proof of noble birth)
routing/fleeing from morale loss
ability to get a privateer letter of marque which eliminates criminality of raiding caravans (legally)
add recruitment pools to castles and towns
meaningful town improvements
ability to fly other faction's banners (with privateer marque)
add new trooptypes available only in castles
make city sieging a 3-stage process (walls, streets, courtyard)
chance to lose privilege with any kingdom when you lose faction with them (trade rights, privateer, peace treaty)
chance for heroic troops to be promoted to heroes, (if possible) which can be commissioned as captains
turning noble prisoners over to any faction gains/loses related factions depending on that factions relation to the prisoner

[...]

Link to the Forum

Pages: 1 2 [3]