Fan sites / mods?

PC/MAC : Turn based Empire building in the ancient Greek World.

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roberthuntingdon
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Fan sites / mods?

Post by roberthuntingdon »

Just wondering if anybody out there has a fan site for spartan or troy, and/or a mod they created but didn't make it onto Slitherine's official mod list...

RH
Robert, Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
brasidas
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Post by brasidas »

Well I have been working on historical mods for some time I never seem to be quite satisfied with them.
Basically i start at different time periods and as far as possible set the sides attributes,squads available, areas and cities controlled as historically accurate as possible. I also mod the squads and bldgs and change the map area using the map editor adding/replacing cities.
The time periods I hope 2 complete are 1) Ionian revolts starting around 504 BC, 2) The 1st Peloponessian Wars starting 465 BC 3) The Peloponessian war from the Peace of Nicias 421 BC 4) Spartan crisis 371 BC 5) Wars of the Successors 320 BC 6) The Rise of the Achaean League 274 BC 7) Spartan revolution from 236 BC.

I have not yet got GoT so vassalisation is not available to me, also i find AI battles too bloodthirsty - No survivors, another problem is the way even small states can churn out troops despite there lack of resources.
honvedseg
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Mods

Post by honvedseg »

The only way I've found so far to limit the AI's ability to mass-produce troops, with no visible means of support, is to edit the population requirement in the squads.txt file. Normally, only the Peasants unit has this set, something like "usespopulationunit = 1". The others are set to 0. Changing that to a 1 for every troop unit limits the rate at which troops can be produced without depopulating the factions churning them out. After an initial push, the AI seems to get the idea and stops building them. Unfortunately, the AI isn't programmed to send excess population from one city to another, so it tends to hamstring the AI a little too much in comparison to the player.

This is one of the points which I miss from the original Legion game, and which I hoped would be improved upon in the later games. By using a raw population number instead of a variable "population unit", or by some other technique, it could have avoided penalizing larger cities compared to small villages in replacing the spent population, as it unfortunately did in the earlier game. Instead, the population requirement was dropped entirely in the subsequent releases. It seems to me that a large and populous city would be able to spare more excess people than a small village, and it might even benefit the player to occasionally bleed off the surplus by sending the unruly mobs off to conquer new lands, as was done historically. It would also make more sense to draw replacement troops for depleted units from the population of the nearest city, or to tie their gradual return to full strength to the growth rate of the city.

A side benefit of using a population unit is that it allows you to recover the manpower by disbanding obsolete units in underpopulated cities.
magobarca
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Post by magobarca »

Honvedseg, Thanx for that info.!!! I copied it. :idea: :D Magobarca
Redpossum
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Post by Redpossum »

I made and released a Prince of Atlantis scenario/mod for GoT several months back, but there were some problems with the mod structure in GoT/Spartan. Basically, if a player had Spartan installed, all my carefully edited custom messages in localisation.txt, that explained WTF the scenario was about, got overwritten, and it all turned to crap ;/

here is the post. The link is dead; I don't rent that server anymore, (it was for a Team Fortress league I played in), but if you're interested, I can probably dig up the files for you.
roberthuntingdon
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Post by roberthuntingdon »

Up to you folks, if you want to distribute your mod(s) just let me know. Orion Sector ( http://www.orionsector.com ) will very shortly be adding a section on Spartan and Gates of Troy and we'd be happy to host any mods you guys want released. You can PM me here or on OS -- or just post below -- if you want your mod hosted. And if you have a fan site -- even one that's no longer actively maintained -- we'd be happy to add you to a links page as well.

RH
Robert, Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
Redpossum
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Post by Redpossum »

Eh, I sort of gave up on modding GoT, it wasn't fully supportive of smoothly integrated modding.

Specifically, there are some files the game will only read out of the main directories, and won't read out of your mod directory, even if present there. So this leaves you the option of either making a very limited mod, or requiring people to change files in the main directories when they install your mod, meaning they have to re-install the game to play it unmodded.

With Legion Arena, on the other hand, Slitherine have done a much better job. I'm having a blast making a new campaign for LA.
kyle
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NICE Job Possum

Post by kyle »

on obtaining the next rank
Redpossum
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Post by Redpossum »

TY, but I honestly do not post farm. I think post count farming is silly and annoying.

This means I only post or reply if I have something to say. Now, what I have to say may itself be silly or annoying, but at least the post wasn't gratuitous :)
honvedseg
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Post farming

Post by honvedseg »

"Post Farm"? Isn't that one of those city resource upgrades? And no, I'm just writing this because it's absurd, not to bump up some "total", otherwise I'd have to stop posting once I reached an icon I really liked.
IainMcNeil
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Post by IainMcNeil »

Whch files were not being read? It shoudl use all files in your mod dir as far as I remember?
Redpossum
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Post by Redpossum »

iainmcneil wrote:Whch files were not being read? It shoudl use all files in your mod dir as far as I remember?
Ian, it was July 2005 last time I messed with modding GoT/Spartan, LOL. I honestly don't remember the details :)

The one thing I do remember is that installing Spartan hosed my custom messages in GoT. It was reading the lang.str file from Spartan and not the one in GoT.
IainMcNeil
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Post by IainMcNeil »

It's special code to ensure you did not lose your tranlated text in Spartan after installing Troy as it was initially only English. Hmm it is a bit of a pain. If you wanted to try again, you'd need to replace the lang.str file in the Spartan dir, but that makes it hard to distribute the mod.
Redpossum
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Post by Redpossum »

Yes, I understood there were good reasons :)

Game design is full of those little decisions, isn't it? One does something one way, for this good and valid reason over here, and winds up hosing up something else way over there.

Anyhow, thanks for caring enough to reply, which is doubly amazing in light of the onrushing E3, which must be keeping you busier than hell :)
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