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Comment History  (0 - 30 of 358)
Lanjane
Lanjane - - 358 comments @ IBRR Community Fixes (WIP)

Updated the Community fixes to v14 including an important bugfix!

EzeckLupo fixed the duplicate characters bug causing the random campaign crashes. Requires a new campaign. Don't forget to delete the campaign cache (RWM file) by running campaign_map_reset.bat from the IBRR folder.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Lanjane's Barbarian Empires

Доброго дня!
1) Я давно не занимался версией мода на оригинальном РТВ, так как версия для Ремастера технически ушла далеко вперёд. Не могу сказать, буду ли я что-то ещё выпускать для оригинала, уже совсем мало людей осталось, кому это нужно, а помощи со стороны у меня нет.
2) Я не трогал ничего, связанного с этим аспектом игры. На скриншотах, которыми ребята делятся в Дискорде, кораблики и караваны присутствуют.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Vampire: The Masquerade - Bloodlines Unofficial Patch

One more minor asset issue.
In Hollywood, two windows on the left side of Red Spot building have some problem with the reflections, unlike the windows on the right side. It looks like a reflection model or whatever is used for that effect, has a broken UVW map. The right side of the building is okay so I'm sure it wasn't intentional

Also, after a while, shortcut to the Warrens added by Plus Patch stopped working for me (the door is blocked whether you use the lever or not)

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Vampire: The Masquerade - Bloodlines Unofficial Patch

Hi there!
I'm replaying the game with your awesome unofficial patch (latest version, Plus Patch enabled), noticed a few more minor issues to report:

- At the very start of the game, during the prologue sneak tutorial, I failed the sneak a few times (the game usually teleports you to the start of the test and asks to try again) but at the third time something strange happened, the enemy Sabbath guy suddenly disappeared and it became impossible to progress through the game because next thing Jack asks is to kill this Sabbath guy (who has gone missing)
- In St.Monica, when the random NPC guys **** on the wall in the back alleys, the toilet flush sound plays (funny bug)
- In Downtown, four bandits spawned at the end of the street (in the same place where Russian mafia appears later during Venus quest) and the street NPCs started fighting them
- In the Empire Arms hotel in Downtown, in the dancing room, the song stops playing completely when you go to the back room behind the scene and get 3-4 meters away from the door. When you are closer to the door, the song plays normally
- In the Empire Arms hotel in Downtown, the button "6" in the elevator has a buggy mesh. When you press the button some minor clipping occurs, unlike the nearby "5" button
- On St.Monica's beach, the idle voiceline sound "Where did you go Lilly?" of thin-blood E still plays even after Lilly was successfully delivered to him

Good karma+2 votes
Lanjane
Lanjane - - 358 comments @ Barbarian Empires Extras

Updated Barbarian Empires Extras to 1.5

HL: added Simplified Recruitment submod by BLS Discord (likely incompatible with other submods)
- changed the recruitment system to vanilla-like, no more requirements or recruitment buildings
- halved all merc costs
- every merc is available in turn 1 in campaign
- the max number of mercs for some regions is increased: some regions will have at least 2 max merc light cav and 4 merc barbarian spearmen and 2 merc archers
- a separate file added with reduced costs and amount of turns for buildings and removed some tax income penlaties for a bunch of buildings

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires Extras

Updated Barbarian Empires Extras to 1.4

- HL: Added Better Road Generation edited campaign by Arivus (as a provincial campaign, doesn't overwrite original files)
- HL: Added "items" folder which prevents rare random crash during sieges
- HL: Added Economy fix (removes OP income bonuses for mid/late game) combined with Excess units crash fix

Good karma+2 votes
Lanjane
Lanjane - - 358 comments @ Lanjane's Barbarian Empires

Hello and thank you for the feedback!
Yeah there are certainly some oversights like that, the mod's areas of recruitment are too complex to be managed effectively when you develop them alone. The Remastered version of Barbarian Empires, though, has a much simpler and intuitive solution, hope you try it one day too and say your opinion

Good karma+2 votes
Lanjane
Lanjane - - 358 comments @ Barbarian Empires Extras

Added Visible region borders tweak for Hellenistic Legacy 1.5.3 by d1sco_s4tan

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Lanjane's Barbarian Empires

Спасибо!

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

Thank you very much for help!
I've fixed the Arab trigger in the dev version a while ago, but never released the fix because I made extensive changes to the traits file and eventually got into a development hell with this particular file.
Join the RTW Community Discord server, I'll be soon releasing a Rome Remastered version of this mod.
Here's the invite: Discord.com

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

Thank you for the correction!
The missing climate blocks technically aren't a critical issue, because if the game can't recognize the RGB color in map_climates.tga, it uses the "climate default" entry from descr_climates.txt

Good karma+2 votes
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

I guess you can swap the campaign trees while keeping the battle vegetation if you copy data/aerial_map/trees and data/aerial_map/tree_models to NL_2/ folder and edit your NL_2/data/descr_climates.txt file accordingly: you need to keep battle vegetation lines from the original NL_2/data/descr_climates.txt, but the "strategy" lines, you need to replace with the corresponding lines from the descr_climates provided in the Vanilla Vegetation pack. So in the end you will get some sort of a combined file content.

Good karma+2 votes
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

Hello! I'm sorry, I have no idea. I have never experienced such a bug myself

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

Hello! Thank you for the kind words and for reporting the bugs!
There's an optional download for laptops and low-end PCs, which reverts the vanilla vegetation both on battlemap and stratmap, it works for either Barbarian Empires or Hellenistic Legacy: Moddb.com

The Arab trait is a known issue, I managed to rewrite the traits completely since the 1.5.3 release but I will see what can I do to make a more focused small hotfix for this particular issue.

Good karma+2 votes
Lanjane
Lanjane - - 358 comments @ Lanjane's Barbarian Empires

Корабли можно, это текстовый файл descr_model_strat.txt, нужно блок адмиралов заменить на такой же блок из ванильного файла. А про караваны я даже не помню, что вообще менял их, настолько уже привык... Забавно.

Возможно, рост населения можно понерфить малой кровью, если убрать бонусы населения от линейки зданий по торговле зерном. Гляну, как появится время.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires Extras

Added alternative version of mod_0.pak with vanilla campaign map sea textures

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Lanjane's Barbarian Empires

Привет. Спасибо!
1. Готово (текстуры моря запакованы в пак mod_0.pak, я добавил альтернативный пак без этих текстур в Barbarian Empires Extras)
2. Надеюсь, что выложу когда-нибудь.
3. Это не так просто. Время строительства, баланс и рост населения в моде заточены под 2 хода в год.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

Community Fixes v13.
- Simplified brick interface for Romans and Goths to make interface more readable
- Corrected many typos in export_units.txt resulting in missing unit descriptions
- Corrected some typos in export_desc_buildings.txt
- Unlocked the lower noble Azat cavalry after Estates level 3 (previously they stopped being available)
- Remade pips for Arianism, Buddhism, Maniheism, Judaism to be more consistent with the rest pips
- Corrected alpha channel for Antes Horse Archers (now they match the UI)
- Improved sounds for warhorns using Barbarian Empires: Siege of the West sounds
- Improved Manuballistarii sounds using Medieval 1 TW crossbow sounds
- Fixed Road Side Inn bonuses to not overlap with the road bonuses
- Corrected the Road bonuses since they were using the values not properly recognized by the game

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ IBRR Community Fixes (WIP)

v13.
- Simplified brick interface for Romans and Goths to make interface more readable
- Corrected many typos in export_units.txt resulting in missing unit descriptions
- Corrected some typos in export_desc_buildings.txt
- Unlocked the lower noble Azat cavalry after Estates level 3 (previously they stopped being available)
- Remade pips for Arianism, Buddhism, Maniheism, Judaism to be more consistent with the rest pips
- Corrected alpha channel for Antes Horse Archers (now they match the UI)
- Improved sounds for warhorns using Barbarian Empires: Siege of the West sounds
- Improved Manuballistarii sounds using Medieval 1 TW crossbow sounds
- Fixed Road Side Inn bonuses to not overlap with the road bonuses
- Corrected the Road bonuses since they were using the values not properly recognized by the game

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

Hello! Yes I do, but no planned release dates so far.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ IBRR Community Fixes (WIP)

v12.
- Fixed a few crashes related to wrong sprite paths in DMB
- Fixed missing sprite for Tribal Fighters
- Fixed wrong city flags over the city gates in battle (now all factions should have the correct flags)- Fixed missing weapon for roman stratmap lesser general model
- Fixed broken texture for Antes Horse Archers (thanks Karakondzul for pointing out)
- Fixed missing description for Antes Horse Archers due to the typo in export_units.txt
- Fixed wrong placement of some stratmap resources resulting in trade not working (inaccessible tiles)
- Fixed placement of some stratmap resources resulting in clipping with city or port models

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

Regenerated sprites for all units to solve the corrupted sprites issue (transparent sprites) of original mod.
It is recommended to delete IBRR/data/sprites before applying this patch - to save some space (around 200 Mb)
Also fixed the crashes related to pseudo-mercenary units:
- abasgian warrior (Abasgian warrior)
- old warriors (Levy Spearmen (Jund))
- ostrogoth lancer (Greuthungi Lancers)
- sarmatian armoured lancer (Sarmatian Argaragantes)
- steppe heavy spearmen hun (Transoxanian Nomad Tribal Spearmen)
These units are not mercenaries, but the original devs used them as pseudo-mercenaries in descr_mercenaries file, resulting in game crashes when some factions hire these units.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ IBRR Community Fixes (WIP)

Regenerated sprites for all units to solve the corrupted sprites issue (transparent sprites) of original mod.
It is recommended to delete IBRR/data/sprites before applying this patch - to save some space (around 200 Mb)
Also fixed the crashes related to pseudo-mercenary units:
abasgian warrior (Abasgian warrior)
old warriors (Levy Spearmen (Jund))
ostrogoth lancer (Greuthungi Lancers)
sarmatian armoured lancer (Sarmatian Argaragantes)
steppe heavy spearmen hun (Transoxanian Nomad Tribal Spearmen)

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

Thank you very much!
I just noticed your message when uploading v9 fix. Will add this too, right away!

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

TODO:
- Fix for the remaining issues with the units having invisible sprites (will require remaking all sprites from scratch since there's no way to detect corrupt sprites)
- Fix the missing textures for non-mercenary units playing mercenary roles (I.e. Abasghian Warriors, Transoxanian Infantry etc.)

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

Merged MarcoAurelio82's fixes. Requires a new game to take effect

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Lanjane
Lanjane - - 358 comments @ IBRR Community Fixes (WIP)

14/07/2023
Merged MarcoAurelio82's fixes. Requires a new game to take effect

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Barbarian Empires: Hellenistic Legacy

Thank you for the kind words!
The mod was designed to play battles on Hard, not harder! Very Hard is a broken difficulty because AI troops get hidden bonus +7 to attack and morale which is ridiculously OP. While Hard gives healthy +3 bonus which is reasonable challenge.
The initial battles with Pyrrhus can be hard, but later on the game will be a breeze as Rome. The key to play against his army is to use your javelin throwers at their maximum potential, mowing down the phalanx as it is slow and vulnerable to missiles. Velites and Italic Peltasts, as well as any Slingers or Archers you can get, work best. Do not attack Pyrrhus right away from the first turn, let him come and attack you first. If you can, use the terrain to your advantage. Remember that unlike you, he cannot retrain his soldiers in Italy unless the proper infrastructure is constructed. So with every battle he loses his precious phalangitai, elite cavalry and elephants — none of those losses he can replenish until later in the game.

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

The invite to our RTW Discord is literally in the mod description - Discord.com
And yes of course I will update the Community Fixes further with more edits!

Good karma+1 vote
Lanjane
Lanjane - - 358 comments @ Invasio Barbarorum: Ruina Romae

Why you still are not in our RTW Community Discord? There are a lot of goodies and mod updates previews there.

Good karma+1 vote