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Thread: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

  1. #241
    Dogma75's Avatar Wimmer
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Is it hard to implement pictures in events Socal_infidel? If yes i could send some pics. But then there is again the copyright topic??!!


  2. #242
    MattHelm's Avatar Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Great mod so far - really enjoying it!

    But....it seems that the chap who oversees my coffers has been at the mead again. Whenever I get a large sum of money (loot, prisoners etc.) the numbers simply don't add up correctly. Say I should get 5k and change from looting a city, usually only about half of it makes it into my war chest.
    After taking Bologna and not being able to hold on to it I started razing most of the buildings in town for cash, only that for every 2nd building I burned money was actually deducted... Any ideas?

  3. #243
    numerosdecimus's Avatar Sōkō no yari
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Do you need any faction units changes, Would you preffer some changes for a more realistic variety of units?

  4. #244
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Just a quick update, folks. Sorry I haven't had time to properly respond to posts lately. Busy at work.

    Just wanted to let you know that, assuming all goes well, I'll be releasing v0.3 Beta tonight at some point. A list of some of the planned features:

    • Reworked the AoR Building System slightly - the City Hall line of buildings have been made culture-specific and are now available in castles as well. They are available upon completion of an Auxiliary Hall and allow for the recruitment of Governours/Generals. They are also a required step in order to build a faction's own line of Military Buildings.
    • Added Longbow event. England may now recruit Longbowmen after they have been exposed to Welsh Longbows when they take a Welsh province.
    • Added a few additional AoR Units - with more planned in the future.
    • Fixed event recruitment requirement for Order units - they are now available to recruit upon the Order Founded event.
    • Order Knights retain their order cloaks after upgrading them.
    • New Dismounted Order Models - correspond to their mounted counterparts with Teutonic Knights armed with maces
    • New Varjazi Axemen textures
    • New Mounted Sergeants upgrade model - equipped with kettle helm.
    • Western provinces in Asia Minor have been changed to allow Byzantium to recruit their Core Units there.
    • Additional balancing of units - e.g. decreasing charge bonus of all spear units
    • Various bug-fixes and economy tweaks
    • And more...
    • ...oh, possibly allowing the Missile Line of buildings to be built in cities, as well
    So there you have it...consider this a necessary step forward for this mod. I have more planned in the future, but I'm heading out of town for a four-day weekend and wanted to release what I have ready before I go.

    What's planned in the future? A taste of things to come:
    • Royal Titles for All Provinces - billydilly has allowed us to adapt his Heraldry Mod to this mod if he doesn't get around to it himself!
    • Possible Major Overhaul of the AoR Building System
    • New AoR Units.
    • New events and recruitment triggers
    • New traits
    • New buildings
    • A supply system inspired by the one recently released in the "Released Mods" forum
    • Genovese reskin
    • Optional inclusion of GrandViZ' Ultimate AI
    • DisGruntled Goat's Russian Reskin
    • Overall bug-fixing, balancing and other improvements!
    • Any suggestions from YOU!
    Cheers!
    Last edited by Socal_infidel; July 06, 2007 at 12:32 PM.

  5. #245
    Dogma75's Avatar Wimmer
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    eagerly awaiting launch of the new version

    is it savegame compatible?


  6. #246
    Pannon's Avatar Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Sounds great! Here the time is 21:00 so the update will arrive soon ;-)

  7. #247
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Dogma75 View Post
    eagerly awaiting launch of the new version

    is it savegame compatible?
    'fraid not. Between the new units, new building structures and Welsh Longbows event, new maps.rwm file, too many things changed!

    Now hurry up and conquer the world so you can try the latest!

    Quote Originally Posted by Pannon View Post
    Sounds great! Here the time is 21:00 so the update will arrive soon ;-)

    Hmmm...what country you in? It's only 3:20 here in the States.

  8. #248
    Pannon's Avatar Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Socal_infidel View Post
    Hmmm...what country you in? It's only 3:20 here in the States.
    Hungary...but no any horsearcher around here now

  9. #249
    carricanta's Avatar Movin´faster nowhere
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Great mod! Thanks

    But i´ve a bug when my troops fight against irish, scottish and prussian brigands. I play with the spaniards.

    Any solution?

    Anyway... what a poor warriors with the spanish in the early?

    THANKS!!!!

  10. #250
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by carricanta View Post
    Great mod! Thanks

    But i´ve a bug when my troops fight against irish, scottish and prussian brigands. I play with the spaniards.

    Any solution?

    Anyway... what a poor warriors with the spanish in the early?

    THANKS!!!!
    Please explain the bug you've encountered in more detail and I'll see what I can do about it.

    Oh, and the Spanish infantry is pretty weak early game...but those Jinetes are fine-troops!

  11. #251
    Battlehawk's Avatar Murakawa
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    I would like to note that this Mod by far is my favorite, as soon as you get the titles put in for the various settlements I will be elated and will keep to this mod permanently, except when I am bored and don't want to wait for gunpowder and will play SV. I love it for its realism.

    I also have fallen in love with mass armies of Welshmen, spears and longbows, in my England campaign, as they are better than early English armies.

    I do recall one issue now though, two out of three of the kings son's rebelled, including the heir, who kept the "Rebel!" trait into his kingship, this is probably an issue from BBB though, just a note however.

  12. #252
    Icefrisco's Avatar Ronin
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    So i guess I shouldnt start a new campaign....

    Anyway, i wanted to say that I am really happy that this mod makes the game better rather then focusing on adding new useless factions! I cant wait for the new longbowmen script!

  13. #253
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    v0.3A has been released!

    Note! I will be out-of-town (Nantucket) until Tuesday, but will respond to any/all comments upon my return!

    Cheers!

  14. #254
    Derfel's Avatar Ikko-Ikki
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Whopass mod - I have waited for it a loong time...

    Will test out the Venetians for a change.

    Happy gaming

  15. #255
    USTAS's Avatar Sukauto
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    An update version appeared mod, it fine.

    Can return an artillery and increase a price on it?

  16. #256
    Wimmer
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    great release, been waiting for this one
    much props

  17. #257
    Champlain's Avatar Ikko-Ikki
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Hello Infidel I hope you enjoyed your trip. After downloading the old version ( I would suggest a forum clean up) I uninstalled 0.2a and installed 0.3a. Unfortunately it crashes to desktop after loaded the campaign ie. pick faction, hit start, watch faction video, wait for load bar to fill, when full *BOOM*. My version is patched and English. I have attached the logfile. Hope it helps!
    p.s I have left some comments in the old bug thread for the last version about difficulties with English settlements not being recognized because of naming, if that was a known problem then don't bother.
    p.p.s The file wouldn't load so I pasted the last 20 lines.
    p.p.p.s I have tried with two different factions England and Scotland.
    Cheers! Andrew Marcinov
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4540 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4549 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4558 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4567 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4576 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4585 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4594 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4603 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <monitor_event> at line 4612 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:16.671 [game.script.exec] [trace] exec <wait_monitors> at line 4622 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.078 [game.script.exec] [trace] exec <suspend_unscripted_advice> at line 2576 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.078 [game.script.exec] [trace] exec <inhibit_camera_input> at line 2577 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.093 [game.script.exec] [trace] exec <hide_ui> at line 2578 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.093 [game.script.exec] [trace] exec <disable_movie_view> at line 2579 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.093 [game.script.exec] [trace] exec <disable_save> at line 2580 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.093 [game.script.exec] [trace] exec <advance_advice_thread> at line 2582 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.093 [game.script.exec] [trace] exec <campaign_wait> at line 2583 in PDER_v.0.3A_Beta/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:17:17.109 [game.script.timer.strat] [trace] Strat timer start 0.10, line number 2583
    01:17:17.171 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    01:17:17.171 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    01:17:17.515 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Ignore the post I found the error! Be careful modifying the unit descript!!
    Last edited by Champlain; July 08, 2007 at 01:20 PM. Reason: Found the error

  18. #258
    Murakawa
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    First of all, i like your mod and thanks for doing it. I have played 2 games now and i especially like the composition of armies the AI is fighting with. Missile, infantry and quite some cavalry(mostly light though), well balanced.

    IMO the cavalry is underpowered for its recruit and upkeep cost. Especially light cavalry is pretty useless right now. But heavy cav isn't really much better. I use them for catching broken units or split from the pack missile units. The AI is using the horses for running into my spears and i think it is loosing 100 horses while i loose 2 men.

    In reality, even the light cavalry would have a devastating charge, because of the horses. If I imagine some horses running in a line of men at full speed I see them flying around by just getting hit by the horse or jumping out its movement path.

    I tried adding "launching, area, ap" once to the primary attack of horses. Same as the elephant units have. This made the charge look more real. Maybe you give it a try and see how nice it is.
    - launching means target can be thrown through the air
    - area is for effecting more then one person
    - ap is armor piercing.
    The charge also got deeper in enemy lines that way. I know, it sounds like Superhorses, but it is not. It is really just a little tweak, give it a try.
    But still wouldn't be enough for the horses to be worth their price in your mod.

    I once encountered a horse in real life while mountaineering with a friend in the austrian alps. We were on a path with quite some km of sight and there was a young, really big horse nearby. Not one of those, eating grass and not moving horses. It ran around like crazy, made some jumps in between and really scared the **** out of me. The longest path in my life i guess. Luckily, it didn't get interested in us. So, IMO a horse really can become a killing machine if trained right and without a fence between you and it.

    Anyway, great mod so far.
    Last edited by jedermann; July 08, 2007 at 04:47 AM.

  19. #259
    Murakawa
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Great mod!
    The absolute best, continue the good work

    I have had a problem with the "lesser factions" winning the game on turn 1!
    Also in the first couple of turn the pope moves out of rome and the city rebels against him and he is killed. I have seen it three times playing as sicily. And if I take the city from the rebels and build a abbey it finishes a cathedral instead!
    Btw I play patched 1.2 english version..

    Animal

  20. #260
    carricanta's Avatar Movin´faster nowhere
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    Default Re: **PRO DEO ET REGE v0.2A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Socal_infidel View Post
    UPDATE
    WELSH LONGBOW EVENT



    DYNAMIC RECRUITMENT OF LONGBOWMEN:
    Thanks to feedback received in this forum, I have added a new event for Welsh Longbows. Basically, what this means is that rather than wait for a rigid date requirement for the recruitment of English Longbows (which mirrored when they were integrated in the English Army historically), an English player can now recruit Longbowmen immediately upon taking a Welsh province! Provided the proper building is constructed, of course!

    I feel this is a better way of dealing with the recruitment of Longbowmen as it makes sense that the English would start using them (as they did in real-life) once they encounter them.

    Cheers all!
    Only for the english faction? I think that if the french ( or anoter faction) conquer a town from Wales (Cymru) they could recruit the longbows
    Could you change it?
    Thanks a lot

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