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

  1. #321
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by ENSAIS View Post
    Hi Socal_infidel,
    I was out on vacation for a while. D'ld the latest... but no script for England for longbows...

    Just wondering if maybe I did something wrong.

    Looking forward to the next version. Thanks for all the hard work.

    ENSAIS
    Welcome back, ENSAIS! Hope you had a pleasant vacation!

    I just checked and it should be working. Basically, once you take Welsh province you should get an event pop-up that informs you that English soldiers report that men in Wales fight with bows nearly as tall as they!

    This should then unlock the Longbowmen recruitment pool for England. But you need to have a Practice Range to recruit them (England starts out with only a Bowyer in Nottingham as the higest-level Range). Alsol, it seems if you already have a practice range built in any settlement at the time you get the Longbow event, you have to wait until the next turn to recruit them.

    Thanks! I'm looking forward to the next release, too!

    If you haven't already added billydilly's Heraldry mod for PDER, then do so! But that will be included as standard with the next version.

    To free up building slots (as 128 is the limit, and I'm at 127), I'm thinking about consolidating the Castle and City barracks into one. But the catch is, the Knights and their sergeants (mounted and dismounted) will require a separate building for all the factions with them. And this will be castle-only.

    1) There's actually not that many fantastic units that will now be available in cities too, once you take the Knights and their Retainers out of the pool.

    2) You'll still need castles if you want Knights and you're playing a Western faction.

    3) You'll still need castles as a non-Western faction if you want to be able to recruit a large-scale invasion force relatively quickly, as castles will have more recruitment slots available than cities.

    Oh, and also! I've found someone willing to help out with the Graphical Design aspects of the mod - a fellow by the name of Tanmos! I'm really excited to have him onboard, as some of the graphical aspects of this game are still rough-around the edges! And I haven't had the time to really devote myself to them!

    He's still working on on putting the finishing touches on it! But Tanmos should have a logo for Pro Deo et Rege out sometime soon! You'll also be able to add it to your signature if you'd like!

    Also, Pope_Fred_I has agreed to help out with some of the historical research and act as a beta tester to help out with balancing and bugs! He'd have probably helped me realize that I left a piece of code in the EDB that doesn't allow you to build small churches in cities!

    Which reminds me, if you haven't already done so, go to the first post in the Bug Reports Thread and download the corrected EDB!

    Cheers! And let me know if you're still having problems with Longbowmen!

  2. #322
    ENSAIS's Avatar Yoda
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    My only problem was that I was an idiot and did not uninstall 0.2B first. The splash screen should have been my first clue. But now it is indeed working. Thanks again!

  3. #323
    aduellist's Avatar Push the button Max!
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Just a quick note. I'm greatly enjoying my current campaign as Genoa. Central position translates to lots of enemies! I'm currently at war with the French, Germans, Sicilians and Moors. Great fun!

    Anywhoo, my question/suggestion involves the "stone castles invented" event. Since several settlements start with stone castles or stone city walls, would it be possible to trigger the event if you own any of these? In other words, trigger the "stone walls" event much like the way the longbow event is triggered.
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  4. #324
    Cromagnon2's Avatar Kihei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    OK, just started a campaign with Byzantium and I like allot of things you have done for exemple: new units and notifaction for a new princes.
    A minus is the aboundance of generals I have now, I control 26 provinces and have 32 generals. Above that each year I have a candidate for adoption wich i have to refuse.
    I suggest to lower their number considerably and only make them recruitable on a later stage with a millitary academie for example.
    I very much prefered a handfull of generals wich I get to know better, plus smaller armies with captains that fight for promotion and some towns on automanage.
    Also I have a couple of generals with zero loyalty i sent outside leading an army, but they don't rebel, is this feature removed from the game? Hope not.

    edit:

    3) You'll still need castles as a non-Western faction if you want to be able to recruit a large-scale invasion force relatively quickly, as castles will have more recruitment slots available than cities.
    Hm, i dont think that will be a big advatage, not after one owns a couple of provinces.

    Sofar this critical note,

    Keep it up!
    Last edited by Cromagnon2; July 18, 2007 at 07:38 PM.

  5. #325
    ENSAIS's Avatar Yoda
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Cromagnon2,
    the positive side to saying "no" to all those adoption offers is that your own family tree (which an rpger like myself finds to be a really fun element) will breed like rabbits... Nothing like having royal family with some heirs (rather than a bunch of infertile newts).
    The generals are necessary at start-game so that you dont have mass defection, and so the player wont run over non-general led cities. But I usually take all mine, form an army of 5 or so, and attack rebel stuff until I kill em off (suicide style). Works for me. Then I can play family-generals only.

  6. #326
    izanagi11's Avatar Shashu
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Socal_infidel View Post

    To free up building slots (as 128 is the limit, and I'm at 127), I'm thinking about consolidating the Castle and City barracks into one. But the catch is, the Knights and their sergeants (mounted and dismounted) will require a separate building for all the factions with them. And this will be castle-only.

    1) There's actually not that many fantastic units that will now be available in cities too, once you take the Knights and their Retainers out of the pool.

    2) You'll still need castles if you want Knights and you're playing a Western faction.

    3) You'll still need castles as a non-Western faction if you want to be able to recruit a large-scale invasion force relatively quickly, as castles will have more recruitment slots available than cities.

    Oh, and also! I've found someone willing to help out with the Graphical Design aspects of the mod - a fellow by the name of Tanmos! I'm really excited to have him onboard, as some of the graphical aspects of this game are still rough-around the edges! And I haven't had the time to really devote myself to them!

    He's still working on on putting the finishing touches on it! But Tanmos should have a logo for Pro Deo et Rege out sometime soon! You'll also be able to add it to your signature if you'd like!

    Also, Pope_Fred_I has agreed to help out with some of the historical research and act as a beta tester to help out with balancing and bugs! He'd have probably helped me realize that I left a piece of code in the EDB that doesn't allow you to build small churches in cities!

    Sounds similar to my favorite RTW2 mod: Imperator. It is good to hear you finally got some help. I'll be waiting . Your mod is one of the few I have gotten bored after 150+ turns.

  7. #327
    CtrlAltDe1337's Avatar Ronin
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    I like having non-family generals...its like having the nobles of the land instead of just your King's brothers and uncles as the nobility.


  8. #328
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    every time i try to get this mod to work, I just get a CTD as soon as I run the BAT file. I've got the right version of MTW, unmodded.DOn't know what's causing it.
    Senator Lucius Artorius Cato (34)

  9. #329
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Lord Kal View Post
    every time i try to get this mod to work, I just get a CTD as soon as I run the BAT file. I've got the right version of MTW, unmodded.DOn't know what's causing it.
    Hmm...Are you sure you've updated to the 1.2 Patch? Sarnéac was having a similar problem earlier and it was because he had only 1.1. installed...

    Let me also ask you a few other questions:

    1] English or non-english version?

    2] Are you running v0.3A of my mod?

    3] If you played a prior version of my mod, did you uninstall the old version and do a fresh installation of 0.3A?

    4] Is your installation to a different directory than C:\Program Files\SEGA\Medieval II Total War?

    5] Could you try starting it up again and attaching your PDER.system.log.txt file? It's in your Medieval II Total War\logs folder. Or paste the last few lines from it here.

    thanks!

  10. #330
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Socal_infidel View Post
    Hmm...Are you sure you've updated to the 1.2 Patch? Sarnéac was having a similar problem earlier and it was because he had only 1.1. installed...

    Let me also ask you a few other questions:

    1] English or non-english version?

    2] Are you running v0.3A of my mod?

    3] If you played a prior version of my mod, did you uninstall the old version and do a fresh installation of 0.3A?

    4] Is your installation to a different directory than C:\Program Files\SEGA\Medieval II Total War?

    5] Could you try starting it up again and attaching your PDER.system.log.txt file? It's in your Medieval II Total War\logs folder. Or paste the last few lines from it here.

    thanks!
    english, 0.3A, Yes, that didn't work either but I uninstalled it and did a fresh install of 0.3A, my directory is the default one you said, and the last few lines state:

    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GiveSettlement
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GeneralPrisonersRansomedCaptor
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event Disaster
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event RefuseBribe
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event DiplomaticStandingPanelOpen
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event CharacterNearHeretic
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event CrusadeCalled
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event AddedToBuildingQueue
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GeneralTakesCrusadeTarget
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event AgentCreated
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event RequestTrainingAdvice
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event Transgression
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event CapturedCharacterReleased
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event HireMercenaries
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event SufferMarriageAttempt
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event BattleWinningPlaza
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GeneralPrisonersRansomedCaptive
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event PreBattleScrollAdviceRequested
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event MultiTurnMove
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event MessageClosed
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event BrotherAdopted
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event Demeanour
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event AcquisitionMission
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event ObjSeen
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event IncomingMessage
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event EventCounter
    13:12:10.414 [system.io] [info] exists: missing PDER_v.0.3A_Beta/preferences/player.txt
    Senator Lucius Artorius Cato (34)

  11. #331
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Lord Kal View Post
    english, 0.3A, Yes, that didn't work either but I uninstalled it and did a fresh install of 0.3A, my directory is the default one you said, and the last few lines state:

    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GiveSettlement
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GeneralPrisonersRansomedCaptor
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event Disaster
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event RefuseBribe
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event DiplomaticStandingPanelOpen
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event CharacterNearHeretic
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event CrusadeCalled
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event AddedToBuildingQueue
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GeneralTakesCrusadeTarget
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event AgentCreated
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event RequestTrainingAdvice
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event Transgression
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event CapturedCharacterReleased
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event HireMercenaries
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event SufferMarriageAttempt
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event BattleWinningPlaza
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event GeneralPrisonersRansomedCaptive
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event PreBattleScrollAdviceRequested
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event MultiTurnMove
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event MessageClosed
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event BrotherAdopted
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event Demeanour
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event AcquisitionMission
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event ObjSeen
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event IncomingMessage
    13:12:10.414 [game.script.trigger] [info] 000 triggers tested by event EventCounter
    13:12:10.414 [system.io] [info] exists: missing PDER_v.0.3A_Beta/preferences/player.txt
    And you're sure you've updated to Patch 1.2. Forgive me for asking again, just want to make sure.

    And have you ever had any mods installed that changed something in the vanilla folders?

  12. #332
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    here's the complete file. i tried putting the player.txt from the normal directory in there and the same happened.
    Attached Files Attached Files
    Senator Lucius Artorius Cato (34)

  13. #333
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    i'm sure i have patch 1.2. i have other mods that require patch 1.2 and an unmodded vanilla file that work perfectly.
    Senator Lucius Artorius Cato (34)

  14. #334
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Lord Kal View Post
    i'm sure i have patch 1.2. i have other mods that require patch 1.2 and an unmodded vanilla file that work perfectly.
    Okay, do me a favor - open up the batch file and post what's written in it

  15. #335
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    batch file?
    Senator Lucius Artorius Cato (34)

  16. #336
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Ah, nevermind. Just had a looksy in the full system.log.

    Looks like something's wrong with the version you downloaded. This part in particular looks wonky:

    Code:
    13:22:27.071 [script.err] [error] Script Error in PDER_v.0.3A_Beta/data/descr_mount.txt, at line 148, column 1
    Could not find battle model for mount 'Mount_Mailed_Horse_tt'.
    13:22:27.071 [script.err] [error] Script Error in PDER_v.0.3A_Beta/data/descr_mount.txt, at line 163, column 1
    Could not find battle model for mount 'Mount_Mailed_Horse_tp'.
    13:22:27.071 [script.err] [error] Script Error in PDER_v.0.3A_Beta/data/descr_mount.txt, at line 178, column 1
    Could not find battle model for mount 'Mount_Mailed_Horse_s'.
    13:22:27.071 [script.err] [error] Script Error in PDER_v.0.3A_Beta/data/descr_mount.txt, at line 193, column 1
    Could not find battle model for mount 'Mount_Mailed_Horse_h'.
    Those mounts are for the new Order Knights barding. For some reason, your battle_models file is screwy.

    I'm going to attach my battle_models file which I just tested. If that doesn't do it, then I would recommend downloading it again and reinstalling.

    Edit - files to big to attach and can't upload .rar files!To FileFront it is then...

    Edit II - And FileFront has no available upload servers at the moment...I'll upload it once FileFront is back up and running. In the meantime mate, I'm off to work!

    Edit III - Ah hell, here it is on Megaupload!
    Last edited by Socal_infidel; July 20, 2007 at 07:47 AM.

  17. #337
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    thanks much!
    Senator Lucius Artorius Cato (34)

  18. #338
    Shuei
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    well, it still doesn't work. i'm gonna reinstall the 1.2 patch
    Senator Lucius Artorius Cato (34)

  19. #339
    Socal_infidel's Avatar PDER Piper
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Quote Originally Posted by Lord Kal View Post
    well, it still doesn't work. i'm gonna reinstall the 1.2 patch
    Sorry to hear that. I would recommend downloading my mod again, too. Sounds like maybe something went wrong with the download/installation last time. 'Cause you should have the right battle_models file with those mounts in it.

  20. #340
    billydilly's Avatar Sōkō yumi
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    Default Re: **PRO DEO ET REGE v0.3A BETA FEEDBACK AND DISCUSSIOn**

    Hi,

    Just wanted to let you know that my game works perfectly. I'm having the thoughest campaign as Sicily EVER! I've been excommunicated, I'm at war with every Christian faction except England and my allies Hungary. I can only afford to retrain a couple of units per turn, but it is great.

    But the good thing is I have taken most of Italy, just missing Venice, Bologna and Genoa. Yes I have Rome I killed the Pope

    Minor problems:
    Is there a problem with the mines in southern Italy? They have +0 income.
    Also are cities suppoesd to produce Muslim Archers?

    And I might have forgotten an ancillary for Napoli.

    BD
    TOTAL WAR ROME II

    CPU: AMD Phenom II Quadcore @ 3.2Ghz
    Motherboard: Gigabyte 870A-UD3
    RAM: Kingston, 4Gb DDR3 @ 1333
    Harddrive: Western Digital 500Gb, 7200rpm.
    Graphics: ATI Radeon HD 5770 (1GB)

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