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Thread: KGCM + HHB Frequently Asked Questions

  1. #61

    Default Re: FAQ: Frequently Asked Questions

    Dave;

    Thanks for the reply. Regarding the Gunpowder event, I don't
    think Gunpowder/cannonades were used much before 1325.
    So I was thinking about the Gunpowder event circa about 1360 A.D.

    Here is a link: http://riv.co.nz/rnza/hist/gun/firstgun.htm

    P.S. I tried SS 6.1 and other mods but I keep coming back to this
    one. I FEEL THIS IS THE BEST MOD OUT THERE. Why doen't this mod
    get the recognition like other mods like Stainless Steel?

  2. #62

    Default Re: FAQ: Frequently Asked Questions

    P.S. I tried SS 6.1 and other mods but I keep coming back to this
    one. I FEEL THIS IS THE BEST MOD OUT THERE. Why doen't this mod
    get the recognition like other mods like Stainless Steel?
    Forum snobbery thats what it is. I simply dont have the same social status around here as other modders do. Before I made KGCM I was a nobody, and despite all of my hard work for over a year now my mod still never gets a mention on this forum. Look outside this sub forum and you will not find one mention of KGCM anywhere. According to some people who run this forum there are only 5 mods for M2TW. Stainless Steal, Broken Cresent, Pro Deo Et Rege, Deus lo Vult, Darthmod 1.4C. Now if Lusted was to have created this mod.. you can imagine the coverage that it would recieve. KGCM wont even make the vote at the end of the year for best mod, even though its been very popular and well liked by most people. Because nobody respects my work but my fans.

    Dave
    Last edited by Dave Scarface; December 07, 2008 at 05:46 PM.

  3. #63

    Default Re: FAQ: Frequently Asked Questions

    Yeah, well, we respect you Dave. Don't listen to those foolish snobs and keep up the good work!

  4. #64

    Default Re: FAQ: Frequently Asked Questions

    Quote Originally Posted by dave scarface View Post
    Forum snobbery thats what it is. I simply dont have the same social status around here as other modders do. Before I made KGCM I was a nobody, and despite all of my hard work for over a year now my mod still never gets a mention on this forum. Look outside this sub forum and you will not find one mention of KGCM anywhere. According to some people who run this forum there are only 5 mods for M2TW. Stainless Steal, Broken Cresent, Pro Deo Et Rege, Deus lo Vult, Darthmod 1.4C. Now if Lusted was to have created this mod.. you can imagine the coverage that it would recieve. KGCM wont even make the vote at the end of the year for best mod, even though its been very popular and well liked by most people. Because nobody respects me but my fans.

    Dave
    Well, for what it's worth, this is the ONLY mod that has appealed to me, to the extent where I am now prepared to overwrite my own mod with this one. Just keep up the good work and you will find your reputation on the forum will be as good as any other mod creator... in my view anyway.

    Just a thought, but to test this theory, why don't you enable your rep?

    Oh yeah, forgot to ask, will the other campaigns work with this mod installed? (i.e. crusades, teutonic, imperial etc?)
    Last edited by verena xeventus; October 19, 2008 at 11:26 AM.
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  5. #65

    Default Re: FAQ: Frequently Asked Questions

    i have a question
    when the ai conquers a settlement which has a garrison script, do they have the script in this city too or do the scripts only work for the faction who had the settlement at the beginning of the campaign?

  6. #66
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    Default Re: FAQ: Frequently Asked Questions

    ...the scripts only work for the faction who had the settlement at the beginning of the campaign?
    Yes.

    This download marks all garrison script settlements with an asterisk in their names on the strat-map.
    Replace this with the old one located in ...
    x:\Medieval 2 Total War\mods\kingdoms_grand_campaign_mod\data\text
    Make a backup of the old one.
    Take effect only with a new started campaign.
    For KGCM 3.6 only!
    Last edited by Userpro; December 24, 2008 at 09:01 AM.
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  7. #67
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    Default Re: FAQ: Frequently Asked Questions

    Glad to serve you with my uploads
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  8. #68

    Default Re: FAQ: Frequently Asked Questions

    Thanks very much userprobe! I am always grateful for the contributions you make

    Dave

  9. #69
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: FAQ: Frequently Asked Questions

    Thanks very much userprobe! I am always grateful for the contributions you make
    Dave
    You know exactly, that my disappointment is again some really grateless Users arround here , but for sure not again you!
    Last edited by Userpro; October 24, 2008 at 05:10 PM.
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  10. #70

    Default Re: FAQ: Frequently Asked Questions

    of course thy for your aid userprobe
    i must admit that i sometimes need the hint for saying that although it's of course unfriendly
    btw one more thing, does anybody know how to avoid that generals get winning first after their first battles. mine get this almost always after their first or second battle. i think that it must have something to do either with the usage of bows/crossbows/guns (not knight-style) or the total kills at the end of the battle or maybe with both. in my opinion it has nothing to do with the prisinors you take because in the last battle a general of mine received winning first i only had taken 12 prisionors. or arn't you "allowed" to use your general in battle because its not noble when he kills enemies ? :hmmm:

    edit: found the answer myself
    a very stupid thing i must say but i won't change it per *cheat*
    look here post 8 http://www.twcenter.net/forums/showt...light=chivalry
    Last edited by Gajus Flaminius; October 26, 2008 at 11:57 AM.

  11. #71

    Default Re: FAQ: Frequently Asked Questions

    Duplicate post deleted.

  12. #72

    Default Re: FAQ: Frequently Asked Questions

    I play this mod for a few weeks and it's great thanks for the team who create it.now i have a question:the pikemen are aviable to recruit just after the gunpowder event.how can i change this and make them aviable from the beginning because i think that is more historical accurate.please answer me if is a way to solve this problem.
    Thank you.

    PS.Excuse my bad english.

  13. #73

    Default Re: FAQ: Frequently Asked Questions

    I play this mod for a few weeks and it's great thanks for the team who create it.now i have a question:the pikemen are aviable to recruit just after the gunpowder event.how can i change this and make them aviable from the beginning because i think that is more historical accurate.please answer me if is a way to solve this problem.
    Thank you.
    Look in the SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data folder for the export_descr_buildings.txt. Open it with notepad, in the upper right toll bar click on edit, then select find. Now type in pike and click the find next button. This below is the first pikemen entry you will find below.

    recruit_pool "Pike Militia" 1 0.4 3 0 requires factions { france, hre, spain, portugal, milan, venice, papal_states, sicily, ireland, } and event_counter gunpowder_discovered 1

    delete and event_counter gunpowder_discovered 1 from the end of that line. When finished with the find box still open click find next again, repeat until you have done every last pikemen unit. Pikes will now be recruitable at the building levels they are set to without the gunpowder event. If you want you can move these units to an earlier building level to make them available at the start. But before you carry these changes out I must warn you to back up the export_descr_buildings.txt to somewhere.

    PS.Excuse my bad english.
    No problem mate, I understood your english perfectly.

    Dave

  14. #74

    Default Re: FAQ: Frequently Asked Questions

    Thank you very much dave.i made those modifications and it works.

  15. #75

    Default Re: FAQ: Frequently Asked Questions

    Another question.Is there a way to add a unit to a faction roster?i mean i want to allow ireland to recruit Saethwyr.Is this posible and if it is how?

  16. #76

    Default Re: FAQ: Frequently Asked Questions

    Another question.Is there a way to add a unit to a faction roster?i mean i want to allow ireland to recruit Saethwyr.Is this posible and if it is how?
    Thats a more complex question. You would need to add Saethwyr to irish ownership in the MODELDB file and then the EDU and EDB. If you don't do it right the mod will fail to start up. So backup all of these files first.

    Dave

  17. #77

    Default Re: FAQ: Frequently Asked Questions

    I have found the EDU and EDB files but i don't know what and where is the MODELDB file.can you tell me where is it?And what i should modify?

  18. #78

    Default Re: FAQ: Frequently Asked Questions

    I think there is a very important detail about the mod that should be mentioned in the FAQ.

    The mod's size!

    When I unpacked the game I used up most of my hard drive space. I downloaded the mod, and then found I didn't have enough space to install it. I had to abort the installation.

    I didn't know how much space I needed to free up! I searched everywhere on the forum to try and figure out the size of the mod (v3) once it is installed.

    To save others from my troubles here is the information:

    The Kingdoms Grand Campaign Mod .exe file = 689 MB
    KGCM, V 3.0, installed = 2.51 GB

    The 3.7 patch .exe file = 124 MB
    The 3.7 patch, once installed, makes the total size of the mod = 2.64 GB


    I recommend burning a CD with the .exe files on it so you can delete it from your hard drive to free up room for the install if you are running out of space.
    That's easy to do when you have a bunch of mods installed and the game unpacked!

  19. #79
    Userpro's Avatar =RAE= HostedMod Creator
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    Default Re: FAQ: Frequently Asked Questions

    When installing patch 3.7, most of the previous 3.0 install will be overwritten. So the mod size remain near 2.7GB (installed). I suggest to make only a copy of the whole updated KGCM mod folder.
    Last edited by Userpro; January 01, 2009 at 04:22 PM.
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  20. #80

    Default Re: FAQ: Frequently Asked Questions

    @Wolf-Strike,

    Here is a short guide I posted up for someone else on another forum. This showed how to add a new unit in for Sicily.

    The problem with your mod not starting up is almost certainly with the MODELDB file. I hope you backed that up before modding it otherwise just reinstall the mod.

    Open up the MODELDB file and click on edit in the toolbar at the top, then select find. Type in 10 musketeers, this will take you straight to where we are going to add musketeers in for Sicily. We will copy the Portgual model because it is the closest colour.
    10 musketeers
    1
    4
    54 unit_models/_Units/RN_Light_Lmail/musketeers_lod0.mesh 121
    54 unit_models/_Units/RN_Light_Lmail/musketeers_lod1.mesh 900
    54 unit_models/_Units/RN_Light_Lmail/musketeers_lod2.mesh 2500
    54 unit_models/_Units/RN_Light_Lmail/musketeers_lod3.mesh 6400
    6
    5 spain
    71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_spain.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    40 unit_sprites/spain_Musketeers_sprite.spr
    8 portugal
    74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    43 unit_sprites/portugal_Musketeers_sprite.spr
    5 milan
    71 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_milan.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    40 unit_sprites/milan_Musketeers_sprite.spr
    6 venice
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_venice.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    41 unit_sprites/venice_Musketeers_sprite.spr
    6 france
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_france.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    40 unit_sprites/spain_Musketeers_sprite.spr
    7 england
    73 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_england.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    42 unit_sprites/england_Musketeers_sprite.spr
    6
    5 spain
    67 unit_models/AttachmentSets/Final European CB Gun_spain_diff.texture
    67 unit_models/AttachmentSets/Final European CB Gun_spain_norm.texture
    0
    8 portugal
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture
    0
    5 milan
    67 unit_models/AttachmentSets/Final European CB Gun_milan_diff.texture
    67 unit_models/AttachmentSets/Final European CB Gun_milan_norm.texture
    0
    6 venice
    68 unit_models/AttachmentSets/Final European CB Gun_venice_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_venice_norm.texture
    0
    6 france
    68 unit_models/AttachmentSets/Final European CB Gun_france_diff.texture
    68 unit_models/AttachmentSets/Final European CB Gun_france_norm.texture
    0
    7 england
    69 unit_models/AttachmentSets/Final European CB Gun_england_diff.texture
    69 unit_models/AttachmentSets/Final European CB Gun_england_norm.texture 0
    1
    4 None
    16 MTW2_Fast_Musket
    20 MTW2_Non_Shield_Fast
    1
    19 MTW2_Musket_Primary
    1
    18 MTW2_Sword_Primary
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002
    Above 5 spain look at the number 6 delete it and type 7 then you must leave 1 space after it on the same line. Further down their is another 6 above 5 spain, change that to a 7 as well. We will now add Sicily to this unit model. Copy the text in red below england:

    7 england
    73 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_england.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    42 unit_sprites/england_Musketeers_sprite.spr
    6 sicily
    74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture
    43 unit_sprites/portugal_Musketeers_sprite.spr

    There must be 1 space left after each line or it wont work. Then add this in red below:

    7 england
    69 unit_models/AttachmentSets/Final European CB Gun_england_diff.texture
    69 unit_models/AttachmentSets/Final European CB Gun_england_norm.texture
    0
    6 sicily
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture
    0

    Note that there must be 2 spaces after the 0 here, save and exit. You should now have musteteers for Sicily working with textures
    Dave

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