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Thread: KGCM Patch 4.2 + KGCM Patch 4.3 Download Thread

  1. #161

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    It has come to my attention that some submods for KGCM may be causing issues with patch 4.1 if they are not up to date. If you find the mod is not functioning properly please uninstall 4.1 and 3.0. Then delete the kingdoms_grand_campaign_mod folder so that any left over files are deleted. Then reinstall version 3.0 and 4.1 and they will work as intended.

    Dave

  2. #162

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Ok so I finally got 4.1 to work with no sound so eventually I give up and uninstall with the idea to go back to it later and re download however before I do I play MTW2 the actual game then the sound doesn't work there all I here is a small sound of thunder at the main menu and I can here all the cutscenes but thats it I need help bad When I tried to reinstall it It poped up with my old save and still didn't fix the sound for some reason I'm going to Try one more time to re install If It doesn't work I need any help I can get!

  3. #163

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    There was a fix around for a sound issue -- I think Dave added it to the latest 4.1 -- but follow what Dave said above and see if it works.

    Cheers,
    Derf.

  4. #164

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Update

    Good news for people who cannot download patch 4.1 from the megaupload link. I am now hosting the latest patch on mod.db.com. Follow this link for the alternative download to patch 4.1.

    Dave

  5. #165

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    hi Dave,
    first of all; thanks for the great effort for making the game - I've been playing since 3.0.

    4.1 - I'd played the Antioch faction as the 'Default' mode. It was great, but then I realize that as the game progresses (Barracks, Archery, Stable Upgraded Full), the choices of units are close to limited and the older units (like squires have to be disbanded cuz it can't be sent for retraining) - E.g. King's Stable for Antioch the knights of Eddesa removed so the same unit can't be retrained to replenish to it's original number. The 4.1 version does not seem to crash after I played till Turn 128.

    Then

    I tried to mod files like:
    kingdoms_grand_campaign_mod/data/export_descr_buildings
    kingdoms_grand_campaign_mod/data/export_descr_unit

    the buildings - to allow the 'tech trees' for every factions to still able to build their own unique units when their buildings are upgraded. e.g Mailed Knights, Chivariy Knights and even Scouts could still be trained in their own King's Stable.

    the units - mod the gun powder unit's damage to devastating +10

    After that Started a new game campaign different times with different factions, It seems that after turn 50+, the game keep crashes (game technical error and it exits to windows)
    I done a thoughtful check for possible mistakes (all were corrected) - the same error still remains.
    Then put up the original file for export_descr_unit back - same thing appears

    Is there more files required to change to allow the 'tech trees' for units to still be available when even the building (barrack, Archery, Stable) is fully upgraded?

    From what I've experienced, if there's an error in either export_units or export_buildings, the game will not even be executed

    *Below is a sample for export_buildings:

    kings_stables castle requires factions { scotland, denmark, hre, antioch, france, jerusalem, england, middle_eastern, eastern_european, greek, southern_european, ireland, teutonic_order, norway, wales, } and event_counter not_pagan_lithuania 1 and event_counter gunpowder_discovered 1
    {
    capability
    {
    recruit_pool "Demi Lancers" 1 0.4 2 0 requires factions { england, france, }
    recruit_pool "Conquistadores" 1 0.4 2 0 requires factions { spain, portugal, }
    recruit_pool "Christian Guard" 1 0.4 2 0 requires factions { moors, }
    recruit_pool "Mounted Calivermen" 1 0.4 2 0 requires factions { ireland, }
    recruit_pool "Reiters" 1 0.4 2 0 requires factions { hre, }
    recruit_pool "Condottieri" 1 0.4 2 1 requires factions { sicily, milan, }
    recruit_pool "Stradiots" 1 0.4 2 1 requires factions { venice, }
    recruit_pool "Broken Lances" 1 0.4 2 1 requires factions { papal_states, }
    recruit_pool "Teulu" 1 0.4 2 1 requires factions { wales, }
    recruit_pool "Granadine Lancers" 1 0.4 2 0 requires factions { moors, }
    recruit_pool "Archontopoulai" 1 0.4 2 0 requires factions { byzantium, }
    recruit_pool "Khassaki" 1 0.4 2 0 requires factions { egypt, }
    recruit_pool "Quapukulu" 1 0.4 2 0 requires factions { turks, }
    recruit_pool "Hussars" 1 0.4 2 0 requires factions { poland, hungary, }
    recruit_pool "Knights Templar" 1 0.34 2 1 requires factions { jerusalem, }
    recruit_pool "Knights Hospitaller" 1 0.34 2 1 requires factions { antioch, }
    recruit_pool "Mounted Crossbowmen" 1 0.4 2 0 requires factions { hre, denmark, spain, portugal, milan, venice, papal_states, sicily, teutonic_order, norway, }
    recruit_pool "Khan's Guard" 1 0.4 2 0 requires factions { mongols, timurids, }
    recruit_pool "Mongol Heavy Archers" 1 0.4 2 1 requires factions { mongols, timurids, }
    recruit_pool "Tartar Lancers" 1 0.4 2 0 requires factions { lithuania, russia, }
    recruit_pool "Svenner" 1 0.4 2 0 requires factions { denmark, norway, }
    recruit_pool "Sibyan al Khass" 1 0.4 2 0 requires factions { egypt, }
    recruit_pool "Mathrafal Horsemen" 1 0.25 2 0 requires factions { wales, }
    recruit_pool "Knechten" 1 0.25 2 0 requires factions { teutonic_order, }
    recruit_pool "Hobilars" 1 0.25 2 0 requires factions { england, }
    recruit_pool "iqta'dar" 1 0.34 2 0 requires factions { turks, }
    recruit_pool "Alan Light Cavalry" 1 0.25 2 0 requires factions { byzantium, }
    recruit_pool "Border Horse" 1 0.25 1 0 requires factions { scotland, }
    recruit_pool "Hobiguir" 1 0.25 1 0 requires factions { ireland, }
    recruit_pool "Mounted Sergeants" 1 0.25 2 0 requires factions { jerusalem, france, antioch, }
    recruit_pool "NE Late Bodyguard" 1 0.07 1 0 requires factions { england, scotland, france, hre, denmark, poland, hungary, jerusalem, antioch, ireland, norway, wales, }
    recruit_pool "SE Late Bodyguard" 1 0.07 1 0 requires factions { spain, portugal, milan, venice, papal_states, sicily, }
    recruit_pool "TO Late Bodyguard" 1 0.07 1 0 requires factions { teutonic_order, }
    recruit_pool "EE Late Bodyguard" 1 0.07 1 0 requires factions { russia, lithuania, }
    recruit_pool "Greek Bodyguard" 1 0.07 1 0 requires factions { byzantium, }
    recruit_pool "ME Late Bodyguard" 1 0.07 1 0 requires factions { moors, egypt, turks, }
    recruit_pool "Mongol Bodyguard" 1 0.07 1 0 requires factions { mongols, timurids, }
    recruit_pool "Kataphractoi" 1 0.4 2 0 requires factions { byzantium, }
    recruit_pool "Teulu Skirmishers" 1 0.4 2 1 requires factions { wales, }
    recruit_pool "Ritterbruder" 1 0.4 2 0 requires factions { teutonic_order, } and region_religion catholic 80
    recruit_pool "Chivalric Knights" 1 0.4 2 0 requires factions { france, spain, sicily, denmark, norway, }
    recruit_pool "Templar Confrere Knights" 1 0.34 1 0 requires factions { jerusalem, }
    recruit_pool "Famiglia Ducale" 1 0.4 2 0 requires factions { milan, }
    recruit_pool "Lancers" 1 0.34 2 0 requires factions { france, }
    recruit_pool "Gothic Knights" 1 0.4 2 0 requires factions { hre, }
    recruit_pool "Polish Guard" 1 0.4 2 0 requires factions { poland, }
    recruit_pool "Tsars Guard" 1 0.4 2 0 requires factions { russia, }
    recruit_pool "Vardariotai" 1 0.4 2 0 requires factions { byzantium, }
    recruit_pool "Royal Banderium" 1 0.4 2 0 requires factions { hungary, }
    recruit_pool "Royal Mamluks" 1 0.4 2 0 requires factions { egypt, }
    recruit_pool "L Chivalric Knights" 1 0.4 2 0 requires factions { lithuania, } and event_counter not_pagan_lithuania 1
    recruit_pool "English Knights" 1 0.4 2 0 requires factions { england, }
    recruit_pool "Knights of Tripoli" 1 0.34 2 0 requires factions { jerusalem, }
    recruit_pool "Knights of Edessa" 1 0.34 2 0 requires factions { antioch, }
    recruit_pool "Imperial Knights" 1 0.4 2 1 requires factions { hre, }
    recruit_pool "Feudal Knights" 1 0.4 2 1 requires factions { scotland, }
    recruit_pool "Portuguese Knights" 1 0.4 2 0 requires factions { portugal, }
    recruit_pool "Lords Retinue" 1 0.4 2 0 requires factions { ireland, }
    recruit_pool "Polish Knights" 1 0.4 2 0 requires factions { poland, }
    recruit_pool "Dvor Cavalry" 1 0.4 2 0 requires factions { russia, }
    recruit_pool "E Chivalric Knights" 1 0.4 2 0 requires factions { hungary, }
    recruit_pool "Mongol Heavy Lancers" 1 0.4 2 1 requires factions { mongols, timurids, }
    recruit_pool "Halbbruder" 1 0.4 2 1 requires factions { teutonic_order, } and region_religion catholic 70
    recruit_pool "Norman Knights" 1 0.34 2 1 requires factions { sicily, }
    recruit_pool "Druzhina" 1 0.34 2 1 requires factions { russia, }
    recruit_pool "Cossack Cavalry" 1 0.34 2 0 requires factions { russia, }
    recruit_pool "Dzukijan Horsemen" 1 0.4 2 1 requires factions { lithuania, }
    recruit_pool "Latinkon" 1 0.34 2 0 requires factions { byzantium, }
    recruit_pool "Granadine Jinetes" 1 0.4 2 0 requires factions { moors, }
    recruit_pool "Sipahis" 1 0.4 2 0 requires factions { turks, }
    recruit_pool "Ridire" 1 0.4 2 1 requires factions { ireland, }
    recruit_pool "Christ Knights" 1 0.34 2 1 requires factions { teutonic_order, } and region_religion catholic 70
    recruit_pool "Mailed Knights" 1 0.4 2 1 requires factions { wales, scotland, }
    recruit_pool "Huscarls" 1 0.34 2 1 requires factions { denmark, norway, }
    recruit_pool "Polish Nobles" 1 0.34 2 0 requires factions { poland, }
    recruit_pool "Boyar Sons" 1 0.34 2 0 requires factions { russia, }
    recruit_pool "Cuman Horse Archers" 1 0.4 2 0 requires factions { lithuania, }
    recruit_pool "Hungarian Nobles" 1 0.34 2 0 requires factions { hungary, }
    recruit_pool "Horseboys" 1 0.34 2 0 requires factions { ireland, }
    recruit_pool "Byzantine Cavalry" 1 0.34 2 0 requires factions { byzantium, }
    recruit_pool "Turkomans" 1 0.4 2 0 requires factions { timurids, }
    recruit_pool "Seljuk Auxiliary" 1 0.34 1 0 requires factions { antioch, }
    recruit_pool "Scouts" 1 0.25 1 0 requires factions { denmark, }
    recruit_pool "Jinetes" 1 0.25 1 0 requires factions { spain, portugal, }
    recruit_pool "Kazaks" 1 0.25 1 0 requires factions { russia, }
    recruit_pool "Magyar Cavalry" 1 0.25 1 0 requires factions { hungary, }
    recruit_pool "Desert Cavalry" 1 0.25 1 0 requires factions { moors, egypt, }
    recruit_pool "Turkish Horse Archers" 1 0.25 1 0 requires factions { timurids, }
    recruit_pool "Mongol Horse Archers" 1 0.25 1 0 requires factions { mongols, }
    recruit_pool "Constable of Jerusalem" 1 0.1 1 0 requires factions { jerusalem, }
    recruit_pool "Marshall of the Hospitallers" 0.1 1 1 0 requires factions { antioch, }
    recruit_pool "Marshall of the Templars" 1 0.1 1 0 requires factions { jerusalem, }
    }


    Thanks
    Last edited by Nameles84; June 21, 2009 at 12:05 AM.

  6. #166

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Hi dear dave,

    I've tried to change my descr-strat with your little hotfix (due to my own changes I don't want to merely install it), but i can't build some town in northern america and Cuba. You've only changed population in descr-strat, is there another file to modify?
    Sorry for this utterly personal question...

  7. #167

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Sorry to annoy you again, but I don't find with exam diff what i can make to have town in Cuba and northern america. Could you tell what you have made in order to enable towns in those regions?

  8. #168

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Does this update already include the latest xeryx's BAI? I tried copying xeryx 's 3.4 ai files to the data folder, but the game couldn't start.

  9. #169

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    no it doesnt you can use XBAI 3.4 i do and its great the XCAI needs to be modded to fit the game though and i believe dave is working on that be patient

    did you have a working 4.1 before attempting to put in the bai ( you can install a bai anyones into any mod its usefullness may not be the same as there are more factors to units responses) that way we can isolate where the problem may be and what did your log entry say when game crashed?
    Last edited by Soul Firez; June 23, 2009 at 12:22 AM.

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  10. #170

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Thanks Soul Firez,

    Yes I had a working 4.1, then I just copied and overwrote all files from XBAI 3.4 rar into the mod's data folder. The game would turn black with the spinning hour glass after about a few seconds of the loading screen, pressing ESC would go back to the desktop. I even tried restoring all 7 original files but still couldn't load the game. I needed to reinstall the mod for it to work. Here's the last few lines of my system log:

    22:28:51.000 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/scribe_ancillary.tga
    22:28:51.000 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    22:28:51.000 [data.missing] [warning] Failed to find ancillary image data/ui/ancillaries/security_religious.tga
    22:28:52.718 [system.rpt] [error]

  11. #171

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    wow strange log ?? as XBAI doesnt touch the ui files at all have you looked thru your ui file for these tga pics ?? if there not there you may need to change the tga use of the ancilaries that use them so it will work or ill have a look at my files and see if i can load them up for you ( still find it very strange that they have gone missing do you use any submods by chance????)

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  12. #172

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    try these just put them inside the data ui ancillary file as these are the tgas that your log says it cant find

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  13. #173

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    OK I'm not sure what happened but I tried reinstall the mod again and copied the XAI files over and it worked this time. ??? sorry for the trouble and thanks for trying to help. +rep
    Last edited by PeteAce; June 23, 2009 at 01:11 AM.

  14. #174

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    np mate happy to try help but yeah i still cant figure what could have gone wrong LOL XBAI doesnt change any of them files but glad you got it working it is the best BAI i have played yet i even lose sometimes now LOL

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  15. #175

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Quote Originally Posted by PeteAce View Post
    Does this update already include the latest xeryx's BAI? I tried copying xeryx 's 3.4 ai files to the data folder, but the game couldn't start.
    Hi there. Currently i am using XCAI and XBAI ver 3.4 on patched KGCM. It really works though. I am using Teutonic order on VH/VH and Lithuania repeatedly send huge stacks of "elite" army consisting of heavy infantry and knights on me. (I barely defended myself against a series of serious invasion).

    Perhpas you put them in the wrong folder? The XBAI and XCAI files should go under Medieval 2/Mods/KGCM/data

    On the other hand, my impression on Lusted campaign AI is not that good prior to using the XCAI. At that time, i was using Wales and Ireland is exocommunicated. I attacked Ireland and the AI is not able to raise a huge army against me at all. Furthermore, it repeatedly sends small stacks of army in which i can easily finish them off everytime. Anyway, Deva nice mod there.

  16. #176

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    @Angmodurin i know you can use XBAI with KGCM but doesnt the XCAI files need to be modded to work with KCGM you can just slot them in but i dont think this will give the desired result ??

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  17. #177

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Quote Originally Posted by Soul Firez View Post
    @Angmodurin i know you can use XBAI with KGCM but doesnt the XCAI files need to be modded to work with KCGM you can just slot them in but i dont think this will give the desired result ??
    So far, i am quite impressed with the XCAI perfomance. At the current teutonic campaign that i am playing, i witness that the Lithuania forces tend to merge their forces into full stack. At many instance, a general with a half full stack of army will cross into my territory, however they do not attack with those forces. Another army led by another general will soon come to merge into one big stack, which i find really impressive.

    Another thing that i am impressed with is that when i made use of naval power to transport my troops for quick siege of Lithuanian coastal cities, the AI will send huge stacks of navy to stop me. If not for the promotion gained from previous naval battle, i might have lost the whole fleet altogether. Haha although i am eagerly waiting for XCAI purposely designed for KGCM, this XCAI did prove its capability

  18. #178

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Hey so every time I try to install the 4.1 patch from the alternative download site it freezes at 8%. Is this a problem with my computer or would it be an issue with the patch itself. Sorry I'm new to downloading patches and mods. Any suggestions?

  19. #179

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    have you tried to do it with your anti virus protection turned off this can cause problems some times just switch it back on after you have down loaded beyond that anyone else ideas??

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  20. #180

    Default Re: KGCM Patch 4.1 (Hotfix released 11/06/09)

    Ok, I'll give it a shot. Thanks mate.

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