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Thread: Deus lo Vult 6.2 download, installation and manual - 09\25\2009

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    Default Deus lo Vult 6.2 download, installation and manual - 09\25\2009

    Deus lo Vult Kingdoms 6.2 is out

    Only for Kingdoms 1.5 !!!!!!!!!!!!!!!!!!!




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    Kings Stuff:banner,..


    The Mod Deus lo Vult (DLV) 6.2 is an CIVlike enhancement for Medieval Total War II Kingdoms, giving the player the possibility to write his personal history and requiring a lot more strategic thinking during gameplay.
    Summary:
    Spoiler Alert, click show to read: 

    0. Player can decide during first turn which DLV features he wants to activate
    1. Many more factions (reskinned) playable on a very large campaign map: + ireland, armenia, lithuania, teutonic order, flanders, norway, kingdom of jerusalem, hedjaz tribes
    2. More medieval + graphical elements (remember MTW I): Heraldic Titles, Civil War,...
    3. Roleplaying: Characters (Generals, Princes,...) have a more medieval based trait and ancillary system. The player should be more attached emotionally to his characters because he has to make a lot of decisions during the lifecycle: education, training, governor and military ranks, prison, retirement
    4. Economical System: Many new ressourcedependent economical buildings as joiner_shop, sawmill, vineyard,... give the game a CIV like touch. Positive and negative economical events have repercussions on the effectivity of these buildings and on the whole economical situation.
    The player can invest ,ask for loans or force a crown duty on his nobles. Inflation may rise dependent on the treasury volume.
    5. Interactivity: The player has to make a lot of decisions regarding interactive events (economical, medieval as trade fairs, religious councils, Royal Hunt, War Draft, Gambler...) and collecting governmental\military points to achieve an advancement during his game.
    6. more logistical\strategic parameters than the standard ones
    - (money): If you put your army into field you have to think of supply lines or they will become unmovable, population restrictions: you can't recruit armies in endless numbers because it is restricted by your actual settlement levels, high field costs for your troops in enemy land and during sieges does require to think about the best placement of your armies,...
    - no endless recruiting because of recruitement restrictions as population, settlement level,..
    7. Advanced Battle and Campaign AI: new animations,....

    --------------------------------------------------------------------------------------

    **Forum: Total War Center, Hosted Mods
    http://www.twcenter.net/forums/showthread.php?t=219295

    **Gamerfront:
    Download DLV_60.exe: 1.2 GB
    http://www.gamefront.com/files/20903371/DLV_60.exe
    Download Patch 6.2: 215 MB
    http://www.gamefront.com/files/20902...V_Patch_62.exe

    **Torrent:
    **Download DLV_60.exe: 1.2 GB
    http://www.gameupdates.org/details.php?id=3780
    **Download Patch 6.2: 215 MB
    http://www.gameupdates.org/details.php?id=3781


    English manual for DLV 6.2 <<<<You will probably need this!!!
    http://www.mediafire.com/?anmeoss9hj79k6b

    Not save compatible with older versions of DLV and make sure kingdoms is updated to version 1.5!!!

    Download and installer unification instructions for FTP users: (Skip this part if you downloaded the torrent)
    - Download both parts of DLV 6.0 to the same folder
    - Unify the parts to make DLV_60.exe, by opening Part 001 and deciding where to store the unified DLV_60.exe.
    Important: Because of the filesize it may take several minutes to complete.

    Installation instructions:
    - Open DLV_60.exe and choose to install the DLV into the "...\SEGA\Medieval II Total War\mods" folder
    - Open DLV_Patch_62.exe and choose to install the DLV into the "...\SEGA\Medieval II Total War\" folder
    (Don't worry that 6.2 installs to the main folder, it will not affect 'vanilla' or any other mods)


    Important for non-english language versions:
    During the Installation Process on the last page you are asked if you have a non- english (german, french,...) Version. The program loads the correct language version files from the folders sound_english or sound_non-english and copies them into the path DlV_ext\data. During the next step the files events.dat, events.idx, Music.dat, Music.idx under the path DLV_ext\data\sounds are deleted and the game regenerates the correct language version + new music during the first game start.
    You can do it manually if you have messed something during installation.

    Important notes:
    Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves.
    If the game is not starting on the first turn then delete the bin files in the path C:\Program Files\SEGA\Medieval II Total War\DLV_ext\data\text !!

    Important : Patch DLV_62
    Spoiler Alert, click show to read: 

    It only works if you have Kingdoms_Patch 1.5 installed !!!!!!!!!!!!!!!!!!!!!!!!!!!:
    - DLV 6.0 necessary (clean, unchanged)
    Changelog Patch 6.2 (not save compatible to 6.1 or betas)
    - thanks to geomod tool from sinople i fixed errors regarding map, names,...
    - included Text Overhaul Mod v0.85 Beta from Shaxx
    - fixed the 6.2 openbeta 02 crashes and missing stuff
    - included Grimblade little fixes 0.5: except the castle dungeons
    - Archaon's Loyal Allies: alliances can only be broken by diplomacy, provocative cold war tactics, multiple alliance break chain reactions etc.
    - Tokus Maximus Graphik
    - added new decision at game start regarding faction relations: standard DLV relations (example France dislikes england,...) or all starting faction relations are neutral
    - economic system: reduced the crash (total loss) probability of your depot, reduced the probalitiy of negative economic events
    - new grass+flowers: thanks to davide.cool
    - added newest Taijis battle 21\08\2009 optimizations: CBUR, Rusichi Units, balancing, (i have not included some special edb stuff and some other...), Germanicus5 battle scripts,...
    - thanks to the CBUR Team (AnthoniusII,...) and Rusichi Team for their excellent units
    - inflation : fieldcosts will double\triple similar to settlement costs if higher inflationlevels (> 50000, > 100000) are reached, new inflation popups in financial overview screen
    - added gfortune jerusalaem addon for historical campaign: except Acre
    - fixed hedjaz stuff: thanks to BamaToon
    - added unitcards 1.5: thanks to Agis Tournas (practically his minimod compilation except the grimblade stuff...needs more investigation from my side)
    - middle eastern event pics: thanks to JJN
    - updated warhorns: thanks to Brips
    - economic system: now you can get a total crown_duty (tax on nobles: Idea from Crusader Kings game) dependent on the rank level of your nobles: this means tax money for the king from each Knight (500), Banneret (1000), Commander (1500), Grand Cross (2000).
    You can decide in the finance overview screen to have it or not for each turn. Crown duty reduces happiness of your nobles each turn.
    In reality during the middle ages most of the nobles were tax exempt but there existed sometimes a scutage system or you can imagine a tribut to the king.

    Installation: not save compatible to DLV 6.1 or betas
    - install kingdoms patch 1.5 !!!!!
    - clean Install DLV 6.0 (no addons or...) (you can overwrite 6.1 or 6.2 betas)
    - Execute file Deus_lo_Vult_62.exe and enter the correct path for the installation
    Example: C:\Program Files\SEGA\Medieval II Total War
    (For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
    Not into the mods folder as for 6.0 !!!!!!!!!!!!!!!!!!!!!!!!!!
    Ignore the warnings of write protected files !
    Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves.


    ----------------------------------------------------------------------------------------
    Problems
    If you have problems afterwards (Graphics, Sound,...) go to the 1. post in the bug thread for help tips
    http://www.twcenter.net/forums/showthread.php?t=219297
    ------------------------------------------------------------------------------------------


    ------------------------------------------------------------------------------------------------------------------------------
    ------------------------------------------------------------------------------------------------------------------------------
    ------------------------------------------------------------------------------------------------------------------------------
    Old Releases:
    Spoiler Alert, click show to read: 


    Changelog Patch 6.1
    - added new player first turn decisions: population recruitement limitation (yes\no), AI money help script (yes\no), activate character career related - cavalry recruitement\building construction limitation (yes\no) (see below)
    - bugs fixing: empty forts, kiev 7,.....
    - thanks to Tokus*Maximus new Total graphical Artfixer (11022009): ancilliaries, events, menue,....
    - thanks to new graphics from agistournas: Symbol(SIP4) + Menue (MIP3) + Building (BIP4 only construct pictures)
    - thanks to Taiji: total rebalanced Battle System (BB1.7) (except mass + unit size): cavalry spread gone (Chim, Point Black from SS mod), new Taiji animations , better spread between lower and higher troops (costs, effectivity,..),
    - added additional battle warhorns: thanks to Brips and Wolfslayer
    - faction hedjaz tribes full playable
    - changes behind the scene: ... lol
    - added investment system:
    if the player has more than 10000 Fl. available and has built a bank or jewish temple, he can invest money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. depot. Investing has to advantages: earning money and avoiding negative inflation effects because of money overflow.
    Information about the actual depot level and the possibility to invest\sell, all of it can be found in the financial overview screen.
    Interest on the savings will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and added to the actual player money (not the depot). There is although a risk of total loss (Madloff) dependent on economic status (< 10% per turn).
    A little fee of 10% for invest\sell transactions will be subtracted.....
    Each invest of 10000 adds 1 gov_point
    - added credit system (replaced old money lender): ust inverse to investment
    if the player has less than 0 Fl. and has built a bank or jewish temple, he can loan money in steps of 10000 Fl. each turn up to a maximum of 100000 Fl. credit line.
    Information about the actual credit level and the possibility to get more loans\or repay all of them, all of it can be found in the financial overview screen.
    Interest on the credit will be calculated dependent on the actual total economic status (20% boom,....0% Depression) and subtracted from the actual player money (not added to the credit).
    A little fee of 10% for each loan\repay transactions will be subtracted.....
    Each loan of 10000 subtracts 1 gov_point
    - character trait dependent cavalry recruiting
    cavalry troops are the most valuable troops on the battlefield, so your general need the adequate military career trait level in the higher stable buildings (> stables) in castles.
    Calculation is based on the actual real governor in the castle !!!
    Knight--> knights_stables troops
    Banneret --> barons_stables troops
    Commander --> earls_stables troops
    GrandCross --> kings_stables troops
    Faction Leader + Crown --> kings_stables troops


    Changelog DLV 6.0
    - new graphics from Tokus Maximus
    - added first turn player decisions: fieldcosts (yes\no), settlement cost (yes\no), Point (gov\mil) System (yes\no), AI Playstyle (yes=Total War\no=DLV Standard Civ like)
    - fixed bugs: wonders, wrong factionsizes, mangonel ..
    - added Taijis unit changes (except the mass changes)
    - changed battle mechanics
    - included new strat city models: thanks to Agis Tournas, Agart
    - pointsystem: added mil_point gains dependent on your military flag anciliaries: banneret, grand cross,..
    - metropolis settlements are shown on the map in uppercase format
    - negative destruction economic events for roads, markets, mines, markets, harbours cost now 1000 Fl. to rebuild, negativ times longer than the positive ones
    - enhanced some event text descriptions
    - added interactive event gambler: If you have a tavern, a gambler will ask sometimes for a quek game. If you accept (loose 2 gov_points and earn gambling traits, loyal for generals, disloyal for governors) then you have to bet 5000 Fl. and the win probability is 50%. Decline give disloyal generals.
    - player inflation modi: enhanced settlement costs depending on your treasury surplus
    - splitted extra cost popup into 2: field cost popup and settlement cost popup for better information
    - added economic status overview screen: shown in the financial overview popups: it is calculated by the stochastic economic +- events: -5 Depression (all economic events are negative)... 0 normal....+5 Overheated Boom (all economic events are positive)
    - reduced arrow blood effect
    - added rusichi mod units to russia, kiev, poland, lit: thanks to Taiji and Rusichi Team
    - added enhanced blood textures (removed dust textures), normal maps, attachment sets: thanks to Blueoran
    - added scenario battles: Battle_of_Herrings, Brignais_1362, Mello_1358, Mohacz_1526, Orleans_1429, Warna_1444, Muret_1213, Szekesfehervar_1096, Los_Navas_De_Tolosa, Lechfeld_955, Frankenhausen_1525, Ain_Jalut_1260 : thanks to Pinotchet09
    - after Dark Ages: reset of all diplomacy and faction standings to start values (only in DLV Standard Civ modus)
    - added faction standing effects of the new religious monk buildings and other fixes: (dominican, sunni, ....)
    - changed some animations: shuffle backwards into shuffle forward
    - included GrandViz new BC diplomacy values: no more easy trade rights,.....(faction standings are more important now)

    Patch 5.74
    - mercenary buildings (in metropolis castle) + mercenary trader: if you have a building, the trader will pop up from time to time and will offer some mercs (random chosen) to you.
    - only 2 campaigns: player can decide in imperial\historical campaign : +- garrison spawn
    - bugfixes and other changes
    - new 10 wonder buildings: Notre Dame de Paris, Moskovskiy Kreml, Mezquita de Cordoba, Palazzo Ducale di Venezia, Kaaba, Bayt al Hikma, Hagia Sophia, Dome of the Rock, Tower of London, Roemer...only buildable in large metropolis cities if gov points > 120


    Patch 5.73
    -bugfixing anfd little changes
    - accelerated campaign turns
    - added penalties -10, -20 gov_points for offensive_to_nobles, inspire_civil_war traits of the factionleader
    - added boni +1 gov_point for ancillaries: ring, coin, key of the governors
    - fixed crashes: dungeon, sardinia, 100 gov points
    - some new Tokus Graphics
    - more historical decriptions: thanks to Hekk
    - more fire, explosions, dust,
    - included Real Horses 1.0: thanks to Argent Usher
    - 3 piece artillery: thanks to Furin
    - reduced cavalry spread
    - fixed 5.6 bugs: education, units thanks to Dave Scarface, names,...
    - Crimson Tide Bloodmud-mod 3.0 (partially): thanks to Magus
    - reduced unrest effects of jewish temple and requirement for merchants: 3,5,10,15,15 %
    - changed Campaign\Battle AI parameters
    - new pics for: well, synagogue
    - extracosts for besieging a fort in home territory: 1000 Fl.
    - new punishment buildings: dungeon->execution place->torture chamber (only in metropolis settlements)
    - refined hording: thanks to Furin
    - added fieldcosts for diplomats\princess: 300 p.turn in enemy land
    - 2 orthodox monk groups: Cenobitic Monasticism (=dominicans), Hesychast Monasticism (=Fransiscan) + buildings\traits
    - 2 islam priest groups: Sunni (=dominicans), Sufi (=Fransiscan) + buildings\traits
    - changed garrison script: faster, only player-AI not AI-AI, only every 10 turns possible
    - deleted vanilla custom campaign
    - included warhorn sounds from BBW Mod
    - reduced population requirement for huge cities
    - big stone castles for greek and middle_eastern: thanks to Agart
    - 2 rank point systems : governmental + military
    Spoiler Alert, click show to read: 

    The player can collect government points (gov_points) and military points (mil_points) depending on his actions. Higher settlement levels can only be achieved by adequate point levels: No points no upgrading (even if the other population requirements are fullfilled) not only for the player but although for the AI (so player and AI stay on the same levels) :
    Point requirements:
    City upgrade:
    - Corn Exchange: gov_points > 10
    - Market: gov_points > 30
    - Fairground: gov_points > 60
    - Great Market: gov_points > 100
    Castle upgrade:
    - Garrison Quarters: mil_points > 10
    - Drill Square: mil_points > 30
    - Baracks: mil_points > 60
    - Armoury: mil_points > 100



    Dependent on your economical or political actions as a governor you can get or loose Governmental Points !
    - SettlementLoyaltyLevel: -1, for unhappy ones
    - CityRebels: -2
    - BecomesFactionLeader: -1
    - PopeAcceptsCrusadeTarget: +1
    - PopeRejectsCrusadeTarget: -1
    - CharacterMarriesPrincess: +1
    - PriestBecomesHeretic: -1
    - CardinalPromoted: +1
    - CardinalRemoved: -1
    - InquisitorAppointed: +1
    - SettlementUpgraded: +1
    - GuildUpgraded: +1
    - GuildDestroyed: -1
    - FactionNewCapital: -1
    - FactionAllianceDeclared: +1
    - FactionTradeAgreementMade: +1
    - VotedForPope: +1
    - FactionExcommunicated: -3
    - FactionBreakAlliance: -2
    - Treasury: < 0, > 30000, > 60000: -1,+1,+2
    - LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    - MissionSucceeded: AssassinationMission, SpyMission, SabotageMission, DiplomacyMission: all +1
    - Events: Trade Fair +1, Royal_Justice +1, Money_Lender -1, War Draft -1 gov
    - Generals Disobedient: Disobeys His Liege -1, Rebels ! -2 each turn
    - Build wooden_wall, stone_wall, large_stone_wall, huge_stone_wall: -1, -2, -3, -4 each and once
    - every large_stone_wall, huge_stone_wall: -1, -2 each turn

    Dependent on your military actions as a general you can get or loose your Military Points !
    - LeaderMissionSuccess, LeaderMissionFailed: +1, -1
    - ArmyTakesCrusadeTarget: +1
    - UnitsDesertCrusade: -2
    - GeneralJoinCrusade: +1
    - GeneralAbandonCrusade: -1
    - GeneralArrivesCrusadeTargetRegion: +1
    - GeneralTakesCrusadeTarget: +3
    - GeneralCapture(loose)Settlement: +-1, +-2, +-3, +-4
    - SackSettlement: +1 (-1 gov)
    - ExterminatePopulation: +1 (-2 gov)
    - FactionWarDeclared: +1 (-1 gov)
    - LeaderDestroyedFaction: +5
    - Win, Loose Battle (Odds < 0.5, > 0.5, > 1): +-1, +-2, +-3
    - Events: War Draft +1, Tournament +1, Royal_hunt +1
    - Build wooden_castle, castle, fortress, citadel: -1, -2, -3, -4 each and only once
    - every fortress, citadel: -1, -2 each turn


    To get an overview regarding your actual point status click on the button “show faction ranking scroll” (click again if you see the normal ranking popup). You only get the 2 popups if you have more than 0 points.



    ------------------------------------------------------------------
    - added Dungeon event:
    Disobedient Generals can be thrown into dungeon or bribed into happiness
    Nobles that have the trait "Disobedient" must travel to the capitol to seek an audience with the King to receive a pardon. If they end their turn in the capitol with a building >= dungeon, and the King is present, then a window will popup “Royal Court”.
    Open the character overview panel and click on the disobedient character. A window will pop up “dungeon or royal pardon ?” and you have to decide:
    - throw the character into the dungeon (the disloyal Noble will receive the trait "Thrown in the Dungeon"...essentially immobile + other bad traits, until released (% chance of release each turn, with average stay in the Dungeon being 5 years (10 turns)).
    - Give the royal pardon and bribe him with 3000 Fl.


    -----------------------------------------------------------------------
    - Retire old Generals:
    If Generals are getting over the age of 60 they are too old for the battlefield and you can retire them into governors.
    Nobles over the age of 60 must travel to the capitol to seek an audience with the King to receive a retirement decision . If they end their turn in the capitol with a building >= town_hall, and the King is present, then a window will popup “Retirering General”.
    Open the character overview panel and click on the retirement character. A window will pop up “Retire this general ?” and you have to decide:
    - Yes:
    This honorable general will be retired and continue to do his excellent work as a governor
    The retirement and governor inauguration procedure cost 1000 Fl.
    - No:
    We need your excellent capabilities on the battlefield. So your retirement wish will be refused!

    Patch 5.6
    - turntimes reduced by 50%
    - new unit skins\models on the campaign map: thanks to Isilendil
    - adapted settlement parameters
    - all field costs for armies + agents + the settlement maintenance costs are collected (in rounded up 500 steps) in a popup available through clicking on the finance screen (only 1x per turn)
    - the 2 population popups (Used Military Size, Maximum Possible Military Size ) are available through clicking on recruitement advice button on the recruitement screen
    - implemented +adapted Lithuania 1.3 + Teutonic Halbbruder: thanks to Isilendil and MadTao Team

    - flagbearer officer units: thanks to Isilendil and Niko's mod

    - many (> 200) permanent stone forts in all campaigns + moved some main events backwards in time: thanks to Furin


    - removed rankdependent recruitement of horseunits (not working since 5.4)
    - Refill Population factor: randomized with chance > 40%
    - added brewery building: needs grain
    - changed health techtree: well -> sewers -> public_baths -> aqueduct -> city_plumbing
    - new interactive event: royal justice
    - added 2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits + event triggers
    - economic events: reduced spawning rate + higher costs and higher start buildings
    - added some map textures from Charge
    - adapting recruitement tree: thanks to Ivanhoex
    - added some Ivanhoex battle stuff: AI + Sinuhet AI Formations
    - implemented Music from kingdoms: thanks to Dave Scarface
    - civilian\military student careers need education buildings: scholarium (civil) in large towns or drillsquare (military) in castles
    - battle terrain smoother: thanks to Lusted

    Patch 5.5
    - new battle animations (RomanStory, SigniferOne): thanks to Lord_ET
    - new historical custom campaign: thanks to Lord_ET
    - adapted Battle AI
    - rebalanced units attack\defend parameters: thanks to ivanhoex
    - added missing texts for aztecs
    - added units: Geonese sailors, Templar Sergeant,Byzantine Gunners, Canons of the Holy Sepulcher,Dismounted Halbbruder,Halbbruder, Pronoia Infantry thanks to isilendil
    - Byzantium recoloured, new portraits, new officers, reworworked templar and hospitallier orders thanks to isilendil
    - changed models\skins for english...thanks to Ornamentum mod thanks to isilendil
    - disabled conversion: cities<- >castles
    - added event : moneylender (yes, no), if player- treasury < 0: gives 20000 florin loan and takes 1000 florin payback each turn for 40 turns (double loan).
    - aztecs full playable: buildings, characters
    - more texts for events
    - fixed mining, irregular building construction stops,
    - merchants: replaced the fix 20% Judaism with 5, 10, 15, 20, 25% requirements dependent on market level.
    - added population limited recruitement: the player has only a pool of recruitement with a dynamic maximum depending on settlement number and levels. The pool (Factionsize) is filled up by the recruitement of units, their values are accumulated to an unitindex depending on number and level of units. If Unitindex > Factionsize --> Recruitement Freeze. Two popups will inform the player about actual Factionsize and rounded UnitIndex. Thanks to Tsarsies
    A timedependent\factionsizedependent refreshrate will reduce the unitindex over time so that the Factionpool can be refilled.
    - added event WarDraft: after a Wardeclaration the player is offered a 10 point reduction in the Unitindex for 3000 Florins (or more dependent on factionsize). Accepting will give bad traits

    Changelog Patch 5.4
    - Changed Battle AI
    - Ages of Darkness
    - included hre skinpack from Tyre: thanks to Isilendil
    - fixed invisible aztecs
    - lifted death age from 30 to 50 years
    - added cathar heresy in the pyrenees
    - reinstalled banners on the strat map
    - added ressources: glass + salt in the campaign map
    - map: added lakes: constanze, balaton, geneve...;rivers: england, ireland, france (Seine)
    - changed danube to full navigable river: sea trade, ports for Nuremberg, Vienna, Pest, Bucharest
    - new buildings related to resources and to economic events: thanks to Isilendil + Kivals
    - higher core buildings (walls) give negative trade boni to reduce money overflow
    - added unique kings: from Harry Lime
    - added recruit priorities to edu file
    - reduced defensive skills of pike phalanx troups
    - new economic agriculture (climat) event
    - two dynamic events : trade_fair, banquet have effects on governor career
    - governor and general career are now seperated up from level 2 (e.g. > knight)
    - included partially changecapital from Lord finga: only included: cost of capital change 10000 + negative loyalty effects
    - kiev/armenia/georgia strat models: Isilendil
    - many new generals/captains/leaders battle models: Isilendil
    - added byzanz, russia skins from Disgruntled Goat mod: thanks to Isilendil
    - renamed\added governor career ancilliaries
    city: new governor_path ancilliaries
    Magistratus Inferior
    Magistratus Superior ................... get the ancillary governors ring
    Magistratus Nobile .....................get the ancillary governors coin
    Magistratus Excellentis ..................get the ancillary governors key
    changed the roleplay building\recruiting requirements
    - you need a Governor (any subject any rank) to upgrade and build anything. Nobody in the settlement-- > no building possible
    - Horses are the most valuable units on the battlefield. A horse belongs to a knight. So if you want to recruit horse units, you have to place a character of the military career into the settlement. If not then you get only the units of the lowest building stables.
    So here is the recruitment of horse units:
    Anybody --> Stables units
    Knights ---> Stables units + new Knight stables units
    Banneret --> Knight units + new Baron Stables units
    Commander --> Baron units + new Earls_stables units
    GrandCross + Character with Crown -- > All units

    includes old changelog 5.3
    - new faction Georgia: thanks to Harry Lime integrate the russian "Knights of Honour Mod 5.0" (Skinner NeoUA)


    - new strat models for captains: thanks to Isilendil

    - integrated more skins from Lithuania mod: thanks to Isilendil+MadTao

    - reworked skins Teuton Order: thanks to Isilendil
    - reworked campaign map texture files
    - more aggressive mongols
    - faster campaign turns
    - included in Campaign AI: religious buildings influence faction standings with other factions (see XAI mod 2.20D from Xeryx\Naimad)
    - interactive medieval events with player decision effects: adapted from Anno Domini mod:
    Royal Hunt (stables), Royal Banquet(Townhall), Trade Fair(Market), Holy Council(Church,o_church(masjii), Royal Tournament(Knight stables)
    Yes: give positive traits, no: declining the event give negative traits in a certain distance to the capital


    includes old changelog 5.2
    - new strat models for sea blockade, siege and trade routes thanks to riczu74
    - some reskin of teutons thanks to Rex Cobalt
    - new strat models for Faction leader, heir, general, captain thanks to Isilendil and Tyre
    - new religion judaism: merchants require 20% judaism (only for the player), jewish synagogues available to convert (but will create unrest in the mother factions... so you have to decide where to build them..)
    - all priests have fieldcosts on enemy territories :300
    - reduced\semitransparent flag symbols on the campaign map: strength of armies no more visible
    - small battle parameter changes
    - double ressources in capitals: monopoly traits,....(idea from AverroŽs)
    includes old change log 5.1
    - bugfixing: SiegeEngines, oil,......
    - update + minimal modify Campaign UAI 1.6 (+bugfixer) von GrandViz
    - all recruitement is religion dependent: normal units > 60% (corresponding religion), generals and Navy Seals > 80%
    - new province Santiago de Compostella, Visby
    - includes 3 units from Lithuania Mod (recruitable in temple): thanks to MadTao and Team
    - transfer of building textures from Kingdoms: teutonic forts, ....
    - music from Kingdoms Teutonic Campaign
    - fixed age mod (with kingdom scripts)
    - refined the map: roads, textures...
    - techtree buildings: included highway for greeks, amber_route for northern,eastern factions, Hanseatic League
    - fixed all Custom- Quick, Historical Battles
    includes old Changelog 5.0 bugfixer_01:
    - bugfixing: sea trade, scottish princess, denmark death,... thanks to Harry Lime
    - new faction norway + new region Bergen: thanks to Harry Lime
    - small changes to campaign AI
    - transfer units from kingdoms: thanks to Harry Lime, Ordensritter
    byzantium
    .greek_firethrower
    egypt
    .dismounted_ghulams
    .ghulams
    elo
    .edessan_squires
    .edessan_guard
    teutons
    .ritterbruder
    .clergymen
    .prussian_archers
    .order_spearmen
    .dismounted_ritterbruder
    ireland
    .calivermen
    .mounted calivermen
    turks
    .hasham
    .dismounted_hasham

    Changelog DLV_50 :
    - newest Artfixer + Interfaces: Tokus*Maximus, Wirapuru
    - Triumph and Tragedy: thanks to Tokus*maximus, Abrocomos
    - includes all Sambos skins
    - bugfixing : thanks to Abrocomos
    - Kingdom Features: Menue adaptions, Permanent Forts, Oil (?), AI (campaign,battle) parameter,...
    - Retrofit mod: thanks to unspoken knight
    - some AI Adaptions



    ########################################################################################

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    --------------------------- ---------- ----------- --------------------------------- ------------- ------- ---------- -- -

    Sincerest thanks to all the folks who have contributed to Deus lo Vult
    Repman (the "Creator")

    Spoiler Alert, click show to read: 

    - TheDrakken: Traits\Ancilliary System
    - Tokus Maximus: Graphical Artwork and Ideas (Artist Maximus Augustus)
    - Wirapuru: graphics
    - Miak : america map
    - Unspoken Knight: Retrofit + custom campaign mods
    - Harry Lime: bugfixing, minimods, betatesting
    - Gaius Baltar: betatesting
    - juggernawt: skinning Teutonics
    - DeZzErX: Flanders
    - SB2ean: Armenia, Desert Tribes
    - Boicote: Kiev Rus, Lithuania, Crusader
    - Ordensritter
    - Burrek
    - Eternal cocoon
    - Himmelsfeuer
    - Horsearcher
    - Salty
    - plasticfigurine
    - WhiteWolf
    - zhumin1978
    - ziher
    - Maced0n
    - Silent Resident
    - Joedreck: banner, shields, graphics
    - Renown: Traits/Ancillaries
    - Darth Vader: BATTLE AI + EDU balancing
    - Pinko: Battle AI tweaks + edb file elements
    - Oda Nobunaga: Traits/Ancillaries Enhancements
    - GrandViz: Ultimate AI mod 1.5
    - Spurius: Big Map 1.06
    - Rawghi: Heraldic mod
    - Kobal2: Traits Bugfixer
    - Marcus Camillus: old Career System, refined by Drakken
    - GAFH modder: Age simulation
    - Dearmad : smoke mod, cannon fix; traits/ancillary system
    - Kivals: adjusting parameters and optimizing russian\kiev faction
    - Rob the celt: ireland faction
    - Zapppa: Career System
    - Hephaistos: naval addon 1.1
    - Zaid: islamic enhancements
    - gladiatort, madtao: Lithuania mod
    - character names: deRougemont, finneys13
    - byg: Grim (supply) mod
    - Belgae: trait optimization
    - Belgae, StrikeQ : Student System
    - deRougemont, finneys13: characternames project
    - Byg: Grim (supply) mod
    - LAca's: Byzantine spearman
    - Megalos: english skins
    - Sambo: reskinning
    - gfortune: KoJ tweaking
    - riczu74: strat models: siege, sea blocade
    - Rex Cobalt: ordo teutonicus reskin
    - Isilendil and Tyre: strat+battle models: leader, heir,...
    - AverroŽs: ressources
    - NeoUA: Georgian skins from Knights of Honour Mod
    - Kivals: resource buildings
    - Niko: battle models
    - Lord_ET: battle stuff, Historical Campaign
    - RomanStory, SigniferOne: Animations
    - Ivanhoex: edu stuff
    - Tsarsies: Population Limited Recruitement
    - Flagbearer mod: Niko, Isilendil
    - Dave Scarface: Kingdoms music
    - Furin: Forts
    - Argent Usher: Real Horses 1.0
    - Agart: stone castles : greek, middle eastern
    - Agis Tournas: Graphic enhancements
    - Taiji: All unit stats, unit balancing, battle AI, animation arrangements, imported Rusichi, imported CBUR
    - Rusichi Team :Rusichi mod
    - Pinotchet09: Scenario Battles
    - Blueoran: graphical enhancements
    - Brips: warhorn compilation
    - Agis Tournas, Agart: Settlement models, graphics (menu, banner,..)
    - BamaToon: Hedjaz fixes
    - JJN: middle eastern graphics
    - davide.cool: new grass
    - Grimblade: little fixes
    - Shaxx: text overhaul
    - sinople: geomod tool
    - CBUR Team (AnthoniusII,...): Byzanz
    - Germanicu5: AI stakes script.


    Last edited by repman; June 28, 2013 at 08:41 AM. Reason: Cleaned up installation instructions, added torrent info.

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  2. #2

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Awesome Dling NOW!!!!

  3. #3

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    This is great news from my favorite mod!
    Thanks, Repman!

  4. #4
    The Bold Burgundian's Avatar Ducenarius
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Downloading at 5.5 Kbs YAY!. Also it wont let me download the 2nd part.
    T.W.C.
    Total War Cynics

  5. #5

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    im getting 100kb/s but its going to take a while to dl. I found i couldnt download both patches at the same time from firefox but it did allow me to dl them both if i start one from IE and one from Firefox, go figure

  6. #6

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Yes with firefox i can't download the two at the same time...
    Speed :150 kb for both files

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  7. #7
    The Bold Burgundian's Avatar Ducenarius
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Yay it wont even let me download 1 now. It says network error and whatnot, what happened to filefront?
    T.W.C.
    Total War Cynics

  8. #8

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    What's a good news!
    Awesome!

  9. #9
    Brips's Avatar Ducenarius
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Yiiiiaaaa good fine great job!!! Awesome!

    PS: My loading screen were not added ^^ I know it is 165.5 Ko for just loading screen....................
    Last edited by Brips; January 17, 2009 at 10:48 PM.
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  10. #10
    Kjertesvein's Avatar Remember to smile
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Repman, The Medicine man.

    God deam you Repman I'm really into mye 5.8_3 campaign, and then you show up with this. Haha. Unbeliveble. Dacapo.

    Thank you Medicine man, for injecting the addicts a good fix from time to time.
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













    http://imgur.com/a/DMm19
    Quote Originally Posted by Finn View Post
    This is the only forum I visit with any sort of frequency and I'm glad it has provided a home for RTR since its own forum went down in 2007. Hopefully my donation along with others from TWC users will help get the site back to its speedy heyday, which will certainly aid us in our endeavor to produce a full conversion mod Rome2.

  11. #11
    Logik's Avatar Campidoctor
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    2hrs and Forty minutes just to download the first part .Great job on your new release Repman. What about downloading it to Filefront?

  12. #12

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Quote Originally Posted by Logik View Post
    2hrs and Forty minutes just to download the first part .Great job on your new release Repman. What about downloading it to Filefront?
    16 hours for me!

  13. #13

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    2 hours for me

  14. #14
    Logik's Avatar Campidoctor
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Quote Originally Posted by Yankee Jim View Post
    16 hours for me!

    Jesus 16hrs ! damn that is long as heck.

  15. #15

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Yeah, I don't get it. It's usually two hours at the most with similar file sizes, for me. I'll just have to be patient!

  16. #16
    Brips's Avatar Ducenarius
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    1h for the two in the same time!! Yeah!
    All map textures improved mod(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=395355
    Real crazy medieval music (4pages!):
    http://www.twcenter.net/forums/showthread.php?t=389092
    More war horn sounds(MTW2,DLV)!
    http://www.twcenter.net/forums/showthread.php?t=229015
    More Loading screens MEGA pack Team!(MTW2,DLV):
    http://www.twcenter.net/forums/showthread.php?t=389893
    Mods Oblivion and Fallout3:
    Tape "Brips" on nexus then go to author name "Brips".

  17. #17
    Logik's Avatar Campidoctor
    Join Date
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    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Mines quit downloading. Something about not being able to unite files using the website provided.

  18. #18

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Same mine stoped as well

    Repmen can you be kind to upload it to filefront instead please?

  19. #19

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    ya my dl died at 642mb, so close

  20. #20

    Default Re: Mod Deus lo Vult Kingdoms (DLV 6.0 ) (01\18\2009)

    Awesome, thanks for the release repman downloading now.

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