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Thread: RegionMod 3.0 - Kingdoms Version

  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default RegionMod 3.0 - Kingdoms Version



    RegMod Kings 3.80.17 Full Version (15th October 2015
    )

    Download from torrent :

    • Get the torrent file here. Unzip the file and start your torrent as usual by double clicking the torrent file.


    Download from regular source :



    Installation Instructions:


    • This installation is Steam compatible, use the desk top shortcut to start the game
    • The installer should find your M2TW installation through registry entries, there should be no reason to change the install directory. If you still get #MyProduct# in the install path, change the path to the M2TW MAIN directory.


    Credits:
    - Sega and Creative Assembly for creating this game and giving us a way to modify it to our desires.
    - Spurius for making his BigMap available to others.
    - Sb2ean for creating this. Wish him well where he is now.
    - Dimiti_Harkov and Dristvaan for their support when irishron was first trying to keep this mod alive and help with the .sd files.
    - Alpaca and Tornight for all their tools they have made available to the community.
    - Billydilly for his Heraldry mod addition.
    - Cswoian for his input on adding the Shaman religion and a lot of info on the Cumans.
    - Irishron for keeping this mod alive.
    - Gigantus for fixing a lot of little things and porting the mod to kingdoms
    - Ishan for the Brick castles
    - REDrake for the adaptation of CBUR

    Version History
    Full Version 3.80.17
    - made Steam compatible
    - made Geomod compatible
    - corrected script errors
    Spoiler for previous version history
    Full Version 3.80.16
    - Fred Putz's money script is gone replaced with one for the ai. Player will still make money hand over fist.
    - added many fixes. the list is too long and many contributors. Thank you to all.
    - reset to two turns per year.
    - reset construction cost and build times back to vanilla. 90% still were vanilla. Still too much money too fast.
    - played with the guilds some. May like the results, may not.
    - reworked the loyalty and health triggers closer to vanilla.
    Full Version 3.80.15
    - Full version with all patches included.
    - Reworked ai money supply.
    - Tweaks to various files including Pope's curch building missions.
    Patch 3.80.14
    - building cards, trait fixes, stuff like that - several members
    Patch 3.80.13
    - small stuff as usual - Irishron
    - added mangonel unit - Irishron
    Patch 3.80.12
    - various small corrections - Irishron
    - enabled flamethrowing units - Ishan\Lord Hal
    Patch 3.80.11
    - Combined all patches from 3.80.01 to 3.80.10
    - minor fixes as usual by Irishron
    - adjustments for 4tpy
    - hopefully fixed the "Last member Crash", descr_campaign_db.xml
    Patch 3.80.10
    - name related rework (family trees, region names etc) - Bowden
    - trait fixes - Irishron
    Patch 3.80.07
    - corrected end of script error in campaign script
    - corrected traits
    - reworked city names and faction descriptions
    Patch 3.80.06
    - corrections to traits and ancillaries
    - corrections to faction_standings
    - corrections to EDB and modelDB
    - missing unit info cards
    Patch 3.80.05
    - the usual small bits and pieces corrected
    - set log back to trace option
    - Script for periodically removing pirate ships
    Patch 3.80.01
    - Less horde targets, mongols should now sack instead of early conquest.
    - Cumans can become a horde when their last settlement is conquered.
    - Loyal & Disloyal traits are now available more often.
    - Tweaked Papal States so that their overpowered units Papal Guard and Swiss Guard have more upkeep.
    - Recruitable generals now take 2 turns to train.
    - Reduced crusade targets and jihads in Spain and Portugal.
    - Slight adjustment for the city expansion. Now building the next level of walls requires market upgrade.
    - Fixed some minor typos in export_buildings.txt.
    - updated text files for CBUR
    - reworked descr_mercenaries
    Full Version 3.80.0

    - Full Version
    - added brick castles by ishan
    - added CBUR adapted by REDrake
    - various minor fixes
    Patch 3.72.1
    - more fixes for Armenia and Mali
    - added scottish accent to irish units
    - corrected Bonnacht model entries
    - corrected EE Crossbow Militia entries for Cumans
    - corrected trigger "WiseLogistalCommander" trigger
    - corrected spelling error in faction requirements (EDB)
    Patch 3.72
    - made Hotseat available
    - Byzantines can have princesses,
    - Unit fixes for Armenia,
    - Ancillary, VNV, and Guild fixes,
    - Moved some resources to be accessible,
    - Tweaked events more.
    - Various text and info pic fixes
    - Sound fixes
    Patch 3.71
    - Added registry key for Launcher
    - Highways implemented
    - Added description for ancillary 'Irish Crown,
    - Gave ownership 'mongol infantry' to saxons
    - Moved the pesky Sicilian priest to Tunis Region
    Full Version 3.70
    - small corrections
    Patch 3.69
    - ancillaries and traits corrections by Irishron
    - City and castle strat models by Agart.
    - New terrain by Charge
    - Changed trigger for 'kingmaker' ancillaries by gigantus
    - Skript and descr_strat corrections by Irishron
    Patch 3.68
    - plague events updated by REDrake
    - traits adjusted by REDrake
    - building names by REDrake
    - Cfg file adjusted by gigantus
    - building corrections in descr_strat by Irishron
    - religion chages in descr_sm_factions by Irishron
    - Ireland will now get its king crowned by Irishron
    - Poland capital is now Kracow by Irishron
    - Ireland capital is now Cork by Irishron
    - Some ancillaries have been changed by Irishron
    - Units in the Kingdom of Georgia have moved around and some added from other factions by Irishron
    - Europe will now feel the full wrath of the Black Death unless you play blitz by Irishron
    - Corrected Mongol and Timurid spawns by Irishron
    Patch 3.67
    - Geomod compatible by gigantus
    - countless small fixes
    - Trait Fixes by REDrake
    - Corrected starting traits by REDrake
    Patch 3.65
    - updated names and campaign_ai (thanks Irishron)
    - New music arrangement (thanks IZob)
    - Feudal Knights recruitment fixed (thanks Irishron)
    - Changes in symbols (thanks IZob)
    - Added missing asian buildingpics (thanks irishron)
    - Corrections to descr_strat (less castles - thanks irishron)
    Patch 3.61
    - more symbols from IZob
    Patch 3.6
    - new symbols for Georgia (thanks IZob)
    - Fixed Grapeshot capability for canons
    - Fixed ancillary problem with Mali's capital
    - Fixed siege ladder bug for city
    - New faction maps (thanks BillyDilly)
    - Building cards for shaman temple (thanks BillyDilly)
    - Building cards for special buildings (thanks BillyDilly)
    Patch 3.5
    - Fixed missing road to Dongola's harbor
    - Fixed incorrect settlement levels
    - Various fixes by Irishron (sounds, recruitment, unit cards)
    Patch 3.4
    - New Traits and Ancillaries (BBB) by Billydilly
    - new strat characters for Scotland
    - 'bloody' loading bar
    - small corrections (as usual)
    Patch 3.3 and full version
    - proper faction units
    - all cities have walls
    - no more peasant units
    - new loading bar
    - Xeryx Battle and Campaign AI
    - removed Mecca as crusade target
    - more loading screens
    - more unit info
    - small text corrections
    Patch 3.2
    - Screens by BillyDilly
    - small (diplomacy) symbol for Genoa
    - tons of unit info cards
    Patch 3.1
    - fixed missing factions on selection screen
    - fixed missing unitbanner symbols
    - put old sound files back
    - updated Hedjaz (extra region, unit info cards)
    ----
    - new resources = apples, honey, salt
    - all resources redone
    - increased building times
    - decreased population growth
    - disabled resource fort cheat
    - disabled fort building outside own regions
    - smoother coastlines
    - reworked map_ground_types
    - complete set of symbols and banners for Genoa
    - disabled elephant artillery to prevent crashes
    - enabled heir\leader strat models
    - rebel flags by culture
    - landbridges are invisible
    Last edited by Gigantus; August 10, 2021 at 10:18 PM. Reason: added ModDB mirror link










  2. #2

    Default Re: RegionMod 3.0 - Kingdoms Version

    Awesome! Thanks!
    Last edited by williamtell0; July 29, 2009 at 08:59 PM.

  3. #3
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version

    Thanks for all the hard work.

    I hate to rain on your parade but the Armenia and Hedjaz faction symbols aren't showing up on the faction choosing screen.





    Edit: Fix included in latest Patch
    Last edited by Gigantus; August 09, 2009 at 11:27 PM. Reason: Link to patch - gigantus

  4. #4
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version

    For those of you that worry about losing your voices in the added factions, here is the way to get them back. Just unzip it into your Regmod-Kings folder.

    Gigantus, feel free to add it to your next release.



    Edit: Fix included in latest Patch
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version

    Thanks irish, I will check which ones are straight 'vanilla' and which ones have been modded.

    Notepad++ with the plug-ins is your friend there.


    PS - just a teaser on what little things I have planned for the kids:
    - smooth coast and culture linked rebel banners
    - additional resources
    - invisible land bridges


    Edit: included in latest Patch
    Last edited by Gigantus; August 08, 2009 at 05:35 AM.










  6. #6
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version

    The whole bundle I put in the data file were necessary in Medieval2 mods. I got the link and the info straight from Lusted. Kingdoms I don't know so trial and error.

  7. #7

    Default Re: RegionMod 3.0 - Kingdoms Version

    What a great mod! Regions plus Kingdoms...what could possibly be better? (well...)

    I just downloaded it last night and had a quick few turns. It looks and plays really good. Well done to all involved.

  8. #8
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version

    For those of you enjoying this mod, I have put together a little fixer for some I found playing as Hedjaz.

    If you have a campaign going you want to finish, do not install this mod. It is not save-gamecomatible. Finish your campaign, then enjoy it.

    To install it, just unzip it into your Regionmod-Kingdoms folder and let it overwrite the files.



    Edit: Fix included in latest Patch
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version

    I will include that in the 3.1 Patch. Only the resources are left to be done (50%). Lots of unit_info cards - are they all necessary?










  10. #10
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version

    Many unit_info cards are necessary for some factions for those that don't like the Roman peasant.

    One thing I did and forgot to upload the descr_strat that I made Mecca and Jedda Hedjaz regions. I removed the rebel army from Jedda and moved in the faction heir and his army.



    Edit: Fix included in latest Patch
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version

    Quote Originally Posted by irishron View Post
    Many unit_info cards are necessary for some factions for those that don't like the Roman peasant.

    One thing I did and forgot to upload the descr_strat that I made Mecca and Jedda Hedjaz regions. I removed the rebel army from Jedda and moved in the faction heir and his army.

    I will put it in. Any other faction region changes? Just asking because it will need redoing quite a few faction maps.

    I should be ready for patch 3.1 in about three days.

    Edit: I am on it. Guess Monday is a good day for a patch (wouldn't want to imitate MS's patch Tuesday)
    Last edited by Gigantus; August 07, 2009 at 11:36 AM.










  12. #12
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version

    No more faction region changes.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches











  14. #14
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    A couple of 3.1 bones to pick:

    I made a copy of 3.0 so I could carry on my old campaign. Your installer is too good and overwrote it, too. Now back to starting a new campaign.

    Doubling construction times is not my way. I'll play with it on a campaign to see if something else needs to be tweaked to compensate. Happiness and population growth are usually two killers of it for me.

  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Let me know how it works out. I haven't had enough time to test it in length.
    The building times are nearly all increased by two rounds only. (some esoteric buildings are not increased)
    Your installer is too good and overwrote it, too
    The installer will only have installed files into the folder with the original name, not anywhere else. So you should have first made a copy, then run the installer and renamed the unchanged mod. After that changed the name of the copy to the original name. That way you could have carried on with your old save. (any clarities removed?)
    OR - copy and rename, then change the entries in the bat and cfg file to represent the new name.










  16. #16
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    When you use the copy to folder command, it copies the Regionsmod-Kingdoms and renames the copy "copy of Regionmod-Kingdoms". "Copy of" should be enough to leave it alone. It didn't do it. Let you know how your extended build times come out later.

    Played with the settlement mechanics.xml? Blew right by the 800 mark in population in Akaba and it's still a village.

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I simply highlight the item (folder in this case), then Press Crtl+C and then Ctrl+V. Does the trick all the time and adds - copy to the end of the file. That's the fastest way to do back ups.

    Yup, little tweak to the settlement_mechanics as well: 1000 is the magic number.










  18. #18
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Hi,
    do you need a splash-screen for the mod?

    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    That looks excellent, I would like to put it in the next edition\patch. Can you get me a graphic as well just with the title? That would go onto the fe-texture file.
    And both please in TGA format!

    Another thing: have you updated your ancillaries for the mod (I saw that the king ancillaries for the new factions are not complete)?










  20. #20
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Hi. I'll send you the files tomorrow.
    CPU: Intel i7-8700. GPU: MSI GTX 1070 Armor 8G. RAM: Corsair Vengance, 16Gb HD: Kingston SSD 240Gb (System), Samsung 850 Evo SSD 500Gb (Steam), Western Digital 500Gb. PSU: Corsair CX600W

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