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Thread: RegionMod 3.0 - Kingdoms Version and Patches

  1. #1721
    Ikko-Ikki
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I should add that I get this message upon starting up the game. As in, I click the icon, it opens up the loader bit where you can select "Medieval 2 Total War, Americas, Brittania, Teutonic, Crusades" I hit 'Medieval 2 Total War' and it pretty much immediately crashes.

  2. #1722
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Have you disabled the UAC?

    Did you also set the icon to "Run as Administrator"?

    Do you have the Steam version of the game?

  3. #1723
    Ikko-Ikki
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Yes, no, and yes.

    I found the Kingdoms tool launcher while I was looking around at stuff, and used that to some success; I am able to play the game now, although apparently if I spend too much time clicking different options on the grand campaign screen, it will crash and terminate itself.

  4. #1724
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    That has been there since we could have more than the original 20 factions. Nothing can be done about that one.

  5. #1725
    Ikko-Ikki
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Hi, i just download mod and think highly for this, only 1 problem: if you have next version, can you make the size of city/cattle smaller, size of city/cattle in vanila game seems good.

  6. #1726
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Odda are against it but I'm playing with a compromise between them.

  7. #1727
    Shashu
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Are you guys planning onadding new units and unit reskins in the next release and a fix for the T-1000 Terminator Bug in some of the units or is that something I have to get used to?

  8. #1728
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    List the Silver Surfer units you find. I have not gone through all 500 units and their respective factions so odds are some are missing.

  9. #1729
    Shashu
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by irishron View Post
    List the Silver Surfer units you find. I have not gone through all 500 units and their respective factions so odds are some are missing.
    Sure, here are some I've found so far:

    Spoiler Alert, click show to read: 

    Georgia:
    Mongol Heavy Archers
    Turkomans
    Turkish Horse Archers
    Mongol Heavy Lancers
    Dismounted DvorMongol Infantry
    Dismounted Nakhara
    Azabs

    Amenia:
    Dismounted Nakharas
    Early Generals Body Guard


    Also would you guys consider ever using the magyar mod hungarian units for the mod, I'm just curious since you guys were able to add the CBUR roster to the mod.

  10. #1730
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Thank you for the list. Possibly will be using Mogol and Arab textures if I can't find some Georgia ones already done. Redoing textures is a long ways down the to-do list but this will handle the Silver Surfer complex they can get.
    The unit number is maxxed out right now so there is no room for the Magyar mod units.

  11. #1731
    Shashu
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Well we cant win them all, found some more unit bugs

    Spoiler Alert, click show to read: 

    Abbassid Caliphate:
    Bedouin Tribal archers are invisible

    Ghana Empire:
    The Sprite of the general is bugged and looks invisible from the distance and is just armor when you zoom in.

    Rebel Turks:
    The Generals Bodyguard have the same silver surfer complex


    Its good to know you guys are still updating this mod, its really great, maybe you can use the timurid mongol units for georgia since both factions have red in their colors.

  12. #1732
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    It's a long, slow process. Keep them coming.

    Very good point. Thank you for it, too.

    Edit: Got all of them caught up except two that will have to wait until this campaign ends so I can also edit the EDU.
    Last edited by irishron; August 26, 2012 at 10:02 PM.

  13. #1733
    Telarius's Avatar Ikko-Ikki
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Thanks for the great mod, well done

  14. #1734
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by Telarius View Post
    Thanks for the great mod, well done
    You're welcome.

  15. #1735
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I just uploaded version 3.80.16 and the link is on the OP.

    Be sure the destination path is Medieval II Total War\mods\RegionMod_Kings.

    - Fred Putx's money script is gone.
    - Many of the loayalty and health attributes are gone.
    - Many fixes of game files, thank you to all that found and reported them.
    -The torrent is the only way I could get it uploaded without it costing me money to upload and odds are you to download.

  16. #1736
    Shashu
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I can't seem to find the link to the latest version, only links to the older versions up to 3.80.15.

    Edit: nevermind I found it.
    I'm glad you took my suggestion of using the timurid mongol units for Georgia
    Last edited by b257; October 15, 2012 at 08:21 PM.

  17. #1737
    loseless's Avatar Yari-hei
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I'm having some trouble installing the mod. I installed it on the default location and when trying to run it said it couldn't find the kingdoms.exe; During the install some of the game files were replaced (as the location was the main directory of the game) and I had to reinstall the game.

    Then tried to install the mod on the mod folder, but I got the same kingdoms error, and now I'm out of ideas.

    Just where is the mod supposed to be installed and what should I do to deal with the path problems? Also, I'm running XP SP3.


    Thanks

  18. #1738
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Disable the UAC.

    What is your path to Medieval II Total War folder?

  19. #1739
    loseless's Avatar Yari-hei
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I just got around it.

    When installing the mod, the path is set to drive:\Medieval II Total War\

    I just had to change it to: drive:\Medieval II Total War\mods\RegionMod_Kings\


    After some minutes around the .bat, I figured that the files assumed that the mod was installed in this last directory and not the one by default. Still, you guys should check it out some time around. Maybe it's because of XP.

    Thanks irishron

  20. #1740
    irishron's Avatar Moderator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    The installer software is set up for 32bit. I made it on my Win 7 64bit. When I was testing it, it was giving me some funky paths. That's why I put in the Readme in the OP< "check the path".

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