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Thread: RegionMod 3.0 - Kingdoms Version

  1. #181
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by gigantus View Post
    And I got the English version. Thank you.

  2. #182
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I appreciate the updates on the map editor; the minor updates here and there, the fog of war and the easy layout of buttons (and its all in English I noticed). But the new map editor has crashed on me twice now and with terrible results. Its only happened to me when I went to save the game (when at 99%) when I've done something to the map. That 'something' I’m not sure what it is yet. I did think for a second that if I changed the sizes of the regions then it would crash (when I would save later) but I just tested that and there was no crash. Luckily I had made a backup copy befor I even knew this was going to happen.


    The terrible result from the crash is that all rebel settlements are practically emptied of units (not structures), all rebel armies are deleted and all the faction relations/diplomacy is erased. Also the campaign script is erased from the desc_strat (along with the above). Thankfully though, it appears that all the other factions havnt been effected. Sorry for the bad new'z :l
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  3. #183
    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

    Octavius will surely be interested to hear of the problem. He has got a better insight into the program and will know what is being processed at a certain percentage.
    Link to the Geomod thread.










  4. #184
    billydilly's Avatar Senator
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I have also noticed the empty settlements. Very strange.
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  5. #185
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I left him a message.

    lol billy dilly. When I realised that all those rebel characters were deleted and all the rebel settlements were empty it was like missing a heart beat. Thinking: "hhmmmmm its gona take some time to fix this up". xD :l
    Last edited by IZob; October 22, 2009 at 05:06 AM.
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  6. #186
    Overlord.ru's Avatar Centenarius
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Hey I've got vanilla strat models for towns/castles...is there anyway to change them for sexier ones?)

  7. #187
    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











  8. #188
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by gigantus View Post
    Attatched is the descr_cultures.txy for this mod.
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  9. #189
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Those castles look huge. Do they look good in the map?

    Edit: I made this map using the geomod map generator. It has the most common faction movments identified as arrows. Red arrows resemble the monglos and tims. And yes this is from my edited version
    EDit: factions next to each other (eg: england and france) will usually fight as well. It seemed obvious to then not put in more arrows for these situations.

    Last edited by IZob; October 24, 2009 at 09:25 PM.
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  10. #190
    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











  11. #191
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Woooo ! Patch 3.6 is out. I'll be downloading that for sure! Just a matter of time atm :l


    Just a question, about these two updates:
    - Fixed missing road to Dongola's harbor
    - Fixed incorrect settlement levels
    Will this replace the previous desc_strat completely or will it just edit the parts that are being patched? When I DL the patch I'll check it out.
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  12. #192
    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

    - The road is fixed via map_ground_types.
    - You can't patch parts of a file. You change the required entries in a file and then that file gets put in the download. In other words: your old file will get replaced.










  13. #193
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Quote Originally Posted by IZob View Post
    Woooo ! Patch 3.6 is out. I'll be downloading that for sure! Just a matter of time atm :l


    Just a question, about these two updates:
    - Fixed missing road to Dongola's harbor
    - Fixed incorrect settlement levels
    Will this replace the previous desc_strat completely or will it just edit the parts that are being patched? When I DL the patch I'll check it out.
    Backup your changed file so the patch doesn't overwrite them.

  14. #194
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Aye, I did that.
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  15. #195
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    You will find two attachments.

    descr_strat.txt changes 21 castles to settlements. It will make the game more playable. There are some more castles that need to change and maybe some tweaking to get them spread out right.

    expot_descr_ancillaries.txt. Anybody play Milan and no crown? This is the fix.

    Milan's archer militia still needs a unit card and a unit_info card.

    I'd like to thank all that have worked and contribunted to this mod. Great job.
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  16. #196
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I just noticed when playing the cumans there is no voice when I command to move the captians and generals on the map. Usually the say, "yes might one..., moving" or somthing.
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  17. #197
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I'll look into it. I think I know why.

    Edit: In the data/sounds folder, delete the events.dat and events.idx and see if that makes a difference. If not, see if their speech shows up after the Mongols arrive.

    Edit #2: I did a little "what-if" research of my own. The Mongolian sound files for battle and campaign do exist. I used the IDX extractor to make sure. I copied/pasted all of vanilla's sound file into the mod and deleted the two event files. No Mongolian voices but one of the units had a Arabic voice. I tired adding Mongolian accent to a unit and silence. I made Cumans Arabic and have voices.

    Attached is the file to make them Arabic accent until I can fiure out something else. Remember to delete the two event files for it to work.
    Last edited by irishron; November 08, 2012 at 09:08 PM.

  18. #198
    IZob's Avatar Citizen
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    Thx Irishron thats better then nonthing btw, I didnt add that when speaking to the cumans they respond normally, its just when playing as the cumans and making them move is when they are silent.
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  19. #199
    irishron's Avatar Cura Palatii
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    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    I think the Mongolian accent is event driven of which means it doesn't show up until the Mongols do. It's Arabic until otherwise.

  20. #200

    Default Re: RegionMod 3.0 - Kingdoms Version and Patches

    just a heads up guys, I play as Genua when I play this mod (set the papal_states to have a family tree and the Poppa` killa is born`!) well on the most part awesome! minor bugs I noticed was mines are set to generate 0 and even though you have removed peasants from the game Genua still starts out with what were I think peasant archers (someone changed the units name to archer militia) but these units are associated with no particular ui card, you just get the grey roman peasant wih the short dagger! you know the guy who looks like his last haicut was done by his half blind grandmother with a bowl!
    Last edited by Druvatar De Bodemloze; October 31, 2009 at 02:05 AM.

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