Page 1 of 2 12 LastLast
Results 1 to 20 of 39

Thread: GRIM HUGE UPDATE V1.06 22/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits, Ancillaries, Gguilds and Buildings, NEW UNITS, NEW Mechanics, New guild Mehanics NEW FIXES new....WIVES fix added to 1.06!

  1. #1

    Icon10 GRIM HUGE UPDATE V1.06 22/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits, Ancillaries, Gguilds and Buildings, NEW UNITS, NEW Mechanics, New guild Mehanics NEW FIXES new....WIVES fix added to 1.06!

    IMPORTANT (this is ONLY for ENGLISH VERSION OF DLV 6.1 for now, check back later for other language versions).
    (report in this post if you encounter any errors with this mod so I can fix them!)
    Grim HUGE UPDATE DO NOT REQUIRE CAMPAIGN RESTART, you can use them with your save game!
    BUT it you are playing Kingdom of Jerusalem and you want updated victory conditions you might want to restart. I would recommend a new campaign for others but IT MUST WORK WITHOUT RESTART IF YOU HAVE DLV 6.1 AND TAIJI'S latest BB.

    Latest Version is Version 1.06 (Seventh VERSION )

    IF you have a non English Version of DLV installed I suggest you do not copy export_descr_sounds_units_voice.txt from RAR Archive, it will function without it too you just won't have sound fix for old units and proper unit responses and weapon sounds for new units.

    My thanks to creators of Medieval 2: Total War - Kingdoms custom modification Deus Lo Vult and Taiji for his Battlefield Balance for DLV.
    Grim HUGE Update requires DLV 6.1 and Taijii's Battlefield Balance 2.2 for DLV 6.x with latest update (21/08/2009 - is the latest June update that Grim little fixes require to function).
    Should be compatible with almost all other mods too.


    PLEASE BACKUP your old files just in case.

    THEN BE SURE TO MOVE (for safe keeping) ALL THE *.BIN FILES IN DATA/TEXT FOLDER inside DLV folder. Then MOVE
    events.dat from Directory DATA/SOUNDS also in DLV mod folder. THERE MUST BE NO remaining *.bin files in data/text folder (for DLV mod) before you proceed and there must not be events.dat file in directory data/sounds (also DLV)!

    FILEFRONT GRIMHUGEUPDATE106.RAR

    MEGAUPLOAD LINK FOR GRIMHUGEUPDATE 1.04
    (FULL VERSION)
    (OLD since MEGA UPLOAD annoyed me, will add V1.06 one day, MAYBE!)

    SMALL UPDATES FOR VERSIONS BEFORE 1.05:

    FILEFRONT V1.06 FIX (IF YOU HAVE ANY VERSION OF GRIMHUGEUPDATE OTHER THEN 1.06 YOU WILL NEED THIS UPDATE)

    After that you can copy content of GRIMHUGEUPDATE*.RAR to your DLV folder.

    Just put unpacked files in your DLV directory, without changing directory structure and overwrite old files.


    Do the same with FIX*.rar file if you don't have the latest version.


    CHANGES from 1.00 to 1.06

    Spoiler Alert, click show to read: 
    1.00-1.05
    ADDED MISSING Castle Buildings Pictures for Castle Highways (Made by Agis Tournas).
    FIXED POTENTIAL bugs in character traits.
    EDU changed to fall more in line with Taiji's and fixed erroneous change I made to PaviseCrossbowmen.
    EDB changes to CITY Cannon towers. Now they can be built at the same time AS Castle Gunpowder towers.
    EDB changed for gothic_armourer to give trade bonus 1.
    EDB changed for c_gothic to give trade_base_income_bonus bonus 1.
    Fixed descr_strat.txt error that existed before my Update. Tzernigov_Province ROAD bug in Historical campaign.
    joiner_shop_c sawmill_c given small trade income bonus (1 for level one and 2 for level 2).
    Mines react less sever to negative events. Makes sense, a collapse of a single part of mine might not even disable entire mine let alone all your mines across the world!
    REBALANCED EVENTS for markets, harbors and all harbor and market events!
    =============
    Version 1.06
    =============
    Traits WifeIsSlut and HubbyIsNotDaddy* (For sons and daughters) should occur far less now.
    Some pathetic spelling error fixes made to this file too. (YES I AM LAZY!) Forget about spelling errors for help file anyway.


    LOOK to MY 3RD POST IN THIS TOPIC IF YOU REALLY NEED *.BIN (THOUGH I STILL SUGGEST YOU REMOVE THEM YOURSELF AND LET YOUR OWN COMPUTER AND DLV Rebuild new ones!)

    Unit TEXTURES for HEAVY DRAGOONS and Armored Arquebusiers are made by unknown artists and are not included with Grim Huge Update (they are already
    included with DLV 6.1)
    Mounted Cossack Gunners textures are made by RUSICHI team I think (can't get confirmation and are not included but already exist in DLV 6.1)
    GREAT LOOKING Unit and Building cards are made by Agis Tournas and used with his permission (so remember to thank him too).
    (Crappy new one's are made by Grimblade , only for new units, rest by CA)
    Desert Tribes crown and Royal banner are made by BamaToon and used with his permission (so remember to thank him too).

    PICTURES:
    of some new units

    Armored Arquebusiers
    Spoiler Alert, click show to read: 


    Mounted Cossack Gunners
    Spoiler Alert, click show to read: 


    Heavy Dragoons
    Spoiler Alert, click show to read: 


    Royal Knights of Jerusalem
    Spoiler Alert, click show to read: 

    I have decided to give something HUGE to great community of DLV.

    GRIM HUGE UPDATE consists of:

    6 NEW UNITS
    Royal Knights of Jerusalem, Templar Gunners, Armored Arquebusiers, Spanish Dragoons, Mounted Cossack Gunners and Heavy Dragoons.

    1 existing unit weapon model changed (Lancers; sword to mace) and can now be built by Kingdom of Jerusalem.
    Dismounted French Archers, Aventurier and Pike_Militia can now be built by KOJ now (made changes to EDB and EDU).
    Some very minor stat rebalance for Crossbowmen and Aventuriers.

    About 7000 new lines of code

    It removes about 5000 bad lines of code (Hanseatic League).

    MANY NEW FIXES!

    New Ancillaries! (Great pics made by Agis Tournas thank him again)

    New Traits!

    Simple Genetic traits added. (Well thousands of line of code actually)
    No more CLONE Wives!
    WEAPON SOUNDS for gunpowder units fixed (foot and mounted).
    UNIT RESPONSES for gunpowder units fixed (foot and mounted).
    TOTAL change of Hanseatic guild.It is now 3 tier guild.
    New triggers in export_descr_guilds.txt. Fixed old ones.

    Big changes to Slave markets with new ancillaries and traits concerning slavery (and opposition to slavery!)

    TOTALLY rebalanced faction_capability trade_base_income_bonus for all structures.
    Wonders Changed, Banyas added for Russia and Kiev, everyone can build highways after gunpowder is discovered .

    N
    O MORE CLONE CITIES
    ! Settlement Mechanics population growth TOTALLY REBALANCED

    Movement rebalanced again .

    SOME ECONOMIC EVENTS rebalanced slightly.

    And MUCH MUCH MORE. More info coming later.

    More Pics!
    Spoiler Alert, click show to read: 

    Have Fun and Good Luck!

  2. #2

    Default Re: GRIM HUGE UPDATE V1.00 05/09/2009 FOR DLV 6.1

    Most of fixes and new stuff is listed here
    SPELL CHECK NOT INCLUDED IN THIS FILE FOR NOW Check back for Version 1.01

    Spoiler Alert, click show to read: 
    IMPLEMENTED GRIM LITTLE FIXES, GRIM CROWN AND MOVEMENT CHANGES BUT WITH A TWIST
    AND THEN
    ADDDED A BUNCH OF NEW STUFF

    Version 1.00 05/09/2009

    Changes from Grim Little Fixes

    Missing Text EDB fix : Changed EDB files [teutonic_knights_hq requires factions { hre, }] added missing teutons, so Teutonic knights can build Headquaters [teutonic_knights_hq requires factions { hre, teutons, }]
    Erroneus Text EDB fix : st_johns_minor_ch requires factions { england, france, elo, scotland, denmark, hungary, poland, papal_states, milan, sicily, venice, flanders, armenia, } deleted Armenia since it is obviously an error
    Rebalanced back to Creative Assembly's original intentions [jousting_lists castle requires factions] added Teutons and Kingdom of Jerusalem
    Rebalanced back to CA's original intentions [tourney_fields castle requires factions castle requires factions] added Teutons and Kingdom of Jerusalem
    Changed battle_modeldb - added lines to fix invisible Hussites; STILL MISSING : Proper Hussites sprites for Poland
    Changed Quapukulu Secondary weapon to intended value 11, 4, no, 0, 0, melee, melee_blade, blunt, mace, 20, 1 ; level 8
    Temporary FIX: Added Missing UNIT INFO picture for Hussites, it uses temporary art of Letts_Crossbowmen_info.tga just renamed
    Temporary FIX: Added Missing UNIT picture for Hussites, it uses temporary art of #Letts_Crossbowmen.tga just renamed
    Debatable additions to oriental orthodox factions
    Armenia and Georgia given ability to build ikoner_studio (orthodox factions)
    Armenia and Georgia given ability to build master_ikoner_studio (orthodox factions)
    Armenia and Georgia given ability to build hermit_anchorit (orthodox factions)
    Armenia and Georgia given ability to build monast_anchorit (orthodox factions)
    Armenia and Georgia given ability to build abbey_anchorit (orthodox factions)
    Armenia and Georgia given ability to build hermit_cenobit (orthodox factions)
    Armenia and Georgia given ability to build monast_cenobit (orthodox factions)
    Armenia and Georgia given ability to build abbey_cenobit (orthodox factions)
    End of Debatable additions to oriental orthodox factions.
    List of Changes (Version 0.01B):
    Debatable additions to oriental orthodox factions
    Armenia and Georgia given ability to recruit priests from monast_anchorit (orthodox factions)
    Armenia and Georgia given ability to recruit priests from abbey_anchorit (orthodox factions)
    Armenia and Georgia given ability to recruit priests from monast_cenobit (orthodox factions)
    Armenia and Georgia given ability to recruit priests from abbey_cenobit (orthodox factions)
    End of Debatable additions to oriental orthodox factions.
    ;-------------------------------------------------------------------------------------------------
    Hungarians, Armenians and other enslaved…(I mean free) people of Middle Earth Rejoice!
    ADDED Ability to produce Dungeons in Metropolis Castles So those who have castles as seats of power will be able to imprison Disobedient Family Members under same conditions that applied to City dungeons.
    (Have in mind a player can't change Seat of Power without moding a game, simply changing capital wont be of much use)
    Changed it so Dungeons in castles will not lower happiness (or they will slow growth in castle since you can't build more then few happiness buildings in castles)
    Castle Dungeons require minimum of Castle upgrade!
    Changed short description of export_buildings.txt in Text Folder.
    ;-------------------------------------------------------------------------------------------------
    (Stone Walls, Cossack Musketeers and Contaratoi fix)
    Fixed Stone Walls Free Upkeep (was typed 2 times so it provided double intended upkeep)
    Fixed Armenia's Contaratoi invisible model. You can't recruit them in game but it was a problem since Armenian's had them in their army at the begining of their campaing
    Fixed Armenia's Contaratoi unit card (thanks CBUR or Tokus*MaximusI think?)
    Fixed Armenia's Contaratoi INFO unit card (thanks CBUR or Tokus*Maximus I think?)
    FIXED Russia and Kiev ability to recruit "Cossack Musketeers" without Grand Cross general (this seems like a bug since no other foot gunpowder unit, no matter how good requires it, or any city unit, or any infantry unit) [recruit_pool "Cossack Musketeers" 0 0.5 4 0 requires factions { russia, kiev, } and region_religion orthodox 60 and event_counter malleus_maleficarum 1 and event_counter grandcross_present 1]
    ;-------------------------------------------------------------------------------------------------
    (Building and unit fix for Templar & Hospitaler orders)
    Templar Sergeants given to rosters of Norway and Flanders for custom battles (they could already build them in campaign)
    guild_templars_minor_ch DISABLED BUILD OPTIONS FOR Norway (unit building requirements were OK already)
    templars_major_ch can now be DISABLED BUILD OPTIONS FOR Norway (unit building requirements were OK already)
    templars_major_ch can now be DISABLED BUILD OPTIONS FOR Norway (unit building requirements were OK already)
    st_john can now be built by Norway and Ireland (unit building requirements were OK already)
    st_johns_major_ch can now be built by Norway and Ireland (unit building requirements were OK already)
    st_johns_hq can now be built by Norway and Ireland (unit building requirements were OK already)
    ;-------------------------------------------------------------------------------------------------
    END OF GRIM LITTLE FIXES

    NEW ADDITIONS!
    ;-------------------------------------------------------------------------------------------------
    ;-------------------------------------------------------------------------------------------------
    ;-------------------------------------------------------------------------------------------------
    (HUGE Hanseatic League FIX, Slave Markets change, Wonders changed )
    INSANITY that was Hanseatic League guild should now be mostly fixed.
    Major change to export_descr_guilds.txt now has 3 levels insead of just ONE.
    HANSE HUGE FIX 595 Triggers Obliterated from export_descr_ancillaries.txt and 9 new better functioning inserted instead (new ones make more sense before some factions who could not build Hanseatic league buildings COULD NOT get Founder of the Hanse and related titles while others who could NOT BUILD Hanse buildings COULD GET Founder of the Hanse title and related titles)
    Old Triggers only checked if the faction owned certain settlements BUT NOT if those settlements had actual Hanseatic league building, new triggers actually check if faction owns Hanseatic Guild Headquaters
    Major corrections to export_descr_guilds.txt , all settlements except Lubeck now give only 1 point acrross the faction for Hanseatic League Guild buildings, while Lubeck still gives 3 and also Lubeck now gets 5 local points instead of 3 for Hanseatic Guild.
    Local points added each turn to overall Hanseatic League points remained same for other settlements.
    Added London and Antwerpen to list of cities that generate Hanseatic League points.
    Changed file export_descr_buildings.txt so hanseatic_guild m_hanseatic_guild gm_hanseatic_guild can now be BUILT.
    Added stats to each level of hanseatic league guild buildings and now ONLY headquaters gives faction wide tade bonus of + 3 and local trade bonus of + 3. Third level is also quite a bit harder to get now.
    First and second level of Hanseatic league buildings give only regional trade income increase and small one at that. (same as merchant guild)
    Hanseatic guild can now also be built by England and Flanders.
    Grand Maseter Hanseatic guild will give only 1/2 of global trade income to factions that can't build it (except to Papal states).
    Grand Master Merchants guild now gives small GLOBAL trade increase of + 1 together with unchanged local bonus.
    Slave Markets now changed to balance Hanseatic guild for factions that can not build Hanseatic league.
    Slave Markets can now be build inside cities that do not have a slave resources and they will generate a bit more trade income for Huge cities, but they will get more income IF there is a slave resource presnet. Total trade income for Huge cities with slave resource is unchanged.
    Made it so that factions who can build Hanseatic league buildings can build slave markets only where there is a slave resource (Papal States also). They will also suffer happiness and law bonus only for extra slaves (slave resource) but will aslo profit only from slvae resource, so they will actually not engage in selling their loacl populace. It is not the best from the historic perspective because while current Hanseatic league member factions indeed didn't trade slve from their local populations on large level but neither did some factions that can now build slave matkets without the slave resource
    Slave Markets + Christian Abbeys or larger + Universities now equal more unrest and unhappiness. (For ALL factions)
    Unhappiness and Negative Law bonus caused by Slave Markets is made segmented and conditioned (As explained they will give more income but also caused more unhapiness to none Hanseatic League memebers minus Moors and Papal States).
    Balanced it so the Moors won't trade their own local populace , same as Hanseatic League members (not historic I guess but at least it balances crazy caravan income)
    Wonders changed. All wonders take 20 turns to build and cost 24000 gold. They now give minimal BUT GLOBAL trade income increase (only to the factions that can build them) and have incresed positive effects. They are now WONDERS indeed.
    Changed description for Slave markets in export_buildings.txt file from Text folder.
    Changed description for ALL WONDERS in export_buildings.txt file from Text folder to update new CONDITIONAL GLOBAL TRADE INCREASE.
    Provided hanseatic_guild.tga and hanseatic_guild_constructed.tga pictures (they are made y Creative Assembly) for 2 new Haneatic League guild buildins in UI folder. Unfortunatelly they are same as ones used for before and we need 4 more pics, so if you can make them be sure to call us.
    Building_battle.txt file inside Text folder changed to accomodate new Hanseatic guild.
    Descr_building_battle.txt , descr_building_battle_enums.txt and export_descr_buildings_enums.txt files changed to accomodate new Hanseatic guild. (some of didn't even have original Hanseatic guild implemented)
    Added a trait with 5 levels named SlaveExploiter and its 5 levels antitrait Abolitionist!(to export_descr_character_traits.txt)
    Added 6 triggers concerning slave markets and new traits. (to export_descr_character_traits.txt)
    Added 5 new ancillaries and 15 new triggers for these ancillaries added!
    Mint Coin building is Changed , INSANE FACTION WIDE bonus is now 4 time less.
    ;-------------------------------------------------------------------------------------------------
    Note positve traits for wives (CharacterMarriesPrincess) changed from 85 to 100 to avoid reloading , negative left at 85

    Fertility CHANGES/FIXES:
    Lowered Difficult_Birth 1 chance for Difficult_Birth_Trigger01 anf Difficult_Birth_Trigger02 trigger 5 times!
    Lowered Difficult_Birth 2 chance for Difficult_Birth_Trigger03 3 times!
    Changed Trigger random_birth13 trigger to increase fertility 3 times! (6% chance from 2%)
    Halved Trigger random_birth30 chance for infertile!
    Random_birth46 and random_birth47 triggers left intact (Nasty I know!)
    Trigger random_birth48 chance to occur increased just 10%.
    Trigger random_birth49a chance to occur increased from 15% to 33%.
    Trigger family_generalmarries_fertile_1 & 2 & 3 Affects WifeIsFertile 1 Chance changed to 100 from 85 (if she is Fertile then she should be ALMOST certainly Fertile; no?)
    Trigger princess_dad_was_fertile chances to give FertileWoman increased 2 times (actually it was 30% + 23.1% it is 60% + 26.4 % but that is not what I am writing about SAME FOR ALL THE STUFF I MISSED TO TELL and concerns Fertility).
    Trigger princess_dad_was_infertile halved (it produced InfertileWoman trait). I have no idea how accurate this is from genetics points of view, but hey generals can have maximum of 4 children here while quite a few had over 10.
    Trigger princess_mom_was_fertile_1 increased on both counts to 75% (from 25%)
    Decreased both counts of Trigger princess_mom_was_infertile_1 to half ov original (20 from 10%).
    Trigger Male_royal_fertile_bonus left intact.
    Introduced Trigger family_generalmarries_Grimaverage_1 with Condition SpouseAttribute Fertility >= 0 and effect : Affects WifeIsFertile 1 Chance 45.

    VERSION 0.07

    HUGE CHANGES

    GENETICS CHANGES/FIXES:
    Fixed and added triggers so that both intelligence of father and mother play part in determining children intelligence and looks!!!
    Trigger family_generalmarries_educated_1, 2 and 3 for Trait WifeIsWise; Chance to acquire increased from 85 to 100% (If wife is educated women)
    Triggers family_generalmarries_fair_1&2&3 from 85 to 100 for WifeIsNoble...
    Triggers family_generalmarries_humble_1&2&3 changed...85 to 100 Affects WifeIsNoble 1 Chance 100
    Trigger family_generalmarries_spirited_1&2&3 changed. 85 to 100 Affects WifeIsNoble 1 Chance 100
    Trigger princess_dad_was_intelligent changed Affects EducatedWoman 1 Chance 50 (from 33). Second roll lowered since mother genes will be calculated also.
    Trigger princess_dad_was_intelligent2 also changed form 33 to 50 and then corrected VapidWoman to EducatedWoman second roll lowered since mother genes will be calculated also.
    Triggers princess_dad_was_ignorant and princess_dad_was_ignorant2 changed (higher chance of dumb princess; 33 to 50); second roll lowered since mother genes will be calculated also.
    Triggers princess_dad_was_handsome , princess_dad_was_handsome2 and princess_dad_was_handsome3 changed (Affects PrettyWoman 1 Chance 50 from 33)
    Triggers princess_mom_was_charming_1&2&3 increased chance for pretty princess Affects PrettyWoman 1 Chance 50 (from 20)
    Triggers dads_handsome, dads_handsome2 and dads_handsome3 changed (Affects Handsome 1 Chance 50 from 33)
    Triggers dads_Ugly, dads_Ugly2 and dads_Ugly3 changed Affects Ugly 1 Chance 50 (from 33)
    Trigger princess_dad_was_ugly, princess_dad_was_ugly2 and princess_dad_was_ugly3 changed (Affects UglyWoman 1 Chance 50 from 33)
    Trigger princess_base5 changed (Affects UglyWoman 1 Chance 50 lowered from 75)
    Trigger princess_dad_was_ignorant2 changed educatedwoman to vapid... Decided to make Educated Woman = Intelligent woman for now.
    Trigger princess_base12 changed Affects EducatedWoman 1 Chance 10 (from 5 to level it with vapidwoman). Vapid woman becomes Stupid Woman (Alo, Alo?)
    Triggers family_generalmarries_charming_1&2&3 increased chance for WifeIsCharming 1 to 90 from 85 (follows same logic)!
    Trait EducatedWoman FIXED! Level Educated and Level Scholarly were reversed (and VNV , Kingdoms XP and Common Sense agree with me!)
    Added Trigger grcca_ignor1 to punish unintelligent people
    Added Trigger dad_is_ignorantgr1 and dad_is_ignorantgr2 to punish even more unintelligent people with ignorant fathers
    Trigger building_university changed from 100 to 50 TO AVOID EXPLOITING!
    THRESHOLDS FOR HANDSOME AND UGLY changed (they were almost broken; it was very hard to get male character that is even a bit pretty or just slightly ugly?! 4/8/12/16 changed to 1/2/3/4) BTW SOMEONE JUST RIPPED THIS FROM M2TW KINGDOMS SCRIPT , BUT GUESS WHAT CA MENAGED TO BROKE IT (IT WAS FINE IN ORIGINAL M2TW)!
    ADDED GENETIC TRIGGERS CONCERNIG MALE INTELLIGENCE (3 for Intelligent father and 3 for Wise/Intelligent Mother)
    ADDED GENETIC TRIGGERS CONCERNIG FEMALE INTELLIGENCE (3 for Wise/Intelligent Mother)
    ADDED GENETIC TRIGGERS boysmom_was_charming_1 & 2 & 3 ( Affects Handsome 1 Chance 50 and Affects Handsome 1 Chance 25)
    Trait Pretty Woman ADDED 4th level (Insanely_Beautiful) to make it even with male beauty levels.
    Traits WifeIsPretty (4 levels) AND WifeIsUgly (2 levels) introduced
    Triggers princess_mom_was_charming_1&2&3 instructed script to skip over Affects PrettyWoman 1 Chance 50 (because now genetic traits for mother beauty will be derived fro, WifeIsPretty which makes MUCH MORE SENSE!)
    Triggers princess_mom_was_horrid_1&2 changed to skip over line Affects UglyWoman 1 Chance 20, instead UglyWomen will be given by...you guessed it WifeIsUgly!
    Added 8 triggers boysmom_wasPretty and girlysmom_wasPretty (4 for boys and 4 for girls) that affect beauty of offspring.
    Added 4 triggers UglyMothernotRealMother (2 for boys and 2 for girls) that affect illegitimacy of offspring.
    Marriage triggers for Pretty Wife (4) and UglyWife (2) added.
    Trigger No_Education_Penalties_1 added penalties for dumb!
    Trigger FATHER_ISgeniusDaugh
    Trigger sitting_around_town_with_academia_career_general (Affects Intelligent 1 Chance 5 lowered to 2)
    Trigger sitting_around_town_with_academia_career_governor (Affects Intelligent 1 Chance 8 lowered to 3)
    Trigger sitting_around_town_with_market_career_governor ( Affects Intelligent 1 Chance 8 lowered to 3)
    Trigger sitting_around_town_with_university ADDED (VERY similar to sitting_around_town_with_academia_career_governor just works for all types of general)
    {Wife_is_Insanely_Beautiful} implemented in export_VNVs
    {Wife_is_Pretty} and {Wife_is_QuitePretty} and {Wife_is_Beautiful} implemented in export_VNVs.
    {WifeHasFlawed_Features} and {WifeIsHideous} implemented in export_VNVs.
    {WifeIsReliable}, {WifeIsFaithful} and {WifeIsUnquestionably_Loyal} implemented in export_VNVs.
    {WifeIsPromiscuous},{Wife_Is_Slut} and {WifeIsTotal_Slut} implemented in export_VNVs.
    Wife_is_Dense, Wife_is_Dense_desc, Wife_is_Dense_effects_desc implemented in export_descr_VnVs_enums.txt and in export_VNVs.
    Wife_is_Dumb, Wife_is_Dumb_desc, Wife_is_Dumb_effects_desc
    Wife_is_Idiot, Wife_is_Idiot_desc, Wife_is_Idiot_effects_desc
    Dense, Dense_desc, Dense_effects_desc
    Is_Dumb, Is_Dumb_desc, Is_Dumb_effects_desc
    Idiot, Idiot_desc, Idiot_effects_desc
    Black_Hole, Black_Hole_desc, Black_Hole_effects_desc, Black_Hole_epithet_desc
    Trigger brain_damage1 added ( 1/100 * 1/100 chance...pretty low ehhh)
    Trigger ignorant_becomesdumb1 added for generals Affects Dumb 1 Chance 33 . A bit high but for now I am lazy to balance it with the Mathematic skill.
    Hubby_IsNOT_DaddySon properly implemented in VNV enums.
    HubbyIsDaddyDaughter properly implemented in VNV enums.
    HubbyIsDaddyDaughter and Hubby_IsNOT_DaddyDaughter implemented in ExportVnVs.
    Trait HubbyIsDaddyDaughter added to export_descr_character_traits.txt.
    Trigger family_generalmarries_1 changed (both Cuckold and added WifeIsSlut)!
    Triggers GRfamily_generalmarries_slut2 and GRfamily_generalmarries_slut3 Added (affect Affects Cuckold 1 Chance 95; Affects WifeIsSlut 1 Chance 100)
    FaithfulWoman trait tied to WifeIsFaithful trait and UnchasteWoman tied to WifeIsSlut trait.
    Triggers GRfamily_generalmarries_faith1 & 2 & 3 added for WifeIsFaithful.
    Trigger GRFaithfulWife1 & 2 & 3 added for trait HubbyIsDaddy.
    Trigger GRMomIsSlut1 & 2 & 3 added for trait HubbyIsNOTDaddySon.
    Triggers GRsfperpFaithWife1 and GRsfperpSlutWife1 added.(Self perpetuating traits)
    Trigger GRsHorridWifeSlutWife1 and GRsHorridWifeSlutWife1 added (horrid es become sluts to add insult to the injury!)
    Husband causes wife to become slut triggers added:
    GRsHelloSlutWife1 for Prim; GRsHelloSlutWife2 for Stoic and GRsHelloSlutWife3 for Austere.
    Triggers GRsHelloSlutWife4A-C, Adulterer husband cause adulterer wives.
    Trigger GRsHelloSlutWife5A-E. Ugly husbands cause slut wives.
    Trigger GRsHelloSlutWife7A-C. Boring Husbands cause slut wives.
    Triggers GRsHelloSlutWife8A&B&C for Homosexual Husbands Added.
    Husband causes wife to become faithful Triggers added (Less triggers then for sluts).
    Triggers GRsFaithWife1A & B added for Prim Husbands.
    Trigger GRsFaithWife2 for Austere (but not too Austere) Husbands Added.
    Triggers GRFaithWife4A&B&C for Inspirational Speakers added.
    Triggers GRFaithWife5A&B&C&D for Attractive Husbands added.
    Triggers GRFaithWife6A&B for Intelligent Husbands added.
    Wife becomes slut on her own Triggers added.
    Triggers GRsSlutsUrUs1A-D added for pretty wives.
    Trigger GRsSlutsUrUs2A for charming wives added.
    Triggers for Wife becomes more faithful, own reasons added
    Triggers GRFaithWife1A-C added for Noble faithful wives.
    Trigger GRfamily_generalmarries_faithAdded1. Implemented 10% chance of acquiring faithful wife point for any non unchaste princess.
    IMPORTANT: BUNCH OF IsGeneral ADDED to THE TRIGGERS FOR MARRIED GENERALS!
    IMPORTANT: BUNCH OF IsMarried ADDED to THE TRIGGERS FOR MARRIED GENERALS!
    Triggers GRsSlutsUrUs3A&B addded for Smart and Dumb already slutty wives.
    Triggers GRFaithWife2A&B added for Smart and Dumb, already faithful wives.
    Triggers for Wife becomes more loved by people added!
    Triggers GRPeopleLoveWife1&2&3 added for charming, intelligent and pretty wives.
    Triggers generalmarries_1&2&3 changed chance from 85 to 100% to make it fair.
    Trigger GRIncoming1A&B&C&D added. Affects unfaithful wives and absent husbands but also absent womanisers.
    Trigger GRIncoming2 added for wives of perverted husbands.
    WifeISHorrid Trait now concearns wife's psyche not her physical appearance (that is WifeIsUgly Trait now).
    Trigger GRhorrid2 added for wives of ugly husbands (unfaithful ones).
    Trigger GRhorrid3 added for wives of dumb husbands (unfaithful ones).
    Trigger GRhorrid4 added for wives of perverted husbands.
    Triggers GRmental_wife1&2&# added for wives that end up with their husbands in settlements with university, fairground and alchemists lab.
    Trigger GRDumb_wife1 added for wives that lack any mental challenge.
    Trigger mental_challenge1 blocked for now.
    Fixed small imperfections with WifeIsSlut and WifeIsFaithful.
    Triggers for self perpetuating WifeIs and WifeIsHorrid added (5% chance for now).
    Trigger GRPeopleLoveWife4 added for already liked noble wives that have chivalrious husbands.
    Trigger GeneAffectingIllness added (affects dumb and ugly 1%)
    Trigger grim_generalHands_likesgirls1&2&3&4 for handsome generals that like girls (don't worry though they wont go much over adulterer). UPDATE: Added Affects Arse too with 1/10th of a chance compared to Girls.
    Trigger grim_generalSmart_likesgirls1 for smart generals (don't worry though they wont go much over adulterer). UPDATE: Added Affects Arse and Perverted too with 1/10th of a chance compared to Girls.
    Random Marriage Triggers (Finally!!!)
    Triggers grim_generalmarries_plain01&2&3 for regular generals (neither handsome or ugly and neither smart or dumb).
    Triggers grim_generalmarries_goodspeaker01&2&3 added for good speakers (nice wives).
    Triggers grim_generalmarries_badspeaker01&2&3 added for good speakers (bad wives).
    Triggers grim_generalmarries_Hands1&2&3&4 Taken care of for now (check back later)!
    Triggers grim_generalmarries_Hands1B&C Added for now to fix things.
    Triggers grim_generalmarries_Ugly1&2&3&4&5 Taken care of for now (check back later)!
    Triggers grim_generalmarries_Hands1B&C Added for now to fix things.
    Triggers grim_generalmarries_intel1&2&3 Taken care of for now (check back later)!
    Triggers grim_generalmarries_intel1B&C Added for now to fix things.
    Trigger grim_generalmarries_dumb1&2&3 Taken care of for now (check back later)!
    Trigger grim_generalmarries_dumb1B&C Added for now to fix things.
    Trigger grim_generalmarries_highchiv01 for highchivalry generals (better wives)
    Trigger grim_generalmarries_highdread01 for highchivalry generals (horrid wives)
    Trigger grim_generalmarries_womaniser01 , general likes pretty girls. ( Affects WifeIsSlut 1 Chance 10 added now too).
    Trigger grim_generalmarries_prim01 likes wise women (just a bit more 3%).( Affects WifeIsSlut 1 Chance 10 added now too).
    Trigger grim_generalmarries_highpiety01. General searches for girls that come from mothers who had a lot of children (higher chance of fertile wife). Also searches for faithful wife.
    Trigger grim_leadermarries_01 . Trigger for faction leaders (nice wives but some horrid es here too)!
    Trigger grim_leadermarries_01 . Trigger for faction heirs (nice wives but some horrid es here too)!
    Trigger grim_generalmarries_Epicurean01 added for Epicurean generals.
    Trigger grim_generalmarries_plain04 added (Faithful/Slut).
    Trigger grim_generalmarries_Hands1D added (Faithful/Slut).
    Trigger grim_generalmarries_Ugly1D added (Faithful/Slut).
    Trigger grim_generalmarries_intel1D added (Faithful/Slut).
    Trigger grim_generalmarries_Ugly1D added (Faithful/Slut).
    Trigger grim_generalmarries_Pervert01&2 added for perverted generals (pretty wives but also slut wives).
    Added Trigger GRmental_princess01 for princesses born to factions with a University. (#^$^@!&%$ to add this, need something better then NOTEPAD++).
    Trigger Grim_SlaveRA01C CHANGED and also fixed Trigger Grim_SlaveTR01C (they both have to exclude Faction Heirs AND LEADERS!)
    Triggers grcca_ignor2&3 added and Trigger grcca_ignor1 changed.
    Trigger dumb_bad_with_math changed again.
    Triggers GRfamily_generalmarries1&2&3 should be ok now.
    CHANGED OLD STUFF:
    Triggers extermination6 and 7 FIXED.
    Trigger adulter0 changed (Now checks for WifeIsSlut).
    Trigger adulter1 changed (Now checks for WifeIsFaithful). Changed again (8% chance).
    Trigger adulter4 (Now checks for WifeIsFaithful).
    Trigger adulter0B and C added for Slutty Wifes.
    Thresholds for Perverted and Girls LOWERED A LOT! (except Girls, over adulterer)
    Trigger random_birth19 increased chance for girls. (Chance changed to 4).
    Trigger family2 changed.
    Trait Cuckold changed. Lower all the level thresholds except last.
    New Stuff again:
    Trigger Bad_Son1 added for Bad Sons.
    Trait Wife_is_Dense fixed a bit.
    Trait WifeLikesToSpend with levels Wife_Likes_Shiny_Things, Wife_Spends_Quite_A_Bit, Wife_Spends_A_Lot AND Wife_Is_Spending_Menace implemented in Export_Descr_Char_traits and in Enums and Export VNVs. Remeber to put in triggers.
    Girls and Arse traits changed thresholds.
    Triggerd Grim_generalHands_likesgirls1&2&3&4 and grim_generalSmart_likesgirls1 changed just to check and affect girls.
    Trigger grim_generalHands_isaPerv1&2&3&4 and grim_generalSmart_isaPerv1 added just for perverts.
    Trigger grim_generalHands_likesman1&2&3&4 and grim_generalSmart_likesman1 added for homosexual generals.
    Trigger GrB_Pious_Girls1 added for very pious married generals. (They try to be a less of an adulterer). Rools twice.
    Trigger GrB_Pious_Perv1added for very pious married generals. (They try to be a less Sexually_Corrupt pervert). Rools twice.
    Trigger GrB_Pious_Arse1 added for very pious married generals. (They try to be a less Homosexual but really low chance). Rools twice.
    Bunch of Triggers for Trait WifeLikesToSpend implemented.
    Trigger GrB_WifeLikesToSpend7 added just to piss of Cheapskates (Hey, it is backed by new research too )
    NOW CHECK EVERYTHING!
    Changed c_port c_shipwright c_dockyard c_naval_drydock. Now they give 1 + Level trade_base_income_bonus bonus and trade_fleet 1. Rhis makes castles near sea more profitable. They will also grow faster as they should.
    Triggers GRsHideSlut1A&B added for Prim Husbands with slut wifes.
    Triggers GRsHideSlut2A added for Disciplinarian Husbands with slut wifes.
    Triggers princess_dad_prim_momSlut1A&B added to export_descr_ancillaries.txt (gives chastity belt to daughters of wives that where unfaithful and had prim husbands).
    Triggers princess_dad_disciplinarian_momSlut1A&B added to export_descr_ancillaries.txt (gives chastity belt to daughters of wives that where unfaithful and had disciplinarian husbands).
    Trait WifeIsSlut rebalanced on all levles and description in ExportVNVs in Text directory changed.
    Triggers GRFaithfulWifeDaug1A&B&C added for Daughters of Faithful wives.
    Triggers GRSlutWifeDaug1A&B&C for Daughters of Sluts.
    Trigger grim_generalisRich_marries_01 added. At last something nice for being rich ehh? (Still gets a higher chance of sluts and es too).
    FIXED RELIGIONSTARTER TRAIT. Added it to enums and VNVs so I can check if it works now too. It doesn't give any effects now!
    FIXED Errors in Descr_Character.txt (assasins).
    LOWERED starting_action_points COEFFICIENT from 2.2 to 2.0 for all characters that had increased movement coefficient.
    ULTRA IMPORTANT: Trait Path_Governor AND Trait Path_General Effect Piety AND Effect Chivalry Hidden from CPU (won't execute will just pass through them)! Huge RPG addon.
    ;====Extremely Pious People Try to lose Corrupt and Embezzler Traits====
    Triggers GrB_Pious_Corrupt1A&B added for pious but corrupt generals (they try to be less corrupt).
    Triggers GrB_Pious_Corrupt_LT2A&B added for pious but corrupt generals when treasury is low (they try much harder to be less corrupt).
    Trigger GrB_Pious_Embezzler1A&B added for pious but Embezzlering generals (they try to be less Embezzlering)
    Triggers GrB_Pious_Embezzler_LT2A&B added for pious but Embezzlering generals (they try much harder to be less Embezzlering)
    Triggers GR_has_harem01 and Trigger GR_has_RAdmin01 added for husbands of slut wives who posses Super Ancillaries.
    Adulterers care less about Wife's infidelity Triggers added.
    Triggers GR_adulterer_caresless01A&B&C&D added for owners of female slaves who care less (or have less time to care) about wife's infidelity.
    Triggers GR_adulterer_caresless02A&B&C added for womanisers who care less (or have less time to care) about wife's infidelity.
    Trigger Unchaste_Princess_With_ChastityBelt01 (might not work).
    ULTRA IMPORTANT: Trait Path_Governor AND Trait Path_General Effect Piety AND Effect Chivalry changed. + 2 Piety and + 1 Chivalry for Governors and only + 1 Piety for Generals.
    templars_hq now gives faction_capability trade_base_income_bonus bonus 1 requires factions { elo, } and hidden_resource rjerusalem2. (It gives a bit of bonus to KOJ if they keep templars in Jerusalem and build a Headquaters). EDB changed.
    Trigger 0292_Faction_Controls_Jerusalem (Made by Grimblade) refined. Gives 3 local points per turn towards Templars and Hospitalers guild for controling Jerusalem. File export_descr_guilds.txt changed.
    Trigger 0293_Faction_Conquers_Crusade_Target made. Gives 50 worldwide points for Templar and Hospitaler Guilds if Jerusalem is taken. Gives 20 worldwide points for Teutonic Knights and Knights of Santiago guilds. File export_descr_guilds.txt changed.
    DIscovered bug with Hanseatic descndants becoming Founders of Hanse. REmoved a bug. (Condition checked if and not Trait H_Descendant_Of_Hanse = 1 but Trait H_Descendant_Of_Hanse could WILL ALWAYS GO OVER 1. PROOF in TRIGGER H_HanseDescendant3).
    Fixed farms+3 LOLOL .
    Abillity to build public_baths given to Russia and Kiev. They are called Banyas. Decriptions added to building.txt.
    GR_academic_advisor_trigger1 and GR_architect_trigger1 Triggers implemented into EDAncillaries.txt. (More boons from university).
    Building from tree line BANK given to KOJ.
    Building from tree line MUSIC given to KOJ. (Theatre)
    Building from tree line ART given to Flanders. (Art Studios and Galleries). Decriptions added to building.txt.
    Highway roads given to EVERY FACTION (except Aztecs) after event gunpowder dicovered.
    Threshold for ignonorance changed (lowered).
    Perverted and Cuckold traits rebalanced again.
    Transcended Genius removed.
    Movement coefficient lowered is now 1.6 again lowered. Only princesses keep movement coefficients of 2.0 and admirals are again 1.2.
    Trait Supplies Out_Of_Supplies changed a bit (-18 instead of -20).
    Trait SummerWinterCampaign changed level WinterCampaigning (-10 changed to -8).
    Trigger luxurious_lifestyle_inns changed (a bit for girls and perverted).
    ;======================================================================

    V0.08 NEW SETTLEMENT MECHANICS
    ;======================================================================
    NEW SETTLEMENT MECHANICS implemented.
    King's purse values changed for Main Campaign.
    King's purse values changed for Historical Campaign.
    V0.08 NEW UNITS

    Mounted Longbowmen and Hussites already occupied (GRRRR!!!!).
    AS Bombard and Scutatoi Pikemen and Gulay Gorod and CE Wagon Fort Marked as Skip in EDU (no record of them in EDB anyway and lots of buggs, unfinished unit)
    ME Bombard given to mongols (they could not build their own bombard but everyone except Aztecs could). Chnages made to EDB wherever there was a ME Bombard unit present.
    me_bombard_crew Changed in Battle_Models.ModelDb
    Units and units_info card added to UI for mongols (they are made by CA, just renamed by me!)
    Added sounds for Weapon and response sounds for: Calivermen, Mounted Calivermen; Armen Gunners; Arabc Gunners (Camel Gunners for Desert Tribes); Lithuanian Gunmans; Latin Handgunners these are all GUNPOWDER units that had archery sounds mixed wih gunpowder (VERY ANNOYING especially with POSITIONAL AUDIO)! Files changed: descr_sounds_weapons.txt, descr_sounds_units_fire.txt and export_descr_sounds_units_voice.txt.
    Greek Firethrowers : Siphonatores sounds added. Files changed: descr_sounds_units_fire.txt and export_descr_sounds_units_voice.txt. Couldn't found anything in the descr_sounds_weapons.txt file to change.
    Lancers model changed. Now it uses mace as a secondary weapon. EDU changes and MODELDB changes made accordingly. Lancers added as a fantasy units for Kingdom of Jerusalem.
    Slight changes to Gothic Knights in EDU (concearning armor upgrade).
    Lancers can now be built by KOJ now (made changes to EDB and EDU).
    Dismounted French Archers can now be built by KOJ now (made changes to EDB and EDU).
    Aventurier can now be built by KOJ now (made changes to EDB and EDU).
    Pike_Militia can now be built by KOJ now (made changes to EDB and EDU).
    Flemish Pikemen Mercs INTERNAL NAME PRESERVED. External (one visible to player changed). New External name is Trained Pikemen. Given to KOJ; changes made to EDU, EDB and MODELDB. Changed desription in export_units.txt to match.
    FORGET ABOUT FLEMISH PIKEMEN FOR NOW! NO SPACE LEFT IN EDU TO ADD THEM.
    region Jerusalem_Province changed city from Huge to Large. Same for the walls.
    Aventurier UNIT and CROSSBOW unit changed a bit (crossbow strenght and price).
    V0.09 NEW SETTLEMENT MECHANICS
    ;======================================================================
    NEW UNITS ADDED:
    Added models , sprites, attachement sets, unit info cards and unit cards , modified EDU and EDB and Unit text in Text Folder.
    Royal Knights of Jerusalem
    ADDED EVRYTHING NEEDED ( I HOPE LOL)
    Templar Gunners
    ADDED EVRYTHING NEEDED ( I HOPE LOL)
    Armored Arquebusiers
    ADDED EVRYTHING NEEDED ( I HOPE LOL)
    Spanish Dragoons
    ADDED EVRYTHING NEEDED ( I HOPE LOL)
    Mounted Cossack Gunners
    ADDED EVRYTHING NEEDED ( I HOPE LOL)
    Heavy Dragoons
    ADDED EVRYTHING NEEDED ( I HOPE LOL)

    ULTRA IMPORTANT: ADDED FOR ALL MARRIAGE CHECK FOR CHARACTER NOT MARRYING A PRINCESS and not SpouseTrait IAmPrincess >= 0



    IF YOU ARE FINDING starting a new campaign too though (you will get -10% from trade and taxes early on this might help) you might want to download ABITEASIERSTART . Or if you just want to start over a bit easier. It is still a bit harder then regular 6.1 (yea harder then regular, I know what you are thinking but )
    ANYWAY here is a BIT easier start (like I said it is still a bit harder then regular 6.1)

    Easier start included in default 1.01 for now (if you are really an IronMan you know how to play withot an easier star anyway) .

    Copy over your files and start over (only necessary for like first 20-40 turns then tax income from more population should compensate)

  3. #3

    Default Re: GRIM HUGE UPDATE V1.00 05/09/2009 FOR DLV 6.1

    UPDATE: TESTED IT ON FRESH INSTALL OF DLV + TAIJI'S BB 2.2 +BB update (21/08/2009) and it works for me
    WILL REPORT if it works for others too later

    THIS IS A LINK TO REBUILT *.BIN FILES (THOUGH I STILL SUGGEST YOU REMOVE THEM YOURSELF AND LET YOUR OWN COMPUTER AND DLV Rebuild new ones!)

    DOWNLOAD ME IF YOU REALLY MUST

  4. #4

    Default Re: GRIM HUGE UPDATE V1.00 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW STU

    @Grimblade
    I added most of your 0.5 changes in beta2 (except the castle dungeons)
    I Have to check your new version ...thanks
    Why have you added 6 new units ?

    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

  5. #5

    Default Re: GRIM HUGE UPDATE V1.00 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW STU

    Quote Originally Posted by repman View Post
    @Grimblade
    I added most of your 0.5 changes in beta2 (except the castle dungeons)
    I Have to check your new version ...thanks
    Why have you added 6 new units ?

    repman
    Game balance reasons.
    KOJ needs late game units (to keep it interesting, not historic but then again if you are playing KOJ you might get bored after you build a simple castle). I also preserved Crusaders XP balance (made by CA). VERY strong MELEE cavalry and Strong foot gunpowder units (no new missile cavalry). 2 totally new KOJ units already exist in CRUSADERS XP (by CA). Third one is almost a clone of those Portuguese arquebusiers concerning stats but model is AVENTURIER + arquebus as primary weapon.
    Russia needs VERY strong Cavalry Missile Units (they had UBER and I mean UBER strong cavalry missiles in original, to balance crappy infantry, they seem quite weak now and on top of that Russia and Kiev have HUUUGE land territory and really need cavalry units).
    Spanish Dragoons are made by CA and they are best looking unit IMO (counting ONLY CA's own M2TW+KINGDOMS units). IT also helps Spanish become late game power (as they were historically).
    Heavy Dragoons for Flanders I admit I made up. Though they really needed a good cavalry unit.
    ALSO Lancers become a after Taiji's armor re-balance. They are actually supposed to have 3 weapons but that might be a problem. Now they use a mace as secondary (same as Gothic Knights just +1 stronger).

  6. #6

    Default Re: GRIM HUGE UPDATE V1.00 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW STU

    @Grimblade
    the trait validator gives the following errors

    ERROR: Trigger == occurs more than once and may cause random crashes!
    Affects Piety
    Affects Piety
    Affects Piety
    ERROR: Trigger GRsHorridWifeSlutWife1 occurs more than once and may cause random crashes!
    Invalid Condition: "Trait disciplinarian"
    Invalid Condition: "Trait disciplinarian"
    ERROR: Trigger GRsSlutsUrUs1C occurs more than once and may cause random crashes!
    Invalid Condition: "Trait WifeisPretty"
    ERROR: Trigger GRhorrid0SP occurs more than once and may cause random crashes!
    ERROR: Trigger grim_generalmarries_Epicurean01 occurs more than once and may cause random crashes!
    ERROR: Trigger grim_generalmarries_Pervert01 occurs more than once and may cause random crashes!
    ERROR: Trigger GrB_WifeLikesToSpend7A occurs more than once and may cause random crashes!

    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

    Default Re: GRIM HUGE UPDATE V1.00 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW STU

    Quote Originally Posted by repman View Post
    @Grimblade
    the trait validator gives the following errors

    Spoiler Alert, click show to read: 
    ERROR: Trigger == occurs more than once and may cause random crashes!
    Affects Piety
    Affects Piety
    Affects Piety
    ERROR: Trigger GRsHorridWifeSlutWife1 occurs more than once and may cause random crashes!
    Invalid Condition: "Trait disciplinarian"
    Invalid Condition: "Trait disciplinarian"
    ERROR: Trigger GRsSlutsUrUs1C occurs more than once and may cause random crashes!
    Invalid Condition: "Trait WifeisPretty"
    ERROR: Trigger GRhorrid0SP occurs more than once and may cause random crashes!
    ERROR: Trigger grim_generalmarries_Epicurean01 occurs more than once and may cause random crashes!
    ERROR: Trigger grim_generalmarries_Pervert01 occurs more than once and may cause random crashes!
    ERROR: Trigger GrB_WifeLikesToSpend7A occurs more than once and may cause random crashes!


    repman
    Blah I mixed files (I almost lost a lot of update then had to rebuild from old). I will see to fix that thanks.
    Yep I see them, will fix them ...

    Fixed that for now. Thanks Repman. OK lets see what the next problem will be...

    I am most interested if the NEW UNITS work though. Anyone who downloads it please report. They should ALL have an info and unit cards too. Some have multiple models when upgraded too. Also report if you can see buildings completed; construct buildings cards when you can please.

  8. #8

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    the file export_descr_sounds_units_voice.txt is language specific. So your changed file is only for english versions of the game, it will crash probably non_english versions

    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

  9. #9

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by repman View Post
    the file export_descr_sounds_units_voice.txt is language specific. So your changed file is only for english versions of the game, it will crash probably non_english versions

    repman
    OK thanks. I will update that too.
    How do I get files for non English DLV? I think I saw option to install for non English languages in install menu...
    If I need to reinstall I will do it some other day. For now it is for English version only then.

  10. #10
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Well done with this mate, it seems you've tackled a lot with this update

    I checked out your changes to the edu... some criticisms come to mind initially:

    Giving lancers and gothics an extra upgrade makes them better than broken lances, they may be as good as the best italian armorers by buying their armor from them but it doesn't make sense to me that they would be better. Advanced plate is already a double upgrade so there is no room to increase it without removing upgrades from other units.

    On your new units these bits don't fit my system:
    Code:
    armour_ug_levels 4, 5, 5
    armour_ug_models spanish_dragoon, spanish_dragoon, spanish_dragoon
    (Above the '5' is for fullplate and if they don't have a model for it they don't get it. Plus the double upgrades are partial plate and then advanced plate.)
    Code:
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models cozzack_cavalry, cozzack_cavalry_ug1, cozzack_cavalry_ug1, cozzack_cavalry_ug1
    (Units in heavy mail that do not upgrade to plate get an extra upgrade at advanced plate as mettallurgy and armor construction techniques improve... helps show the improvement of non plate armor. If this unit starts in cloth then it only gets one upgrade to whatever armor the upgrade is up to a maximum of heavy mail.)
    Code:
    armour_ug_levels 4, 5, 5 
    armour_ug_models grim_knights, grim_knights, grim_knights 
    (As previous but also this model appears to be wearing heavy mail not partial plate.)

    I like what you've done to crossbowmen though, they really should have steel_crossbow_bolt3 ... I wonder how I could have missed that

    Also I like your arquebusiers, they'd make a cool armor upgrade for the existing unit I think

    I'm sorry I haven't fully published my system, it makes it quite hard for you to be certain of your changes. If you like I will redo your entries in the edu for you. If you prefer to stick with your own balancing then of course that is fine

    Also the buff you've given european pavise crossbowmen throws off the difference between them and the genoese.

    On the whole I have to say - Good work! +rep
    Last edited by Taiji; September 05, 2009 at 02:19 PM.

  11. #11

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by Taiji View Post
    Well done with this mate, it seems you've tackled a lot with this update

    Spoiler Alert, click show to read: 
    I checked out your changes to the edu... some criticisms come to mind initially:

    Giving lancers and gothics an extra upgrade makes them better than broken lances, they may be as good as the best italian armorers by buying their armor from them but it doesn't make sense to me that they would be better. Advanced plate is already a double upgrade so there is no room to increase it without removing upgrades from other units.

    On your new units these bits don't fit my system:
    Code:
    armour_ug_levels 4, 5, 5
    armour_ug_models spanish_dragoon, spanish_dragoon, spanish_dragoon
    (Above the '5' is for fullplate and if they don't have a model for it they don't get it. Plus the double upgrades are partial plate and then advanced plate.)
    Code:
    armour_ug_levels 0, 1, 2, 3
    armour_ug_models cozzack_cavalry, cozzack_cavalry_ug1, cozzack_cavalry_ug1, cozzack_cavalry_ug1
    (Units in heavy mail that do not upgrade to plate get an extra upgrade at advanced plate as mettallurgy and armor construction techniques improve... helps show the improvement of non plate armor. If this unit starts in cloth then it only gets one upgrade to whatever armor the upgrade is up to a maximum of heavy mail.)
    Code:
    armour_ug_levels 4, 5, 5 
    armour_ug_models grim_knights, grim_knights, grim_knights 
    (As previous but also this model appears to be wearing heavy mail not partial plate.)

    I like what you've done to crossbowmen though, they really should have steel_crossbow_bolt3 ... I wonder how I could have missed that

    Also I like your arquebusiers, they'd make a cool armor upgrade for the existing unit I think

    I'm sorry I haven't fully published my system, it makes it quite hard for you to be certain of your changes. If you like I will redo your entries in the edu for you. If you prefer to stick with your own balancing then of course that is fine

    Also the buff you've given european pavise crossbowmen throws off the difference between them and the genoese.


    On the whole I have to say - Good work! +rep
    So it works? You can see them in game? Excellent! (Even my new crappy unit and info cards ?)

    Thanks a lot .
    grim_knights are a mess. Well I couldn't use a model I really wanted (Portuguese Arquebusiers or Aventuriers on horses or just Reiters I had no textures ). I need appropriate rn_half_3q_plate*.texture to do it the right way.
    About armor...Yes I could guess it as much. I do like an armor upgrades only because it makes building armorer more useful. I guess we could say (about lancer armor) that there is a difference in armor craftsmen skills and tools , since they are not made by Cyberdine and Skynet but I agree with your system too, I honestly just wish for an armorer buildings to be more useful (for most higher level units). Any ideas?
    And feel free to change there stats as you like .


    UPDATE:...
    Also the buff you've given european pavise crossbowmen...
    WAIT WHAT...? LOL that must be a typo on my part.
    YEP...It IS a TYPO.

    AND just to clarify (when you decide to rebalance them ) Heavy Dragons are supposed to wear same armor as Spanish Dragoons (I think they use same or a bit upgraded armor that Portuegease Arquebusiers use). Of course I couldn't make them wear that type of armor (can't transform Unit mesh since it is none standard) and I couldn't find a proper mesh to make them like Armored Arquebusiers just mounted and in Flanders Armors I had to satisfy for upgraded mail knights model (so I wont be able to make an upgrade for it).

  12. #12
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by Grimblade View Post
    AND just to clarify (when you decide to rebalance them ) Heavy Dragons are supposed to wear same armor as Spanish Dragoons (I think they use same or a bit upgraded armor that Portuegease Arquebusiers use). Of course I couldn't make them wear that type of armor (can't transform Unit mesh since it is none standard) and I couldn't find a proper mesh to make them like Armored Arquebusiers just mounted and in Flanders Armors I had to satisfy for upgraded mail knights model (so I wont be able to make an upgrade for it).
    Clarify? Murkify more like! but seriously I have very little idea what you are saying here...

    It would be very easy to make mounted portuguese arquebusiers just using battle_models if that's what you want... but I can't really work out what you mean
    Code:
    23 portuguese_arquebusiers 
    1 4 
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod0.mesh 121 
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod1.mesh 900 
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod2.mesh 2500 
    67 unit_models/_Units/RN_Light_Lmail/portuguese_arquebusiers_lod3.mesh 6400 
    1 
    8 portugal 
    74 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_portugal.texture 
    72 unit_models/_Units/RN_Light_Lmail/textures/RN_Light_Lmail_normal.texture 
    47 unit_sprites/portugal_Musketeers_ug1_sprite.spr 
    1 
    8 portugal 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_diff.texture 
    70 unit_models/AttachmentSets/Final European CB Gun_portugal_norm.texture 0  
    1 
    5 Horse 
    16 MTW2_CR_Arquebus 
    13 MTW2_CR_Sword 1 
    24 MTW2_HR_Arquebus_Primary 1 
    18 MTW2_Sword_Primary
    There, like that. The edu needs setting up properly too but you don't need to make a new model.

    Oh and I haven't installed it, I have a huge mess of stuff I have been playing with to back up before I can think of doing that... and I'm lazy.
    Last edited by Taiji; September 05, 2009 at 03:09 PM.

  13. #13

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by Taiji View Post
    Clarify? Murkify more like! but seriously I have very little idea what you are saying here...

    It would be very easy to make mounted portuguese arquebusiers just using battle_models if that's what you want... but I can't really work out what you mean

    Oh and I haven't installed it, I have a huge mess of stuff I have been playing with to back up before I can think of doing that... and I'm lazy.
    THANKS FOR EDU Stuff but that is not what I meant I will look to update EDU to fit rest of your system (BTW DO you have an idea what Cossack Gunners Gunpowder weapons would be if they were one level above Camel Gunners ? Maybe same as Cossack Musketeers? But maybe best to leave them as they are, I don't want them coming too late) . (I am off for today).
    I need proper textures for Flanders rn_half_3q_plate MODELS; that would be rn_half_3q_plate*.texture so I can make them look like they are an actual units for Flanders. I suppose I could use a texture that looks like Flanders but that would not look so hot . Though there might be an easy way of making rn_half_3q_plate*.texture with Flanders textures that I am not aware of (and rn_half_3q_plate*.texture normal map too ).

  14. #14
    /|\/|\/|\/|\/|\/|\/
    Join Date
    Jun 2005
    Posts
    10,770

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    I see so you wanted that but with flanders' textures. I suppose it might be possible to use photoshop to turn one color into another...

  15. #15
    La Bestia Von Garlet's Avatar Tiro
    Join Date
    Nov 2007
    Location
    Rosario, Argentina
    Posts
    228

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Wow, nice work mate!
    Downloading now


  16. #16

    Default Re: GRIM HUGE UPDATE V1.01 05/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by La Bestia Von Garlet View Post
    Wow, nice work mate!
    Downloading now
    Please report if it works (or if it doesn't I need to know so I can fix it).
    Remember it needs English version of DLV 6.1 + Taiji's BB. (or you skip on copying export_descr_sounds_units_voice.txt if you do not have an English version of the DLV)
    You also need to DELETE all the *.bin files in your DLV/DATA/TEXT folder for before you run the game/install my files (just once).
    Then it should work.
    BTW I will reinstall my DLV to see if it works for me. Should have done it before I put files on line I guess but I have so much different stuff there it will take some time

    UPDATE: TESTED IT ON FRESH INSTALL OF DLV + TAIJI'S BB 2.2 +BB update (21/08/2009) and it works for me

  17. #17

    Default Re: GRIM HUGE UPDATE V1.02 06/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Hi,

    At citadels where i am now able to built highways for the none roman factions the picture says place holder and has no card will that be fixed?

  18. #18

    Default Re: GRIM HUGE UPDATE V1.02 06/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by Scheepsknecht View Post
    Hi,

    At citadels where i am now able to built highways for the none roman factions the picture says place holder and has no card will that be fixed?
    Just tell me what faction you are playing? I have PROBABLY missed damn highway pictures. Or I might have misspelled .

  19. #19

    Default Re: GRIM HUGE UPDATE V1.02 06/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    just milan for now

  20. #20

    Default Re: GRIM HUGE UPDATE V1.02 06/09/2009 FOR DLV 6.1 (NEW UNITS, NEW Mechanics, NEW Traits New Ancillaries, New Buildings, New guild NEW UNITS, NEW Mechanics, NEW Traits, New Ancillaries, New Buildings, New guild Mehanics NEW FIXES new....LOTS OF NEW ST

    Quote Originally Posted by Scheepsknecht View Post
    just milan for now
    NVM I Was ...absemt minded . ALL North, South and East European as well as Middle Eastern Factions are missing pics for Castles(Citadels). Will update it in a few minutes.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •