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Thread: MAGYAR MOD 2.16 Download and description

  1. #161
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    If you don't release your mod you may do what you want of course.

  2. #162

    Default Re: MAGYAR MOD 2.14 RELEASED

    Hummm...I would know Csatadi, there are some mods who will receive the authorization to mod the futur hungarian cavalry???
    I'm feel fascinated when I see your sallets and your pavises lol.
    The Magyar Team have the motivation to redone all the european rosters? impossible to mix your perfect roster with the vanilla units...,no??

  3. #163
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    The modders generally don't want to make a more or less acceptable Hungary in their mod.
    And we don't give our units to those where we hardly recognize the Carpathian basin on their map. (Vanilla syndrome)

    The Magyar Team have the motivation to redone all the european rosters?
    No way! Dome has no time to finish even our light cavalry.

  4. #164

    Default Re: MAGYAR MOD 2.14 RELEASED

    "And we don't give our units to those where we hardly recognize the Carpathian basin on their map. (Vanilla syndrome)"

    lol I had understood this, from memory SV had modified the Carpathian basin...for the 4.0 version of Chivalry Totalwar/Sicilian Vespers.
    Personally I'm interested to make all rosters realistics and esthetics, Hungarians too...
    Your basic material would be very usefull(after some adjustements) for the other factions.

  5. #165
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.14 RELEASED

    I don't know if I am late or not, but with the cavalry patch/addon, would you consider also adding a bit of trait/settlement modification?


    1.
    There is the drunkard trait line which is supposed to make the vanilla game harder.
    I looked it up, and you have numerous ways to get a drunkard character:
    - nation specific upon birth (I think Denmark and France has it)
    - inheritance from father upon birth
    - upon marriage
    - being in a settlement when a building from the inn-pleasure palace line finishes construction
    - being in a settlement with something from the inn-pleasure palace line at end turn, with 100% movement points

    The last one is important. You actually can avoid drunkard family only, IF you don't build these buildings (meaning that you lose out on assasins alltogether and on spies until castle libraries) OR you move out and back all family members every turn.
    I usually do the latter, but really it is a minor annoyance to do, and I think this doesn't add anything to gameplay.
    Would you consider removing the mentioned trigger of the drunkard line from the game?


    2.
    OK, the other thing is not really minor...
    There are time limits to constructing high level castles and cities, which is good for gameplay.
    There is a timer for the plague, which is important.
    But they are not really synchronized well at the moment. You cannot build the castle because of the settlement lock until fixed date (Béla III's laws and the likes). When it is available, it is _very hard_ to save up enough €€€ for the upgrade, and before you have enough, you are hit by the plague. So the opportunity is there, but you don't have the population/money needed.

    Possible sollution:
    - cheaper city wall/castle upgrades. Especially on high levels, maybe 10-20% would work
    - delayed plague (unhistorical but gameplay is more important imho)
    - earlier availability (I think this would make a longer campaign a bit boring to have top unit available for that long time)

    If you are interested, I would vote for 10-20% discount



    And an other thing: Sometimes it happens that some 2D icons like 'OK thick' (hehe, a piros pipa a scrollon), or the end turn scroll disappear/become distorted. Minor thing, a save/quit/load solves it, but I don't know if you are aware of this?

  6. #166

    Default Re: MAGYAR MOD 2.14 RELEASED

    Sziasztok

    question: does this mod only change hungary or other factions too?

  7. #167
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    Hi,
    there are only little changes. Check the first post.

  8. #168
    shikaka's Avatar Domesticus
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    Default Re: MAGYAR MOD 2.14 RELEASED

    Quote Originally Posted by MagyarVida View Post
    Sziasztok

    question: does this mod only change hungary or other factions too?

    What I know is that there are factions which are quite different: Novgorod, Kiev, Lithuania, cumans. Especially Lithuania.

  9. #169

    Default Re: MAGYAR MOD 2.14 RELEASED

    ah okay, because like alot of other people I too feel that the Beautiful units would go to waste if they were put against the - let's face it - quite shabby vanilla units On the other hand I completly agree with csatadi and dome with their decision to only let historically accurate mods use their units

  10. #170

    Default Re: MAGYAR MOD 2.14 RELEASED

    Can some body put the ver 2.14 on mediafire link for me ? I can not access to filefront in Vienam.

  11. #171

    Default Re: MAGYAR MOD 2.14 RELEASED

    Hi guys this is a great Mod,but I am having problems getting it to work?

    Any help would be appreciated!

  12. #172
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    New bugfixer released today. It contains minor gameplay corrections and some menu errors.
    http://www.gamefront.com/files/20441...lish_2_145_zip
    Install as usual. See the first post or the bugfixer thread for details.


    @nglean
    Read the first post for instructions.

    @sauboden
    Sorry, I have a slow connection.

  13. #173

    Default Re: MAGYAR MOD 2.14 RELEASED

    Thank you very much for your reply.

    I have added the Bugfixer, but all I get is a loading screen and then it cuts out.

    I reinstalled the whole programme and then placed all the mod zip files in the main MTW2 folders.
    Then I try to start the game from the bat file.

    Should I do something else to attach the files in the mod folder to the bat files?

    Again any help would be very much appreciated.

  14. #174
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    Hi,
    did you unzip the files?

  15. #175

    Default Re: MAGYAR MOD 2.14 RELEASED

    Hi I unzipped the files it still doesn't work.

    I cannot seem to get beyond the loading screen before it crashes.

  16. #176
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    I suppose the files are on wrong place.

  17. #177

    Default Re: MAGYAR MOD 2.14 RELEASED

    SHould I unzip files in the main MWT2 folder or in the mods folder?

    Thanks for your help

  18. #178
    Csatádi's Avatar Senator
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    Default Re: MAGYAR MOD 2.14 RELEASED

    1. Copy the zip files in the folder of M2TW, where kingdoms.exe is found.
    2. Unzip the files into this folder (Unpack here) in the order as you see them in the download links. Overwrite everything.
    If not obvious from this... yes, MWT2 folder of course.
    Kingdoms.exe file is there otherwise you have to reinstall the whole game.

  19. #179

    Default Re: MAGYAR MOD 2.14 RELEASED

    Thank you very much I finally got it to work.

    Thank you for your patients.

  20. #180

    Default Re: MAGYAR MOD 2.14 RELEASED

    hello,thanks for this great mod!am making some new portraits for fun,and i like two unit faces from your mod i have taken a screenshot of and make portrait of it,can i use them and put them in mine portraits for fun?
    here they are :

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