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Thread: [RELEASE] Sub-Mod: Regnum Francorum 1.6.5 for WotN: The Baltic Release 3.2 [11.02.2018]

  1. #61
    Mr_Nygren's Avatar Berserkir
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.3 for WotN: The Baltic Release 3.1 [04.02.2018]

    I re-downloaded 3.1 and it seems to be off there as well, even though i had no issues in the version that i played and uploaded.

    - I am not sure how this can be, seen as how the version i played is the same version that i uploaded.. And as proven by pics the Frankish regions were in fact Frankish custom settlements. Still - i get vanilla settlements even in the downloaded version from the official site.

    Very weird.

    Edit:

    I fixed it in 3.1 by replacing the "hre" ownership entries with "byzantium" - it would seem they had somehow been turned back into HRE and this may be due to the additional stuff i added from Juzy90 if he maybe changed the ownerships - if not, then i have no clue why it is wrong in the uploaded version because it was working in my mod before i uploaded it.

    Really odd.. In any case, it should be fixed now so i will most likely re-upload 3.1. Gonna try experiementing with the AI first though.
    Last edited by Mr_Nygren; February 07, 2018 at 10:43 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  2. #62
    Mr_Nygren's Avatar Berserkir
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.3 for WotN: The Baltic Release 3.1 [04.02.2018]

    Hello, i have updated the 3.1 version of WotN:The Baltic, by fixing an issue preventing the Frankish custom settlements from spawning.

    - Download it (the same old upload but now updated) to enjoy the official version as it should have been last summer.

    - Also, the submod Wrath of the Norsemen: Regnum Francorum - worked on by user Aphain since august, has now been made stand-alone and uploaded over at MODDB as an alternative to the official release.

    - Download Regnum Francorum 1.6.3 to enjoy a much improved Frankish campaign. Also, other factions may have gotten some changes too. It's an alternative, but there are differences in the ways both versions are played.

    - There is no Pope - unlike in the offical release, the building tree is way different, there are other differences as well. Enjoy!

    I've re-added necessary factions to descr_SM_factions and fixed the issue with the custom settlements not spawning because of unused factions missing in that file - as well as corrected the HRE to Byzantium ownership lines in the descr_strat also fixing said issue. Then i did fix the Frankish Infantry units that didn't attack. - People may find it better in certain ways, while the original may be in others.

    Download-link:

    http://www.moddb.com/mods/wrath-of-t...-francorum-163
    Last edited by Mr_Nygren; February 08, 2018 at 12:57 AM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  3. #63

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.3 for WotN: The Baltic Release 3.1 [04.02.2018]

    Quote Originally Posted by Mr_Nygren View Post
    Hello, i have updated the 3.1 version of WotN:The Baltic, by fixing an issue preventing the Frankish custom settlements from spawning.

    - Download it (the same old upload but now updated) to enjoy the official version as it should have been last summer.

    - Also, the submod Wrath of the Norsemen: Regnum Francorum - worked on by user Aphain since august, has now been made stand-alone and uploaded over at MODDB as an alternative to the official release.

    - Download Regnum Francorum 1.6.3 to enjoy a much improved Frankish campaign. Also, other factions may have gotten some changes too. It's an alternative, but there are differences in the ways both versions are played.

    - There is no Pope - unlike in the offical release, the building tree is way different, there are other differences as well. Enjoy!

    I've re-added necessary factions to descr_SM_factions and fixed the issue with the custom settlements not spawning because of unused factions missing in that file - as well as corrected the HRE to Byzantium ownership lines in the descr_strat also fixing said issue. Then i did fix the Frankish Infantry units that didn't attack. - People may find it better in certain ways, while the original may be in others.

    Download-link:

    http://www.moddb.com/mods/wrath-of-t...-francorum-163
    Hi there,

    thanks for the fix. This will be fixed in the next version then.
    However, do I also need the Mongols, Saxons and Normans
    in descr_sm_factions? As far as I can tell they are not used
    in descr_strat for settlement models? Concerning the Frankish
    infantry "fix": I deleted the line in export_descr_units exactly
    because they did not fight - they are fighting in my version
    without the secondary weapon ... weird. One last thing: I
    appreciate that you have put the submod on Moddb as a standalone
    version - however I would like to ask of you that you delete it
    because I have no control over that version and do not want
    anyone to use an older version when a newer one over here
    at TWC is available. I hope you understand this

    Cheers,

    Aphain
    Last edited by Aphain; February 09, 2018 at 11:28 AM. Reason: grammar mistake fixed

  4. #64
    O'Hooligan's Avatar Laetus
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.3 for WotN: The Baltic Release 3.1 [04.02.2018]

    Hi there! Got a CTD at the end of a turn

    Here's what M2TW.system.log says:

    when testing <SettlementBuildingExists> condition
    00:20:47.669 [game.script.trigger] [trace] Trigger <fallen_star_vnv_trigger> fired
    00:20:47.669 [game.script.trigger] [trace] Trigger <rock_beyond_heavens_vnv_trigger> fired
    00:20:47.669 [game.script.trigger] [trace] Trigger <Become_Hunter> fired
    00:20:47.669 [game.script] [error] Trigger processing error in <witch_pagan_vnv_trigger>
    : SettlementBuildingExists needs a settlement.


    when testing <SettlementBuildingExists> condition
    00:20:47.670 [game.script.trigger] [trace] Trigger <fallen_star_vnv_trigger> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <rock_beyond_heavens_vnv_trigger> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <0211_Spy_On_Settlement> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <Become_Vitality_Training> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <Become_Sword_Training> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <village_elder_vnv_trigger> fired
    00:20:47.670 [game.script.anc] [trace] Ancillary <village_elder> not added - chance 5, random 55
    00:20:47.673 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.673 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0083b_Update_Allies> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0085_Update_Religion> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0093_Update_Normal_Difficulty> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0096_Increase_Global_Standing_New_Turn> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0103_Update_Slaves> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0107_Update_Untrustworthy_Factions_Major> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired
    00:20:47.680 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Could you help, please?

  5. #65

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by O'Hooligan View Post
    Hi there! Got a CTD at the end of a turn

    Here's what M2TW.system.log says:

    when testing <SettlementBuildingExists> condition
    00:20:47.669 [game.script.trigger] [trace] Trigger <fallen_star_vnv_trigger> fired
    00:20:47.669 [game.script.trigger] [trace] Trigger <rock_beyond_heavens_vnv_trigger> fired
    00:20:47.669 [game.script.trigger] [trace] Trigger <Become_Hunter> fired
    00:20:47.669 [game.script] [error] Trigger processing error in <witch_pagan_vnv_trigger>
    : SettlementBuildingExists needs a settlement.


    when testing <SettlementBuildingExists> condition
    00:20:47.670 [game.script.trigger] [trace] Trigger <fallen_star_vnv_trigger> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <rock_beyond_heavens_vnv_trigger> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <0211_Spy_On_Settlement> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <Become_Vitality_Training> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <Become_Sword_Training> fired
    00:20:47.670 [game.script.trigger] [trace] Trigger <village_elder_vnv_trigger> fired
    00:20:47.670 [game.script.anc] [trace] Ancillary <village_elder> not added - chance 5, random 55
    00:20:47.673 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.673 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.674 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.675 [game.script.trigger] [trace] Trigger <0004_Normalise> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0083b_Update_Allies> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0085_Update_Religion> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0093_Update_Normal_Difficulty> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0096_Increase_Global_Standing_New_Turn> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0103_Update_Slaves> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0107_Update_Untrustworthy_Factions_Major> fired
    00:20:47.676 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired
    00:20:47.680 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Could you help, please?
    Hi there,

    are you using the standalone version from Moddb or the version
    posted here at TWC from Google Drive?

    Cheers,

    Aphain


    UPDATE:

    Either way: You can now download and install a new
    version from this thread (1.6.4) - I recommend a fresh
    install of WotN 3.1 and my submod. If the bug should
    persist just let me know.
    Last edited by Aphain; February 09, 2018 at 11:47 AM. Reason: new version

  6. #66
    Mr_Nygren's Avatar Berserkir
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.3 for WotN: The Baltic Release 3.1 [04.02.2018]

    Quote Originally Posted by Aphain View Post
    Hi there,

    thanks for the fix. This will be fixed in the next version then.
    However, do I also need the Mongols, Saxons and Normans
    in descr_sm_factions? As far as I can tell they are not used
    in descr_strat for settlement models? Concerning the Frankish
    infantry "fix": I deleted the line in export_descr_units exactly
    because they did not fight - they are fighting in my version
    without the secondary weapon ... weird. One last thing: I
    appreciate that you have put the submod on Moddb as a standalone
    version - however I would like to ask of you that you delete it
    because I have no control over that version and do not want
    anyone to use an older version when a newer one over here
    at TWC is available. I hope you understand this

    Cheers,

    Aphain
    Hello, as far as i know more settlements than the Franksih ones do not show - i playtested again and the Kvenland/Hame ones have the same issue.

    - This is due to the Byzantium (that i fixed), Saxon (i did put all necessary ones in descr_SM_factions), Mongols etc missing as ownerships in the descr_strat.

    - This is also the case in 3.1 that i had uploaded.. Very weird because i did show off working settlements in the pics over at MODDB - i believe i may have chosen the wrong version when uploading or something. Because i had fixed everything before uploading, but probably uploaded the wrong version last summer - meaning the descr_strat has wrong ownerships.

    I am currently fixing these issues once again in the original 3.1, but your version has the same problem - 3.1 has all the factions in descr_SM_factions - but without the ownerships in descr_strat they do not show up as they should. Kvenlland/Häme is using the Norse ones due to this issue.

    All the unused factions with the exception of the Papal_States and the Timurids should be in descr_SM_factions yes. But they do also need to be in descr_strat at the right places. I will fix this, and as your descr_strat haven't been changed too much i guess you could compare your file with mine and just copy the ownerships over.

    I am also doing quite a lot of work on the rebels of WotN 3.1 which were not really finished. First of all i have added all the correct garrisons based on the countries mentioned as "Sub Factions" in the descr_strat - but this was not enough, certain settlements have the wrong factions mentioned there so there are still quite a lot of regions where there should be like "Baltic Rebels" or others but there are the wrong ones.

    In the old release and in your submod there are only two regions out of 127 (i think) where there are slavic rebels - the rest are Norse. I feel it's boring with Norse rebels everywhere. So i started to change this yesterday, and am well underway replacing all settlements with correct units.

    - So i will upload a new WotN 3.2 where the settlements are controlled that they spawn before uploading, and where the rebels will be Sami, Baltic, Slav, Norse, Saxon, Finnish and Frisian based on their regions.

    - Then i have a plan to try and re-do the old mod that i did where i let all the factions start with all their territory. And this time the regions will be fully garrisoned unlike last time - where there were no garrisons and so revolts happened. All the rebels will be turned into faction garrisons in that version. I am still worried it might cause the CTD:s to re-appear though.

    - Therefore it will be tried before uploading.

    About your sub-mod you know that more people will know about it if it's available on the official site? Also, you never really asked anyone for permission on creating a submod. So i don't really feel it's wrong to upload it there - where everything WotN: The Baltic should be.

    - But yes, the reason you do not have control is because i uploaded it. My thougt was that i could update it whenever you release a new version.

    - About the CTD i didn't really test it much before uploading, and you provided no install instructions so there may be issues.

    I had vanilla 3.1, then i added your first version, then i added your second version - and after that i did add your version from feb 4.

    - Not sure that's the right way to install it.. May be the cause of CTD.
    Last edited by Mr_Nygren; February 09, 2018 at 12:47 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  7. #67

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Mr_Nygren View Post
    Hello, as far as i know more settlements than the Franksih ones do not show - i playtested again and the Kvenland/Hame ones have the same issue.

    - This is due to the Byzantium (that i fixed), Saxon (i did put all necessary ones in descr_SM_factions), Mongols etc missing as ownerships in the descr_strat.

    - This is also the case in 3.1 that i had uploaded.. Very weird because i did show off working settlements in the pics over at MODDB - i believe i may have chosen the wrong version when uploading or something. Because i had fixed everything before uploading, but probably uploaded the wrong version last summer - meaning the descr_strat has wrong ownerships.

    I am currently fixing these issues once again in the original 3.1, but your version has the same problem - 3.1 has all the factions in descr_SM_factions - but without the ownerships in descr_strat they do not show up as they should. Kvenlland/Häme is using the Norse ones due to this issue.

    All the unused factions with the exception of the Papal_States and the Timurids should be in descr_SM_factions yes. But they do also need to be in descr_strat at the right places. I will fix this, and as your descr_strat haven't been changed too much i guess you could compare your file with mine and just copy the ownerships over.

    I am also doing quite a lot of work on the rebels of WotN 3.1 which were not really finished. First of all i have added all the correct garrisons based on the countries mentioned as "Sub Factions" in the descr_strat - but this was not enough, certain settlements have the wrong factions mentioned there so there are still quite a lot of regions where there should be like "Baltic Rebels" or others but there are the wrong ones.

    In the old release and in your submod there are only two regions out of 127 (i think) where there are slavic rebels - the rest are Norse. I feel it's boring with Norse rebels everywhere. So i started to change this yesterday, and am well underway replacing all settlements with correct units.

    - So i will upload a new WotN 3.2 where the settlements are controlled that they spawn before uploading, and where the rebels will be Sami, Baltic, Slav, Norse, Saxon, Finnish and Frisian based on their regions.

    - Then i have a plan to try and re-do the old mod that i did where i let all the factions start with all their territory. And this time the regions will be fully garrisoned unlike last time - where there were no garrisons and so revolts happened. All the rebels will be turned into faction garrisons in that version. I am still worried it might cause the CTD:s to re-appear though.

    - Therefore it will be tried before uploading.

    About your sub-mod you know that more people will know about it if it's available on the official site? Also, you never really asked anyone for permission on creating a submod. So i don't really feel it's wrong to upload it there - where everything WotN: The Baltic should be.

    - But yes, the reason you do not have control is because i uploaded it. My thougt was that i could update it whenever you release a new version.

    - About the CTD i didn't really test it much before uploading, and you provided no install instructions so there may be issues.

    I had vanilla 3.1, then i added your first version, then i added your second version - and after that i did add your version from feb 4.

    - Not sure that's the right way to install it.. May be the cause of CTD.

    Hi there,

    1. I'm not interested in public interest or fame - I'm interested in people getting the proper version.
    2. It is new for me that you have to ask in order to do a submod - after all I did not use any work for
    a project of my own but only put my work on top of the stuff that is already publicly available.
    3. I do not want software up on the internet which bears my name but is in fact not directly provided by me.
    4. There are installation instructions in the first post.

    I hope that you can understand this. If I want the submod to be available somewhere else I will upload it there
    myself.

    Cheers, Aphain

  8. #68
    Mr_Nygren's Avatar Berserkir
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Aphain View Post
    Hi there,

    1. I'm not interested in public interest or fame - I'm interested in people getting the proper version.
    2. It is new for me that you have to ask in order to do a submod - after all I did not use any work for
    a project of my own but only put my work on top of the stuff that is already publicly available.
    3. I do not want software up on the internet which bears my name but is in fact not directly provided by me.
    4. There are installation instructions in the first post.

    I hope that you can understand this. If I want the submod to be available somewhere else I will upload it there
    myself.

    Cheers, Aphain
    1. So what is the proper version? WotN: The Baltic isn't finished and won't be completely done in awhile. Mods always get small updates as work is developed further. I understand you do not want personal fame or the interest of the MODDB public. However, i do want all the mods i have been working on to get the maximum amount of fame.

    2. About sub-mods - different mods have different rules. The creator of Thera: Total War doesn't allow submods unless they are first deemed to be of high enough quality as an example. It's up to the creators to give permissions.

    Other mods like TLK allow submods without any checking of the quality of the content.

    - This mod in it's 2013 form has allowed people to continue work on it otherwise i would not have been able to release my first submod based on the WotN alpha in 2016. - But since i became "developer of WotN" i have done a lot of work - i have nothing against submods but the problem with you basing your work on the version with my work is that yours may in-fact become better than what i did work on myself.

    - So, i think it's still using my work if you base your version on a version that i have done a lot of work on. Which makes it perfectly legit for me to base future versions on it in turn - but i would not do that unless the original CTD which it do not. I'm just saying by placing your work on-top of the work i've done that doesn't remove my rights you know.

    There were similar issues with the GoT submod where Inarus (original creator) had issues with me and Vltima basing our work on his work. But the thing is - even if permission is given (like it was for me even though he tried to remove it later) the original developers still have a say due to their work being there.

    I am not gonna be an and "take over your mod" as i want to work on the original, however - i don't think it's wrong for me to upload your version at moddb. Of course i could remove it and let you upload it there yourself - seems like a waste to not have every version there.

    - Also, had your version just been an improvement of the original then it would have been turned into the official release - but due to certain differences i think it should stay a submod. I know Absinthia wanted to make you a developer too but you have not really joined me in anything - hence we are working on two projects for the same mod, and yours is a submod of the one i worked on - which in turn is a continuation of the old teams work.

    - I guess you are right that you should perhaps upload it at moddb but if you don't then i think it's a good thing that i did.

    As the mod deserves recognition for any work done on it in my opinion - and the fans deserves to see updates.

    3. Well, the additional content i credited you for. Don't forget that everyone who have previously been working on it also has a say - i never said you could use my upload as a base. But i am not against improvements/submods - i am just against someone doing that independently when i am still around. Unlike other mods where the past developers have disappeared i don't find it particularly good when someone takes my work and makes a submod and then says i can't do stuff.

    - As i made your version possible, you should have to cooperate with me or at least we should make a deal about how to handle both versions. I didn't do any work just for someone to make improvements (which makes my version obsolete possibly) and then say i cannot upload said improvements on moddb.

    - My goal is always to have the mods getting proper attention otherwise what's the point. When i deemed your submod better in certain ways after you have added additional content to the work made by the old team and me - then i felt it needed to be at MODDB as well.

    4. I followed those - but they did not say if i should add all updates on-top of each other or if i need to use vanilla 3.1 for each update?

    Edit:

    You do realize that using my latest update as a base, you are making a sub-mod on my work as well as the old teams?

    That is the same as if i would take your submod and work on it directly - but i didn't want your version to replace the original due to the Pope missing, different building trees etc. That is why i uploaded your version as a standalone version.

    But my point is that without permissions anyone could use any mod as a base for their submods - that is not always agreed to by the creators.

    And that would in fact give me the rights to base work on your version as well. You see, my work were in fact a submod - it became official after Absinthia liked it and made me a developer. He has made you a developer, but you are not working on the official release - instead you are working on your own individual project..

    Which is troublesome because i think we should be working on one and the same. Due to your different approach it's better with two mods rather than one - but both are to be seen as Wrath of the Norsemen: The Baltic - in different shapes.

    - Let's just say you did not get my permission, you never asked - so i don't need yours.
    Last edited by Mr_Nygren; February 09, 2018 at 04:06 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  9. #69

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Hi there,

    the difference is: My submod only includes the files I have changed - thus someone has to download
    your version first and then install mine over it. So in fact if someone wants to play my submod he has
    to install your version first. If you would develop a submod for my submod - thus using my work as a base
    I would be completely fine with it because someone had to install 3.1, then my submod and then your new
    submod. However you are offering a standalone version - there is no destinction between your and my work.
    I personally would have never dared to do a standalone version because this would be to take credit for
    your and the old teams work. By doing a standalone version based on my submod you put my name on
    software I have not developed - in other words: if there are bugs I will be blamed for them too but I cannot
    do anything about it because it is no software provided by me. So I would ask you to delete the standalone
    version. If you want you can upload the normal version on moddb - this way people can download 3.1 and
    the submod on moddb.

    Cheers, Aphain

  10. #70
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Aphain View Post
    Hi there,

    the difference is: My submod only includes the files I have changed - thus someone has to download
    your version first and then install mine over it. So in fact if someone wants to play my submod he has
    to install your version first. If you would develop a submod for my submod - thus using my work as a base
    I would be completely fine with it because someone had to install 3.1, then my submod and then your new
    submod. However you are offering a standalone version - there is no destinction between your and my work.
    I personally would have never dared to do a standalone version because this would be to take credit for
    your and the old teams work. By doing a standalone version based on my submod you put my name on
    software I have not developed - in other words: if there are bugs I will be blamed for them too but I cannot
    do anything about it because it is no software provided by me. So I would ask you to delete the standalone
    version. If you want you can upload the normal version on moddb - this way people can download 3.1 and
    the submod on moddb.

    Cheers, Aphain
    Ah, now i do understand better your point.

    - I prefer to upload standalone versions otherwise the moddb-page will become a mess of different "patches" and smaller additional content.

    - Your files without 3.1 is just a lot of text-files - hence the result when applying your submod to 3.1 would become the standalone version.

    - I am simply saving people the bother to install separate files. But i think maybe you should upload a standalone version to moddb - then my opinion is that we could work independently but use whatever we want from the other's project deemed good enough.

    One thing i am thinking of, if my current plans for a 3.1 submod ends in CTD due to the Pope - is that i could try to create it on your version and see if the same CTD would happen. Now, i am not sure it will CTD on 3.1 - but in 2016 i did a submod where all factions started with all their regions and there were no rebel regions on the map - mod started to CTD for certain factions at ending turns when the rebels did their turn.

    If the CTD still happen i would like to try it on your version to find out if it's due to the Pope and such.

    Because i originally wanted no rebels in the mod and instead want every faction to start with their full territories. Then the wars will start immediately between the factions as well. I believe the AI would be more aggressive and not like now with lots of rebel stacks everywhere and the real wars not starting until late in the campaign.

    Cheers.
    Last edited by Mr_Nygren; February 09, 2018 at 05:05 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  11. #71

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Hi there,

    you can use my code if you want (I always license it under CC-BY-SA 4.0), however
    I use some files (building pics etc.) from "1648: Thirty Years of War". I have their
    permission but if you want to use the stuff yourself, you, of course, have to ask them again.
    I can upload a standalone version to moddb if you want - this way I can ensure that it is
    up to date.

    Cheers,

    Aphain

  12. #72
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Aphain View Post
    Hi there,

    you can use my code if you want (I always license it under CC-BY-SA 4.0), however
    I use some files (building pics etc.) from "1648: Thirty Years of War". I have their
    permission but if you want to use the stuff yourself, you, of course, have to ask them again.
    I can upload a standalone version to moddb if you want - this way I can ensure that it is
    up to date.

    Cheers,

    Aphain
    I see, coding is not something you do need permission for btw - at least that's something i read that people who have made advanced scripts for let's say Third Age cannot license it and keep said script from other mods.

    - Okay thanks.

    I will first update 3.1 to 3.2 (just done with all the rebels, and you have the same situation in your submod so i suggest to just copy/paste all the rebels in the descr_strat from my coming update to your version - they will then be Sami, Frisian, Saxon, Slav, rus, Baltic, Finnish and Norse instead of just Norse and two simple regions with slavs - and the Norse have much better garrisons and instead of using like three bondir and two bogmenn they are using a more varied force like everyone else - but no elites).

    - It took some hours to fill 127 regions with the correct units but it's done.

    - Now i just need to correct the custom settlements and check in game that they work before the upload.

    After this i will test to re-create my submod based on 3.2. - I would also like to probably fix the issue in Regnum Francorum with said settlements - it's easy and you just need the same ownerships as in the coming 3.2 plus the other file descr_SM_factions to be the same as well.

    - Maybe you can fix that by copying the lines from 3.2.

    Edit: I removed the upload of RF, feel free to upload and update your Regnum Francorum mod as you please. Don't forget to credit the whole team for their past work.

    You could use the credits i have given in the article.
    Last edited by Mr_Nygren; February 09, 2018 at 05:35 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  13. #73
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    This is the set-up:

    Sami & Kvenland is Scotland and Turks, all of the settlements using the Scotland or turks ownerships should be replaced with normans in descr_strat.

    - Normans entry is needed in descr_SM_factions.

    Hre is Francia, and all their ownerships using hre should be replaced with byzantium in descr_strat.

    - Byzantium entry is needed in descr_SM_factions.

    The three Norse factions of Rygjalandi/Halogaland and Moerrafylki all do need their ownerships set to saxons in the descr_strat.

    Saxons entry needed in descr_SM_factions.

    Vestfold, Denmark, Swedes, Slavs & Balts are using the mongols ownerships in the descr_strat.

    Mongols entry is needed in descr_SM_factions.

    Ownerships is equal to faction_creator.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  14. #74
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    I tried starting the standalone that you sent me Aphain - but that "WotN".bat do not work.

    - And using the WotNbeta is causing the other mod to start.

    Edit:

    It will just start as "windowed" and then a few seconds later "an unspecified error has occured" and a CTD - i cannot even enter the mod using your bat-file.

    Instead of changing the .bat i suggest using the old one, and just renaming the original WotN when it's not used.
    Last edited by Mr_Nygren; February 10, 2018 at 09:18 AM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  15. #75

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    I will look into it.

    Did this happen before correcting the settlement bug or after that?

    Cheers, Aphain


    UPDATE:

    I have tested it with two fresh installations: one from CD and one from Steam - both are working fine for me.
    Last edited by Aphain; February 10, 2018 at 09:58 AM.

  16. #76
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Aphain View Post
    I will look into it.

    Did this happen before correcting the settlement bug or after that?

    Cheers, Aphain


    UPDATE:

    I have tested it with two fresh installations: one from CD and one from Steam - both are working fine for me.
    It happened with the old release as well using your new bat. However i could move past it by using the old .bat. The WotNbeta.bat works but not the new WotN.bat.

    I am using the CD. I changed the lines to be identical with the old one but using the WotN_RF-line and still did not work.

    I think i will need to install it the other way by adding your files on-top of 3.1 - then adding additional stuff.

    I haven't added any changes to your latest version - i just cannot start it in the form you sent it.

    - The only possible solution is changing the name of the folder to "WotN" and using the WotNbeta.bat. That worked in the old version.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  17. #77

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Hi there,

    the .bat file shouldn't have anything to do with that as long as the mod folder is called "WotN_RF", the .cfg file is called "WotN.cfg" and
    you have either a kingdoms.exe or a medieval2.exe in your "Medieval II Total War" folder. (As stated I have tested it on two fresh
    installations of Medieval 2 - one from CD and one from Steam and it did work on both.)

    Cheers, Aphain

  18. #78
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Aphain View Post
    Hi there,

    the .bat file shouldn't have anything to do with that as long as the mod folder is called "WotN_RF", the .cfg file is called "WotN.cfg" and
    you have either a kingdoms.exe or a medieval2.exe in your "Medieval II Total War" folder. (As stated I have tested it on two fresh
    installations of Medieval 2 - one from CD and one from Steam and it did work on both.)

    Cheers, Aphain
    It does not work on my windows seven using that. bat.

    I could upload a video.. Also, all the text and folders are like what you wrote.

    It's a CTD before it even starts - you Only see a windowed screen a couple of secs then it Will CTD.

    I have no clue why it works on your end.

    I don't Think you should modify the bat-file as it makes the mod not work for everyone.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  19. #79

    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Hi there,

    please try those files: https://drive.google.com/open?id=1t4...deHB-rq0s95nE1
    First go into your "Medieval II Total War" folder and make a backup of "medieval2.preference.cfg".
    After that copy the content of the "new_files" folder into your "Medieval II Total War" folder and overwrite everything.
    If it still does not work it has nothing to do with the .bat file.

    Cheers, Aphain

  20. #80
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    Default Re: [RELEASE] Sub-Mod: Regnum Francorum 1.6.4 for WotN: The Baltic Release 3.1 [09.02.2018]

    Quote Originally Posted by Aphain View Post
    Hi there,

    please try those files: https://drive.google.com/open?id=1t4...deHB-rq0s95nE1
    First go into your "Medieval II Total War" folder and make a backup of "medieval2.preference.cfg".
    After that copy the content of the "new_files" folder into your "Medieval II Total War" folder and overwrite everything.
    If it still does not work it has nothing to do with the .bat file.

    Cheers, Aphain
    I am not a fan of changing Med II-files as that also affects the other mods. But i will save a copy and test it to see if it works or not.

    - Thanks for the files, i see you have already added the custom settlement missing entries - have you added the rebels etc?

    I take a look at what you sent me if i can start it and could then if it starts add everything from 3.2 to this version of your mod. Then upload it as you wrote in PM as an alternative, probably i could send you the folder first if you'd like that as well.

    Then i will create the alternative descr_strat and see if the mod works without a CTD using the no-rebels idea.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

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