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Thread: Total Vanilla Beyond 2.0 Release

  1. #61
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    @SanderP

    The weapon upgrade not beiing provided by the swordsmith guild was a decision by me.
    Because there are two unique buildings that provide a global weapon upgrade.
    You have to either capture Damascus or Toledo, build the Weaponsmith Building (it's somethig named like that), to get the melee upgrade.

    And I will think about adding the map colors, thank you.
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  2. #62
    Miles
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    Default Re: Total Vanilla Beyond 2.0 Release

    Yey, np, three clicks to remove the restriction.
    I like premade borders with certain nations, so many gameplays won't see the two cities, but I want real spears in battle

  3. #63
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    Default Re: Total Vanilla Beyond 2.0 Release

    @Sar1n
    Such a system is already integrated into the Armenian Kingdom of Cilicia. They can recruit frankish mercs, because of their close ties with the crusaders.
    But granted, I have left out the other orthodox factions, because I wanted this feature to be unique for Armenia.
    What I can think about is a small mercenary overhaul, that gives the orthodox factions a bigger merc pool in certain regions where they can draw more diverse troops.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  4. #64
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    Default Re: Total Vanilla Beyond 2.0 Release

    @SanderP
    Sure, you can change it as you like. Go for it and share it with the users here.
    I even made this mod because I wanted to change the game to something I like even more.

    And I can see that some gameplays will not see those two cities, but I think that is what makes them unique and if you do not have them you will not miss out on much, just +1 attack.
    They are just a bit of icing on the cake.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  5. #65
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    Default Re: Total Vanilla Beyond 2.0 Release

    @all

    overview for new/unique buildings is added in post 4 of this thread.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  6. #66
    Miles
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    Default Re: Total Vanilla Beyond 2.0 Release

    I got another question.
    Will the supply buildings get a use? Or do they have one without a description?
    Last edited by SanderP; November 15, 2017 at 02:51 PM.

  7. #67
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    The supply buildings are useful.
    If you read the description text it says, that they allow the replenishment of special units like the units of the knightly orders or merchant guild units.
    It is not shown which units exactly because the replenishment pool is kept at 0.999, so you will never be able to recruit a full unit through a supply building, but replenish damaged units.
    Also supply buildings fasten up the replenishment rate of the recruitment pool of said order/merchant/etc. units.

    The supply building does not allow replenishment of regional units like those from the "Outremer Barracks" with the Constablers as exception.
    And Welsh units can only be replenished in Britannia and a few other regions.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  8. #68
    Miles
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    Default Re: Total Vanilla Beyond 2.0 Release

    That starts to sound really beyond vanilla

  9. #69

    Default Re: Total Vanilla Beyond 2.0 Release

    I love what you've done with the mod and am looking forward to trying it, and I just had one question. I'm a big fan of the Apache in the Americas campaign, so I was wondering if it is possible to make them playable in this mod. Don't worry, I'm not requesting or begging for that feature to be added, I'm just hoping there is a quick way to make them a playable faction. If that is not the case I am still quite excited to try it out!

  10. #70
    Frunk's Avatar Form Follows Function
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    Default Re: Total Vanilla Beyond 2.0 Release

    I am eager to try this.

  11. #71
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    Default Re: Total Vanilla Beyond 2.0 Release

    @Lushros

    Thank you.
    Sadly there is not a real "quick" way to unlock them, because you would have to meddle around in some files. Unfreeze them, etc...
    And they are not "balanced", you have a very high base income, just a handful of units (high tier and no possibility to add others due to the limit) and one building to built.
    No ships or anything else. Oh, ok, you have diplomats and priests, but no real way to interact with the old world (besides some invasions), because you can not get there.

    I have thought about including them for fun, but decided against it for now as they would most likely just conquer everything in their path.
    I may make something in a future update...

    @frunk
    Sorry mate, not right now

    Edit:
    I have thought about porting the buildings, etc from the amercias campaign, but I wanted to release 2.0 so this was not possible for my to include in the timeframe I wanted to release.
    But someday I am planning to make the aztecs and apacheans into a proper faction...
    Last edited by 4zumi; November 16, 2017 at 02:34 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  12. #72
    Frunk's Avatar Form Follows Function
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    Default Re: Total Vanilla Beyond 2.0 Release

    Oh, I just meant the mod in general.

  13. #73
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    ah ok.
    Then you are welcome to try.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  14. #74
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    Default Re: Total Vanilla Beyond 2.0 Release

    Hey,

    My game keeps CTD.

    21:44:42.545 [system.rpt] [always] CPU: SSE2
    21:44:42.546 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===

    Not sure why. Haven't had any problems at all before.
    When ever i attack any settlement in to the loading screen to the seige it CTD.

    It started CTD during settlement attacks around turn 14,took many settlements before hand,and autoreslove and fights in the field still work fine.

    If anyone could help me out i will be most grateful.

  15. #75
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    Default Re: Total Vanilla Beyond 2.0 Release

    @CareBearKiller

    The log you postet does not say anything sadly. Is that all or just the first two lines?
    If there is more I would most likely need the last few lines of the log.

    I would need a decription of what happens as detailed as possible (Faction, Settlement involved, Characters, Armies, etc.).

    Beforehand some questions:

    Have you applied patch 1? If so, did it CTD after the patch?
    Does it matter which faction you are playing, or does it always ctd on a settlement battle?
    It only does CTD when you are trying to play a siege battle?
    Are you using a specific General when it ctds, or is it every siege battle no matter what.

    If you start a new campaign, does the error occur again?

    Thanks and I will see, what I can do for you
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  16. #76
    Miles
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    Default Re: Total Vanilla Beyond 2.0 Release

    (Polish) Peasant Archers got the Rome 1 Peasant icon as unit card

  17. #77
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    Default Re: Total Vanilla Beyond 2.0 Release

    3:38:04.633 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    13:38:04.649 [system.io] [always] mounted pack packs/data_0.pack
    13:38:04.649 [system.io] [always] mounted pack packs/data_1.pack
    13:38:04.649 [system.io] [always] mounted pack packs/data_2.pack
    13:38:04.649 [system.io] [always] mounted pack packs/data_3.pack
    13:38:04.649 [system.io] [always] mounted pack packs/data_4.pack
    13:38:04.649 [system.io] [always] mounted pack packs/localized.pack
    13:38:06.373 [data.missing] [warning] missing/invalid cursor for ANISELECT
    13:38:06.373 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    13:38:06.373 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    13:38:06.373 [data.missing] [warning] missing/invalid cursor for DRAGGABLE


    Byzantine Empire vs Rebels at Sofa.My general Theotokios Olaskos.

    Started to CTD after the patch.
    Yes siege battle only.
    Every siege battle in the byzantine Empire campaign.
    When i start a new campaign siege battles work fine.

    Thanks

  18. #78
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    Are you shure it is the polish peasant archers?
    I just checked them and the unit card is as it should be.
    This unit card is drawn from the base installation and not my mod.
    Maybe there is something missing there?
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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  19. #79
    CareBearKiller's Avatar Laetus
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    Default Re: Total Vanilla Beyond 2.0 Release

    I thing i have found the problem that is causing my crashing.
    A mercenary unit,Balkan Archers.
    Been testing for the last couple of hours with 3 different factions(Byz,rus,Hungary,Venice), with generals,and Balkan Archers by themselves.
    Whenever Balkan Archers are in the siege it crashs.I have single them out by just cross checking with all unit i had when it first crashed.Been continuing my current campaign for 15 turns,with no problems at all.
    The Balkan Archers are causing it,just dont know why.
    Maybe someone else can test this? or look in to it for me,So no one else has this issue again.

    Thanks

    Thanks

  20. #80
    CareBearKiller's Avatar Laetus
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    Default Re: Total Vanilla Beyond 2.0 Release

    @4zumi

    Sorry for the confusion.

    18:23:09.966 [system.rpt] [always] CPU: SSE2
    18:23:09.966 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    18:23:09.966 [system.io] [always] mounted pack packs/data_0.pack
    18:23:09.966 [system.io] [always] mounted pack packs/data_1.pack
    18:23:09.966 [system.io] [always] mounted pack packs/data_2.pack
    18:23:09.966 [system.io] [always] mounted pack packs/data_3.pack
    18:23:09.966 [system.io] [always] mounted pack packs/data_4.pack
    18:23:09.966 [system.io] [always] mounted pack packs/localized.pack
    18:23:11.713 [data.missing] [warning] missing/invalid cursor for ANISELECT
    18:23:11.713 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    18:23:11.713 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for DRAGGING
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    18:23:11.728 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    18:23:11.957 [script.err] [error] Script Error in mods/teutonic/data/descr_mount.txt, at line 625, column 37

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