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Thread: Total Vanilla Beyond 2.0 Release

  1. #141
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    I just added another extensive unit overview for the outremer/crusader states/welsh/merchant units in the second post of this thread.
    Have a look.
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  2. #142
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    Good news everyone,

    Patch 4 is here.

    This time I squished this

    -Banners of the Cumans, Badgad, Armenia, Kwarezmian not turnin white when routing
    -Siege towers are now the right size for large city walls
    -removed a mount that caused an error message (but was otherwise harmless)

    http://www.mediafire.com/file/1losc6...vb2.0%23p4.zip
    Last edited by 4zumi; November 27, 2017 at 03:37 PM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  3. #143
    CareBearKiller's Avatar Laetus
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    Default Re: Total Vanilla Beyond 2.0 Release

    @4zumi
    My game CTD as soon as it starts in the loading screen. After i installed patch 4.
    Did a fresh install and download twice to insure their was no error.
    Works with 2.3(Patch 3).

    15:26:10.680 [data.missing] [warning] missing/invalid cursor for ANISELECT
    15:26:10.682 [data.missing] [warning] missing/invalid cursor for MODIFIER_SABOTAGE
    15:26:10.684 [data.missing] [warning] missing/invalid cursor for MODIFIER_TRADE
    15:26:10.692 [data.missing] [warning] missing/invalid cursor for DRAGGABLE
    15:26:10.692 [data.missing] [warning] missing/invalid cursor for DRAGGING
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_MULTIPLE_SELECT
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_ATTACK
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_CHARACTER
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_RESOURCE
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_FORT
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_MOVE_OBJECT
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_WATCHTOWER
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_DEPLOYMENT_AREA
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_TILE
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SPECIAL_PIECE
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PAINT
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADJUST_HEIGHTS
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_ADD_UNIT
    15:26:10.694 [data.missing] [warning] missing/invalid cursor for MODIFIER_PLACE_SETTLEMENT
    15:26:11.022 [script.err] [error] Script Error in mods/teutonic/data/export_descr_unit.txt, at line 2246, column 18
    Unrecognised mount type 'german mailed horse'.
    15:26:11.022 [data.invalid] [error] DATABASE_TABLE error found : error reading record from file mods/teutonic/data/export_descr_unit.txt.

    Thanks

  4. #144
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    Curses upon me,

    I was to fast and put the wrong descr_mounts into the zip.

    Please try this one:

    http://www.mediafire.com/file/1losc66c7321hcd/tvb2.0%23p4.zip



    Sorry.
    Everybody that has downloaded patch 4 please redownload the debugged version.
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  5. #145
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    Good news everyone,

    the version 2.1 is fresh out of testing.
    I call it the "Mercenary's Delight".


    !Important Notice!
    Incorporated in this update are the patches 1 to 4. So there is no need to install them beforehand.
    This update will break savegames. You will have to start a new campaign.

    Contained in this update is:

    -3 Jihad specific units, recruitable throughout the east. Mujahideen (Sword + Shield), Mounted Mujahideen (Spear + Sword), Fedayeen (Naphta Bomb (2 pieces) and sword, can hide anywhere)
    These are recruitable once your general is on a jihad (much like crusader knights). This should give the jihads a little more spice, instead of the 2 lackluster units one got beforehand (those can still be recruited)
    -2 Eastern mercenary units (Syrian Auxiliaries (Archers) and Persian Mercenaries (Spear)). Those are recruitable by anybody throughout most of the east. They are the equivalent to the Mercenary Spearmen and Crossbowmen in Europe. The east was in dire need of them.
    -Viking Mercenaries recruitable by orthodox factions in some eastern european regions (think of a straight line from Novgorod to Constantinople)
    -A bit of rework to mercenary availability (not much. Most noticeable should be the Dismounted Crusader Knight which can now be recruited in Europe. Formerly only in the Levant.
    -A small fix for a wrong unit entry for polish starting troops.
    -Nothing more, that I remember.



    Download here
    http://www.mediafire.com/file/gg2qd1...vb2.0to2.1.zip

    Addendum:
    Before someone mentions, that I have said, that there could no more units added without deleting some...
    This was the case, I condensed some units and made them mercenaries and regular units in one so I could add a different one. This will now get very difficult, as I am not aware of any doubles (merc - regular) anymore.

    Let me know if something breaks.
    I'm pretty sure I included every file I changed, but due to an enormous headache and other cold related symptoms I'm not 100% sure.
    So if you experience a CTD or an error, let me know, so I can fix it.

    And here a view of the world after 228 turns only AI testing

    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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  6. #146

    Default Re: Total Vanilla Beyond 2.0 Release

    just checking 4zumi we put the newest patch in the data file in totalvanillab?

  7. #147
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    You install it like a patch by putting the data folder contained in the zip file into the /totalvanillab folder of the installation.
    Then it overwrites the correct files and puts the new files into the correct places.

    Remember: By doing so you will need to start a new campaign. Savegames will be broken with the 2.1 Update.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

    Author of
    Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
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    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  8. #148

    Default Re: Total Vanilla Beyond 2.0 Release

    Spectacular improvement of vanilla Medieval II. Excellent work!

  9. #149
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    Thanks for the kind words
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  10. #150
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Total Vanilla Beyond 2.0 Release

    saly my internet is not good enough to get it but as soon as is I will get it
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  11. #151
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    I hope you can get it to work this time
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  12. #152
    ♔atthias♔'s Avatar dutch speaking
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    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    I hope you can get it to work this time
    me too 4zumi me too
    Rise of Mordor 3D Modelers Wanted
    Total War - Rise of Mordor
    Are you a 3D Environment and Character artist, or a Character Animator?

    If yes, then the Rise of Mordor team linked above is looking for you!
    Massive Overhaul Submod Units!
    D you want some units back in MOS 1.7? Install this mod http://www.twcenter.net/forums/showt...n-1-1-RELEASED
    It adds back units who were deleted from the campaign in MOS 1.7, namely the Winged Swordsmen, the Citadel Guard Archers and the Gondor Dismounted Bodyguard.

    Under the proud patronage of
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  13. #153

    Default Re: Total Vanilla Beyond 2.0 Release

    have a minor bug to report on 2.0 (not sure if 2.1 address it): the Norwegians are unable to build churches in castles or cities, didn't notice it until i invaded the Americas

  14. #154
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    hey joe,

    thanks for reporting. I will look into it.
    A quick look in the EDB revealed nothing suspicious. Norway should be able to build churches.
    But I will test it in the campaign and report back.

    It is not adressed in 2.1 as I was not aware of that bug.
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  15. #155

    Default Re: Total Vanilla Beyond 2.0 Release

    Hey 4zumi the mod is great. I think medina doesn't have a port though don't know if that's intentional because trade routes on the sea go there but there is no option to build any port there. The units you can build in the holy land are awesome though it's a nice touch especially the Knights of lazarus and edessa.

  16. #156

    Default Re: Total Vanilla Beyond 2.0 Release

    I was also wondering if I destroy the Knights of Santiago headquarters will I lose guild points? I'm playing as England so I don't get anything out of it really

  17. #157
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 2.0 Release

    Thanks.

    I'll have to look into Medina. Could be a mapping bug or something like this. If the sea trade routes go there, there should be a port. Thanks for mentioning it.
    Destroying a Guild Headquarter of a guild you can not built should not harm your reputation with the other catholic orders, as they have seperate triggers. But I could be wrong, anybody can feel free to correct me.
    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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    Total Bananas mod for Medieval 2 - Kingdoms (beta)

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  18. #158

    Default Re: Total Vanilla Beyond 2.0 Release

    Quote Originally Posted by 4zumi View Post
    hey joe,

    thanks for reporting. I will look into it.
    A quick look in the EDB revealed nothing suspicious. Norway should be able to build churches.
    But I will test it in the campaign and report back.

    It is not adressed in 2.1 as I was not aware of that bug.
    i also tried using the 4tpy script that someone else mentioned in this forum, and i'm thinking there might be the cause of it. tried a game as england and i couldn't build a church either.

  19. #159

    Default Re: Total Vanilla Beyond 2.0 Release

    can't edit, but yes the campaign script for the 4tpy was the issue. i replaced it with the campaign script of totalvanilla and i got my churches back

  20. #160

    Default Re: Total Vanilla Beyond 2.0 Release

    ok new issue

    downloaded the 2.1 update and started a campaign as the Khwarazmian Empire. Every time I to capture Samarkand the game crashes. Here's the log:

    14:55:36.717 [system.rpt] [always] CPU: SSE2
    14:55:36.718 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    14:55:36.722 [system.io] [always] mounted pack packs/data_0.pack
    14:55:36.723 [system.io] [always] mounted pack packs/data_1.pack
    14:55:36.725 [system.io] [always] mounted pack packs/data_2.pack
    14:55:36.727 [system.io] [always] mounted pack packs/data_3.pack
    14:55:36.728 [system.io] [always] mounted pack packs/data_4.pack
    14:55:36.729 [system.io] [always] mounted pack packs/localized.pack
    14:55:40.322 [script.err] [error] Script Error in mods/totalvanillab/data/export_descr_buildings.txt, at line 7761, column 3
    Building DB error - culture db max settlement level differs from building db max settlement level for faction apachean (bdg town vs clt huge_city)
    14:56:47.529 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

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