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.
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.
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
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
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
@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
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.
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
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
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
just checking 4zumi we put the newest patch in the data file in totalvanillab?
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 &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
Spectacular improvement of vanilla Medieval II. Excellent work!
Thanks for the kind words
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
saly my internet is not good enough to get it but as soon as is I will get it
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
I hope you can get it to work this time
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
Rise of Mordor 3D Modelers Wanted
Massive Overhaul Submod Units!
Under the proud patronage of
Frunk of the house of Siblesz
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
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.
Proudly under the patronage of King Athelstan of the Imperial House of Hader
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
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.
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
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
Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms &
Developer of Total Bananas mod for Medieval 2 - Kingdoms (beta)
Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2
Discord: zumi's cookie corner
Fighting for launch of "Cookie Friday" and "No Pants Saturday"
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
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.