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Thread: Total Vanilla Beyond 2.9 Release - Once more into the fray

  1. #1
    4zumi's Avatar Semisalis
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    Default Total Vanilla Beyond 2.9 Release - Once more into the fray



    Good news Lords and Ladies,


    the 2.9 version of Total Vanilla Beyond is released.

    This is a milestone step on the way to the 3.0 version which is for now planned to be the final version of my mod, so the 3.0 release could take a long time.
    2.9 will most likely be the last release before 3.0 in the distant future.

    Thanks for staying with me and for all the posts in this forum.
    Be excellent to each other and stay tuned.

    zumi


    Total Vanilla Beyond 2.9

    ! Important Notice !




    • This is not a patch for Total Vanilla Beyond 2.0 or 2.1 or 2.7, it is a full mod, the changes I made were too many too keep track of in single files.
    • So please delete the 2.0 or 2.1 or 2.7 Version and replace it with this one. Saves, etc. are not compatible.
    • If you encounter the Startup error - for some it maybe solved! See below on how to delete three movies, then it should work. (I still have no idea what causes this for some users, it seems random and is not repeatable for me, so I can help very little outside of some suggestions - Sorry)
    • If you encounter an error starting a grand campaign, it may have to do how you have unpacked the mod. You have to unpack the mod, as well as the patches right clicking on the zips, selcting properties and checking the box on the security option to unblock. Otherwise you may get an error, that leads to a ctd when starting a campaign. (This might be only windows 10 related, or if you use the windows integrated unzipper, but I don't know for sure)




    Download link Total Vanilla Beyond 2.9
    Approx 1.6 GB
    http://www.mediafire.com/file/fh7ipc...nillab_2.9.zip

    Happy Eastern
    Last edited by 4zumi; March 29, 2018 at 04:26 PM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  2. #2
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Short Description

    Total Vanilla Beyond is the successor of my „Total Vanilla“ mod.
    It is a Vanilla+ experience with the base game greatly expanded, but keeps the feeling of the vanilla experience.

    It provides more factions, more units and a bigger campaign map with more settlements (including the Americas and expanded to the East)
    There are also some tweaks, features and content added.

    This mod has also a focus on crusades and the knightly orders, so the possibilities for troop recruitment in the Outremer and through the knightly orders are greatly expanded.
    It is not intended for more historical accuracy, so don't expect it accurate beyond the vanilla experience.

    If you look for a mod, that keeps the vanilla feeling but expands the experience, you may be in the right place here...



    Changes unmodded game to Total Vanilla Beyond 2.0

    Spoiler Alert, click show to read: 

    Mod summary/ change notes (changes in relation to the unmodded game)

    New factions and faction changes



    • Mongols – starting far east at Karakorum. (If the Mongols are not played by the player, they will get a huge money boost from 1218-1300. If they feel like it, they could visit europe with some stacks.



    Added from the kingdoms expansion as playable factions:


    • Ireland – starting in ireland obviously
    • Norway – starting in norway and on iceland
    • Lithuania – starting as a pagan faction with the possibility to convert to catholicism with the famous „catholicism wow“ campaign
    • Novgorod – starting in the old russia starting position, russland moved to kiev



    New non playable factions:



    • Added the Apacheans from the kingdoms expansion in north america as non playable faction, Idle until discovered



    New playable factions:



    • Damascus – starting in Damascus, with a mix of egyptian and turkish units and focus on heavy infantry and a rockettastic surprise.
    • Khwarazmian Empire – starting east of the caspian sea, with a mix of Middle Eastern Troops.
    • Cumans – starting north of the caspian sea, with a mix of turkish and mongol troops.
    • Caliphate of Bagdad (aka the Abbassids) – mostly egyptian units with faction unique dismounted Mamluks. Starting in Bagdad.
    • Armenian Kingdom of Cilicia – starting in Cilicia as a orthodox nation surrounded by muslim empires



    Units



    • 500 Units in game (too many to keep track of and list them)
    • Changed Pikemen spacing and values, should be more useful now
    • Integrated units from the Kingdoms Campaign (used GUAM v6 + others that were not included in GUAM)
    • Made some new units, like the Holy Sepulcher Sergeants, Berserkes, etc. Added Knights Lazarus (Jerusalem, Acre), Constable of Antioch, Franciscan Monks (Jerusalem) And even more units like the Constables of all Crusader states, etc... Removed the Mangonel.
    • Changed the firing stance of every gun unit, so they wont shuffle around. More range for ribault units + more ribaults
    • New units for the knightly orders (dismounted knights, teutonic hochmeister, sergeants, crossbow, etc.)
    • New units for the holy land, recruitable by catholic factions in the outremer training grounds, and available in special places like Jerusalem, Antioch, Edessa (Constable of Jerusalem, Knights of Antioch, Tripolitan Squires, and many more. They are only replenishable locally, exempt are the various Constabler.
    • Welsh Unit Rooster available in Wales by the Welsh Mercenary Building Chain. Can be replenished throughout Britannia.
    • Gunpowder Units now pack a lot more punch.
    • Dismounted mailed knights are available to all western factions
    • Outremer Units, Order Units, Welsh units, etc. can be replenished through a supply building.
    • Added Officers to unique units like the Constabler
    • Some unit balancing and some recruitment priority balancing (this is never finished only in an acceptable state)



    Events



    • World is round event happens on turn one
    • You can now travel to the Americas with every ship using the northern route, southern route and western route. You will see the AI make use of them fairly early.
    • No Mongol invasion, as they are playable now
    • Removed Timurid invasion, because the timurids are now the Cumans, Mongols gained theregore Timurid units, as the Timurids where Mongols with gunpowder anyway.
    • New event movie when apacheans get discovered
    • Lithuania can converse to christendom



    Script



    • Debt Script for AI Factions to prevent them from going into crushing debt. If the Ai is in debtthey cant build any more armies before they are out of debt, but they can still build buildings to help them get out of debt. So they wont stay dormant, because of a negative treasury. When they get out of debt and have a positive income, they will continue as normal and get no building cost bonus.



    Misc



    • Added 2 new intro movies when the game starts up. Replaced the old one with them.
    • Added new main menue movie
    • Added new loading screens
    • Changed the campaign and battle interface for the european factions
    • Factions now have the appropriate sound/voices on the stratmap



    Campaign Map



    • Added new settlements (198 now in total)
    • Expanded the Map to the east to Karakorum (a little bit squished), Americas are still there and expanded
    • Added new landmasses (Iceland, as hopping point to North America)
    • 3 new trading ressources (Salt, Honey, Tar)
    • There are for the most 2 ressources in every province, they yield now more money (Some exceptions in the Americas)
    • Changed some starting positions and settlements to accomodate new factions
    • Doubled movement range for agents and ships.
    • Movement range for armies is now roughly 1.4 times, this fits well in europe and supports the long ranges in the east. A good sideeffect is, that an crusading/jihad ai army reaches it's destination quicker. Makes for an interesting gameplay.
    • No more floods, because after they occured they prevented building of watchtowers in this region
    • Ocean Routes. Specific Routes to the americas should now be much faster, because i made water corridors
    • Toned down Rebel, Heretic and Witch spawn
    • Buildable Stone forts, they tend to crumble if left not garrisoned
    • Rebelling captains, characters should now happen with lesser frequency (half)
    • Completely reworked the americas part of the map. The landmasses are bigger now and Mexico resembles now roughly its real world counterpart (one Aztec settlement placement is a bit off (i know that)). Also the landmasses are now much closer to the old world, so don't be surprised if you encounter the "new world discovered" event in the first few turns, as the ai now goes there. Granted, they are not very successful but at least they try.
    • Two new settlements in the Americas: Roanoke (I know, i know, not historical accurate but I liked the idea) and Chichen Itza.)
    • Beauty things, coastlines, climates, terrain, etc.
    • Some minor changes in settlement/ harbor placement and starting buildings/population
    • Two new landbridges (gotland, krim))
    • Complete rework of the region names and some settlement names thanks to Balsiefen, who made this vor the 1.0 version and I implemented it in this version
    • More free upkeep slots that are available in cities and castles. Free slots as follows: 2,4,5,6,7)



    Buildings



    • Reduced Building Time. No Building takes longer than 5 Turn.
    • Tweaked a few building times and prices for the new buildings
    • Tier 3 Roads (Highways) can now be built after the gunpowder event
    • Roads offer slight trading boosts
    • Ballista/ Cannon Towers provide a bit of happiness
    • Explorers Guild now provides Diplomats with traits and increae trade volume (Journeyman, etc)
    • Merchants Guild gives Merchants Journeyman Trait and offers recruitment of Silk Road Guards or Patricians Company Men at Arms in certain places.
    • Theologians guild now provides a conversion bonus and gives priests journeyman traits
    • Thieves Guild is now harder to get. Removed the trigger that gave all settlements Thiefes Guild points if a spy ended his turn in a foreign settlement
    • Masons Guild now gets a small amount of points from units recruited in a settlement
    • Swordsmith guild now grants experience to all units created, instead of the weapon upgrade
    • Woodsmen Guild now available for all factions
    • France, England, Spain, Portugal can recruit from city barracks: conquistadores and cuirassers (only in america)
    • HRE can recruit Pike, Zweihander, Pistolers from cities (only in america)
    • The Missionary unit can be recruited from churches (only in america)
    • Supply Lines – Guild, Welsh and Knightly Order units now can get replenished where this is build, Outremer Units are exempt, due to a hardcoded limit.
    • Unique Buildings (St. peters Basilika, Hagia Sophia, Kaaba, Dome of the Rock, Church of the holy sepulcher) with factionwide boni to religion and happiness
    • Unique Buildings in Toledo and Damascus – provides weapon upgrades, first local, the factionwide
    • Some more unique buildings, especially in the levant with new units, some of them unique. (Check Jerusalem, Acre, Tripoli, Antioch, Edessa) (oh, and check Prague )
    • Welsh Mercenary building - supplies welsh troops (only buildable in Wales)
    • Buildings St. Peters Church, Order of St. Lazarus, Custody of the Holy Land, Tower of David, Order of the Sepulcher, and some more.
    • Castle Market – Provides a small trade boost in castles



    Knightly Orders



    • The Knightly orders get a whole set of buildings. If you have a minor Chapter House in a city or castle, you can build the foot Quarters that give you access to the foot troops or other troops of the order, escpecially as the teutonic Order.
    • It is possible to get the hospitaller and the templar order at the same time. But not in the same settlement.
    • Every order gives a special bonus, so it is now more viable to go for templars too.
    • Example: Templar provide Morale for recruited troops.
    • Order troops now have more distinguished strenght and weaknesses (Attack (Templar) Defence (Hospitaller) Middle Ground (Santiago) The Beasts (Teutonic))



    Rebel/Mercs



    • Slave/Rebel Faction Changed to Free Cities.
    • Dismounted Knights (Frankish, German,...) are now available as mercs
    • Merc skins and unit cards are mostly reworked, so they are more colorful and no longer this brownish tone.



    Other Changes



    • There may be other changes, if I could remeber them all I would have a photographic memory... (modding is sometimes a very chaotic process)






    Mods used as a base for this mod
    (Much thanks for this work and effort)

    Spoiler Alert, click show to read: 

    Retrofit Mod by Unspoken Knight (TWCenter)
    Grand unit addon mod by Calendarius (TWCenter)
    Stone Forts Complete by Gigantus (TWCenter)
    Dismounted Mailed Knights by Lord Condormanius (TWCenter)
    G5 Settlement Tweaks v1.01 for M2TW\Kingdoms by Germanicu5 (TWCenter)
    Historical Region Names (submod for Total Vanilla Beyond) by Balsiefen (TWCenter) (Thank you)
    Dismounted Polish Nobles models by Hellvard (TWCenter)
    High Quality Sky Textures Project 1.0 by Hereje (TWCenter)
    And much inspiration and help from the TW Center Forum



    FAQ

    Spoiler Alert, click show to read: 


    • No, it does not require any previous Total Vanilla releases. It is a standalone mod.
    • No, it's the same AI as in vanilla and I myself will most likely never meddle with AI
    • No, I can't make "insert faction", I already reached the faction limit (now for real)
    • No, it's not hardcore realism and historicaly accurate, it plays like vanilla (so please no complaints about that)
    • No, it is not comparable with Stainless Steel (hole team, many years of development), it's just me doing the modding (and I have never worked in a team, as I like to change things as I want to, when I want to and have no discussion about it. This does not mean, that I am not open to suggestions and help)
    • No, the units are not completely rebalanced and I have no intend to do so, except some glaring issues. I did some balancing here and there, but it is mostly the same as in the Retrofit mod.
    • Yes, if you enjoy the vanilla Medieval 2 experience you should probably check this mod out
    • Yes it is tested to the best of my abilities and pretty bugfree as far as I could test it. Please keep in mind, that I can not test every scenario or constellation. So there may be some bugs, but nothing gamebreaking, that I am aware of.
    • Yes, feedback is much appreciated and I may consider suggestions to implement them if I like them.
    • Yes, you may have patience with me. Sometimes I can not answer right away and it can take a lot of time (it is not intended). I will try to help everyone to the best of my abilities if they run into a problem.
    • Yes, if you would like to make a submod, feel free to make one and post it here (You can ask me before posting). I will support and help you if you have questions, within limitations. If the submod it is inappropriate or violates rules, I will delete it. And please do not expect me to test it or provide assistance if a user encounters any problems.
    • Yes I would love a cookie



    Installation instructions:

    Spoiler Alert, click show to read: 

    Installation Steam
    I only have the Steam version of this game, so this is the only installation
    instruction i can give you.

    1. copy the totalvanillab folder in the zip to the mods/ folder of the medieval 2
    installation This is found whereever steam installs your games
    2. Open up steam
    3. Right click on Medieval 2
    4. Open up Properties
    5. In the General Tab, Click on Launch Options
    6. Put this in: --features.mod=mods/totalvanillab
    6a. Do not forget the "b" in totalvanillab
    7. Save it, go back to steam and start up the game
    8. Enjoy, it should run now

    Installation CD Version
    As stated above i don‘t know if this works. I have provided Two .bat files inside
    the totalvanilla folder and two cfg files. But i can not confirm any of this,
    because i can‘t test it.
    1. copy the totalvanilla folder in the zip to the mods/ folder of the medieval 2
    installation.
    2. Maybe you have to manually adjust the settings in the provided cfg file (not likely as the cfg file is now very barebones and contains only the most neccessary entries,
    resolution, etc to your specific settings.
    3. Run one of the .Bat files and see if it works


    Bugs/Known Issues

    Spoiler Alert, click show to read: 


    • Maybe some typos, missing unit portraits, text etc.
    • Rarely a CTD, but this could be the normal Medieval 2 CTD (especially in huge siege battles) unrelated to this mod.
    • For some people the mod does not load up. baselhun has found a possible solution for this, please read the posts on page 2 of the Total Vanilla Beyond 1.0 thread.
    • It seems, that the entries in the totalvanilla.cfg file can lead to a startup error. Please copy your original game cfg file config lines into the total vanilla cfg file (found in the mod folder). Replace everything starting from [audio] with the lines from the original cfg file. leave the first three entries intact, save and start the game. This should not be the cause anymore, cfg files have been reworked and made barebones.
    • Sneaky Edit: It may be possible that the startup error that gets some of you is related to the new movie files (maybe a weird codec thing). So if you experience this, please go to the data folder of the mod data/fmv/ and delete the "logos.bik", "dump0000.bik" and game_intro.bik" and try again. Let me know if that helps. This could be an explanation why some get the error and some can start up without an issue.
    • Seaky Edit 2: Set the medieval2.exe into compatibility mode and admin rights, this could solve the startup error for some, if you encounter it (you may not have to delete the stated movies above, when it works). So try this first, before deleting.




    Please, if you encounter problems, bugs, missing things (text, unit cards, etc, whatever) post it so I can help you and others. I will try my best to help you.


    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  3. #3
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray



    Changes from Total Vanilla 2.0 to 2.1

    Spoiler Alert, click show to read: 

    Patch #1
    -Fixed the missing "make my units flashy in battle" button, that was missing for some factions like Armenia and Bagdad
    -Fixed the wrong starting capitals for all factions that experienced this attrocity. (England is forever grateful not the start in the woods anymore)
    -Placed the Teutonic Order Ritterbruder and the Teutonic Order Hochmeister on their proper mailed mount (too much barding was going in in the Teutonic Order)
    -Well, yeah, that was it for now...

    Patch #2
    -Fixed a CTD caused by a missing texture from the Balkan Archers (Merc unit)
    -Fixed the german spelling of William (Wilhelm), so it is now William the Conqueror
    -Fixed the pink unit portrait

    Patch #3 change notes

    -Tripoli (Lebanon) starts now with the correct religion (islam) instead of 100% catholizism
    -Armenia received missing unit_info pictures for agents (not that important, but for the sake of it...)
    -Changed skin for Saethwyr (Welsh) to the correct one

    Patch #4 change notes
    -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)


    Changes from Total Vanilla 2.1 to 2.7

    Spoiler Alert, click show to read: 

    TVB 2.2

    -The Aztecs are playable (and have their own building chains and can recruit mercenary ships) - The Kwarzemimimimi are gone from the choose your faction screen at the moment, because I did not come around to update that
    -Gunpowder units got halfed in size - but are now very (very) deadly. The reasoning is simple. You can now put a single double line gunpowder unit in front of a single 4 or 3 men deep formation of pikes.
    -Some changes to the campaign map - Cliffs, etc
    -Changes to the boni of the knightly orders
    -New unique buildings: Ulfberht & Ingelri (Aachen) and Massiglia (Milan). Those are capeable of ugrading weapons localy and globaly. Like Toledo or Damascus.
    -Some minor things

    TVB 2.4

    On the way, I squashed a few bug.
    -The reinforcement battle UI bug
    -Medina has now a port
    -some other small things

    And some minor changes got integrated as well
    -The UI got a little overhaul
    -some building balance things
    -some marginal unit balance things
    -minor campaign map changes
    -and more

    -Aztecs and Apacheans playable with own buidling tree
    -Slight changes to the campaign map
    -New unique buildings (Aachen, Milan)
    -Changes to building boni
    -New units (mostly apachean) (at the cost of some deleted existing units)
    -Some graphical ui changes (stratmap and battlemap)
    -Some other changes
    -Some Bugfixes

    TVB 2.6

    -I just finished a milestone in the TVB roadmap. The Sightseeing Update is more or less finished and complete.
    -This update brings a lot of new unique buildings to the campaign map.

    -Not every culture/ faction can built every building or gets the same effects/recruitment options from the new buildings.
    -Many unique buildings are incorporated into an existing building line. For example: Notre Dame (Paris) is an upgrade to the huge cathedral.
    -Same with towers and universities, town hall, etc.

    A welcome to the new pagans

    -Furthermore the Mongols and Cumans have joined the ranks of the Pagan Empires.
    -The Mongols get somewhere down the line an option to convert to islam.
    -Much like the Lithuanians for catholizism.
    -The Cumans remain Pagan throughout the game, I may or may not include an option for the player only the change religion.

    -The Pagan (Tengri Shrines) of the Mongols and Cumans work a bit differently. Those two factions do not get priests and besides some core regions, the pagan religion has a very low conversion rate. But the shrines will provide high public order through law, the more non pagan religions are present in the region. This effect will diminish, if the pagan population rises. This road was taken to simulate the Mongols and Cuman religious tolerance.


    Changes from 2.6 to 2.7

    The Recruitment Clutter Cutter
    -A feature I wanted to implement and test since the very beginning.
    -The recruitment system is reworked, so that you can not recruit an inferior unit, when a better unit is available.
    -For example: If you build stables that provide the recruitment of Feudal Knights you can no longer recruit Mailed Knights at this settlement.
    -It is not a factionwide effect, it just affects the settlement the better recruitment building was build in.
    -This makes sure, that you will encounter better AI armies in the late game and significantly reducing the unit recruitment clutter in the recruitment menu.
    -You will most likely still encounter crappy units, as this change only affects single settlements.
    -My Novgorod test campaign seems promising.

    Walk like an Armenian
    -Cut each and every Peasant unit and used the free slots for some Armenian units and gave the Apacheans a proper Chieftain.
    -Some other shuffling of units I do not remember

    Meet the Natives
    -Aztec and Apachean rework.
    -They start now with one settlement
    -If you play as either one of them, the other one will get unfrozen imediately to provide an early challenge
    -There is now a landbridge between Mexico and North America. You are now now never safe from the Aztec Storm in the Americas.
    -AI seems to do better in invading the New World

    Lots and lots of minor changes (It's the small things...)
    -Stone Forts are no longer destructible, they are permanent and their cost was increased to prevent the ai from dotting them all over the place.
    -Small building boni reworks and optimizations
    -Small change to cavalry, so they feel a bit smoother to control.
    -Some unit balancing in regard to auto resolve
    -Some unit balancing in regard to damage, etc.
    -Some changes to faction rosters
    -Shot some bugs along the way (Would you like to know more?)
    -Most of the cannons now can use grapeshot
    -Campaign Map voices should now be unmessed again
    -Supply buidling is gone, makes the order units more unique and not so easy retrainable
    -Some more sightseeing
    -Some unit reskins
    -Some campaign map changes (Settlement shuffeling, buildings, ocean, etc.)
    -Some more things
    -Some other things
    -Some cookies



    Newest changes from 2.7 to 2.9


    Pivotal battles in history (Historical battles as back in town)
    -The historical battles are now not broken anymore.

    The scenic route (HQ Skys and Campaign map graphics are implemented)
    -Complete overhaul of the the stratmap ground textures
    -Integration of HQ skys

    History 101 (New historical events are integrated, with new pretty pictures)
    -Some new historic events, because nobody expects the Spanish Inquisition...

    Flags of our fathers
    -Distinct flags for all crusader state units
    -Distinct flags for all order units
    -Distinct flags for welsh units

    We need more color (rebel dresses sport now more color, shields are done)
    -Some color texuring for the rebel units, so we do not always see a sea of grey.

    Titles do not make people ( Titles, Traits, Ancillaries are implemented approx between 300 and 400 or more, I really do not know anymore)
    -Added Traits, Ancillaries based on unique buildings and titles and other stuff
    -Something like visited Notre Dame in Paris and is now super convinced of god, therefore he is more pious.
    -Has visited a unique cathedrals and is now super pious and talks all day to his invisible friend.
    -Has sat all day in Caen and got bestowed the title Duke of Normandy, because nobody better was found.
    -You get the idea...
    -More and More Ancillaries (Historic Persons, etc.)
    -Some hidden eastereggs like the Necronomicon Ex Mortis, Black Beast of Aarrgghh,...
    -Codices like "the devil's bible" will be implemented as Ancillaries

    The sad rest
    -Conversion movie for Mongols is done
    -minor touch ups for the Main Menue, etc (now the hotseat campaign shows all the factions too.
    -Many other small changes, starting regions, buildings, a bit unit balancing, some campaign map changes, typos, minor bugs, skins, unit cards, and, and, and...

    Known Issues

    -The america inhabited movies might play twice
    Last edited by 4zumi; March 29, 2018 at 02:42 PM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  4. #4
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Campaign Map

    A bit out of date, but still serves it's purpose. Aztecs and Apeachean start now with one region.
    Some regions got shifted around.

    Spoiler Alert, click show to read: 






    Selection of Units in Total Vanilla Beyond 2.0
    (also a bit out of date, but still applicable)

    Units of the Knightly Orders

    Spoiler Alert, click show to read: 
    Every Knightly Order has now an additional building from which more troops can be recruited. Those buildings have different levels (depending on the city level) and require a chapterhouse of a Knightly Order present to be built.
    These recruitment buildings allow recruitment of foot and horsed units.
    In the following you can see which Orders can get which troops.

    Knights Templar


    Knights Hospitaller


    Knights of Santiago


    Teutonic Knights



    Units of the Outremer
    Recruitable in an around the Holy Land

    Spoiler Alert, click show to read: 




    Units of the four Crusader States
    Recruitable in the specific settlements

    Spoiler Alert, click show to read: 

    Antioch


    Tripoli


    Edessa


    Jerusalem (some minor changes here, that are not mentioned here yet)






    Welsh Mercenary Units
    Recruitable in Wales only

    Spoiler Alert, click show to read: 




    Units from the Merchant Guild & New World Unit
    Recruitable in areas with either Hanse of Silk Road hidden ressource
    Recruitable in the New World from a church.

    Spoiler Alert, click show to read: 


    Last edited by 4zumi; March 29, 2018 at 02:38 PM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  5. #5
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    The 2.7 Unique Building Map
    (Still applicable, maybe minor changes)


    Spoiler Alert, click show to read: 


    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  6. #6
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray



    Here be monsters
    (the look of the campaign map)
    Spoiler Alert, click show to read: 







































    The Campaign map during the last test campaigns (3 different points in time)
    Spoiler Alert, click show to read: 








    Last edited by 4zumi; March 29, 2018 at 04:04 PM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  7. #7
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    To be expected

    Expected changes from here to 3.0.

    Now that we are near the end of a journey and 2.9 released there will most likely be no major changes anymore. The show is over and we all are waiting for the after credits scene.
    From now on, there will be bug hunting, a bit of balancing, roster checking, faction overall checking, campaign map checking, etc...

    This is called "The Great Touch Up"

    Making of final movies, a handbook, a overview map, all the other small things that will take a lot of time.

    This will take as long as it will take and I am willing to invest time. But you can consider this version now the cake with the icing (the only missing part would be the cherry on top)

    So have fun on your campaigns and I appreciate every help in finding bugs or other oddities.

    cheers
    zumi

    PS: Before I forget it, I may have another trick for 3.0 up the sleeve. I will try to implement reemerging factions, if this is somehow possible and feasible. I will see, where this rabbithole leads me.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  8. #8
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Reserved for things
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  9. #9
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Dinner is served...
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  10. #10
    Laetus
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    That last note sound very cool will definitely make campaign better with reemerging factions......I'm wondering if it will be possible to have muslim princesses would be nice to have stronger ties with other factions.

  11. #11
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Muslim princesses are possible, but I have decided not to integrate them for now.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  12. #12

    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    hi 4zumi
    and
    everybody good job good job good job
    I have some requests if possible for the mod
    1- Can you add cities and factions In Africa
    2. Can you add cities and factions In Asia

    Thanks for the great work

  13. #13
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    hey hakeem,

    thanks

    1. No more cities and factions without deleting existing stuff (everything is at the hardcoded limit)
    2. See 1.

    You are welcome.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  14. #14
    Barbarus
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Hi 4zumi,

    Great job on the mod, it is a work of art. I'm really happy with the expansion of the eastern part of the map, in particular the fact that now the Middle East is not just the Turks and Egypt anymore. I have two questions:

    1. I downloaded your mod just now and I started playing as the Mongols. The only bug I noticed is that they don't "talk" to me, in the sense that when I select them, they don't respond with "Yes, my lord?" or the like. When I click a unit from another faction, however, they do give me the standard go-bugger-your-own-units response. For some reason it bugs me. It's as if they're unhappy and giving me the silent treatment, just raising their flag but not uttering a word when I command them. Anyone else had this problem? Or is it because they're not playable normally? Anyhow, I wanted to let you know in case you have a quick solution.

    2. More as a side question, but you did not alter the AI at all compared to Vanilla? No changes in diplomacy skills or aggressiveness?

    Thanks!

  15. #15
    crazyroman's Avatar Tiro
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Hi 4zumi.Awesome job,congratulations.I love the mod.Just a noob question,one turn is supposed to be 2 years or im just doing something wrong ?
    Member of Total War: Alexander III Wip mod

    http://www.twcenter.net/forums/showt...0#post15543310

  16. #16
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    @ hülegü
    Thanks
    1. The Mongols are people of few words, they let speak deeds instead. - There is no solution to this, as the Mongols have very few original voicelines. So, it is no bug, but just the way it is.
    2. I did not alter the AI files. But the AI may behave differently because of the increased movement range or other factors as the debt script, that will not let the AI get AI inactive once they are bankrupt (as it was in the original game)

    @ crazyroman
    Thank you
    Yes you are correct, a turn is supposed to be 2 years, as it is in the original vanilla game.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

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    Barbarus
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Quote Originally Posted by 4zumi View Post
    @ hülegü
    Thanks
    1. The Mongols are people of few words, they let speak deeds instead. - There is no solution to this, as the Mongols have very few original voicelines. So, it is no bug, but just the way it is.
    2. I did not alter the AI files. But the AI may behave differently because of the increased movement range or other factors as the debt script, that will not let the AI get AI inactive once they are bankrupt (as it was in the original game)
    Thanks for the fast reply. Yeah I figured as much, that they don't have an original script. And I did not even know they went inactive as soon as they went bankrupt, but come to think of it, it does explain some stuff.

    Another thing I noticed: are the General's Bodyguard units weaker? In that, in the original game, I could just send them in a pack of Peasant Archers and they would kill them all without so much as a single casualty, whereas now they tend to lose some riders.

    Cheers!

  18. #18
    4zumi's Avatar Semisalis
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    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    @hülegü

    The Bodyguards are not changed from the original game or better to say from the retrofit mod.
    I think the body armor is lowered in retrofit, but the shield armor value is upped.
    They have a bit lowered attack stats in retrofit, so it carries over to my mod.

    But I think this is okay, as they have 2 hitpoints unlike any other non special cavalry unit.
    They are still top of the game.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  19. #19

    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Hello, when I do in m2tw I put
    --features.mod = mods / total vanilla or only mods / totalvanillab ??

  20. #20

    Default Re: Total Vanilla Beyond 2.9 Release - Once more into the fray

    Quote Originally Posted by zercopiteco View Post
    Hello, when I do in m2tw I put
    --features.mod = mods / total vanilla or only mods / totalvanillab ??
    --features.mod=mods/totalvanillab

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