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Thread: Total Vanilla Beyond 3.0 Release - Once more with feeling

  1. #1
    4zumi's Avatar Biarchus
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    Default Total Vanilla Beyond 3.0 Release - Once more with feeling

    Last edited by 4zumi; June 23, 2018 at 05:47 AM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  2. #2
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling



    Once more with feeling...


    It is the beginning of the year 2016 and I just made a sacrifice to the minor god of modding, as I began to twist and turn Medieval 2 to my liking.
    Now 2 1/2 years later I am here and finished the project that startet as a small modification and my thought of sharing this personal mod.

    Total Vanilla Beyond 3.0 is the final iteration of this mod and is considered finished by me. So there will most likely be no new additions, expansions or whatever. I will leave this to submodders, if the need arises.
    The mod is tested in depth per hand (every faction) and I am not aware of any gamebreaking bugs (small bugs or elusive ones might have slipped me), so you are in for a very stable gameplay.

    This is a standalone version. No previous versions are needed for installing this mod.


    Installation

    -Unpack the zip file
    -Put the unpacked "totalvanillab" folder into your "mods" folder of your Medieval 2 installation
    -use the appropriate bat file (steam or disc) to start the game


    Download 3.1

    2.2 GB download size (5 GB unpacked)

    Mediafire
    http://www.mediafire.com/file/dyk5d6...233.1.zip/file

    Mega
    https://mega.nz/#!eDZCxQBI!IbAP2WgOK...c_rZJ6xdpbRrKA
    Last edited by 4zumi; October 06, 2018 at 08:31 AM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  3. #3
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Who likes short shorts...

    This mod is more or less a Vanilla+ experience and tries to keep the feeling of the vanilla game and expands on it quiet a bit. Some might say this mod has surpassed long ago the stage of simply Vanilla+.
    So, if you are asking yourself if this mod is for you consider this:

    -Do I like the vanilla game, but it is not big enough?
    -Do I want more units and regions?
    -Do I want a simple gameplay with some nice, not overly complicated features?
    -Do I not get high blood pressure if the game is not overly historical correct, but keeps an historic spirit?
    -Would you like to know more? - Join the Federation Service today and gain citizenship

    If you can answer all or some of the question with yes, you should consider trying this mod.


    If you want to have a look at an let's play go take a look here
    https://www.youtube.com/watch?v=dLXE5JJUjWE

    Nopinkcreations has covered the 2.7 and 2.9 stage of this mod in a Sicily playthrough.
    Remember, this is not 3.0 shown, but an earlier version. (and there were quiet some changes from there to yet)


    The Changeling (3.0)

    I decided to keep the change notes short and simple and only list the major features to avoid a huge wall of text.


    • The mod imports a lot of stuff from the Kingdoms expansion to the Grand Campaign
    • New Factions: Apachean, Norway, Ireland, Novgorod, Lithuania, Emirate of Damascus, Armenian Kingdom of Cilicia, Caliphate of Baghdad, Kwarezmian Empire, Cumans
    • All factions, except the slaves are playable
    • All factions can reemerge (so be careful with uncontent cities)
    • 500 Units - including unique units. (Imported from Kingdoms and completely new (reskinned) ones)
    • Greatly expanded roster for the knightly orders (new additional recruitment buildings)
    • Regional troops in the Levant and Wales
    • 128 Building chains overall - including many and more unique buildigs (buildable only by certain factions in certain settlements)
    • Greatly expanded the campaign map (bigger Americas and all the way to Karakorum) - 197 Regions
    • Complete overhaul of the campaign map ground textures (satellite pictures)
    • Imported the campaign map music from kingdoms (different culture, different music)
    • Imported UI from expansions for different cultures
    • Debt script that keeps the AI active but, does not allow them to recruit units if in debt, but allows them to advance their settlements unti they are out of debt
    • Mongols still make an invasion and will pose a very real threat once the event starts
    • You can go now to the Americas at turn one
    • Gunpowder units are now very deadly, but reduced in size. Cannons can shot grapes now.
    • Traits and ancillaries got big additions (example: every region grants now a title, all factions have crowns, etc.)
    • Mongols start as pagans (can convert to islam)
    • Norway can convert to paganism (gives them Berserkers as unit)
    • Reworked recruiting system (better units replace old ones. example: mailed knights - feudal knights) This makes sure that the AI recruits good units in the late game
    • Rebels and Mercs got a reskin (We need more color)
    • Unique flags for the knightly orders and some others
    • New historic events
    • New resources
    • Buildable permanent stone forts
    • Expanded mercenary availability and unis
    • More movement range for agents and armies
    • New boni to buildings
    • Byzantium needs certain regions to get high end units and develop their full potential
    • Mongols gain units, florin and an increment in the king's purse by conquering certain regions (stick to history and you will see)
    • Integration of Skynet AI (campaign and battle are now a different experience)
    • New movies, UI, polishing, etc.
    • There are many and more small changes, tweaks and whatnot (to many to remeber and to list. You can take a look at the 2.9 release thread for more text and go through the Road to 3.0 thread to get a comprehensive overiew


    Total Vanilla Beyond 3.1 Changes
    Change notes:

    -fixed a bug that caused a ctd, when the castellan building in edessa was finished
    -fixed the "no show" of weapons of dism polish nobles and armenian spearmen (thanks hellvard)
    -fixed the silver surfer scottish captain (thanks again hellvard)
    -altered mission rewards, so they grant double the money
    -altered some cuman units upkeep to bring them more in line
    -fixed a crash with the turkoman unit in battle
    -fixed a bugged battle location south of jerusalem
    -fixed aztec farms not working properly
    -some minor changes to unit stats and cost
    -removed the skynet cai, to get a little bit salt'n'peppa back in the campaign. in both my test campaigns this works out fine. I think I will keep it that way.
    -altered the skynet bai a little bit to remove the long lines in front of ladders and towers, if the front door is right open. this seems to work now too.
    -implemented the missing armor upgrade for mounted cuirassiers (by Medusa0)
    -removed the Skynet BAI
    -buffed the morale for all the units (who wants another slice...?)
    -Added the Really Bad AI 5.7 and G5 Settlement Tweaks 0.2 (by Germanicu5)

    What happend to "I will revert the AI back to Vanilla"?

    -Frustration happend. After removing the Skynet BAI I noticed a very strange behavior during sieges, as the attacker would line up left of the settlement after ramming in the gates and then proceed to prancing around the open gate and get shot to pieces.
    Now, after reimplementing Skynet, I could see the same behaviour and I did not know how to get rid of it, what I had done to deserve this and why I thought at 18 years of age drinking milk mixed with sugar, Amaretto, Batida de Coco and Advocaat was a bright idea (shut up, it tasted yummy).
    So desperate for a solution I thought love it and look at that Really Bad AI everyone is pestering you about. So I did implement it. Surprisingly easy to implement I have to say (I hope I have not loved up). And tested it out. Surprise, it fixed the "prancing" issue and i made some tests. I like it, it is now integrated. Everybody laugh. Roll on snare drum. Curtains.
    -CAI is still gone for good.


    Works of other, used in this mod

    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)
    Skynet AI by z3n and Europa Barbarorum II (TWCenter)
    Imported Rome Berserker Model from the De Bello Mundi Mod (TW Center)
    Really Bad AI 5.7 and G5 Settlement Tweaks 1.01 (by Germanicu5)

    And much inspiration and help from the TW Center Forum


    FAQ

    Would you like a cookie?

    -Yes

    I want you to add something (insert: faction, settlement, unit, building), can you do that?

    -The mod is at it's limit capacity, and this is the final version. So, no I won't

    But this is not historical accurate!

    -Yes

    Are there hot single ladies near me, that want to get to know me?

    -Most definitve

    How many men have you butchered for this mod?
    -Millions

    Add Serbia!
    -No

    Are you a god?
    -Yes, and now bring me your ship, so I can get of this planet!

    What do you plan to do next?
    -I don't know. Maybe something completely different...

    Where do I report bugs or ask questions?

    -Right here


    Last Words

    So, this is the end.
    Nothing left to say but: Thanks that you have joined me on the journey making this mod and have fun on your campaign.

    -zumi
    Last edited by 4zumi; October 06, 2018 at 08:48 AM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  4. #4
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Starting Positions


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






































    Last edited by 4zumi; June 23, 2018 at 05:44 AM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  5. #5
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

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

  6. #6
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

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

  7. #7
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Season is open now, have fun...
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  8. #8

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    I just recently downloaded it and bloody hell, your intro are marvelous to look at

    Edit: Ayy I looked at descr_unit to test some movement speed modifier for javelinmen but it seems you already incorporated it, that's awesome
    Last edited by Cokjan; June 23, 2018 at 08:15 AM.

  9. #9

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    selv send a cookie to Azumi from the ground as he watch him leave earth in a huge x-files mayan space ship...

    Then selv light a cigarette and watch the camera saying, 'this is the end...'

  10. #10

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Thank you 4zumi for your great work!

  11. #11

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Marvelous work!! Thanks a lot for your effort to make this mod a thing!! I am going to jump as soon as finish download!

  12. #12
    krazyfilmer123's Avatar Libertus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Hi zumi! I'm having a blast playing your mod (2.9 version), and it's what i wanted for a long time. I'm also considering writing an AAR on this too.

    And since this is your last update, i'd like to say: Open a tiki bar and burn off those calories!! You deserve a good break

    edit 6/24/18: since made changes myself to the mod (strat model changes, character name tweaks, adding the native accent, etc.) I am also considering releasing a submod for this which adds more ambiance to the game
    Last edited by krazyfilmer123; June 24, 2018 at 07:36 PM.

  13. #13
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @cokjan
    Thank you.
    And yes, i integrated the movement speed, after it was suggested in the Road thread. It felt right.

    @selv

    And as I finally am able to remove my fake human skin and be my reptiloid self again, happily munching on that cookie, you hear a distant whistling of the x-files theme.
    "Finally," I say to myself, "I have planted the seed. And when I return in a millenium they shall worship me as their minor god of cookies."
    As the ship prepares itself for folding space, the distant whistling has become louder and closer. When I noticed, that it was not the x-files theme, but more of a shrieking sound, something was about get get horribly wrong.
    Moments later the brigdge doors open and a whistling arrow stuck in the wall right besides my head. The mongol warrior scoffes and places in one fluid motion another arrow on the string...

    And thats how the Mongols conquered Proxima Centauri. Read further in: "Mongols in Space"

    @marc
    Thanks, hope you're enyoing your campaign

    @karasis
    Thanks. And also to you, have fun on your campaign

    @krazyfilmer
    Sure thing fire away with that AAR. You are welcome to post it and I will definitively read it.
    Oh, and you are so right about burning those calories
    And for that submod, let me know when and if you want to release it. i could make a sticky or something similar out of it.
    Last edited by 4zumi; June 25, 2018 at 03:34 AM.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  14. #14
    ♔atthias♔'s Avatar Citizen
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    congrats on the release 4zumi +rep
    hopefully I can download it later this week but my internet still sucks
    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
    Frunk of the house of Siblesz

  15. #15
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @atthias
    Thanks for the rep.
    "I believe in you and your internet connection!" (I could not make it smaller)
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  16. #16

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Well now when final version is out biggest q will be would be possible to find ppl and submod it?

    Congratz Azumi for finishing mod

  17. #17
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @shogun

    Or you could just enjoy the finshed version for a moment...
    And thanks for the congratz.

    You may want to continue the submod question in the submod thread so it does not get confused easily, as this would be the place to discuss the unsibmodded TVB 3.0.
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  18. #18

    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Well , I could not wait , every day I looked in for something new appeared, congratulations and greetings from Poland
    my english isnt very good i know.

  19. #19
    4zumi's Avatar Biarchus
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @mario
    it's good enough

    Thanks and have fun on your campaign. And neighbourly greetings from Germany
    Author of Total Vanilla Beyond mod for Medieval 2 - Kingdoms

  20. #20
    ♔atthias♔'s Avatar Citizen
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Quote Originally Posted by 4zumi View Post
    @atthias
    Thanks for the rep.
    "I believe in you and your internet connection!" (I could not make it smaller)
    then you have a lot more faith than I do
    no problem I understand that you cannot make it smaller than this
    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
    Frunk of the house of Siblesz

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