@tartatos
Yes it is. And it is heavily limited on how much you can recruit on a single given time.
It has the reason to prevent the AI from making armies that consist half of siege equipment.
@tartatos
Yes it is. And it is heavily limited on how much you can recruit on a single given time.
It has the reason to prevent the AI from making armies that consist half of siege equipment.
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
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Fighting for launch of "Cookie Friday" and "No Pants Saturday"
@4zumi
Spoiler Alert, click show to read:
Is this okay 4zumi? All the previous buildings from other culture still exists, but they do not have any effects (ports, market, etc including the welsh merc buildings, can't recruit 'em. Mines, farms, and blacksmith seems to work fine though?)
Also it would be okay for me to change the castle into town right?
@cokjan
ha, I see I missed some text for that conversion. But in short: yes, that is ok and as aztecs you must convert castles to towns to be able to built.
In depth explanation:
As far as I am aware the destroyed the buildings need a religion tag (catholic, pagan, islam), so when a faction of another religion takes the settlement the religious building (church, mosque, shrine, order, etc.) will get destroyed. Mostly all factions (except aztecs and apachean) share the building trees. That means a barrack is the same for catholic and islamic factions, they just look a bit different. With that in mind you see, why it makes no sense in this setup to tie buildings to culture. And it is not feasible to give every building a religion tag. When I remeber correctly there was a problem with this and makes building trees and tags much more complicated.
So the simple solution was to not give any effects on those buildings. As aztecs or apacheans you rely solely on your own building trees.
If you wish you can tear those old buildings down. You will get no ill effect. The Aztecs can only use cities and must convert all castles they take in order to build their buildings or recruit troops. (That is something I have not disclosed anywhere. Sorry.)
I hope I was of help to you
Now spread the word of your Lord and Saviour Hexatactolalololatlallalllalala
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"
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
That was something I tried in an earlier version, but have since abandoned it. I do not remember the exact reason. But if implemented now, it would pose a problem, because of a hardcoded limit of available units in a settlement, which I have reached and would lead to ctd if exceded with this feature.
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, is 3.1 also for medieval 2 kingdoms on steam??
@traveler123
sure, you can use it with steam or the cd version. just use the right .bat file or use the command line on steam
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"
Oh, I downloaded this one http://www.twcenter.net/forums/showt...mod-(Vanilla-)
@traveler
oh well,
that is a really old version
You should better use the tv beyond 3.1
besides that, total vanilla 1.0 should work with steam
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"
@traveler
these crazy irishmen will do some things like that.
Everyone will be at war with everyone, if they run out of space to expand. So the move of the Irish is to be expected
You will be at war with every bordering nation because of this sooner or later. You just can try to fortifiy your borders and make allies. Have strong border guard armies, this will prolong an attack.
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"
First of all, this mod is amazing. It has been a long time since I've played the campaing, but this modressurected the interest in me. Now, my only complain is that the Mongols are very passive. Also, can I take this opportunity and ask how can I mod the permanet stone forts back to the semi-permanent wooden ones. Thank for this amazing work.
@vic
Thanks, good to hear you enjoy it and you are welcome.
1. Regarding the Mongols: I think that is something only an Campaign AI Mod can fix. But you may want to wait till turn 60 or so, when the Mongol Invasion Event occurs. They will get boatloads of money and some stacks. I have done the best in my ability to make them a threat with the tools I have, but I am not really an AI modder. Maybe Beermug Carl's AI mod could help.
2. Yes, i think this is possible. but right of the bat, I would not know how anymore. I will get back to you, when I found the time to look this up, yould take a while right now. Maybe someone else could shed a light on this. Or you take a look here in the forums for reverse engineering.
The permanence and cost is solved easily with a changed entry in one of the files, as far as I remember...
The change back to wooden camps, I could not tell right now. Could be as easy as just deleting the stone fort models.
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 confirm, that with my ai, the Mongols tend to act like any other faction until Genghis arrives, then they go nuts and conquer everything.
I recently tried and tested a minimod that changes Cities and Castles campaign map models, and it works. For anyone else wanting to try it, go ahead! Here's the link.
Spoiler Alert, click show to read:
Nice Mod,am having a good time as the Caliphate Of Baghdad.
@johnswan
thanks, and have fun on you campaign
@vic
You are not forgotten, but sadly I have not come around to look into this, as of late my life is a bit of a stressaton.
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"
I'm very much enjoying this, keep your great work up!
Proudly under the patronage of General Brewster of the Imperial House of Hader
Proud patron of 4zumi, Akar, CommodusIV ,Swaeft and Peaman
@4zumi
Can you not make an Total Vanilla Lite which is just like the Retrofit 1 for the Steam Definitive Edition without any changes just implenting the Kingdoms Stuff (Not like changing it like on custom campagin mod 2 which makes some units only available on such a late period that they get worthless) since there is no working Version or even an Update on that.
Actually you are the only one who cares about that.