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

  1. #161

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

    I played different Factions and different games but there is a same problem in every game All others factions attacking only me not anyone else they dont fight with each other I liked this mod very much and I want to play it how can i fix this problem? Thank you very much

  2. #162
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Hi kilrun,
    I myself have not run into that issue yet. What faction are you playing? I will see if I can reproduce it. If you open up the faction tab, is there really no one else at war with each other?
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  3. #163

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

    Quote Originally Posted by 4zumi View Post
    Hi kilrun,
    I myself have not run into that issue yet. What faction are you playing? I will see if I can reproduce it. If you open up the faction tab, is there really no one else at war with each other?
    Hı 4zumi
    I played Byzantine and moors at least 50 turn but still no one fights each other they just take rebel cities and joins Crusade/Jihad could you recommend something for me about it?

  4. #164
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Hi Kilrun,

    I just tested a Byzantine campaign and I can not recreate what you experience. See the attached screenshots.
    Around 16 turns in the first wars got declared.

    Spoiler Alert, click show to read: 







    Maybe you have to secure your borders better or make more allies around you to prevent them to attack you and gang up on you.
    The AI will most likely try first to snatch every rebel settlement before going to war with another faction.

    Maybe you can try Beermug Carls AI for TVB, when he updated it for 3.2, this might give another experience. The campaign AI in TVB is the one from the original game, a little bit altered, but it's the same.
    Last edited by 4zumi; January 23, 2019 at 05:09 AM.
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  5. #165
    King Athelstan's Avatar The Wheel Weaves
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    I haven't encountered that problem, plenty of wars going around. However, in my Papal States the same thing has happened with Moors, Milan, Venice and HRE - They've besieged a settlement of mine, then 1 or 2 turns later asked for a peace treaty, which is illogical. Not sure why they do so, might be because as soon as they've attacked me they're excommunicated, which is not taken into account before the attack?
    Proudly under the patronage of General Brewster of the Imperial House of Hader
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  6. #166
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @athelstan

    This might very well be the case, at least for the catholic factions. They don't like beeing excommunicated and attacking the pope won't help their case.
    For the moors, I don't know. The base AI works sometimes in mysterious ways.
    Maybe they calculated their cances prior to the attack and it seemed logical afterward they found themselves hated by all the catholics or could estimate you strenght better and want peace. Or they pulled a Leroy Jenkins and go for a full teamwipe...
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  7. #167
    King Athelstan's Avatar The Wheel Weaves
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    I do think it fits, I'm half-roleplaying as an uberchristian, crusade-recruiting only madman
    Proudly under the patronage of General Brewster of the Imperial House of Hader
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  8. #168
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    God wills it!
    Proudly under the patronage of King Athelstan of the Imperial House of Hader

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  9. #169

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

    Hi 4zumi

    Ive been running a couple of campaigns on 3.1 - Scots and Lithuania, and appear to have come across a trait that is occurring randomly to my generals in both, bad trader.

    There is a limited hit for this one - generals can be born with it, they can get it by not building a grain exchange or market with a settlement with a wooden wall. That appears to be it.

    I'm around 40 turns into Scotland and have 4/5 generals who have it. I then watched carefully in my Lithuania campaign, which is currently 25 turns in, and two managed to get it in large towns where they finished buildings, but with markets already installed.

    Are you aware of anyone else having this occur in any of their campaigns? Dont think it can be related to my base Med II set up, as Ive used it for other mods and nothing like this has happened before.

  10. #170
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    hi braffet,

    thanks for your observation. I was not aware of that. To be honest, I rarely look at the traits. But I will look into it, what the triggers for that trait are. I can say, that I have not touched those triggers while making this mod, but I may have made a mistake. I will get back to you, when I find the time. Right now I have a big Banana to peel.
    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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  11. #171

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

    Trigger not_building_trade
    WhenToTest GovernorBuildingCompleted

    Condition SettlementBuildingExists >= wooden_wall
    and not SettlementBuildingExists >= corn_exchange

    Affects BadTrader 1 Chance 100
    If a character is governing a city that has a wooden wall (or better) but no grain exchange (or better) he'll get a point in BadTrader every time he completes a building. The character will get a level in BadTrader at 1, 3 and 5 points.
    If you don't want most of your governors to have that trait you'll have to either construct a grain exchange relatively early or edit the values in the export_descr_character_traits file to tweak some of the numbers.

  12. #172
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Thanks ensyvtre,
    you saved me a lookup.
    And i think i never noticed this, as one of the first things i built is always a market.
    And as i think this is intended, i see no reason to change it.
    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)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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  13. #173
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    PATCH 3.2.1 for 3.2 VERSION

    Corrects a bug that lets Cilicia get money when the apachean and aztecs get out of debt.
    Unpack it and copy it into the mods folder.
    This is not savegame compatible! You need to start a new campaign.

    http://www.mediafire.com/file/9qo735...3.2.1.zip/file
    Last edited by 4zumi; February 05, 2019 at 12:27 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"

  14. #174

    Icon13 Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    Quote Originally Posted by 4zumi View Post
    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.

    Total Vanilla Beyond Patch 3.2 Changes
    Change notes:

    -Sami Axemen are now available in the unique mayors palace buildings
    -Constable of Tripoli now includes the constable as officer model
    -Damascus Urban Milita now have the correct skin and don't look so funny any more
    -The apachean Tomahawk now has a skin instead of shiny silver
    -Milan and the Papal states can no longer construct the Armory, as it was not necessary for them
    -A CTD related to the replenishment of Outremer Units has been fixed. it would occur if you built the Citadel of Tripoli and the Gun Powder event came around. I think because of this the unit available per settlement limit broke and led to a ctd (this occured as spain). So to remedy this, it is now sadly no longer possible to refresh outremer units in every outremer barrack (only Constablers and Marshalls remain like this). I did not want to do that, but I had to for the sake of a stable game with one ctd cause less.

    I think thats about it. You may have to start a new campaign. But it might work with campaigns in progress.


    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 off this planet!

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

    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



    Amazing mod. but its pro political

  15. #175

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

    Will you add new cities and new units sometime soon? If you want to know more let me know because I like to help in some way.

  16. #176
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    @adi
    thanks
    but i really do not know what you mean, that it is "pro political"?

    @sulli
    Nope, this mod is finished as it is. There is no possibility to add cities or units anymore (reached the max amount). I only maintain the mod and provide bugfixes if issues occur.
    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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  17. #177

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

    Just wondering! That's all! However, you did spell visby wrong. It's Wisby instead!

  18. #178
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    No problem

    Yeah, you are right Wisby Visby could be some German-English translation thing or different sources writing it with W or V.
    I will kepp it on my list for a possible future patch
    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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  19. #179

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

    If you to ever talk about anything related to this mod or other mods you have created let me know. I could work the twcenter as a full time member as an actual employee as a historian.

  20. #180
    4zumi's Avatar This one sparks joy
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    Default Re: Total Vanilla Beyond 3.0 Release - Once more with feeling

    sure, i will keep that in mind. thanks
    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"

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