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Thread: Total Bananas - 1099 - beta#1

  1. #1
    4zumi's Avatar This one sparks joy
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    Default Total Bananas - 1099 - beta#1



    Total Bananas -1099
    beta#1 release


    (I hate you, Nebaki!)


    All about Eve:
    -This is a vanilla+ mod. Expanded map, more units, more factions, more fun.


    Download & Install:

    http://www.mediafire.com/file/oamepi...25231.zip/file
    3.5 gig donwload 6.5 gig unpacked (because i am lazy and just copied everything into each other, shoot me...)

    Installation
    -Unpack the zip
    -Put the banana folder into you mods folder of you Medieval 2 installation
    -Start the mod with the provided bat in the banana folder
    -should work for steam an cd version

    -You will need a clean Mediel 2 installation (NO! Other mod that is installed in the base game folder! - if its a mod folder mod, like this one, there will be no problem)
    -You might want to use the english language in the game (but it should work regardless if you use another language -i think)
    -Do not copy the banana folder into a previous alpha version of this mod, or have the great idea, that this is a submod of Total Vanilla Beyond (it is not, its a standalone mod!)


    Features:

    -Everything to keep it very, very close to the vanilla experience just with a hint of bananas flavor


    Factions Playable:

    Grand Campaign (22 Factions):

    -Byzantium
    -Denmark
    -Egypt
    -England
    -France
    -HRE (with integrated Teutonic Order Units)
    -Hungary
    -Milan
    -Moors
    -Poland
    -Portugal
    -Russia
    -Scotland
    -Sicily
    -Spain
    -Turks
    -Venice
    -Aztecs

    -Papal states (non playable)

    -Mongols (non playable horde)
    -Timurids (non playable horde)
    -Rebels (non playable)

    -Lithuania

    -Wales
    -Ireland
    -Norway

    -Mayans
    -Apachean
    -Tarascans
    -Chichimeca

    -Jerusalem



    Campaign Map:

    Roughly doubled the size:

    -The original Americas Campaign Map is integrated into the Grand Campaign map.
    -Some Regions from the other expansions made it as well into the map
    -The Caribbean Islands are greatly expanded
    -South America is expanded as well
    -Some new settlements in the Grand Campaign Map part to fill some empty regions out or have more islands (Gotland, Baleares, Malta, Island, Greenland, etc.)
    -Changed some starting conditions for settlements (made Tunis and Cagliari into a city, instead of a castle, etc.)
    -The Americas Map is almost exactly the same with the resources and growth conditions and settlement states. Slightly lowered the rebel occupational forces of slave settlements
    -A literal Eastern Egg on the map



    Travel:

    -You can travel with every ship to the americas through deep sea corridors


    Units:

    -Imported all (or most) of the units from the kingdoms expansion


    Traits & Ancillaries:

    -Imported all (or most) traits and ancillaries from the kingdoms expansion


    Religion & Culture:

    -Great Spirit religion for the Apachean only
    -Sun God religion for all other americas factions

    -Native American Culture for Apachean only


    Settlements & Forts:

    -Imported the Meso Settlements and Native Indian Settlements from the kingdoms expansion (there is some weird thing with the shadows on these maps, but it is in the original game too. So do not blame me.)
    -Imported the stone forts. They are not permanent (i think)

    Sound & Music:

    -Imported all new faction Sounds, Voices and some Music from the kingdoms expansion


    Event & Mechanics:

    -Lithuania can convert and get access to other units and loses the pagan ones. You have two chances.
    -Apachean do have a war path "mechanic" but it is tied to a trait that lets the generals army move like it would be on a jihad. This will only correctly trigger, if you beat an army in a open field and the general is the sole named character in the stack. The effect will subside once the general takes a settlement or loses a battle.
    -Apachean recruitment mechanic (you have to train 20, 50, units of a class bow, foot, etc. to get access to better buildings and units, have to defeat an army with horses x times to get horses, have to defeat an army with gunpowder x times to get access to gunpower troops. Same for the Chichimeca.
    -Jerusalem, You have to hold certain settlements in the holy land (Tripoli, Antioch, Jerusalem,Edessa, Krak...) to get access to certain units. Without them you only have access to your basic roster. Important! This is no regional recruitment thing, you can recruit a Tripoli Knight everywhere, as long as you hold Tripoli. - Only faction to have access to Unique units like the Constabler or the Sepulcher Canons.
    -HRE; to gain access to Teutonic Order expanded units you have to have a teutonic order guild building and hold certain settlements (Stettin, Marienburg, Riga). Also the availability is tied to certain military buildings. Christ Knights and Swordbrethren are only available in the Baltics region.

    Scripts:

    -Implemented my stripped down debt script, to keep the AI active

    Works of others:

    -Retrofit Mod by Unspoken Knight (TWCenter)
    -Stone Forts Complete by Gigantus (TWCenter)
    -G5 Settlement Tweaks v1.01 for M2TW\Kingdoms by Germanicu5 (TWCenter)


    Various Changes:

    -Some other minor changes


    What else to do?:

    -Enjoy your campaign


    What to to if you encounter bugs:

    -Don't panic
    -Please post here what happened
    -If you encounter a CTD please post the last few lines (10-20 lines) of your log here as well
    -Help is on the way


    Thanksloveyoubye
    zumi
    Last edited by 4zumi; February 24, 2019 at 02:34 AM.
    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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  2. #2
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    Bug reports so far from the now closed "road to" thread, thanks to everyone...

    Quote Originally Posted by johnswan View Post
    Turn 47,no probs so far , just missing text you are prob already aware of.

    Turn 77,no crashes but some shield textures look wrong.
    Yes, I was lazy with the text. I look into the textures. Thanks.

    Quote Originally Posted by wolf-yop View Post
    Ireland Miure Heavy inf upkeep is 60 thats very low for a top end inf.

    edit: do apacheans have musket and cavalry in the roster?
    Yes, thats the original upkeep, i look into that.
    Yes, they do, but like in the original you will have to fight armies with horses and gunpowder to get them.

    Quote Originally Posted by sullivanclan1 View Post
    I downloaded it and it stopped loading on the main screen. I got ctd. Any ideas on how to fix this problem?
    Maybe the same problem as the last time. That you have a mod in the base game folder installed and no clean installation of Medieval 2?

    Quote Originally Posted by Ghaster View Post
    Native American General is missing textures sometimes all of them, and sometimes just the weapon part.
    Also some new towns in the Americas are missing base farming output making town growth for small towns very slow (one that is predefined, not the farm upgrades.)
    Thanks, I will look into the textures.
    The missing farming output is like it was in the base game, so this is intentional. You would have to station chivalry base generals there to get some growth going.

    Quote Originally Posted by BrianDJ View Post
    when i click on a faction and than start campaign it wont do anything and bring me back to the main menu
    Please post the last few lines of the crash log. Do you have installed the bananas mod just by copying it into the mods folder or did you merge it with any preexisting one?
    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)

    Steam Workshop Mods for Rome 2, Warhammer, Warhammer 2

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  3. #3
    johnswan's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#1

    No worries. Turn 79 Welsh Crusade on Cairo , no crusade banners , I 'd imagine any catholic faction from kingdoms expansion would be missing them . Also ladders too short - this might just be in the game anyway though , sometimes they are too long (edit - this happens a lot in vanilla at least to me)



    Turn 93 Native American settlement on Bermuda has European buildings.

    Turn 105 Merchant Cavalry shield textures

    116 hole in head of priest , euro buildings Bahamas and New Seville.
    Last edited by johnswan; March 03, 2019 at 03:16 PM. Reason: additions

  4. #4

    Default Re: Total Bananas - 1099 - beta#1

    It takes too long to access the game and it ctds on me. Any ideas on I can fix that problem?

  5. #5
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    @sulli

    do you have a clean medieval 2 installation without any other mods as i suggested?
    if you have any other mods installed, that alter the base install, this will lead to a ctd...
    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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  6. #6

    Default Re: Total Bananas - 1099 - beta#1

    I do have other mod... a bunch of them. Do you want to uninstall and reinstall medieval 2 total war?

  7. #7
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    @sulli
    exactly.
    this is, what you have to do,if the base installation is altered in any way.

    @john
    ah, thanks i had this problem in tvb too. i think it is the wrong ladder for the wall, should be fixable
    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"

  8. #8

    Default Re: Total Bananas - 1099 - beta#1

    I don't want to uninstall and reinstall the game. I mean that takes too much time. Besides I can't get rid of the other mods i have installed. Is there another to fix this problem?

  9. #9
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    Nope
    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"

  10. #10

    Default Re: Total Bananas - 1099 - beta#1

    Damn! What other mods do you have?

  11. #11
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    "Only" Bananas and Vanilla.

    But none of them are going to work for you, if you have your base installation altered (other foldered mods, that are only in the mods folder and do not change the base install are fine too)
    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
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  12. #12

    Default Re: Total Bananas - 1099 - beta#1

    Will the mod trial be complete?

  13. #13
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    Do you mean "when will the mod trial be complete?"

    If so,

    I do not know. Depends on the found bugs, my spare time, and other factors.

    Maybe a few weeks, more likely a few month, because at the end i will test every faction per hand, what will take a lot of 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"

  14. #14

    Default Re: Total Bananas - 1099 - beta#1

    True! Once it is out... will I have uninstall and reinstall medieval 2 total war and uninstall every mod I have to play this one?

  15. #15

    Default Re: Total Bananas - 1099 - beta#1

    If the mods that you have are mod foldered, you can install this one without problems. No need to reinstall Medieval 2.

    4zumi, can i use an AI mod coupled with bananas?

  16. #16
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    @sulli
    what primo said, but to make it clear as I said before:

    -If you or any mod has altered the base installation of Medieval 2, no mod of mine is going to work
    -If all of your mods are in seperate folders in den mods/ folder, then all my mods should work

    @primo
    maybe, i am not sure about that. it depends what the AI needs for implementation, flags etc.
    If you copy the AI mod into the banana folder it may work. But I think you will have to manually change some settings. For example the sm_factions must be altered by hand if the AI touches this file
    Shortly said, there will most likely be no way around doing this per hand, as a simple copy the AI into Bananas will most likely not work.
    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"

  17. #17

    Default Re: Total Bananas - 1099 - beta#1

    @4zumi:
    Makes sense! I already have a base mod installed on the vanilla game. That's why the mod didn't work.

  18. #18
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#1

    Hey there, loving the mod so far but as the Mayan the walls do provide "number of free upkeep units" but no units seem to be allowed the free upkeep when in garrison?

  19. #19
    Dragour's Avatar Tiro
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    Default Re: Total Bananas - 1099 - beta#1

    Are the native American factions able to build ports eventually?

  20. #20
    4zumi's Avatar This one sparks joy
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    Default Re: Total Bananas - 1099 - beta#1

    @dragour

    thanks, and hi there too
    i will look at the mayans, this may be due to no mayan unit having the free_upkeep_unit tag in the EDB

    i am undecided at the ports right now. I don't think i will make them able to built ports, but maybe use captured ones and eventually be able to built own ships.
    Otherwise they are able to hire mercenary cogs in the americas.
    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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